]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_player.qc
s/(void)/()
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_player.qc
index 8e84f4863a9e3b2b7373a05f0d680831e4d1d86f..d6aa84ea1aa2b3f557c8d4879198135f275f70ba 100644 (file)
@@ -1,5 +1,4 @@
 #include "cl_player.qh"
-#include "_all.qh"
 
 #include "bot/bot.qh"
 #include "cheats.qh"
 #include "command/common.qh"
 #include "../common/animdecide.qh"
 #include "../common/csqcmodel_settings.qh"
-#include "../common/deathtypes.qh"
+#include "../common/deathtypes/all.qh"
 #include "../common/triggers/subs.qh"
 #include "../common/playerstats.qh"
-#include "../csqcmodellib/sv_model.qh"
+#include "../lib/csqcmodel/sv_model.qh"
 
 #include "../common/minigames/sv_minigames.qh"
 
+#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
+#include "../common/triggers/include.qh"
+
 #include "weapons/weaponstats.qh"
 
 #include "../common/animdecide.qh"
 
-void CopyBody_Think(void)
+void Drop_Special_Items(entity player)
+{
+       // called when the player has become stuck or frozen
+       // so objective items aren't stuck with the player
+
+       MUTATOR_CALLHOOK(DropSpecialItems, player);
+}
+
+void CopyBody_Think()
 {SELFPARAM();
        if(self.CopyBody_nextthink && time > self.CopyBody_nextthink)
        {
@@ -42,7 +52,7 @@ void CopyBody(float keepvelocity)
 {SELFPARAM();
        if (self.effects & EF_NODRAW)
                return;
-       setself(spawn());
+       setself(new(body));
        self.enemy = this;
        self.lip = this.lip;
        self.colormap = this.colormap;
@@ -52,7 +62,6 @@ void CopyBody(float keepvelocity)
        self.angles = this.angles;
        self.v_angle = this.v_angle;
        self.avelocity = this.avelocity;
-       self.classname = "body";
        self.damageforcescale = this.damageforcescale;
        self.effects = this.effects;
        self.glowmod = this.glowmod;
@@ -133,7 +142,7 @@ void player_setupanimsformodel()
        animdecide_setstate(self, 0, false);
 }
 
-void player_anim (void)
+void player_anim ()
 {SELFPARAM();
        int deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
        if(self.deadflag) {
@@ -158,11 +167,14 @@ void player_anim (void)
        animdecide_setstate(self, animbits, false);
        animdecide_setimplicitstate(self, (self.flags & FL_ONGROUND));
 
-       if (self.weaponentity)
+       .entity weaponentity = weaponentities[0]; // TODO: unhardcode
        {
-               updateanim(self.weaponentity);
-               if (!self.weaponentity.animstate_override)
-                       setanim(self.weaponentity, self.weaponentity.anim_idle, true, false, false);
+               if (self.(weaponentity))
+               {
+                       updateanim(self.(weaponentity));
+                       if (!self.(weaponentity).animstate_override)
+                               setanim(self.(weaponentity), self.(weaponentity).anim_idle, true, false, false);
+               }
        }
 }
 
@@ -182,11 +194,11 @@ void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, int de
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
                if (save > 10)
-                       sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
-                       sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
                else if (take > 10)
-                       sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM);
        }
 
        if (take > 50)
@@ -323,7 +335,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                        damage /= sqrt(bound(1.0, attacker.cvar_cl_handicap, 100.0));
        }
 
-       if(DEATH_ISWEAPON(deathtype, WEP_TUBA.m_id))
+       if(DEATH_ISWEAPON(deathtype, WEP_TUBA))
        {
                // tuba causes blood to come out of the ears
                vector ear1, ear2;
@@ -395,11 +407,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
                if (save > 10)
-                       sound (self, CH_SHOTS, "misc/armorimpact.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
-                       sound (self, CH_SHOTS, "misc/bodyimpact2.wav", VOL_BASE, ATTEN_NORM);
+                       sound (self, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
                else if (take > 10)
-                       sound (self, CH_SHOTS, "misc/bodyimpact1.wav", VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
+                       sound (self, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them?
        }
 
        if (take > 50)
@@ -434,11 +446,11 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                                        }
 
