#include <server/resources.qh>
#include "g_damage.qh"
+#include "clientkill.qh"
#include "player.qh"
#include "race.qh"
#include "../common/mapobjects/teleporters.qh"
#else
-.float maycheat;
+.bool maycheat;
float gamestart_sv_cheats;
{
}
-float CheatsAllowed(entity this, float i, float argc, float fr) // the cheat gets passed as argument for possible future ACL checking
+float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets passed as argument for possible future ACL checking
{
- // dead people cannot cheat
if(IS_DEAD(this))
return 0;
if(gamestart_sv_cheats < 2 && !IS_PLAYER(this))
return 0;
- // sv_clones
if(i == CHIMPULSE_CLONE_MOVING.impulse || i == CHIMPULSE_CLONE_STANDING.impulse)
if(this.lip < sv_clones)
return 1;
if(this.maycheat)
return 1;
- // sv_cheats
if(gamestart_sv_cheats && autocvar_sv_cheats)
return 1;
}
#define BEGIN_CHEAT_FUNCTION() \
- float cheating, attempting; \
- cheating = 0; attempting = 0
+ float cheating = 0, attempting = 0
#define DID_CHEAT() \
++cheating
#define ADD_CHEATS(e,n) \
}
spawnfunc(info_autoscreenshot)
{
+ // this one just has to exist
if(++num_autoscreenshot > autocvar_g_max_info_autoscreenshot)
{
objerror(this, "Too many info_autoscreenshot entitites. FAIL!");
}
if(this.target != "")
InitializeEntity(this, info_autoscreenshot_findtarget, INITPRIO_FINDTARGET);
- // this one just has to exist
}
float CheatImpulse(entity this, int imp)
this.personal.origin = this.origin;
this.personal.v_angle = this.v_angle;
this.personal.velocity = this.velocity;
- SetResourceAmount(this.personal, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS));
- SetResourceAmount(this.personal, RESOURCE_BULLETS, GetResourceAmount(this, RESOURCE_BULLETS));
- SetResourceAmount(this.personal, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS));
- SetResourceAmount(this.personal, RESOURCE_PLASMA, GetResourceAmount(this, RESOURCE_PLASMA));
- SetResourceAmount(this.personal, RESOURCE_SHELLS, GetResourceAmount(this, RESOURCE_SHELLS));
- SetResourceAmount(this.personal, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL));
- this.personal.health = max(1, this.health);
- this.personal.armorvalue = this.armorvalue;
+ SetResource(this.personal, RES_ROCKETS, GetResource(this, RES_ROCKETS));
+ SetResource(this.personal, RES_BULLETS, GetResource(this, RES_BULLETS));
+ SetResource(this.personal, RES_CELLS, GetResource(this, RES_CELLS));
+ SetResource(this.personal, RES_PLASMA, GetResource(this, RES_PLASMA));
+ SetResource(this.personal, RES_SHELLS, GetResource(this, RES_SHELLS));
+ SetResource(this.personal, RES_FUEL, GetResource(this, RES_FUEL));
+ SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH)));
+ SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR));
STAT(WEAPONS, this.personal) = STAT(WEAPONS, this);
+ STAT(BUFFS, this.personal) = STAT(BUFFS, this);
+ STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this);
this.personal.items = this.items;
this.personal.pauserotarmor_finished = this.pauserotarmor_finished;
this.personal.pauserothealth_finished = this.pauserothealth_finished;
this.personal.pauserotfuel_finished = this.pauserotfuel_finished;
this.personal.pauseregen_finished = this.pauseregen_finished;
- this.personal.strength_finished = this.strength_finished;
- this.personal.invincible_finished = this.invincible_finished;
+ STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this);
+ STAT(INVINCIBLE_FINISHED, this.personal) = STAT(INVINCIBLE_FINISHED, this);
this.personal.teleport_time = time;
break; // this part itself doesn't cheat, so let's not count this
case CHIMPULSE_CLONE_MOVING.impulse:
MUTATOR_CALLHOOK(AbortSpeedrun, this);
}
- SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(this.personal, RESOURCE_ROCKETS));
- SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(this.personal, RESOURCE_BULLETS));
- SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(this.personal, RESOURCE_CELLS));
- SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(this.personal, RESOURCE_PLASMA));
- SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(this.personal, RESOURCE_SHELLS));
- SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(this.personal, RESOURCE_FUEL));
- this.health = this.personal.health;
- this.armorvalue = this.personal.armorvalue;
+ SetResource(this, RES_ROCKETS, GetResource(this.personal, RES_ROCKETS));
+ SetResource(this, RES_BULLETS, GetResource(this.personal, RES_BULLETS));
+ SetResource(this, RES_CELLS, GetResource(this.personal, RES_CELLS));
+ SetResource(this, RES_PLASMA, GetResource(this.personal, RES_PLASMA));
+ SetResource(this, RES_SHELLS, GetResource(this.personal, RES_SHELLS));
+ SetResource(this, RES_FUEL, GetResource(this.personal, RES_FUEL));
+ SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH));
+ SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR));
STAT(WEAPONS, this) = STAT(WEAPONS, this.personal);
+ STAT(BUFFS, this) = STAT(BUFFS, this.personal);
+ STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal);
this.items = this.personal.items;
this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time;
this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time;
this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time;
this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time;
- this.strength_finished = time + this.personal.strength_finished - this.personal.teleport_time;
- this.invincible_finished = time + this.personal.invincible_finished - this.personal.teleport_time;
+ STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time;
+ STAT(INVINCIBLE_FINISHED, this) = time + STAT(INVINCIBLE_FINISHED, this.personal) - this.personal.teleport_time;
if(!autocvar_g_allow_checkpoints)
DID_CHEAT();
entity e = spawn();
e.model = strzone(argv(1));
e.mdl = "rocket_explode";
- e.health = 1000;
+ SetResourceExplicit(e, RES_HEALTH, 1000);
setorigin(e, trace_endpos);
e.effects = EF_NOMODELFLAGS;
if(f == 1)
effectnum = 0;
for(entity ent = NULL; (ent = find(ent, classname, "dragbox_box")); )
{
- if(e.cnt <= 0 && ent.cnt == 0 || e.cnt == ent.cnt)
+ if((e.cnt <= 0 && ent.cnt == 0) || e.cnt == ent.cnt)
{
start = start + ent.origin;
++effectnum;
Drag_Finish(this);
}
}
- else
+ else if(Drag_CanDrag(this) && PHYS_INPUT_BUTTON_DRAG(this))
{
- if(Drag_CanDrag(this))
- if(PHYS_INPUT_BUTTON_DRAG(this))
- {
- crosshair_trace_plusvisibletriggers(this);
- entity e = trace_ent;
- float pick = force_allow_pick;
- if (e && !pick)
- {
- // pick is true if the object can be picked up. While an object is being carried, the Drag() function
- // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
- // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
- // it goes out of range while slinging it around.
