X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fcl_player.qc;h=5337219f5573223b46dc7ecc6bc0cea1c78eee37;hp=9182452e939d205b91051fc92ee9b6c3b84a99be;hb=a8f44b0e98aedacaae872b937ee023e24fc30878;hpb=dce1a493a7df370cb4134647d703ebd5c0a28232 diff --git a/qcsrc/server/cl_player.qc b/qcsrc/server/cl_player.qc index 9182452e93..5337219f55 100644 --- a/qcsrc/server/cl_player.qc +++ b/qcsrc/server/cl_player.qc @@ -21,10 +21,13 @@ void WeaponStats_ready(entity fh, entity pass, float status) switch(status) { case URL_READY_CANWRITE: - // url_fopen returned, we can write + // we can write prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t"); url_fputs(fh, "#begin statsfile\n"); url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n")); +#ifdef WATERMARK + url_fputs(fh, strcat("#version ", WATERMARK(), "\n")); +#endif url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n")); url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n")); n = tokenizebyseparator(cvar_purechanges, "\n"); @@ -43,9 +46,7 @@ void WeaponStats_ready(entity fh, entity pass, float status) } } url_fputs(fh, "#end\n\n"); - url_fclose(fh, WeaponStats_ready, world); - buf_del(weaponstats_buffer); - weaponstats_buffer = -1; + url_fclose(fh); break; case URL_READY_CANREAD: // url_fclose is processing, we got a response for writing the data @@ -54,15 +55,19 @@ void WeaponStats_ready(entity fh, entity pass, float status) while((s = url_fgets(fh))) print(" ", s, "\n"); print("End of response.\n"); - url_fclose(fh, WeaponStats_ready, world); + url_fclose(fh); break; case URL_READY_CLOSED: // url_fclose has finished print("Weapon stats written\n"); + buf_del(weaponstats_buffer); + weaponstats_buffer = -1; break; case URL_READY_ERROR: default: print("Weapon stats writing failed: ", ftos(status), "\n"); + buf_del(weaponstats_buffer); + weaponstats_buffer = -1; break; } } @@ -73,7 +78,7 @@ void WeaponStats_Shutdown() return; if(autocvar_sv_weaponstats_file != "") { - url_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world); + url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world); } else { @@ -121,7 +126,7 @@ void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot) void CopyBody(float keepvelocity) { - local entity oldself; + entity oldself; if (self.effects & EF_NODRAW) return; oldself = self; @@ -131,6 +136,7 @@ void CopyBody(float keepvelocity) self.colormap = oldself.colormap; self.glowmod = oldself.glowmod; self.iscreature = oldself.iscreature; + self.damagedbycontents = oldself.damagedbycontents; self.angles = oldself.angles; self.avelocity = oldself.avelocity; self.classname = "body"; @@ -197,74 +203,35 @@ float player_getspecies() void player_setupanimsformodel() { - local string animfilename; - local float animfile; // defaults for legacy .zym models without animinfo files - self.anim_die1 = '0 1 0.5'; // 2 seconds - self.anim_die2 = '1 1 0.5'; // 2 seconds - self.anim_draw = '2 1 3'; // TODO: analyze models and set framerate - self.anim_duck = '3 1 100'; // this anim seems bogus in most models, so make it play VERY briefly! - self.anim_duckwalk = '4 1 1'; - self.anim_duckjump = '5 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it - self.anim_duckidle = '6 1 1'; - self.anim_idle = '7 1 1'; - self.anim_jump = '8 1 100'; // zym anims keep playing until changed, so this only has to start the anim, landing will end it - self.anim_pain1 = '9 1 2'; // 0.5 seconds - self.anim_pain2 = '10 1 2'; // 0.5 seconds - self.anim_shoot = '11 1 5'; // TODO: analyze models and set framerate - self.anim_taunt = '12 1 0.33'; // FIXME? there is no code using this anim - self.anim_run = '13 1 1'; - self.anim_runbackwards = '14 1 1'; - self.anim_strafeleft = '15 1 1'; - self.anim_straferight = '16 1 1'; - self.anim_dead1 = '17 1 1'; - self.anim_dead2 = '18 1 1'; - self.anim_forwardright = '19 1 1'; - self.anim_forwardleft = '20 1 1'; - self.anim_backright = '21 1 1'; - self.anim_backleft = '22 1 1'; - self.anim_melee = '23 1 1'; - animparseerror = FALSE; - animfilename = strcat(self.model, ".animinfo"); - animfile = fopen(animfilename, FILE_READ); - if (animfile >= 0) - { - self.anim_die1 = animparseline(animfile); - self.anim_die2 = animparseline(animfile); - self.anim_draw = animparseline(animfile); - self.anim_duck = animparseline(animfile); - self.anim_duckwalk = animparseline(animfile); - self.anim_duckjump = animparseline(animfile); - self.anim_duckidle = animparseline(animfile); - self.anim_idle = animparseline(animfile); - self.anim_jump = animparseline(animfile); - self.anim_pain1 = animparseline(animfile); - self.anim_pain2 = animparseline(animfile); - self.anim_shoot = animparseline(animfile); - self.anim_taunt = animparseline(animfile); - self.anim_run = animparseline(animfile); - self.anim_runbackwards = animparseline(animfile); - self.anim_strafeleft = animparseline(animfile); - self.anim_straferight = animparseline(animfile); - self.anim_forwardright = animparseline(animfile); - self.anim_forwardleft = animparseline(animfile); - self.anim_backright = animparseline(animfile); - self.anim_backleft = animparseline(animfile); - self.anim_melee = animparseline(animfile); - fclose(animfile); - - // derived anims - self.anim_dead1 = '0 1 1' + '1 0 0' * (self.anim_die1_x + self.anim_die1_y - 1); - self.anim_dead2 = '0 1 1' + '1 0 0' * (self.anim_die2_x + self.anim_die2_y - 1); - - if (animparseerror) - print("Parse error in ", animfilename, ", some player animations are broken\n"); - } - else - dprint("File ", animfilename, " not found, assuming legacy .zym model animation timings\n"); + self.anim_die1 = animfixfps(self, '0 1 0.5'); // 2 seconds + self.anim_die2 = animfixfps(self, '1 1 0.5'); // 2 seconds + self.anim_draw = animfixfps(self, '2 1 3'); + // self.anim_duck = '3 1 100'; // This anim is broken, use slot 3 as a new free slot in the future ;) + self.anim_duckwalk = animfixfps(self, '4 1 1'); + self.anim_duckjump = '5 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it + self.anim_duckidle = animfixfps(self, '6 1 1'); + self.anim_idle = animfixfps(self, '7 1 1'); + self.anim_jump = '8 1 100'; // NOTE: zym anims keep playing until changed, so this only has to start the anim, landing will end it + self.anim_pain1 = animfixfps(self, '9 1 2'); // 0.5 seconds + self.anim_pain2 = animfixfps(self, '10 1 2'); // 0.5 seconds + self.anim_shoot = animfixfps(self, '11 1 5'); // analyze models and set framerate + self.anim_taunt = animfixfps(self, '12 1 0.33'); + self.anim_run = animfixfps(self, '13 1 1'); + self.anim_runbackwards = animfixfps(self, '14 1 1'); + self.anim_strafeleft = animfixfps(self, '15 1 1'); + self.anim_straferight = animfixfps(self, '16 1 1'); + self.anim_dead1 = animfixfps(self, '17 1 1'); + self.anim_dead2 = animfixfps(self, '18 1 1'); + self.anim_forwardright = animfixfps(self, '19 1 1'); + self.anim_forwardleft = animfixfps(self, '20 1 1'); + self.anim_backright = animfixfps(self, '21 1 1'); + self.anim_backleft = animfixfps(self, '22 1 1'); + self.anim_melee = animfixfps(self, '23 1 1'); + // TODO introspect models for finding right "fps" value (1/duration) // reset animstate now setanim(self, self.anim_idle, TRUE, FALSE, TRUE); -}; +} void player_anim (void) { @@ -288,13 +255,32 @@ void player_anim (void) if (!self.animstate_override) { - if (!(self.flags & FL_ONGROUND)) + if (!(self.flags & FL_ONGROUND) || self.BUTTON_JUMP) { if (self.crouch) - setanim(self, self.anim_duckjump, FALSE, TRUE, self.restart_jump); + { + 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_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 - setanim(self, self.anim_jump, FALSE, TRUE, self.restart_jump); - self.restart_jump = FALSE; + { + if (self.animstate_startframe != self.anim_jump_x) // don't perform another trace if already playing the jump 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 || (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; + } + } + } } else if (self.crouch) { @@ -358,7 +344,7 @@ void SpawnThrownWeapon (vector org, float w) void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - local float take, save; + float take, save; vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, self, attacker); @@ -415,12 +401,12 @@ void freezetag_CheckWinner(); void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { - local float take, save, waves, sdelay, dh, da, j; + float take, save, waves, sdelay, dh, da, j; vector v; float valid_damage_for_weaponstats; float excess; - if((g_arena && numspawned < 2) || (g_ca && ca_players < required_ca_players) && !inWarmupStage) + if((g_arena && numspawned < 2) || (g_ca && !ca_teams_ok) && !inWarmupStage) return; dh = max(self.health, 0); @@ -509,7 +495,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht self.armorvalue = self.armorvalue - save; self.health = self.health - take; // pause regeneration for 5 seconds - self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); + if(take) + self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); if (time > self.pain_finished) //Don't switch pain sequences like crazy { @@ -518,10 +505,13 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht if(sv_gentle < 1) { if(self.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models { - if (random() > 0.5) - setanim(self, self.anim_pain1, FALSE, TRUE, TRUE); - else - setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); + if (!self.animstate_override) + { + if (random() > 0.5) + setanim(self, self.anim_pain1, FALSE, TRUE, TRUE); + else + setanim(self, self.anim_pain2, FALSE, TRUE, TRUE); + } } if(sound_allowed(MSG_BROADCAST, attacker)) @@ -543,7 +533,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht } // throw off bot aim temporarily - local float shake; + float shake; shake = damage * 5 / (bound(0,skill,100) + 1); self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake; self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake; @@ -673,6 +663,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, float deatht MUTATOR_CALLHOOK(PlayerDies); weapon_action(self.weapon, WR_PLAYERDEATH); + RemoveGrapplingHook(self); + if(self.flagcarried) { if(attacker.classname != "player")