                                        if(sound_allowed(MSG_BROADCAST, attacker))
-                                       if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
+                                       if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
                                        if(self.health > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
-                                               if(deathtype == DEATH_FALL)
+                                               if(deathtype == DEATH_FALL.m_id)
                                                        PlayerSound(playersound_fall, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                                else if(self.health > 75) // TODO make a "gentle" version?
                                                        PlayerSound(playersound_pain100, CH_PAIN, VOICETYPE_PLAYERSOUND);
@@ -469,12 +481,21 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
        self.dmg_inflictor = inflictor;
 
-       float abot, vbot, awep;
-       abot = (IS_BOT_CLIENT(attacker));
-       vbot = (IS_BOT_CLIENT(self));
+       if (self != attacker) {
+               float realdmg = damage - excess;
+               if (IS_PLAYER(attacker)) {
+                       PlayerScore_Add(attacker, SP_DMG, realdmg);
+               }
+               if (IS_PLAYER(self)) {
+                       PlayerScore_Add(self, SP_DMGTAKEN, realdmg);
+               }
+       }
+       
+       bool abot = (IS_BOT_CLIENT(attacker));
+       bool vbot = (IS_BOT_CLIENT(self));
 
        valid_damage_for_weaponstats = 0;
-       awep = 0;
+       Weapon awep = WEP_Null;
 
        if(vbot || IS_REAL_CLIENT(self))
        if(abot || IS_REAL_CLIENT(attacker))
@@ -482,7 +503,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        if(DIFF_TEAM(self, attacker))
        {
                if(DEATH_ISSPECIAL(deathtype))
-                       awep = attacker.weapon;
+                       awep = get_weaponinfo(attacker.weapon);
                else
                        awep = DEATH_WEAPONOF(deathtype);
                valid_damage_for_weaponstats = 1;
@@ -492,8 +513,8 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
        {
                dh = dh - max(self.health, 0);
                da = da - max(self.armorvalue, 0);
-               WeaponStats_LogDamage(awep, abot, self.weapon, vbot, dh + da);
-               MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc);
+               WeaponStats_LogDamage(awep.m_id, abot, self.weapon, vbot, dh + da);
+               MUTATOR_CALLHOOK(PlayerDamaged, attacker, self, dh, da, hitloc, deathtype);
        }
 
        if (self.health < 1)
@@ -508,12 +529,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                }
 
                if(valid_damage_for_weaponstats)
-                       WeaponStats_LogKill(awep, abot, self.weapon, vbot);
+                       WeaponStats_LogKill(awep.m_id, abot, self.weapon, vbot);
 
                if(autocvar_sv_gentle < 1) // TODO make a "gentle" version?
                if(sound_allowed(MSG_BROADCAST, attacker))
                {
-                       if(deathtype == DEATH_DROWN)
+                       if(deathtype == DEATH_DROWN.m_id)
                                PlayerSound(playersound_drown, CH_PAIN, VOICETYPE_PLAYERSOUND);
                        else
                                PlayerSound(playersound_death, CH_PAIN, VOICETYPE_PLAYERSOUND);
@@ -528,7 +549,7 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                                defer_ClientKill_Now_TeamChange = true;
 
                        if(self.classname == "body")
-                       if(deathtype == DEATH_KILL)
+                       if(deathtype == DEATH_KILL.m_id)
                        {
                                // for the lemmings fans, a small harmless explosion
                                Send_Effect(EFFECT_ROCKET_EXPLODE, self.origin, '0 0 0', 1);
@@ -540,15 +561,16 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                        Obituary (attacker, inflictor, self, deathtype);
 
