]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Copy spectatee scale
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index fe30cae7843ee007ff0bbadd1436d42466f3db62..73bc1803fb1e9ba69d26fd628a90b9552121f9e8 100644 (file)
@@ -406,6 +406,7 @@ string CheckPlayerModel(string plyermodel) {
        {\r
                if(substring(plyermodel,-4,4) != ".zym")\r
                if(substring(plyermodel,-4,4) != ".dpm")\r
+               if(substring(plyermodel,-4,4) != ".iqm")\r
                if(substring(plyermodel,-4,4) != ".md3")\r
                if(substring(plyermodel,-4,4) != ".psk")\r
                        return FallbackPlayerModel;\r
@@ -417,11 +418,12 @@ string CheckPlayerModel(string plyermodel) {
        return plyermodel;\r
 }\r
 \r
-void setmodel_apply(string modelname)\r
+void setmodel_apply(string modelname, float reset_anims)\r
 {\r
        precache_model(modelname);\r
        setmodel(self, modelname); // players have high precision\r
-       player_setupanimsformodel();\r
+       if(reset_anims)\r
+               player_setupanimsformodel();\r
 }\r
 \r
 string setmodel_state()\r
@@ -457,7 +459,7 @@ void Client_setmodel(string applymodel)
        applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop\r
        m1 = self.mins;\r
        m2 = self.maxs;\r
-       setmodel_apply(applymodel);\r
+       setmodel_apply(applymodel, FALSE);\r
        setsize (self, m1, m2);\r
 }\r
 \r
@@ -469,7 +471,7 @@ void Client_uncustomizeentityforclient()
 float Client_customizeentityforclient()\r
 {\r
        entity modelsource;\r
-       string applymodel;\r
+       string stomachmodel;\r
 \r
        if(self.modelindex == 0)\r
                return TRUE;\r
@@ -511,24 +513,20 @@ float Client_customizeentityforclient()
        // now change the predator's player model into a stomach model for the prey\r
        // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
        // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
+       stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
 \r
-       // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
-       if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug\r
-       {\r
-               Client_setmodel(setmodel_state());\r
-               if not(self.predator.classname == "player" || self.fakeprey)\r
-                       self.alpha = default_player_alpha;\r
-               return TRUE;\r
-       }\r
        if(other.spectatee_status)\r
                other = other.enemy; // also do this for the player we are spectating\r
+\r
+       // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
+       if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
        if(other.predator == self || other.fakepredator == self)\r
        {\r
-               applymodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
-               Client_setmodel(applymodel);\r
+               Client_setmodel(stomachmodel);\r
                self.alpha = other.cvar_cl_vore_stomachmodel;\r
                return TRUE;\r
        }\r
+\r
        Client_setmodel(setmodel_state());\r
        if not(self.predator.classname == "player" || self.fakeprey)\r
                self.alpha = default_player_alpha;\r
@@ -725,7 +723,7 @@ void FixPlayermodel()
                {\r
                        m1 = self.mins;\r
                        m2 = self.maxs;\r
-                       setmodel_apply (defaultmodel);\r
+                       setmodel_apply (defaultmodel, TRUE);\r
                        setsize (self, m1, m2);\r
                        chmdl = TRUE;\r
                }\r
@@ -738,7 +736,7 @@ void FixPlayermodel()
                        self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop\r
                        m1 = self.mins;\r
                        m2 = self.maxs;\r
-                       setmodel_apply (self.playermodel);\r
+                       setmodel_apply (self.playermodel, TRUE);\r
                        setsize (self, m1, m2);\r
                        chmdl = TRUE;\r
                }\r
@@ -828,6 +826,8 @@ void PutClientInServer (void)
 \r
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
+               Vore_DeadPrey_Detach(self);\r
+\r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
                self.iscreature = TRUE;\r
@@ -922,8 +922,6 @@ void PutClientInServer (void)
 \r
                SetCustomizer(self, Client_customizeentityforclient, Client_uncustomizeentityforclient);\r
 \r
-               Vore_DeadPrey_Detach(self);\r
-\r
                self.model = "";\r
                FixPlayermodel();\r
 \r
@@ -935,7 +933,7 @@ void PutClientInServer (void)
                // don't reset back to last position, even if new position is stuck in solid\r
                self.oldorigin = self.origin;\r
                self.prevorigin = self.origin;\r
-               self.lastrocket = world; // stop rocket guiding, no revenge from the grave!\r
+               self.lastteleporttime = time; // prevent insane speeds due to changing origin\r
 \r
                if(g_arena)\r
                {\r
@@ -992,8 +990,16 @@ void PutClientInServer (void)
 \r
                // reset fields the weapons may use\r
         for (j = WEP_FIRST; j <= WEP_LAST; ++j)\r
+               {\r
             weapon_action(j, WR_RESETPLAYER);\r
 \r
+                       // all weapons must be fully loaded when we spawn\r
+                       entity e;\r
+                       e = get_weaponinfo(j);\r
+                       if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
