]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/client.qc
Merged master
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / client.qc
index 26cdbde2d3966cb68cc2208a45bb3c0f91d2e6a5..513a79678075668f3753857df65fd0716ee1a961 100644 (file)
@@ -135,23 +135,23 @@ bool ClientData_Send(entity this, entity to, int sf)
 
 void ClientData_Attach(entity this)
 {
-       Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
-       this.clientdata.drawonlytoclient = this;
-       this.clientdata.owner = this;
+       Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+       CS(this).clientdata.drawonlytoclient = this;
+       CS(this).clientdata.owner = this;
 }
 
 void ClientData_Detach(entity this)
 {
-       delete(this.clientdata);
-       this.clientdata = NULL;
+       delete(CS(this).clientdata);
+       CS(this).clientdata = NULL;
 }
 
 void ClientData_Touch(entity e)
 {
-       e.clientdata.SendFlags = 1;
+       CS(e).clientdata.SendFlags = 1;
 
        // make it spectatable
-       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
+       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(CS(it).clientdata.SendFlags = 1));
 }
 
 void SetSpectatee(entity this, entity spectatee);
@@ -267,7 +267,9 @@ void PutObserverInServer(entity this)
        if (mutator_returnvalue) {
            // mutator prevents resetting teams+score
        } else {
+               int oldteam = this.team;
                this.team = -1;  // move this as it is needed to log the player spectating in eventlog
+               MUTATOR_CALLHOOK(Player_ChangedTeam, this, oldteam, this.team);
         this.frags = FRAGS_SPECTATOR;
         PlayerScore_Clear(this);  // clear scores when needed
     }
@@ -334,7 +336,6 @@ void PutObserverInServer(entity this)
 
        this.items = 0;
        this.weapons = '0 0 0';
-       PS(this).dual_weapons = '0 0 0';
        this.drawonlytoclient = this;
 
        this.weaponmodel = "";
@@ -398,7 +399,7 @@ void FixPlayermodel(entity player)
                int n = tokenize_console(defaultmodel);
                if(n > 0)
                {
-                       defaultmodel = argv(floor(n * player.model_randomizer));
+                       defaultmodel = argv(floor(n * CS(player).model_randomizer));
                        // However, do NOT randomize if the player-selected model is in the list.
                        for (int i = 0; i < n; ++i)
                                if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
@@ -502,7 +503,7 @@ void PutPlayerInServer(entity this)
 
        TRANSMUTE(Player, this);
 
-       this.wasplayer = true;
+       CS(this).wasplayer = true;
        this.iscreature = true;
        this.teleportable = TELEPORT_NORMAL;
        if(!this.damagedbycontents)
@@ -579,7 +580,7 @@ void PutPlayerInServer(entity this)
        setthink(this, func_null); // players have no think function
        this.nextthink = 0;
        this.dmg_team = 0;
-       this.ballistics_density = autocvar_g_ballistics_density_player;
+       PS(this).ballistics_density = autocvar_g_ballistics_density_player;
 
        this.deadflag = DEAD_NO;
 
@@ -773,6 +774,7 @@ void ClientInit_misc(entity this)
        else
                WriteString(channel, "");
        WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+       WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
        WriteByte(channel, serverflags);
        WriteCoord(channel, autocvar_g_trueaim_minrange);
 }
@@ -785,6 +787,11 @@ void ClientInit_CheckUpdate(entity this)
                this.count = autocvar_g_balance_armor_blockpercent;
                this.SendFlags |= 1;
        }
+       if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
+       {
+               this.cnt = autocvar_g_balance_damagepush_speedfactor;
+               this.SendFlags |= 1;
+       }
 }
 
 void ClientInit_Spawn()
@@ -886,8 +893,10 @@ void ClientKill_Now(entity this)
        if(CS(this).killindicator_teamchange)
                ClientKill_Now_TeamChange(this);
 
-       if(!IS_SPEC(this) && !IS_OBSERVER(this))
+       if (!IS_SPEC(this) && !IS_OBSERVER(this) && MUTATOR_CALLHOOK(ClientKill_Now, this) == false)
+       {
                Damage(this, this, this, 100000, DEATH_KILL.m_id, this.origin, '0 0 0');
+       }
 
        // now I am sure the player IS dead
 }
@@ -1247,15 +1256,13 @@ void ClientConnect(entity this)
 
        CSQCMODEL_AUTOINIT(this);
 
-       this.model_randomizer = random();
+       CS(this).model_randomizer = random();
 
        if (IS_REAL_CLIENT(this))
                sv_notice_join(this);
 
        // update physics stats (players can spawn before physics runs)
-       STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
-       MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
-       Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+       Physics_UpdateStats(this);
 
        IL_EACH(g_initforplayer, it.init_for_player, {
                it.init_for_player(it, this);
@@ -1954,7 +1961,7 @@ void ShowRespawnCountdown(entity this)
 .bool team_selected;
 bool ShowTeamSelection(entity this)
 {
-       if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+       if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
                return false;
        stuffcmd(this, "menu_showteamselect\n");
        return true;
@@ -2445,13 +2452,6 @@ void PlayerPreThink (entity this)
 {
        WarpZone_PlayerPhysics_FixVAngle(this);
 
-    STAT(GAMESTARTTIME, this) = game_starttime;
-       STAT(ROUNDSTARTTIME, this) = round_starttime;
-       STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
-       STAT(LEADLIMIT, this) = autocvar_leadlimit;
-
-       STAT(WEAPONSINMAP, this) = weaponsInMap;
-
        if (frametime) {
                // physics frames: update anticheat stuff
                anticheat_prethink(this);
@@ -2503,29 +2503,32 @@ void PlayerPreThink (entity this)
                this.max_armorvalue = 0;
        }
 
-       if (STAT(FROZEN, this) == 2)
-       {
-               this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
-               this.health = max(1, this.revive_progress * start_health);
-               this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
-               if (this.revive_progress >= 1)
-                       Unfreeze(this);
-       }
-       else if (STAT(FROZEN, this) == 3)
+       if(IS_PLAYER(this))
        {
-               this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
-               this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+               if (STAT(FROZEN, this) == 2)
+               {
+                       this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
+                       this.health = max(1, this.revive_progress * start_health);
+                       this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
 
-               if (this.health < 1)
+                       if (this.revive_progress >= 1)
+                               Unfreeze(this);
+               }
+               else if (STAT(FROZEN, this) == 3)
                {
-                       if (this.vehicle)
-                               vehicles_exit(this.vehicle, VHEF_RELEASE);
-                       if(this.event_damage)
-                               this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+                       this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
+                       this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+                       if (this.health < 1)
+                       {
+                               if (this.vehicle)
+                                       vehicles_exit(this.vehicle, VHEF_RELEASE);
+                               if(this.event_damage)
+                                       this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+                       }
+                       else if (this.revive_progress <= 0)
+                               Unfreeze(this);
                }
-               else if (this.revive_progress <= 0)
-                       Unfreeze(this);
        }
 
        MUTATOR_CALLHOOK(PlayerPreThink, this);