if (IS_SPEC(e)) e = e.enemy;
sf = 0;
- if (e.race_completed) sf |= 1; // forced scoreboard
- if (to.spectatee_status) sf |= 2; // spectator ent number follows
- if (e.zoomstate) sf |= 4; // zoomed
+ if (CS(e).race_completed) sf |= 1; // forced scoreboard
+ if (CS(to).spectatee_status) sf |= 2; // spectator ent number follows
+ if (CS(e).zoomstate) sf |= 4; // zoomed
if (autocvar_sv_showspectators) sf |= 16; // show spectators
WriteHeader(MSG_ENTITY, ENT_CLIENT_CLIENTDATA);
if (sf & 2)
{
- WriteByte(MSG_ENTITY, to.spectatee_status);
+ WriteByte(MSG_ENTITY, CS(to).spectatee_status);
}
if(sf & 16)
void ClientData_Attach(entity this)
{
- Net_LinkEntity(this.clientdata = new_pure(clientdata), false, 0, ClientData_Send);
- this.clientdata.drawonlytoclient = this;
- this.clientdata.owner = this;
+ Net_LinkEntity(CS(this).clientdata = new_pure(clientdata), false, 0, ClientData_Send);
+ CS(this).clientdata.drawonlytoclient = this;
+ CS(this).clientdata.owner = this;
}
void ClientData_Detach(entity this)
{
- delete(this.clientdata);
- this.clientdata = NULL;
+ delete(CS(this).clientdata);
+ CS(this).clientdata = NULL;
}
void ClientData_Touch(entity e)
{
- e.clientdata.SendFlags = 1;
+ CS(e).clientdata.SendFlags = 1;
// make it spectatable
- FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(it.clientdata.SendFlags = 1));
+ FOREACH_CLIENT(IS_REAL_CLIENT(it) && it != e && IS_SPEC(it) && it.enemy == e, LAMBDA(CS(it).clientdata.SendFlags = 1));
}
-.string netname_previous;
-
void SetSpectatee(entity this, entity spectatee);
void SetSpectatee_status(entity this, int spectatee_num);
{
entity spot = SelectSpawnPoint(this, true);
if (!spot) LOG_FATAL("No spawnpoints for observers?!?");
- this.angles = spot.angles;
- this.angles_z = 0;
+ this.angles = vec2(spot.angles);
this.fixangle = true;
// offset it so that the spectator spawns higher off the ground, looks better this way
setorigin(this, spot.origin + STAT(PL_VIEW_OFS, this));
- this.prevorigin = this.origin;
if (IS_REAL_CLIENT(this))
{
msg_entity = this;
PlayerScore_Clear(this); // clear scores when needed
}
- if (this.killcount != FRAGS_SPECTATOR)
+ if (CS(this).killcount != FRAGS_SPECTATOR)
{
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_QUIT_SPECTATE, this.netname);
if(!game_stopped)
if(autocvar_g_chat_nospectators == 1 || (!warmup_stage && autocvar_g_chat_nospectators == 2))
Send_Notification(NOTIF_ONE_ONLY, this, MSG_INFO, INFO_CHAT_NOSPECTATORS);
- if(this.just_joined == false) {
+ if(!CS(this).just_joined)
LogTeamchange(this.playerid, -1, 4);
- } else
- this.just_joined = false;
+ else
+ CS(this).just_joined = false;
}
accuracy_resend(this);
this.items = 0;
this.weapons = '0 0 0';
- this.dual_weapons = '0 0 0';
this.drawonlytoclient = this;
this.weaponmodel = "";
this.weaponentities[slot] = NULL;
}
this.exteriorweaponentity = NULL;
- this.killcount = FRAGS_SPECTATOR;
+ CS(this).killcount = FRAGS_SPECTATOR;
this.velocity = '0 0 0';
this.avelocity = '0 0 0';
this.punchangle = '0 0 0';
int n = tokenize_console(defaultmodel);
if(n > 0)
{
- defaultmodel = argv(floor(n * player.model_randomizer));
+ defaultmodel = argv(floor(n * CS(player).model_randomizer));
// However, do NOT randomize if the player-selected model is in the list.
