]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Merge branch 'martin-t/units' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index c0460aedc88767b50023a1c5928f9ffa52ce26dd..4e8663d24af0a5aaf8b6b3f574fdd9acd9dab8d8 100644 (file)
@@ -97,7 +97,6 @@ void CopyBody(entity this, float keepvelocity)
        clone.move_qcphysics = false; // don't run gamecode logic on clones, too many
        set_movetype(clone, this.move_movetype);
        clone.solid = this.solid;
-       clone.ballistics_density = this.ballistics_density;
        clone.takedamage = this.takedamage;
        setcefc(clone, getcefc(this));
        clone.uncustomizeentityforclient = this.uncustomizeentityforclient;
@@ -111,7 +110,6 @@ void CopyBody(entity this, float keepvelocity)
        //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;
 
@@ -253,7 +251,7 @@ void calculate_player_respawn_time(entity this)
                ));
                if (sdelay_small_count == 0)
                {
-                       if (g_cts)
+                       if (IS_INDEPENDENT_PLAYER(this))
                        {
                                // Players play independently. No point in requiring enemies.
                                sdelay_small_count = 1;
@@ -266,7 +264,7 @@ void calculate_player_respawn_time(entity this)
                }
                if (sdelay_large_count == 0)
                {
-                       if (g_cts)
+                       if (IS_INDEPENDENT_PLAYER(this))
                        {
                                // Players play independently. No point in requiring enemies.
                                sdelay_large_count = 1;
@@ -311,7 +309,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 {
        float take, save, dh, da;
        vector v;
-       float valid_damage_for_weaponstats;
        float excess;
 
        dh = max(this.health, 0);
@@ -484,7 +481,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        bool abot = (IS_BOT_CLIENT(attacker));
        bool vbot = (IS_BOT_CLIENT(this));
 
-       valid_damage_for_weaponstats = 0;
+       bool valid_damage_for_weaponstats = false;
        Weapon awep = WEP_Null;
        .entity weaponentity = weaponentities[0]; // TODO: unhardcode
 
@@ -497,7 +494,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        awep = attacker.(weaponentity).m_weapon;
                else
                        awep = DEATH_WEAPONOF(deathtype);
-               valid_damage_for_weaponstats = 1;
+               valid_damage_for_weaponstats = true;
        }
 
        dh = dh - max(this.health, 0);
@@ -506,10 +503,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        {
                WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
        }
-       if (damage)
-       {
-               MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
-       }
+
+       MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
 
        if (this.health < 1)
        {
@@ -539,7 +534,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                {
                        delete(this.killindicator);
                        this.killindicator = NULL;
-                       if(this.killindicator_teamchange)
+                       if(CS(this).killindicator_teamchange)
                                defer_ClientKill_Now_TeamChange = true;
 
                        if(this.classname == "body")
@@ -557,15 +552,19 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
         // increment frag counter for used weapon type
         Weapon w = DEATH_WEAPONOF(deathtype);
                if(w != WEP_Null && accuracy_isgooddamage(attacker, this))
-                       attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
+                       CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1;
 
                MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage);
-               excess = M_ARGV(4, float);
+               damage = M_ARGV(4, float);
+               excess = max(0, damage - take - save);
 
-               Weapon wep = this.(weaponentity).m_weapon;
+               //Weapon wep = this.(weaponentity).m_weapon;
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
                {
                        .entity went = weaponentities[slot];
+                       if(!this.(weaponentity))
+                               continue; // TODO: clones have no weapon, but we don't want to have to check this all the time
+                       Weapon wep = this.(weaponentity).m_weapon;
                        wep.wr_playerdeath(wep, this, went);
                }
 
@@ -610,12 +609,14 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                set_movetype(this, MOVETYPE_TOSS);
                // shootable corpse
                this.solid = SOLID_CORPSE;
-               this.ballistics_density = autocvar_g_ballistics_density_corpse;
+               PS(this).ballistics_density = autocvar_g_ballistics_density_corpse;
                // don't stick to the floor
                UNSET_ONGROUND(this);
                // dying animation
                this.deadflag = DEAD_DYING;
 
+               STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+
                // when to allow respawn
                calculate_player_respawn_time(this);
 
@@ -651,13 +652,18 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                }
 
                // reset fields the weapons may use just in case
-               FOREACH(Weapons, it != WEP_Null, LAMBDA(
-                       it.wr_resetplayer(it, this);
-                       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+               if(this.classname != "body")
+               {
+                       FOREACH(Weapons, it != WEP_Null,
                        {
-                               ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
-                       }
-               ));
+                               it.wr_resetplayer(it, this);
+                               for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                               {
+                                       ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0;
+                               }
+                       });
+               }
+               MUTATOR_CALLHOOK(PlayerDied, this);
        }
 }
 
@@ -693,19 +699,36 @@ void DebugPrintToChat(entity player, string text)
 }
 
 void PrintToChatAll(string text)
+{
+       text = strcat("\{1}^7", text, "\n");
+       bprint(text);
+}
+
+void DebugPrintToChatAll(string text)
+{
+       if (autocvar_developer)
+       {
+               PrintToChatAll(text);
+       }
+}
+
+void PrintToChatTeam(int teamnum, string text)
 {
        text = strcat("\{1}^7", text, "\n");
        FOREACH_CLIENT(IS_REAL_CLIENT(it),
        {
-               sprint(it, text);
+               if (it.team == teamnum)
+               {
+                       sprint(it, text);
+               }
        });
 }
 
-void DebugPrintToChatAll(string text)
+void DebugPrintToChatTeam(int teamnum, string text)
 {
        if (autocvar_developer)
        {
-               PrintToChatAll(text);
+               PrintToChatTeam(teamnum, text);
        }
 }
 
@@ -721,7 +744,8 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc
        if (!teamsay && !privatesay && substring(msgin, 0, 1) == " ")
         msgin = substring(msgin, 1, -1); // work around DP say bug (say_team does not have this!)
 
-       msgin = formatmessage(source, msgin);
+    if(source)
+               msgin = formatmessage(source, msgin);
 
     string colorstr;
        if (!IS_PLAYER(source))
@@ -814,7 +838,7 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc
        // FLOOD CONTROL
        int flood = 0;
        var .float flood_field = floodcontrol_chat;
-       if(floodcontrol)
+       if(floodcontrol && source)
        {
                float flood_spl;
                float flood_burst;
@@ -921,7 +945,7 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc
                sourcemsgstr = strcat(privatemsgprefix, substring(sourcemsgstr, privatemsgprefixlen, -1));
 
     int ret;
-       if(source.muted)
+       if(source && CS(source).muted)
        {
                // always fake the message
                ret = -1;
@@ -970,11 +994,11 @@ int Say(entity source, int teamsay, entity privatesay, string msgin, bool floodc
                                        centerprint(privatesay, cmsgstr);
                        }
                }
-               else if ( teamsay && source.active_minigame )
+               else if ( teamsay && CS(source).active_minigame )
                {
                        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 && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
+                       FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != source && CS(it).active_minigame == CS(source).active_minigame && !MUTATOR_CALLHOOK(ChatMessageTo, it, source), sprint(it, msgstr));
                }
                else if(teamsay > 0) // team message, only sent to team mates
                {