]> git.xonotic.org Git - voretournament/voretournament.git/blobdiff - data/qcsrc/server/cl_client.qc
Give prey the same view orientation as predators when being swallowed
[voretournament/voretournament.git] / data / qcsrc / server / cl_client.qc
index 8cc312eef2d30a507db451397c055052577d547a..ea0cee0d810fe7c091002cebe5239e6ade066f57 100644 (file)
@@ -396,7 +396,7 @@ Checks if the argument string can be a valid playermodel.
 Returns a valid one in doubt.\r
 =============\r
 */\r
-string FallbackPlayerModel = "models/player/vixen.iqm";\r
+string FallbackPlayerModel = "models/player/fox.iqm";\r
 string CheckPlayerModel(string plyermodel) {\r
        if(strlen(plyermodel) < 4)\r
                return FallbackPlayerModel;\r
@@ -521,7 +521,7 @@ float Client_customizeentityforclient()
        // now change the predator's player model into a stomach model for the prey\r
        // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
        // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
-       stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
+       stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.iqm"); // 4 is the extension length\r
 \r
        float chase;\r
        chase = other.cvar_chase_active;\r
@@ -541,9 +541,20 @@ float Client_customizeentityforclient()
        }\r
 \r
        Client_setmodel(setmodel_state());\r
-       self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_nodepthtestplayers"))\r
+               self.effects |= EF_NODEPTHTEST;\r
+       else\r
+               self.effects &~= EF_NODEPTHTEST;\r
+       if(cvar("g_fullbrightplayers"))\r
+               self.effects |= EF_FULLBRIGHT;\r
+\r
        if not(self.stat_eaten)\r
+       {\r
                self.alpha = default_player_alpha;\r
+               if(cvar("g_vore_swallowfade"))\r
+               if not(other == self && !chase)\r
+                       self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+       }\r
        else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
        {\r
                self.alpha = default_player_alpha; // allow seeing neighboring prey\r
@@ -580,14 +591,7 @@ void PutObserverInServer (void)
                WriteEntity(MSG_ONE, self);\r
        }\r
 \r
-       Vore_Disconnect();\r
-       entity e;\r
-       for(e = world; (e = find(e, classname, "consumable")); )\r
-       {\r
-               // remove consumable items when we spectate\r
-               if(e.predator == self)\r
-                       Item_Consumable_Remove(e, TRUE);\r
-       }\r
+       Vore_Disconnect(TRUE);\r
 \r
        kh_Key_DropAll(self, TRUE);\r
 \r
@@ -856,14 +860,8 @@ void PutClientInServer (void)
 \r
                RemoveGrabber(self); // Wazat's Grabber\r
 \r
-               Vore_Disconnect();\r
+               Vore_Disconnect(TRUE);\r
                self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
-               for(e = world; (e = find(e, classname, "consumable")); )\r
-               {\r
-                       // remove consumable items when we respawn\r
-                       if(e.predator == self)\r
-                               Item_Consumable_Remove(e, FALSE);\r
-               }\r
 \r
                self.classname = "player";\r
                self.wasplayer = TRUE;\r
@@ -944,7 +942,6 @@ void PutClientInServer (void)
 \r
                self.angles_z = 0; // never spawn tilted even if the spot says to\r
                self.fixangle = TRUE; // turn this way immediately\r
-               self.leanangle_damage_force = '0 0 0';\r
                self.velocity = '0 0 0';\r
                self.avelocity = '0 0 0';\r
                self.punchangle = '0 0 0';\r
@@ -1388,6 +1385,7 @@ void FixClientCvars(entity e)
        stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
+       stuffcmd(e, strcat("cl_movement_crouchvelocity ", ftos(cvar("sv_crouchvelocity")), "\n"));\r
        stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
        stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
        stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
@@ -1632,14 +1630,7 @@ void ClientDisconnect (void)
                return;\r
        }\r
 \r
-       Vore_Disconnect();\r
-       entity e;\r
-       for(e = world; (e = find(e, classname, "consumable")); )\r
-       {\r
-               // remove consumable items when we disconnect\r
-               if(e.predator == self)\r
-                       Item_Consumable_Remove(e, TRUE);\r
-       }\r
+       Vore_Disconnect(TRUE);\r
 \r
        CheatShutdownClient();\r
 \r
@@ -1910,12 +1901,6 @@ void player_powerups (void)
                }\r
        }\r
 \r
-       if(cvar("g_nodepthtestplayers"))\r
-               self.effects = self.effects | EF_NODEPTHTEST;\r
-\r
-       if(cvar("g_fullbrightplayers"))\r
-               self.effects = self.effects | EF_FULLBRIGHT;\r
-\r
        // midair gamemode: damage only while in the air\r
        // if in midair mode, being on ground grants temporary invulnerability\r
        // (this is so that multishot weapon don't clear the ground flag on the\r
@@ -1975,7 +1960,7 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re
                                {\r
                                        msg_entity = self;\r
                                        if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