for (int i = 0; i < n; ++i)
if ((argv(i) == player.playermodel && defaultskin == stof(player.playerskin)) || argv(i) == strcat(player.playermodel, ":", player.playerskin))
TRANSMUTE(Player, this);
- this.wasplayer = true;
+ CS(this).wasplayer = true;
this.iscreature = true;
this.teleportable = TELEPORT_NORMAL;
if(!this.damagedbycontents)
}
SetSpectatee_status(this, 0);
- this.dual_weapons = '0 0 0';
+ PS(this).dual_weapons = '0 0 0';
this.superweapons_finished = (this.weapons & WEPSET_SUPERWEAPONS) ? time + autocvar_g_balance_superweapons_time : 0;
setthink(this, func_null); // players have no think function
this.nextthink = 0;
this.dmg_team = 0;
- this.ballistics_density = autocvar_g_ballistics_density_player;
+ PS(this).ballistics_density = autocvar_g_ballistics_density_player;
this.deadflag = DEAD_NO;
setorigin(this, spot.origin + '0 0 1' * (1 - this.mins.z - 24));
// don't reset back to last position, even if new position is stuck in solid
this.oldorigin = this.origin;
- this.prevorigin = this.origin;
this.lastteleporttime = time; // prevent insane speeds due to changing origin
if(this.conveyor)
IL_REMOVE(g_conveyed, this);
PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = false;
- if (this.killcount == FRAGS_SPECTATOR) {
+ if (CS(this).killcount == FRAGS_SPECTATOR) {
PlayerScore_Clear(this);
- this.killcount = 0;
+ CS(this).killcount = 0;
}
for (int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
SetSpectatee(this, NULL);
// reset player keys
- this.itemkeys = 0;
+ if(PS(this))
+ PS(this).itemkeys = 0;
MUTATOR_CALLHOOK(PutClientInServer, this);
else
WriteString(channel, "");
WriteByte(channel, this.count * 255.0); // g_balance_armor_blockpercent
+ WriteByte(channel, this.cnt * 255.0); // g_balance_damagepush_speedfactor
WriteByte(channel, serverflags);
WriteCoord(channel, autocvar_g_trueaim_minrange);
}
this.count = autocvar_g_balance_armor_blockpercent;
this.SendFlags |= 1;
}
+ if(this.cnt != autocvar_g_balance_damagepush_speedfactor)
+ {
+ this.cnt = autocvar_g_balance_damagepush_speedfactor;
+ this.SendFlags |= 1;
+ }
}
void ClientInit_Spawn()
bool findinlist_abbrev(string tofind, string list)
{
+ if(list == "" || tofind == "")
+ return false; // empty list or search, just return
+
// this function allows abbreviated strings!
FOREACH_WORD(list, it == substring(tofind, 0, strlen(it)),
{
bool PlayerInList(entity player, string list)
{
- return PlayerInIDList(player, list) || PlayerInIPList(player, list);
+ return boolean(PlayerInIDList(player, list) || PlayerInIPList(player, list));
}
#ifdef DP_EXT_PRECONNECT
LogTeamchange(this.playerid, this.team, 1);
- this.just_joined = true; // stop spamming the eventlog with additional lines when the client connects
+ CS(this).just_joined = true; // stop spamming the eventlog with additional lines when the client connects
- this.netname_previous = strzone(this.netname);
+ CS(this).netname_previous = strzone(this.netname);
if(teamplay && IS_PLAYER(this))
Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(this.team, INFO_JOIN_CONNECT_TEAM), this.netname);
}
CS(this).jointime = time;
- this.allowed_timeouts = autocvar_sv_timeout_number;
+ CS(this).allowed_timeouts = autocvar_sv_timeout_number;
if (IS_REAL_CLIENT(this))
{
CSQCMODEL_AUTOINIT(this);
- this.model_randomizer = random();
+ CS(this).model_randomizer = random();
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
// update physics stats (players can spawn before physics runs)
- STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
- MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this); // do it BEFORE the function so we can modify highspeed!
