#include "client.qh"
+#include <server/defs.qh>
+#include <server/miscfunctions.qh>
+#include <common/effects/all.qh>
#include "anticheat.qh"
#include "impulse.qh"
#include "player.qh"
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, { CS(it).clientdata.SendFlags = 1; });
}
void SetSpectatee(entity this, entity spectatee);
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)
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;
target_voicescript_clear(this);
// reset fields the weapons may use
- FOREACH(Weapons, true, LAMBDA(
+ FOREACH(Weapons, true, {
it.wr_resetplayer(it, this);
// reload all reloadable weapons
if (it.spawnflags & WEP_FLAG_RELOADABLE) {
this.(weaponentity).weapon_load[it.m_id] = it.reloading_ammo;
}
}
- ));
+ });
{
string s = spot.target;
CSQCMODEL_AUTOINIT(this);
- this.model_randomizer = random();
+ CS(this).model_randomizer = random();
if (IS_REAL_CLIENT(this))
sv_notice_join(this);
.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;
// TODO simplify this
int totalClients = 0;
int currentlyPlaying = 0;
- FOREACH_CLIENT(true, LAMBDA(
+ FOREACH_CLIENT(true, {
if(it != ignore)
++totalClients;
if(IS_REAL_CLIENT(it))
if(IS_PLAYER(it) || it.caplayer)
++currentlyPlaying;
- ));
+ });
float free_slots = 0;
if (!autocvar_g_maxplayers)