-                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
+                                               soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE, 0);\r
                                }\r
                                self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
                        }\r
@@ -2041,7 +2026,92 @@ void SetZoomState(float z)
        zoomstate_set = 1;\r
 }\r
 \r
+// get pressed keys for PlayerDodge\r
+void PlayerDodge_GetPressedKeys()\r
+{\r
+       float length;\r
+       float tap_direction_x;\r
+       float tap_direction_y;\r
+       float dodge_detected;\r
+\r
+       // first check if the last dodge is far enough back in time so we can dodge again\r
+       if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))\r
+               return;\r
+\r
+       if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 \r
+               && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)\r
+               return;\r
+\r
+       if (self.movement_x > 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_FORWARD)) {\r
+                       if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+                               tap_direction_x = 1.0;\r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_FORWARD_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_x < 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_BACKWARD)) {\r
+                       tap_direction_x = -1.0;\r
+                       if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout)        { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_BACKWARD_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_y > 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_RIGHT)) {\r
+                       tap_direction_y = 1.0;\r
+                       if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout)   { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_RIGHT_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (self.movement_y < 0) {\r
+               // is this a state change?\r
+               if (!(self.pressedkeys & KEY_LEFT)) {\r
+                       tap_direction_y = -1.0;\r
+                       if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout)    { \r
+                               dodge_detected = 1;\r
+                       }\r
+                       self.last_LEFT_KEY_time = time;\r
+               }\r
+       }\r
+\r
+       if (dodge_detected == 1) {\r
+               self.last_dodging_time = time;\r
+\r
+               self.dodging_action = 1;\r
+               self.dodging_single_action = 1;\r
+\r
+               self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");\r
+\r
+               self.dodging_direction_x = tap_direction_x;\r
+               self.dodging_direction_y = tap_direction_y;\r
+\r
+               // normalize the dodging_direction vector.. (unlike UT99) XD\r
+               length =          self.dodging_direction_x * self.dodging_direction_x;\r
+               length = length + self.dodging_direction_y * self.dodging_direction_y;\r
+               length = sqrt(length);\r
+\r
+               self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;\r
+               self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;\r
+       }\r
+}\r
+\r
 void GetPressedKeys(void) {\r
+       // get keys for dodging\r
+       if(cvar("g_dodging"))\r
+               PlayerDodge_GetPressedKeys();\r
+\r
        if (self.movement_x > 0) // get if movement keys are pressed\r
        {       // forward key pressed\r
                self.pressedkeys |= KEY_FORWARD;\r
@@ -2143,7 +2213,7 @@ void SpectateCopy(entity spectatee) {
        self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
        self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
        self.stat_stomachload = spectatee.stat_stomachload;\r
-       self.stat_stomachmaxload = spectatee.stomach_maxload;\r
+       self.stat_stomachmaxload = spectatee.stat_stomachmaxload;\r
        self.stat_digesting = spectatee.stat_digesting;\r
        self.stat_canleave = spectatee.stat_canleave;\r
        self.stat_canswallow = spectatee.stat_canswallow;\r
@@ -2151,10 +2221,14 @@ void SpectateCopy(entity spectatee) {
        self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
        self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
        self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
+       self.stat_respawn_time = spectatee.stat_respawn_time;\r
        setorigin(self, spectatee.origin);\r
        setsize(self, spectatee.mins, spectatee.maxs);\r
        SetZoomState(spectatee.zoomstate);\r
 \r
+       // copy necessary flags\r
+       if(spectatee.flags & FL_ONGROUND)       self.flags |= FL_ONGROUND;      else    self.flags &~= FL_ONGROUND;\r
+\r
        anticheat_spectatecopy(spectatee);\r
 }\r
 \r
@@ -2367,7 +2441,7 @@ void SetPlayerSize()
                {\r
                        //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
                        if(!self.stat_eaten)\r
-                               self.view_ofs = PL_VIEW_OFS * self.scale;\r
+                               self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
                }\r
 \r
                self.last_alive_scale = self.scale;\r