- Physics_UpdateStats(this, PHYS_HIGHSPEED(this));
+ Physics_UpdateStats(this);
IL_EACH(g_initforplayer, it.init_for_player, {
it.init_for_player(it, this);
PlayerStats_GameReport_FinalizePlayer(this);
if (this.vehicle) vehicles_exit(this.vehicle, VHEF_RELEASE);
- if (this.active_minigame) part_minigame(this);
+ if (CS(this).active_minigame) part_minigame(this);
if (IS_PLAYER(this)) Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
if (autocvar_sv_eventlog)
MUTATOR_CALLHOOK(ClientDisconnect, this);
+ if (CS(this).netname_previous) strunzone(CS(this).netname_previous); // needs to be before the CS entity is removed!
ClientState_detach(this);
Portal_ClearAll(this);
bot_relinkplayerlist();
- if (this.netname_previous) strunzone(this.netname_previous);
if (this.clientstatus) strunzone(this.clientstatus);
if (this.weaponorder_byimpulse) strunzone(this.weaponorder_byimpulse);
if (this.personal) delete(this.personal);
if ( !IS_DEAD(this.owner) && IS_PLAYER(this.owner) )
{
- if ( this.owner.active_minigame )
+ if ( CS(this.owner).active_minigame )
this.mdl = "models/sprites/minigame_busy.iqm";
else if (PHYS_INPUT_BUTTON_CHAT(this.owner))
this.mdl = "models/misc/chatbubble.spr";
bool zoomstate_set;
void SetZoomState(entity this, float newzoom)
{
- if(newzoom != this.zoomstate)
+ if(newzoom != CS(this).zoomstate)
{
- this.zoomstate = newzoom;
+ CS(this).zoomstate = newzoom;
ClientData_Touch(this);
}
zoomstate_set = true;
this.superweapons_finished = spectatee.superweapons_finished;
STAT(PRESSED_KEYS, this) = STAT(PRESSED_KEYS, spectatee);
this.weapons = spectatee.weapons;
- this.dual_weapons = spectatee.dual_weapons;
this.vortex_charge = spectatee.vortex_charge;
this.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
this.hagar_load = spectatee.hagar_load;
this.fixangle = true;
setorigin(this, spectatee.origin);
setsize(this, spectatee.mins, spectatee.maxs);
- SetZoomState(this, spectatee.zoomstate);
+ SetZoomState(this, CS(spectatee).zoomstate);
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
void SetSpectatee_status(entity this, int spectatee_num)
{
- int oldspectatee_status = this.spectatee_status;
- this.spectatee_status = spectatee_num;
+ int oldspectatee_status = CS(this).spectatee_status;
+ CS(this).spectatee_status = spectatee_num;
- if (this.spectatee_status != oldspectatee_status)
+ if (CS(this).spectatee_status != oldspectatee_status)
{
ClientData_Touch(this);
if (g_race || g_cts) race_InitSpectator();
.bool team_selected;
bool ShowTeamSelection(entity this)
{
- if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (this.wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
+ if(!teamplay || autocvar_g_campaign || autocvar_g_balance_teams || this.team_selected || (CS(this).wasplayer && autocvar_g_changeteam_banned) || this.team_forced > 0)
return false;
stuffcmd(this, "menu_showteamselect\n");
return true;
bool joinAllowed(entity this)
{
- if (this.version_mismatch) return false;
+ if (CS(this).version_mismatch) return false;
if (!nJoinAllowed(this, this)) return false;
if (teamplay && lockteams) return false;
if (ShowTeamSelection(this)) return false;
.int items_added;
bool PlayerThink(entity this)
{
- CheckRules_Player(this);
-
if (game_stopped || intermission_running) {
this.modelflags &= ~MF_ROCKET;
if(intermission_running)
return false;
}
- this.prevorigin = this.origin;
-
bool have_hook = false;
for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
{
}
this.items_added = 0;
- if (this.items & ITEM_Jetpack.m_itemid && (this.items & ITEM_JetpackRegen.m_itemid || this.ammo_fuel >= 0.01))
