X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=4c54dddaa6901f137e28772c913bac6d1b6d0d2b;hb=b9671f63469586007314131f3f53728795c035cd;hp=e194b026f9dd1b802e115a6b67f389c9d1c97798;hpb=2487070c23bdcfc8ac60d414356ec43f52ec1a57;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index e194b026f..4c54dddaa 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -9,6 +9,7 @@ #include "teamplay.qh" #include "weapons/throwing.qh" #include "command/common.qh" +#include "../common/state.qh" #include "../common/anim.qh" #include "../common/animdecide.qh" #include "../common/csqcmodel_settings.qh" @@ -19,6 +20,8 @@ #include "../common/minigames/sv_minigames.qh" +#include "../common/physics/player.qh" +#include "../common/effects/qc/all.qh" #include "../common/mutators/mutator/waypoints/waypointsprites.qh" #include "../common/triggers/include.qh" @@ -34,107 +37,106 @@ void Drop_Special_Items(entity player) MUTATOR_CALLHOOK(DropSpecialItems, player); } -void CopyBody_Think() -{SELFPARAM(); - if(self.CopyBody_nextthink && time > self.CopyBody_nextthink) +void CopyBody_Think(entity this) +{ + if(this.CopyBody_nextthink && time > this.CopyBody_nextthink) { - self.CopyBody_think(); - if(wasfreed(self)) + this.CopyBody_think(this); + if(wasfreed(this)) return; - self.CopyBody_nextthink = self.nextthink; - self.CopyBody_think = self.think; - self.think = CopyBody_Think; + this.CopyBody_nextthink = this.nextthink; + this.CopyBody_think = getthink(this); + setthink(this, CopyBody_Think); } - CSQCMODEL_AUTOUPDATE(self); - self.nextthink = time; + CSQCMODEL_AUTOUPDATE(this); + this.nextthink = time; } -void CopyBody(float keepvelocity) -{SELFPARAM(); - if (self.effects & EF_NODRAW) +void CopyBody(entity this, float keepvelocity) +{ + if (this.effects & EF_NODRAW) return; - setself(new(body)); - self.enemy = this; - self.lip = this.lip; - self.colormap = this.colormap; - self.iscreature = this.iscreature; - self.teleportable = this.teleportable; - self.damagedbycontents = this.damagedbycontents; - self.angles = this.angles; - self.v_angle = this.v_angle; - self.avelocity = this.avelocity; - self.damageforcescale = this.damageforcescale; - self.effects = this.effects; - self.glowmod = this.glowmod; - self.event_damage = this.event_damage; - self.anim_state = this.anim_state; - self.anim_time = this.anim_time; - self.anim_lower_action = this.anim_lower_action; - self.anim_lower_time = this.anim_lower_time; - self.anim_upper_action = this.anim_upper_action; - self.anim_upper_time = this.anim_upper_time; - self.anim_implicit_state = this.anim_implicit_state; - self.anim_implicit_time = this.anim_implicit_time; - self.anim_lower_implicit_action = this.anim_lower_implicit_action; - self.anim_lower_implicit_time = this.anim_lower_implicit_time; - self.anim_upper_implicit_action = this.anim_upper_implicit_action; - self.anim_upper_implicit_time = this.anim_upper_implicit_time; - self.dphitcontentsmask = this.dphitcontentsmask; - self.death_time = this.death_time; - self.pain_finished = this.pain_finished; - self.health = this.health; - self.armorvalue = this.armorvalue; - self.armortype = this.armortype; - self.model = this.model; - self.modelindex = this.modelindex; - self.skin = this.skin; - self.species = this.species; - self.movetype = this.movetype; - self.solid = this.solid; - self.ballistics_density = this.ballistics_density; - self.takedamage = this.takedamage; - self.customizeentityforclient = this.customizeentityforclient; - self.uncustomizeentityforclient = this.uncustomizeentityforclient; - self.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; + entity clone = new(body); + clone.enemy = this; + clone.lip = this.lip; + clone.colormap = this.colormap; + clone.iscreature = this.iscreature; + clone.teleportable = this.teleportable; + clone.damagedbycontents = this.damagedbycontents; + clone.angles = this.angles; + clone.v_angle = this.v_angle; + clone.avelocity = this.avelocity; + clone.damageforcescale = this.damageforcescale; + clone.effects = this.effects; + clone.glowmod = this.glowmod; + clone.event_damage = this.event_damage; + clone.anim_state = this.anim_state; + clone.anim_time = this.anim_time; + clone.anim_lower_action = this.anim_lower_action; + clone.anim_lower_time = this.anim_lower_time; + clone.anim_upper_action = this.anim_upper_action; + clone.anim_upper_time = this.anim_upper_time; + clone.anim_implicit_state = this.anim_implicit_state; + clone.anim_implicit_time = this.anim_implicit_time; + clone.anim_lower_implicit_action = this.anim_lower_implicit_action; + clone.anim_lower_implicit_time = this.anim_lower_implicit_time; + clone.anim_upper_implicit_action = this.anim_upper_implicit_action; + clone.anim_upper_implicit_time = this.anim_upper_implicit_time; + clone.dphitcontentsmask = this.dphitcontentsmask; + clone.death_time = this.death_time; + clone.pain_finished = this.pain_finished; + clone.health = this.health; + clone.armorvalue = this.armorvalue; + clone.armortype = this.armortype; + clone.model = this.model; + clone.modelindex = this.modelindex; + clone.skin = this.skin; + clone.species = this.species; + clone.movetype = this.movetype; + clone.solid = this.solid; + clone.ballistics_density = this.ballistics_density; + clone.takedamage = this.takedamage; + setcefc(clone, getcefc(this)); + clone.uncustomizeentityforclient = this.uncustomizeentityforclient; + clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; if (keepvelocity == 1) - self.velocity = this.velocity; - self.oldvelocity = self.velocity; - self.alpha = this.alpha; - self.fade_time = this.fade_time; - self.fade_rate = this.fade_rate; - //self.weapon = this.weapon; - setorigin(self, this.origin); - setsize(self, this.mins, this.maxs); - self.prevorigin = this.origin; - self.reset = SUB_Remove; - - Drag_MoveDrag(this, self); - - if(self.colormap <= maxclients && self.colormap > 0) - self.colormap = 1024 + this.clientcolors; - - CSQCMODEL_AUTOINIT(self); - self.CopyBody_nextthink = this.nextthink; - self.CopyBody_think = this.think; - self.nextthink = time; - self.think = CopyBody_Think; + clone.velocity = this.velocity; + clone.oldvelocity = clone.velocity; + clone.alpha = this.alpha; + clone.fade_time = this.fade_time; + clone.fade_rate = this.fade_rate; + //clone.weapon = this.weapon; + setorigin(clone, this.origin); + setsize(clone, this.mins, this.maxs); + clone.prevorigin = this.origin; + clone.reset = SUB_Remove; + clone._ps = this._ps; + + Drag_MoveDrag(this, clone); + + if(clone.colormap <= maxclients && clone.colormap > 0) + clone.colormap = 1024 + this.clientcolors; + + CSQCMODEL_AUTOINIT(clone); + clone.CopyBody_nextthink = this.nextthink; + clone.CopyBody_think = getthink(this); + clone.nextthink = time; + setthink(clone, CopyBody_Think); // "bake" the current animation frame for clones (they don't get clientside animation) - animdecide_load_if_needed(self); - animdecide_setframes(self, false, frame, frame1time, frame2, frame2time); - - setself(this); + animdecide_load_if_needed(clone); + animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time); } -void player_setupanimsformodel() -{SELFPARAM(); +void player_setupanimsformodel(entity this) +{ // load animation info - animdecide_load_if_needed(self); - animdecide_setstate(self, 0, false); + animdecide_load_if_needed(this); + animdecide_setstate(this, 0, false); } -void player_anim () -{SELFPARAM(); - int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); - if(self.deadflag) { +void player_anim(entity this) +{ + int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); + if(IS_DEAD(this)) { if (!deadbits) { // Decide on which death animation to use. if(random() < 0.5) @@ -147,65 +149,65 @@ void player_anim () deadbits = 0; } int animbits = deadbits; - if(self.frozen) + if(STAT(FROZEN, this)) animbits |= ANIMSTATE_FROZEN; - if(self.movetype == MOVETYPE_FOLLOW) + if(this.movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; - if(self.crouch) + if(this.crouch) animbits |= ANIMSTATE_DUCK; - animdecide_setstate(self, animbits, false); - animdecide_setimplicitstate(self, (IS_ONGROUND(self))); + animdecide_setstate(this, animbits, false); + animdecide_setimplicitstate(this, IS_ONGROUND(this)); } -void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); +void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ float take, save; vector v; - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); // damage resistance (ignore most of the damage from a bullet or similar) damage = max(damage - 5, 1); - v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); } if (take > 50) - Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) - Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - self.armorvalue = self.armorvalue - save; - self.health = self.health - take; + this.armorvalue = this.armorvalue - save; + this.health = this.health - take; // pause regeneration for 5 seconds - self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); + this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); - self.dmg_save = self.dmg_save + save;//max(save - 10, 0); - self.dmg_take = self.dmg_take + take;//max(take - 10, 0); - self.dmg_inflictor = inflictor; + this.dmg_save = this.dmg_save + save;//max(save - 10, 0); + this.dmg_take = this.dmg_take + take;//max(take - 10, 0); + this.dmg_inflictor = inflictor; - if (self.health <= -autocvar_sv_gibhealth && self.alpha >= 0) + if (this.health <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib - self.frame = 0; + this.frame = 0; // view just above the floor - self.view_ofs = '0 0 4'; + this.view_ofs = '0 0 4'; - Violence_GibSplash(self, 1, 1, attacker); - self.alpha = -1; - self.solid = SOLID_NOT; // restore later - self.takedamage = DAMAGE_NO; // restore later - self.damagedbycontents = false; + Violence_GibSplash(this, 1, 1, attacker); + this.alpha = -1; + this.solid = SOLID_NOT; // restore later + this.takedamage = DAMAGE_NO; // restore later + this.damagedbycontents = false; } } @@ -295,20 +297,20 @@ void calculate_player_respawn_time(entity this) this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; } -void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); +void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ float take, save, dh, da; vector v; float valid_damage_for_weaponstats; float excess; - dh = max(self.health, 0); - da = max(self.armorvalue, 0); + dh = max(this.health, 0); + da = max(this.armorvalue, 0); if(!DEATH_ISSPECIAL(deathtype)) { - damage *= sqrt(bound(1.0, self.cvar_cl_handicap, 100.0)); - if(self != attacker) + damage *= sqrt(bound(1.0, this.cvar_cl_handicap, 100.0)); + if(this != attacker) damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0)); } @@ -318,20 +320,20 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp vector ear1, ear2; vector d; float f; - ear1 = self.origin; - ear1_z += 0.125 * self.view_ofs.z + 0.875 * self.maxs.z; // 7/8 + ear1 = this.origin; + ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 ear2 = ear1; - makevectors(self.angles); + makevectors(this.angles); ear1 += v_right * -10; ear2 += v_right * +10; - d = inflictor.origin - self.origin; + d = inflictor.origin - this.origin; if (d) f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! else f = 0; // Assum ecenter. force = v_right * vlen(force); - Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), self, attacker); - Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), self, attacker); + Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); + Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); if(f > 0) { hitloc = ear1; @@ -344,140 +346,146 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp } } else - Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); + Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); - v = healtharmor_applydamage(self.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); + v = healtharmor_applydamage(this.armorvalue, autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; - if(attacker == self) + if(attacker == this) { - // don't reset pushltime for self damage as it may be an attempt to + // don't reset pushltime for this damage as it may be an attempt to // escape a lava pit or similar - //self.pushltime = 0; - self.istypefrag = 0; + //this.pushltime = 0; + this.istypefrag = 0; } else if(IS_PLAYER(attacker)) { - self.pusher = attacker; - self.pushltime = time + autocvar_g_maxpushtime; - self.istypefrag = self.BUTTON_CHAT; + this.pusher = attacker; + this.pushltime = time + autocvar_g_maxpushtime; + this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this); } - else if(time < self.pushltime) + else if(time < this.pushltime) { - attacker = self.pusher; - self.pushltime = max(self.pushltime, time + 0.6); + attacker = this.pusher; + this.pushltime = max(this.pushltime, time + 0.6); } else { - self.pushltime = 0; - self.istypefrag = 0; + this.pushltime = 0; + this.istypefrag = 0; + } + + if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) + { + vector v = healtharmor_applydamage(this.armorvalue, max(0, autocvar_g_spawnshield_blockdamage), deathtype, damage); + take = v.x; + save = v.y; } - frag_damage = damage; - MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, self, force, take, save); - take = bound(0, damage_take, self.health); - save = bound(0, damage_save, self.armorvalue); + MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage); + take = bound(0, M_ARGV(4, float), this.health); + save = bound(0, M_ARGV(5, float), this.armorvalue); excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) - sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) - sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); + sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) - sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? + sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? } if (take > 50) - Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) - Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, self, attacker); + Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); - if (time >= self.spawnshieldtime) + if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1) { - if (!(self.flags & FL_GODMODE)) + if (!(this.flags & FL_GODMODE)) { - self.armorvalue = self.armorvalue - save; - self.health = self.health - take; + this.armorvalue = this.armorvalue - save; + this.health = this.health - take; // pause regeneration for 5 seconds if(take) - self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); + this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); - if (time > self.pain_finished) //Don't switch pain sequences like crazy + if (time > this.pain_finished) //Don't switch pain sequences like crazy { - self.pain_finished = time + 0.5; //Supajoe + this.pain_finished = time + 0.5; //Supajoe if(autocvar_sv_gentle < 1) { - if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models + if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models { - if (!self.animstate_override) + if (!this.animstate_override) { if (random() > 0.5) - animdecide_setaction(self, ANIMACTION_PAIN1, true); + animdecide_setaction(this, ANIMACTION_PAIN1, true); else - animdecide_setaction(self, ANIMACTION_PAIN2, true); + animdecide_setaction(this, ANIMACTION_PAIN2, true); } } if(sound_allowed(MSG_BROADCAST, attacker)) - if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser - if(self.health > 1) + if((this.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != this) // WEAPONTODO: create separate limit for pain notification with laser + if(this.health > 1) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { if(deathtype == DEATH_FALL.m_id) - PlayerSound(self, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND); - else if(self.health > 75) // TODO make a "gentle" version? - PlayerSound(self, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND); - else if(self.health > 50) - PlayerSound(self, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND); - else if(self.health > 25) - PlayerSound(self, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND); + else if(this.health > 75) + PlayerSound(this, playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND); + else if(this.health > 50) + PlayerSound(this, playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND); + else if(this.health > 25) + PlayerSound(this, playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND); else - PlayerSound(self, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND); } } } // throw off bot aim temporarily float shake; - if(IS_BOT_CLIENT(self) && self.health >= 1) + if(IS_BOT_CLIENT(this) && this.health >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); - self.v_angle_x = self.v_angle.x + (random() * 2 - 1) * shake; - self.v_angle_y = self.v_angle.y + (random() * 2 - 1) * shake; - self.v_angle_x = bound(-90, self.v_angle.x, 90); + this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake; + this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake; + this.v_angle_x = bound(-90, this.v_angle.x, 90); } } else - self.max_armorvalue += (save + take); + this.max_armorvalue += (save + take); } - self.dmg_save = self.dmg_save + save;//max(save - 10, 0); - self.dmg_take = self.dmg_take + take;//max(take - 10, 0); - self.dmg_inflictor = inflictor; + this.dmg_save = this.dmg_save + save;//max(save - 10, 0); + this.dmg_take = this.dmg_take + take;//max(take - 10, 0); + this.dmg_inflictor = inflictor; - if (self != attacker) { + if (this != attacker) { float realdmg = damage - excess; if (IS_PLAYER(attacker)) { PlayerScore_Add(attacker, SP_DMG, realdmg); } - if (IS_PLAYER(self)) { - PlayerScore_Add(self, SP_DMGTAKEN, realdmg); + if (IS_PLAYER(this)) { + PlayerScore_Add(this, SP_DMGTAKEN, realdmg); } } bool abot = (IS_BOT_CLIENT(attacker)); - bool vbot = (IS_BOT_CLIENT(self)); + bool vbot = (IS_BOT_CLIENT(this)); valid_damage_for_weaponstats = 0; Weapon awep = WEP_Null; - if(vbot || IS_REAL_CLIENT(self)) + if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) - if(attacker && self != attacker) - if(DIFF_TEAM(self, attacker)) + if(attacker && this != attacker) + if(DIFF_TEAM(this, attacker)) { if(DEATH_ISSPECIAL(deathtype)) awep = PS(attacker).m_weapon; @@ -488,150 +496,150 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp if(valid_damage_for_weaponstats) { - dh = dh - max(self.health, 0); - da = da - max(self.armorvalue, 0); - WeaponStats_LogDamage(awep.m_id, abot, PS(self).m_weapon.m_id, vbot, dh + da); - MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype); + dh = dh - max(this.health, 0); + da = da - max(this.armorvalue, 0); + WeaponStats_LogDamage(awep.m_id, abot, PS(this).m_weapon.m_id, vbot, dh + da); + MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype); } - if (self.health < 1) + if (this.health < 1) { float defer_ClientKill_Now_TeamChange; defer_ClientKill_Now_TeamChange = false; - if(self.alivetime) + if(this.alivetime) { - PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime); - self.alivetime = 0; + PS_GR_P_ADDVAL(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); + this.alivetime = 0; } if(valid_damage_for_weaponstats) - WeaponStats_LogKill(awep.m_id, abot, PS(self).m_weapon.m_id, vbot); + WeaponStats_LogKill(awep.m_id, abot, PS(this).m_weapon.m_id, vbot); - if(autocvar_sv_gentle < 1) // TODO make a "gentle" version? + if(autocvar_sv_gentle < 1) if(sound_allowed(MSG_BROADCAST, attacker)) { if(deathtype == DEATH_DROWN.m_id) - PlayerSound(self, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND); else - PlayerSound(self, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND); + PlayerSound(this, playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND); } // get rid of kill indicator - if(self.killindicator) + if(this.killindicator) { - remove(self.killindicator); - self.killindicator = world; - if(self.killindicator_teamchange) + remove(this.killindicator); + this.killindicator = NULL; + if(this.killindicator_teamchange) defer_ClientKill_Now_TeamChange = true; - if(self.classname == "body") + if(this.classname == "body") if(deathtype == DEATH_KILL.m_id) { // for the lemmings fans, a small harmless explosion - Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1); + Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1); } } // print an obituary message - if(self.classname != "body") - Obituary (attacker, inflictor, self, deathtype); + if(this.classname != "body") + Obituary (attacker, inflictor, this, deathtype); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); if(w != WEP_Null) - if(accuracy_isgooddamage(attacker, self)) + if(accuracy_isgooddamage(attacker, this)) attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1; - MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype); - excess = frag_damage; + MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage); + excess = M_ARGV(4, float); - Weapon wep = PS(self).m_weapon; - wep.wr_playerdeath(wep); + Weapon wep = PS(this).m_weapon; + wep.wr_playerdeath(wep, this); - RemoveGrapplingHook(self); + RemoveGrapplingHook(this); - Portal_ClearAllLater(self); + Portal_ClearAllLater(this); - self.fixangle = true; + this.fixangle = true; if(defer_ClientKill_Now_TeamChange) - ClientKill_Now_TeamChange(); // can turn player into spectator + ClientKill_Now_TeamChange(this); // can turn player into spectator // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die - if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body")) + if(this.health >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; // when we get here, player actually dies - Unfreeze(self); // remove any icy remains - self.health = 0; // Unfreeze resets health, so we need to set it back + Unfreeze(this); // remove any icy remains + this.health = 0; // Unfreeze resets health, so we need to set it back // clear waypoints - WaypointSprite_PlayerDead(); + WaypointSprite_PlayerDead(this); // throw a weapon - SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, PS(self).m_switchweapon.m_id); + SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, PS(this).m_switchweapon.m_id); // become fully visible - self.alpha = default_player_alpha; + this.alpha = default_player_alpha; // make the corpse upright (not tilted) - self.angles_x = 0; - self.angles_z = 0; + this.angles_x = 0; + this.angles_z = 0; // don't spin - self.avelocity = '0 0 0'; + this.avelocity = '0 0 0'; // view from the floor - self.view_ofs = '0 0 -8'; + this.view_ofs = '0 0 -8'; // toss the corpse - self.movetype = MOVETYPE_TOSS; + this.movetype = MOVETYPE_TOSS; // shootable corpse - self.solid = SOLID_CORPSE; - self.ballistics_density = autocvar_g_ballistics_density_corpse; + this.solid = SOLID_CORPSE; + this.ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor - UNSET_ONGROUND(self); + UNSET_ONGROUND(this); // dying animation - self.deadflag = DEAD_DYING; + this.deadflag = DEAD_DYING; // when to allow respawn calculate_player_respawn_time(this); - self.death_time = time; + this.death_time = time; if (random() < 0.5) - animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD1, true); + animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true); else - animdecide_setstate(self, self.anim_state | ANIMSTATE_DEAD2, true); - if (self.maxs.z > 5) + animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true); + if (this.maxs.z > 5) { - self.maxs_z = 5; - setsize(self, self.mins, self.maxs); + this.maxs_z = 5; + setsize(this, this.mins, this.maxs); } // set damage function to corpse damage - self.event_damage = PlayerCorpseDamage; + this.event_damage = PlayerCorpseDamage; // call the corpse damage function just in case it wants to gib - self.event_damage(inflictor, attacker, excess, deathtype, hitloc, force); + this.event_damage(this, inflictor, attacker, excess, deathtype, hitloc, force); // set up to fade out later - SUB_SetFade (self, time + 6 + random (), 1); + SUB_SetFade (this, time + 6 + random (), 1); // reset body think wrapper broken by SUB_SetFade - if(self.classname == "body" && self.think != CopyBody_Think) { - self.CopyBody_think = self.think; - self.CopyBody_nextthink = self.nextthink; - self.think = CopyBody_Think; - self.nextthink = time; + if(this.classname == "body" && getthink(this) != CopyBody_Think) { + this.CopyBody_think = getthink(this); + this.CopyBody_nextthink = this.nextthink; + setthink(this, CopyBody_Think); + this.nextthink = time; } - if(autocvar_sv_gentle > 0 || autocvar_ekg || self.classname == "body") { + if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") { // remove corpse // clones don't run any animation code any more, so we must gib them when they die :( - PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); + PlayerCorpseDamage(this, inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force); } // reset fields the weapons may use just in case FOREACH(Weapons, it != WEP_Null, LAMBDA( - it.wr_resetplayer(it); + it.wr_resetplayer(it, this); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { - ATTACK_FINISHED_FOR(self, it.m_id, slot) = 0; + ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0; } )); } @@ -648,6 +656,12 @@ void MoveToTeam(entity client, int team_colour, int type) LogTeamchange(client.playerid, client.team, type); } +/** print(), but only print if the server is not local */ +void dedicated_print(string input) +{ + if (server_is_dedicated) print(input); +} + /** * message "": do not say, just test flood control * return value: @@ -655,20 +669,14 @@ void MoveToTeam(entity client, int team_colour, int type) * 0 = reject * -1 = fake accept */ -int Say(entity source, float teamsay, entity privatesay, string msgin, bool floodcontrol) +int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodcontrol) { - string msgstr, colorstr, cmsgstr, namestr, fullmsgstr, sourcemsgstr, fullcmsgstr, sourcecmsgstr, colorprefix; - float flood; - var .float flood_field; - float ret; - string privatemsgprefix = string_null; float privatemsgprefixlen = 0; - - if(!teamsay && !privatesay) - if(substring(msgin, 0, 1) == " ") - msgin = substring(msgin, 1, strlen(msgin) - 1); // work around DP say bug (say_team does not have this!) + if (!teamsay && !privatesay) if (substring(msgin, 0, 1) == " ") + msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!) - msgin = formatmessage(msgin); + msgin = formatmessage(source, msgin); + string colorstr; if (!IS_PLAYER(source)) colorstr = "^0"; // black for spectators else if(teamplay) @@ -682,6 +690,11 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo if(intermission_running) teamsay = false; + if (!source) { + colorstr = ""; + teamsay = false; + } + if(msgin != "") msgin = trigger_magicear_processmessage_forallears(source, teamsay, privatesay, msgin); @@ -691,23 +704,23 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo // for now, just give "say" back and only handle say_team if(!teamsay) { - clientcommand(self, strcat("say ", msgin)); + clientcommand(source, strcat("say ", msgin)); return; } */ - if(autocvar_g_chat_teamcolors) - namestr = playername(source); - else - namestr = source.netname; + string namestr = ""; + if (source) + namestr = autocvar_g_chat_teamcolors ? playername(source) : source.netname; - if(strdecolorize(namestr) == namestr) - colorprefix = "^3"; - else - colorprefix = "^7"; + string colorprefix = (strdecolorize(namestr) == namestr) ? "^3" : "^7"; - if(msgin != "") - { + string msgstr, cmsgstr; + string privatemsgprefix = string_null; + int privatemsgprefixlen = 0; + if (msgin == "") { + msgstr = cmsgstr = ""; + } else { if(privatesay) { msgstr = strcat("\{1}\{13}* ", colorprefix, namestr, "^3 tells you: ^7"); @@ -741,23 +754,22 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo msgin = strreplace("/me", strcat(colorprefix, namestr), msgin); msgstr = strcat("\{1}^4* ", "^7", msgin); } - else - msgstr = strcat("\{1}", colorprefix, namestr, "^7: ", msgin); + else { + msgstr = "\{1}"; + msgstr = strcat(msgstr, (namestr != "") ? strcat(colorprefix, namestr, "^7: ") : "^7"); + msgstr = strcat(msgstr, msgin); + } cmsgstr = ""; } msgstr = strcat(strreplace("\n", " ", msgstr), "\n"); // newlines only are good for centerprint } - else - { - msgstr = cmsgstr = ""; - } - fullmsgstr = msgstr; - fullcmsgstr = cmsgstr; + string fullmsgstr = msgstr; + string fullcmsgstr = cmsgstr; // FLOOD CONTROL - flood = 0; - flood_field = floodcontrol_chat; + int flood = 0; + var .float flood_field = floodcontrol_chat; if(floodcontrol) { float flood_spl; @@ -829,6 +841,7 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo source.(flood_field) = flood = 0; } + string sourcemsgstr, sourcecmsgstr; if(flood == 2) // cannot happen for empty msgstr { if(autocvar_g_chat_flood_notify_flooder) @@ -849,8 +862,7 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo sourcecmsgstr = cmsgstr; } - if(!privatesay) - if (!IS_PLAYER(source)) + if (!privatesay && source && !IS_PLAYER(source)) { if (!intermission_running) if(teamsay || (autocvar_g_chat_nospectators == 1) || (autocvar_g_chat_nospectators == 2 && !(warmup_stage || gameover))) @@ -864,6 +876,7 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo if(privatesay) sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1)); + int ret; if(source.muted) { // always fake the message @@ -904,7 +917,7 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, LAMBDA(sprint(it, msgstr))); + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && it.active_minigame == source.active_minigame, sprint(it, msgstr)); } else if(teamsay > 0) // team message, only sent to team mates { @@ -912,26 +925,27 @@ int Say(entity source, float teamsay, entity privatesay, string msgin, bool floo dedicated_print(msgstr); // send to server console too if(sourcecmsgstr != "") centerprint(source, sourcecmsgstr); - FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, LAMBDA( + FOREACH_CLIENT(IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source && it.team == source.team, { sprint(it, msgstr); if(cmsgstr != "") centerprint(it, cmsgstr); - )); + }); } else if(teamsay < 0) // spectator message, only sent to spectators { sprint(source, sourcemsgstr); dedicated_print(msgstr); // send to server console too - FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr))); - } - else if(sourcemsgstr != msgstr) // trimmed/server fixed message, sent to all players - { - sprint(source, sourcemsgstr); - dedicated_print(msgstr); // send to server console too - FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, LAMBDA(sprint(it, msgstr))); + FOREACH_CLIENT(!IS_PLAYER(it) && IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr)); } else - bprint(msgstr); // entirely normal message, sent to all players -- bprint sends to server console too. + { + if (source) { + sprint(source, sourcemsgstr); + dedicated_print(msgstr); // send to server console too + MX_Say(strcat(playername(source), "^7: ", msgin)); + } + FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source, sprint(it, msgstr)); + } } return ret;