+ crosshair_trace_plusvisibletriggers(this);
+ entity e = trace_ent;
+ float pick = force_allow_pick;
+ if (e && !pick && vdist(this.origin - e.origin, <=, autocvar_g_grab_range))
+ {
+ // pick is true if the object can be picked up. While an object is being carried, the Drag() function
+ // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace.
+ // This also makes sure that an object can only pe picked up if in range, but does not get dropped if
+ // it goes out of range while slinging it around.
- if(vdist(this.origin - e.origin, <=, autocvar_g_grab_range))
- {
- switch(e.grab)
- {
- case 0: // can't grab
- break;
- case 1: // owner can grab
- if(e.owner == this || e.realowner == this)
- pick = true;
- break;
- case 2: // owner and team mates can grab
- if(SAME_TEAM(e.owner, this) || SAME_TEAM(e.realowner, this) || e.team == this.team)
- pick = true;
- break;
- case 3: // anyone can grab
- pick = true;
- break;
- default:
- break;
- }
- }
- }
- // Find e and pick
- if(e && pick)
- if(Drag_IsDraggable(e))
- {
- if(ischeat)
- IS_CHEAT(this, 0, 0, CHRAME_DRAG);
- if(e.draggedby)
- Drag_Finish(e.draggedby);
- if(e.tag_entity)
- detach_sameorigin(e);
- Drag_Begin(this, e, trace_endpos);
- if(ischeat)
- DID_CHEAT();
- return true;
- }
+ switch(e.grab)
+ {
+ case 0: // can't grab
+ break;
+ case 1: // owner can grab
+ if(e.owner == this || e.realowner == this)
+ pick = true;
+ break;
+ case 2: // owner and team mates can grab
+ if(SAME_TEAM(e.owner, this) || SAME_TEAM(e.realowner, this) || e.team == this.team)
+ pick = true;
+ break;
+ case 3: // anyone can grab
+ pick = true;
+ break;
+ default:
+ break;
}
+ }
+ // Find e and pick
+ if(e && pick && Drag_IsDraggable(e, this))
+ {
+ if(ischeat)
+ IS_CHEAT(this, 0, 0, CHRAME_DRAG);
+ if(e.draggedby)
+ Drag_Finish(e.draggedby);
+ if(e.tag_entity)
+ detach_sameorigin(e);
+ Drag_Begin(this, e, trace_endpos);
+ if(ischeat)
+ DID_CHEAT();
+ return true;
+ }
}
break;
}
}
}
-float Drag_IsDraggable(entity draggee)
+bool drag_undraggable(entity draggee, entity dragger)
+{
+ // stuff probably shouldn't need this, we should figure out why they do!
+ // exceptions of course are observers and weapon entities, where things mess up
+ return false;
+}
+
+float Drag_IsDraggable(entity draggee, entity dragger)
{
// TODO add more checks for bad stuff here
if(draggee == NULL)
return false;
- if(draggee.classname == "func_bobbing")
- return false;
if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps)
- return false;
- if(draggee.classname == "plat")
- return false;
- if(draggee.classname == "func_button")
- return false;
-// if(draggee.model == "")
-// return false;
- if(IS_SPEC(draggee))
- return false;
- if(IS_OBSERVER(draggee))
- return false;
- if(draggee.classname == "exteriorweaponentity")
- return false;
- if(draggee.classname == "weaponentity")
- return false;
+ return false; // probably due to BSP collision
+ //if(draggee.model == "")
+ // return false;
- return true;
+ return ((draggee.draggable) ? draggee.draggable(draggee, dragger) : true);
}
float Drag_MayChangeAngles(entity draggee)
dragger.dragentity = NULL;
return false;
}
- if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity))
+ if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity, dragger))
{
Drag_Finish(dragger);
return false;