+ if ((this.items & ITEM_Jetpack.m_itemid) && ((this.items & ITEM_JetpackRegen.m_itemid) || this.ammo_fuel >= 0.01))
this.items_added |= IT_FUEL;
this.items |= this.items_added;
if (PHYS_INPUT_BUTTON_JUMP(this) && joinAllowed(this)) {
this.flags &= ~FL_JUMPRELEASED;
this.flags |= FL_SPAWNING;
- } else if(PHYS_INPUT_BUTTON_ATCK(this) && !this.version_mismatch) {
+ } else if(PHYS_INPUT_BUTTON_ATCK(this) && !CS(this).version_mismatch) {
this.flags &= ~FL_JUMPRELEASED;
if(SpectateNext(this)) {
TRANSMUTE(Spectator, this);
{
WarpZone_PlayerPhysics_FixVAngle(this);
- STAT(GAMESTARTTIME, this) = game_starttime;
- STAT(ROUNDSTARTTIME, this) = round_starttime;
- STAT(ALLOW_OLDVORTEXBEAM, this) = autocvar_g_allow_oldvortexbeam;
- STAT(LEADLIMIT, this) = autocvar_leadlimit;
-
- STAT(WEAPONSINMAP, this) = weaponsInMap;
-
if (frametime) {
// physics frames: update anticheat stuff
anticheat_prethink(this);
this.netname = strzone(sprintf("Player#%d", this.playerid));
// stuffcmd(this, strcat("name ", this.netname, "\n")); // maybe?
}
- if (this.netname != this.netname_previous) {
+ if (this.netname != CS(this).netname_previous) {
if (autocvar_sv_eventlog) {
GameLogEcho(strcat(":name:", ftos(this.playerid), ":", playername(this, false)));
}
- if (this.netname_previous) strunzone(this.netname_previous);
- this.netname_previous = strzone(this.netname);
+ if (CS(this).netname_previous) strunzone(CS(this).netname_previous);
+ CS(this).netname_previous = strzone(this.netname);
}
// version nagging
this.max_armorvalue = 0;
}
- if (STAT(FROZEN, this) == 2)
- {
- this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
- this.health = max(1, this.revive_progress * start_health);
- this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
-
- if (this.revive_progress >= 1)
- Unfreeze(this);
- }
- else if (STAT(FROZEN, this) == 3)
+ if(IS_PLAYER(this))
{
- this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
- this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+ if (STAT(FROZEN, this) == 2)
+ {
+ this.revive_progress = bound(0, this.revive_progress + frametime * this.revive_speed, 1);
+ this.health = max(1, this.revive_progress * start_health);
+ this.iceblock.alpha = bound(0.2, 1 - this.revive_progress, 1);
- if (this.health < 1)
+ if (this.revive_progress >= 1)
+ Unfreeze(this);
+ }
+ else if (STAT(FROZEN, this) == 3)
{
- if (this.vehicle)
- vehicles_exit(this.vehicle, VHEF_RELEASE);
- if(this.event_damage)
- this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ this.revive_progress = bound(0, this.revive_progress - frametime * this.revive_speed, 1);
+ this.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * this.revive_progress );
+
+ if (this.health < 1)
+ {
+ if (this.vehicle)
+ vehicles_exit(this.vehicle, VHEF_RELEASE);
+ if(this.event_damage)
+ this.event_damage(this, this, this.frozen_by, 1, DEATH_NADE_ICE_FREEZE.m_id, this.origin, '0 0 0');
+ }
+ else if (this.revive_progress <= 0)
+ Unfreeze(this);
}
- else if (this.revive_progress <= 0)
- Unfreeze(this);
}
MUTATOR_CALLHOOK(PlayerPreThink, this);
e.pusher = oldpusher;
}
- if (this.taunt_soundtime && time > this.taunt_soundtime) {
- this.taunt_soundtime = 0;
+ if (CS(this).taunt_soundtime && time > CS(this).taunt_soundtime) {
+ CS(this).taunt_soundtime = 0;
PlayerSound(this, playersound_taunt, CH_VOICE, VOL_BASEVOICE, VOICETYPE_AUTOTAUNT);
}
CheatFrame(this);
- //CheckPlayerJump();
if (game_stopped)
{
this.solid = SOLID_NOT;
if (IS_PLAYER(this)) {
DrownPlayer(this);
- CheckRules_Player(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
if (game_stopped)