@@ -2478,12 +2552,15 @@ void() ctf_setstatus;
 .float power_sounded;\r
 void PlayerPreThink (void)\r
 {\r
-       portrait(self, self); // TEMPORARY TEST\r
-\r
        self.stat_game_starttime = game_starttime;\r
        self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
        self.stat_leadlimit = cvar("leadlimit");\r
 \r
+       if(g_arena || (g_ca && !allowed_to_spawn))\r
+               self.stat_respawn_time = 0;\r
+       else\r
+               self.stat_respawn_time = self.death_time;\r
+\r
        if(frametime)\r
        {\r
                // physics frames: update anticheat stuff\r
@@ -2594,61 +2671,11 @@ void PlayerPreThink (void)
                        self.fixangle = TRUE;\r
                }\r
 \r
-               if(self.deadflag == DEAD_NO && !self.stat_eaten)  // prevents bugs\r
-               {\r
-                       // lean the player with damage and acceleration\r
-                       // credits go to divVerent for these maths :)\r
-                       vector L0, L1, LF, LA;\r
-\r
-                       LA = AnglesTransform_FromAngles(self.angles);\r
-\r
-                       // acceleration leaning\r
-                       if(cvar("g_leanplayer_acceleration"))\r
-                       {\r
-                               // average velocity to obtain a smooth acceleration\r
-                               float f;\r
-                               f = frametime * cvar("g_leanplayer_acceleration_fade");\r
-                               self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
-                       }\r
-\r
-                       vector accel;\r
-                       accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
-\r
-                       // bound angles to the specified limit\r
-                       accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
-                       accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
-                       accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
-\r
-                       L0_x = vlen(accel) * -1;\r
-                       L0_y = L1_y = vectoyaw(accel);\r
-\r
-                       L0 = AnglesTransform_FromAngles(L0);\r
-                       L1 = AnglesTransform_FromAngles(L1);\r
-                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
-                       LA = AnglesTransform_Multiply(LA, LF);\r
-                       // end of acceleration leaning\r
-\r
-                       // damage leaning\r
-                       L0 = vectoangles(self.leanangle_damage_loc);\r
-                       L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
-\r
-                       L0 = AnglesTransform_FromAngles(L0);\r
-                       L1 = AnglesTransform_FromAngles(L1);\r
-                       LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
-\r
-                       LA = AnglesTransform_Multiply(LA, LF);\r
-\r
-                       // fade the player back to normal rotation each frame\r
-                       self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
-                       // end of damage leaning\r
-\r
-                       self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
-               }\r
-\r
                SetPlayerSize();\r
 \r
                if(frametime)\r
                {\r
+                       vector glowcolor = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
                        if(self.health <= 0 && cvar("g_deathglow"))\r
                        {\r
                                if(self.glowmod_x > 0)\r
@@ -2667,12 +2694,16 @@ void PlayerPreThink (void)
                        else\r
                        {\r
                                // set weapon and player glowmod\r
-                               self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+                               self.glowmod = glowcolor;\r
                                if(self.armorvalue < cvar("g_power"))\r
-                                       self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
-                               self.weaponentity_glowmod = self.glowmod;\r
+                                       self.glowmod = '-1 -1 -1'; // turn glow off when power is down\r
+                               else if(self.armorvalue < cvar("g_armorglow"))\r
+                                       self.glowmod = glowcolor * (self.armorvalue / cvar("g_armorglow")); // glow intensity reflects armor charge\r
                        }\r
 \r
+                       if(cvar("g_weaponloadglow") && self.clip_size)\r
+                               self.weaponentity_glowmod = glowcolor * (self.clip_load / self.clip_size); // glow intensity reflects weapon load\r
+\r
                        player_powerups();\r
                }\r
 \r
@@ -2721,6 +2752,11 @@ void PlayerPreThink (void)
                                }\r
                                ShowRespawnCountdown();\r
                        }\r
+\r
+                       // if respawning, invert stat_respawn_time to indicate this, the client translates it\r
+                       if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)\r
+                               self.stat_respawn_time *= -1;\r
+\r
                        return;\r
                }\r
 \r