]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Merged master
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index 7bd683c3065954f8a0260ae4bf5a368a97e1c8b5..cd6c23edb2f764ec325af110c56c55a598ac2294 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;
 
@@ -536,7 +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")
@@ -554,10 +552,11 @@ 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;
                for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
@@ -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);
 
@@ -747,7 +748,8 @@ 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))
@@ -840,7 +842,7 @@ 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;
@@ -947,7 +949,7 @@ 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;
@@ -996,11 +998,11 @@ 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
                {