         // increment frag counter for used weapon type
-        int w = DEATH_WEAPONOF(deathtype);
-        if(WEP_VALID(w))
+        Weapon w = DEATH_WEAPONOF(deathtype);
+        if(w != WEP_Null)
        if(accuracy_isgooddamage(attacker, self))
-        attacker.accuracy.(accuracy_frags[w-1]) += 1;
+        attacker.accuracy.(accuracy_frags[w.m_id-1]) += 1;
 
                MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, self, deathtype);
                excess = frag_damage;
 
-               WEP_ACTION(self.weapon, WR_PLAYERDEATH);
+               Weapon wep = get_weaponinfo(self.weapon);
+               wep.wr_playerdeath(wep);
 
                RemoveGrapplingHook(self);
 
@@ -630,8 +652,12 @@ void PlayerDamage (entity inflictor, entity attacker, float damage, int deathtyp
                // reset fields the weapons may use just in case
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
-                       WEP_ACTION(j, WR_RESETPLAYER);
-                       ATTACK_FINISHED_FOR(self, j) = 0;
+                       Weapon w = get_weaponinfo(j);
+                       w.wr_resetplayer(w);
+                       for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+                       {
+                               ATTACK_FINISHED_FOR(self, j, slot) = 0;
+                       }
                }
        }
 }
@@ -891,7 +917,7 @@ float Say(entity source, float teamsay, entity privatesay, string msgin, float f
                {
                        sprint(source, sourcemsgstr);
                        dedicated_print(msgstr); // send to server console too
-                       FOR_EACH_REALCLIENT(head) 
+                       FOR_EACH_REALCLIENT(head)
                                if(head != source)
                                if(head.active_minigame == source.active_minigame)
                                        sprint(head, msgstr);
@@ -986,16 +1012,15 @@ void PrecacheGlobalSound(string samplestring)
 
 void PrecachePlayerSounds(string f)
 {
-       float fh;
-       string s;
-       fh = fopen(f, FILE_READ);
-       if(fh < 0)
+       int fh = fopen(f, FILE_READ);
+       if (fh < 0)
                return;
-       while((s = fgets(fh)))
+       for (string s; (s = fgets(fh)); )
        {
-               if(tokenize_console(s) != 3)
+               int n = tokenize_console(s);
+               if (n != 3)
                {
-                       LOG_TRACE("Invalid sound info line: ", s, "\n");
+                       if (n != 0) LOG_TRACEF("Invalid sound info line: %s\n", s);
                        continue;
                }
                PrecacheGlobalSound(strcat(argv(1), " ", argv(2)));
@@ -1226,7 +1251,7 @@ void GlobalSound(string sample, float chan, float voicetype)
                        }
                        break;
                case VOICETYPE_PLAYERSOUND:
-                       sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
+                       _sound(self, chan, sample, VOL_BASE, ATTEN_NORM);
                        break;
                default:
                        backtrace("Invalid voice type!");
@@ -1241,10 +1266,9 @@ void PlayerSound(.string samplefield, float chan, float voicetype)
 
 void VoiceMessage(string type, string msg)
 {SELFPARAM();
-       var .string sample;
        float voicetype, ownteam;
        float flood;
-       sample = GetVoiceMessageSampleField(type);
+       var .string sample = GetVoiceMessageSampleField(type);
 
        if(GetPlayerSoundSampleField_notFound)
        {
@@ -1273,7 +1297,7 @@ void MoveToTeam(entity client, float team_colour, float type)
 
        TeamchangeFrags(client);  // move the players frags
        SetPlayerColors(client, team_colour - 1);  // set the players colour
-       Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE, client.origin, '0 0 0');  // kill the player
+       Damage(client, client, client, 100000, DEATH_AUTOTEAMCHANGE.m_id, client.origin, '0 0 0');  // kill the player
 
        lockteams = lockteams_backup;  // restore the team lock