.entity accuracy;
.float accuracy_frags[WEP_MAXCOUNT];
-FTEQCC_YOU_SUCK_THIS_IS_NOT_UNREFERENCED(accuracy_frags);
float weaponstats_buffer;
void WeaponStats_Shutdown()
{
- float i, j, ibot, jbot, idx;
+ float i, j, n, ibot, jbot, idx;
float fh;
vector v;
string prefix;
{
fputs(fh, "#begin statsfile\n");
fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
- fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_changes)), "\n"));
+ fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
+ fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
+ n = tokenizebyseparator(cvar_purechanges, "\n");
+ for(i = 0; i < n; ++i)
+ fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
{
{
if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP)
{
- if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25) || (self.animstate_startframe == self.anim_duckjump_x && time - self.animstate_starttime >= 21/25))
- setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
-
- if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
+ if (self.crouch)
{
- if (self.crouch && self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
+ if (self.animstate_startframe != self.anim_duckjump_x) // don't perform another trace if already playing the crouch jump anim
{
traceline(self.origin + '0 0 1' * PL_CROUCH_MIN_z, self.origin + '0 0 1' * (PL_CROUCH_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
- if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair
+ if(!trace_startsolid && trace_fraction == 1 || !(self.animstate_startframe == self.anim_duckwalk_x || self.animstate_startframe == self.anim_duckidle_x)) // don't get stuck on non-crouch anims
{
setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump);
self.restart_jump = FALSE;
}
}
- else if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
+ }
+ else
+ {
+ // 21/25 is the magic number here for how long the jump animation takes to play once (numframes/framerate)
+ if((self.animstate_startframe == self.anim_jump_x && time - self.animstate_starttime >= 21/25))
+ setanim(self, self.anim_fly, TRUE, FALSE, FALSE);
+
+ if(self.animstate_startframe != self.anim_fly_x) // no tracing if we're in the fly anim
{
- traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
- if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x) // don't get stuck on idle animation in midair
+ if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump anim
{
- setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
- self.restart_jump = FALSE;
+ traceline(self.origin + '0 0 1' * PL_MIN_z, self.origin + '0 0 1' * (PL_MIN_z - autocvar_sv_player_jumpanim_minfall), TRUE, self);
+ if(!trace_startsolid && trace_fraction == 1 || self.animstate_startframe == self.anim_idle_x || (self.animstate_startframe == self.anim_melee_x && time - self.animstate_starttime >= 21/20)) // don't get stuck on idle animation in midair, nor melee after it finished
+ {
+ setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump);
+ self.restart_jump = FALSE;
+ }
}
}
}
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM);
}
if (take > 50)
if(sound_allowed(MSG_BROADCAST, attacker))
{
if (save > 10)
- sound (self, CHAN_PROJECTILE, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTN_NORM);
else if (take > 30)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
+ sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTN_NORM);
else if (take > 10)
- sound (self, CHAN_PROJECTILE, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
+ sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTN_NORM); // FIXME possibly remove them?
}
if (take > 50)
// 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)
- PlayerSound(playersound_fall, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 75) // TODO make a "gentle" version?
- PlayerSound(playersound_pain100, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 50)
- PlayerSound(playersound_pain75, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain75, CH_PAIN, VOICETYPE_PLAYERSOUND);
else if(self.health > 25)
- PlayerSound(playersound_pain50, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain50, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_pain25, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
}
// escape a lava pit or similar
//self.pushltime = 0;
}
- else if(attacker.classname == "player" || attacker.classname == "gib")
+ else if(attacker.classname == "player")
{
self.pusher = attacker;
self.pushltime = time + autocvar_g_maxpushtime;
awep = DEATH_WEAPONOF(deathtype);
valid_damage_for_weaponstats = 1;
}
-
+
if(valid_damage_for_weaponstats)
{
dh = dh - max(self.health, 0);
if(sound_allowed(MSG_BROADCAST, attacker))
{
if(deathtype == DEATH_DROWN)
- PlayerSound(playersound_drown, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
else
- PlayerSound(playersound_death, CHAN_PAIN, VOICETYPE_PLAYERSOUND);
+ PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
}
// get rid of kill indicator
if(self.flagcarried)
{
- if(attacker.classname != "player" && attacker.classname != "gib")
+ if(attacker.classname != "player")
DropFlag(self.flagcarried, self, attacker); // penalty for flag loss by suicide
else if(attacker.team == self.team)
DropFlag(self.flagcarried, attacker, attacker); // penalty for flag loss by suicide/teamkill
if(source.classname != "player")
colorstr = "^0"; // black for spectators
- else if(teams_matter)
+ else if(teamplay)
colorstr = Team_ColorCode(source.team);
else
teamsay = FALSE;
self.skinindex_for_playersound = self.skinindex;
ClearPlayerSounds();
LoadPlayerSounds("sound/player/default.sounds", 1);
- if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
- LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
+ if(!autocvar_g_debug_defaultsounds)
+ if(!LoadPlayerSounds(get_model_datafilename(self.model, self.skinindex, "sounds"), 0))
+ LoadPlayerSounds(get_model_datafilename(self.model, 0, "sounds"), 0);
}
void FakeGlobalSound(string sample, float chan, float voicetype)
break;
case VOICETYPE_TEAMRADIO:
FOR_EACH_REALCLIENT(msg_entity)
- if(!teams_matter || msg_entity.team == self.team)
+ if(!teamplay || msg_entity.team == self.team)
{
if(msg_entity.cvar_cl_voice_directional == 1)
soundto(MSG_ONE, self, chan, sample, VOL_BASEVOICE, ATTN_MIN);
flood = Say(self, ownteam, world, msg, 1);
if (flood > 0)
- GlobalSound(self.sample, CHAN_VOICE, voicetype);
+ GlobalSound(self.sample, CH_VOICE, voicetype);
else if (flood < 0)
- FakeGlobalSound(self.sample, CHAN_VOICE, voicetype);
+ FakeGlobalSound(self.sample, CH_VOICE, voicetype);
}
void MoveToTeam(entity client, float team_colour, float type, float show_message)