+                               self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+               }\r
+\r
                oldself = self;\r
                self = spot;\r
                        activator = oldself;\r
@@ -1924,8 +1930,8 @@ void player_regen (void)
 \r
        if (!g_ca && (!g_lms || cvar("g_lms_regenerate")))\r
        {\r
-               self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.ogg");\r
-               self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.ogg");\r
+               self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav");\r
+               self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav");\r
 \r
                // if player rotted to death...  die!\r
                if(self.health < 1)\r
@@ -2021,6 +2027,8 @@ void SpectateCopy(entity spectatee) {
        self.armortype = spectatee.armortype;\r
        self.armorvalue = spectatee.armorvalue;\r
        self.ammo_fuel = spectatee.ammo_fuel;\r
+       self.clip_load = spectatee.clip_load;\r
+       self.clip_size = spectatee.clip_size;\r
        self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance\r
        self.health = spectatee.health;\r
        self.impulse = 0;\r
@@ -2040,12 +2048,14 @@ void SpectateCopy(entity spectatee) {
        self.dmg_save = spectatee.dmg_save;\r
        self.dmg_inflictor = spectatee.dmg_inflictor;\r
        self.angles = spectatee.v_angle;\r
+       self.scale = spectatee.scale;\r
        self.fixangle = TRUE;\r
        self.stomach_load = spectatee.stomach_load;\r
        self.stat_eaten = spectatee.stat_eaten;\r
        self.stat_stomachload = spectatee.stat_stomachload;\r
        self.stat_digesting = spectatee.stat_digesting;\r
        self.stat_canleave = spectatee.stat_canleave;\r
+       self.stat_canswallow = spectatee.stat_canswallow;\r
        setorigin(self, spectatee.origin);\r
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
@@ -2237,6 +2247,33 @@ float vercmp(string v1, string v2)
        return vercmp_recursive(v1, v2);\r
 }\r
 \r
+void ApplyHealthSize()\r
+{\r
+       // change player scale based on the amount of health we have\r
+\r
+       if not(cvar("g_healthsize"))\r
+               return;\r
+\r
+       self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+\r
+       // The following code sets the bounding box to match the player's size.\r
+       // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+       // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+       // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+       if(self.crouch)\r
+       {\r
+               //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+               if not(self.predator.classname == "player" || self.fakeprey)\r
+                       self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+       }\r
+       else\r
+       {\r
+               //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+               if not(self.predator.classname == "player" || self.fakeprey)\r
+                       self.view_ofs = PL_VIEW_OFS * self.scale;\r
+       }\r
+}\r
+\r
 void ObserverThink()\r
 {\r
        if (self.flags & FL_JUMPRELEASED) {\r
@@ -2559,6 +2596,8 @@ void PlayerPreThink (void)
                        }\r
                }\r
 \r
+               ApplyHealthSize();\r
+\r
                FixPlayermodel();\r
 \r
                GrabberFrame();\r
@@ -2634,11 +2673,31 @@ void PlayerPreThink (void)
        if(self.taunt_soundtime)\r
        if(time > self.taunt_soundtime)\r
        {\r
+               switch(self.taunt_soundtype)\r
+               {\r
+                       case TAUNTTYPE_DEATH:\r
+                               PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+                               break;\r
+                       case TAUNTTYPE_VOREPRED:\r
+                               PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+                               break;\r
+                       case TAUNTTYPE_VOREPREY:\r
+                               PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+                               break;\r
+                       default:\r
+                               dprint("Incorrect autotaunt type\n");\r
+                               break;\r
+               }\r
+\r
                self.taunt_soundtime = 0;\r
-               PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT);\r
+               self.taunt_soundtype = 0;\r
        }\r
 \r
        target_voicescript_next(self);\r
+\r
+       // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring\r
+       if(!self.weapon)\r
+               self.clip_load = self.clip_size = 0;\r
 }\r
 \r
 float isInvisibleString(string s)\r
@@ -2651,9 +2710,16 @@ float isInvisibleString(string s)
                switch(c)\r
                {\r
                        case 0:\r
-                       case 32:\r
-                       case 160:\r
+                       case 32: // space\r
                                break;\r
+                       case 192: // charmap space\r
+                               if (!cvar("utf8_enable"))\r
+                                       break;\r
+                               return FALSE;\r
+                       case 160: // space in unicode fonts\r
+                       case 0xE000 + 192: // utf8 charmap space\r
+                               if (cvar("utf8_enable"))\r
+                                       break;\r
                        default:\r
                                return FALSE;\r
                }\r