X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fserver%2Fplayer.qc;h=1be6b62a3f2b8903775047ab2af91d2fdb758d2e;hp=e5a8f47f90f859908e0ba951776cbd71a3bbf854;hb=6c4bdd5eeea06db69a457997de24bef84b4eaf93;hpb=bf078048717d708ea88d839f80e30bdc7907d600 diff --git a/qcsrc/server/player.qc b/qcsrc/server/player.qc index e5a8f47f90..1be6b62a3f 100644 --- a/qcsrc/server/player.qc +++ b/qcsrc/server/player.qc @@ -3,14 +3,19 @@ #include #include "bot/api.qh" #include "cheats.qh" +#include "client.qh" #include "clientkill.qh" -#include "g_damage.qh" +#include "damage.qh" +#include +#include "world.qh" #include "handicap.qh" -#include "miscfunctions.qh" #include "portals.qh" #include "teamplay.qh" +#include +#include "weapons/common.qh" #include "weapons/throwing.qh" #include "command/common.qh" +#include "command/vote.qh" #include "../common/state.qh" #include "../common/anim.qh" #include "../common/animdecide.qh" @@ -18,6 +23,7 @@ #include "../common/gamemodes/sv_rules.qh" #include "../common/deathtypes/all.qh" #include "../common/mapobjects/subs.qh" +#include #include "../common/playerstats.qh" #include "../lib/csqcmodel/sv_model.qh" @@ -32,6 +38,7 @@ #include "../common/wepent.qh" #include "weapons/weaponstats.qh" +#include #include "../common/animdecide.qh" @@ -165,7 +172,7 @@ void player_anim(entity this) animbits |= ANIMSTATE_FROZEN; if(this.move_movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; - if(this.crouch) + if(IS_DUCKED(this)) animbits |= ANIMSTATE_DUCK; animdecide_setstate(this, animbits, false); animdecide_setimplicitstate(this, IS_ONGROUND(this)); @@ -222,92 +229,6 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da } } -void calculate_player_respawn_time(entity this) -{ - if(MUTATOR_CALLHOOK(CalculateRespawnTime, this)) - return; - - float gametype_setting_tmp; - float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max); - float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small); - float sdelay_large = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large); - float sdelay_small_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small_count); - float sdelay_large_count = GAMETYPE_DEFAULTED_SETTING(respawn_delay_large_count); - float waves = GAMETYPE_DEFAULTED_SETTING(respawn_waves); - - float pcount = 1; // Include myself whether or not team is already set right and I'm a "player". - if (teamplay) - { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { - if(it.team == this.team) - ++pcount; - }); - if (sdelay_small_count == 0) - sdelay_small_count = 1; - if (sdelay_large_count == 0) - sdelay_large_count = 1; - } - else - { - FOREACH_CLIENT(IS_PLAYER(it) && it != this, { - ++pcount; - }); - if (sdelay_small_count == 0) - { - if (IS_INDEPENDENT_PLAYER(this)) - { - // Players play independently. No point in requiring enemies. - sdelay_small_count = 1; - } - else - { - // Players play AGAINST each other. Enemies required. - sdelay_small_count = 2; - } - } - if (sdelay_large_count == 0) - { - if (IS_INDEPENDENT_PLAYER(this)) - { - // Players play independently. No point in requiring enemies. - sdelay_large_count = 1; - } - else - { - // Players play AGAINST each other. Enemies required. - sdelay_large_count = 2; - } - } - } - - float sdelay; - - if (pcount <= sdelay_small_count) - sdelay = sdelay_small; - else if (pcount >= sdelay_large_count) - sdelay = sdelay_large; - else // NOTE: this case implies sdelay_large_count > sdelay_small_count. - sdelay = sdelay_small + (sdelay_large - sdelay_small) * (pcount - sdelay_small_count) / (sdelay_large_count - sdelay_small_count); - - if(waves) - this.respawn_time = ceil((time + sdelay) / waves) * waves; - else - this.respawn_time = time + sdelay; - - if(sdelay < sdelay_max) - this.respawn_time_max = time + sdelay_max; - else - this.respawn_time_max = this.respawn_time; - - if((sdelay + waves >= 5.0) && (this.respawn_time - time > 1.75)) - this.respawn_countdown = 10; // first number to count down from is 10 - else - this.respawn_countdown = -1; // do not count down - - if(autocvar_g_forced_respawn) - this.respawn_flags = this.respawn_flags | RESPAWN_FORCE; -} - void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { vector v; @@ -326,7 +247,12 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } } - if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) + if (STAT(FROZEN, this)) + { + if (!ITEM_DAMAGE_NEEDKILL(deathtype)) + damage = 0; + } + else if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage); if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears @@ -421,7 +347,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(take) this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); - if (time > this.pain_finished) //Don't switch pain sequences like crazy + if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy { this.pain_finished = time + 0.5; //Supajoe @@ -467,8 +393,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, } float realdmg = damage - excess; - if (this != attacker && realdmg) - if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime) + if (this != attacker && realdmg && !STAT(FROZEN, this) + && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)) { if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) { GameRules_scoring_add(attacker, DMG, realdmg); @@ -495,7 +421,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) if(attacker && this != attacker) - if(DIFF_TEAM(this, attacker)) + if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time)) { if(DEATH_ISSPECIAL(deathtype)) awep = attacker.(weaponentity).m_weapon; @@ -504,8 +430,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, valid_damage_for_weaponstats = true; } - dh = dh - max(GetResource(this, RES_HEALTH), 0); - da = da - max(GetResource(this, RES_ARMOR), 0); + dh -= max(GetResource(this, RES_HEALTH), 0); // health difference + da -= max(GetResource(this, RES_ARMOR), 0); // armor difference if(valid_damage_for_weaponstats) { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); @@ -615,8 +541,17 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, this.avelocity = '0 0 0'; // view from the floor this.view_ofs = '0 0 -8'; - // toss the corpse - set_movetype(this, MOVETYPE_TOSS); + if(this.move_movetype == MOVETYPE_NOCLIP) + { + // don't toss the corpse in this case, it can get stuck in solid (causing low fps) + // or fall indefinitely into the void if out of the map + this.velocity = '0 0 0'; + } + else + { + // toss the corpse + set_movetype(this, MOVETYPE_TOSS); + } // shootable corpse this.solid = SOLID_CORPSE; PS(this).ballistics_density = autocvar_g_ballistics_density_corpse; @@ -679,3 +614,78 @@ bool PlayerHeal(entity targ, entity inflictor, float amount, float limit) GiveResourceWithLimit(targ, RES_HEALTH, amount, limit); return true; } + +void precache_playermodel(string m) +{ + int globhandle, i, n; + string f; + + // remove : suffix + int j = strstrofs(m, ":", 0); + if(j >= 0) + m = substring(m, 0, j); + + if(substring(m, -9, 5) == "_lod1") + return; + if(substring(m, -9, 5) == "_lod2") + return; + precache_model(m); + f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1)); + if(fexists(f)) + precache_model(f); + f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1)); + if(fexists(f)) + precache_model(f); + + globhandle = search_begin(strcat(m, "_*.sounds"), true, false); + if (globhandle < 0) + return; + n = search_getsize(globhandle); + for (i = 0; i < n; ++i) + { + //print(search_getfilename(globhandle, i), "\n"); + f = search_getfilename(globhandle, i); + PrecachePlayerSounds(f); + } + search_end(globhandle); +} +void precache_all_playermodels(string pattern) +{ + int globhandle = search_begin(pattern, true, false); + if (globhandle < 0) return; + int n = search_getsize(globhandle); + for (int i = 0; i < n; ++i) + { + string s = search_getfilename(globhandle, i); + precache_playermodel(s); + } + search_end(globhandle); +} + +void precache_playermodels(string s) +{ + FOREACH_WORD(s, true, { precache_playermodel(it); }); +} + +PRECACHE(PlayerModels) +{ + // Precache all player models if desired + if (autocvar_sv_precacheplayermodels) + { + PrecachePlayerSounds("sound/player/default.sounds"); + precache_all_playermodels("models/player/*.zym"); + precache_all_playermodels("models/player/*.dpm"); + precache_all_playermodels("models/player/*.md3"); + precache_all_playermodels("models/player/*.psk"); + precache_all_playermodels("models/player/*.iqm"); + } + + if (autocvar_sv_defaultcharacter) + { + precache_playermodels(autocvar_sv_defaultplayermodel_red); + precache_playermodels(autocvar_sv_defaultplayermodel_blue); + precache_playermodels(autocvar_sv_defaultplayermodel_yellow); + precache_playermodels(autocvar_sv_defaultplayermodel_pink); + precache_playermodels(autocvar_sv_defaultplayermodel); + } +}