]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/miscfunctions.qc
some fixes to what can be pushed, teleported, trigger_impulsed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / miscfunctions.qc
index 474f713ff888e38e300cb2ce2e4d82d6c7be335a..241dc3a99a1e921d853a6f90f1c99e296f2a5487 100644 (file)
@@ -762,7 +762,7 @@ void centerprint(entity e, string s)
 string playername(entity p)
 {
     string t;
-    if (teams_matter && !intermission_running && p.classname == "player")
+    if (teamplay && !intermission_running && p.classname == "player")
     {
         t = Team_ColorCode(p.team);
         return strcat(t, strdecolorize(p.netname));
@@ -2014,13 +2014,17 @@ float SUB_NoImpactCheck()
 
 #define SUB_OwnerCheck() (other && (other == self.owner))
 
+void RemoveGrapplingHook(entity pl);
 float WarpZone_Projectile_Touch_ImpactFilter_Callback()
 {
        if(SUB_OwnerCheck())
                return TRUE;
        if(SUB_NoImpactCheck())
        {
-               remove(self);
+               if(self.classname == "grapplinghook")
+                       RemoveGrapplingHook(self.realowner);
+               else
+                       remove(self);
                return TRUE;
        }
        if(trace_ent && trace_ent.solid > SOLID_TRIGGER)
@@ -2623,15 +2627,15 @@ vector shotorg_adjustfromclient(vector vecs, float y_is_right, float allowcenter
 {
        switch(algn)
        {
-               case 1: // right
+               default:
+               case 3: // right
                        break;
 
-               case 2: // left
+               case 4: // left
                        vecs_y = -vecs_y;
                        break;
 
-               default:
-               case 3:
+               case 1:
                        if(allowcenter) // 2: allow center handedness
                        {
                                // center
@@ -2644,7 +2648,7 @@ vector shotorg_adjustfromclient(vector vecs, float y_is_right, float allowcenter
                        }
                        break;
 
-               case 4:
+               case 2:
                        if(allowcenter) // 2: allow center handedness
                        {
                                // center
@@ -3086,3 +3090,61 @@ void defer(float fdelay, void() func)
     e.think     = defer_think;
     e.nextthink = time + fdelay;
 }
+
+.string aiment_classname;
+.float aiment_deadflag;
+void SetMovetypeFollow(entity ent, entity e)
+{
+       // FIXME this may not be warpzone aware
+       ent.movetype = MOVETYPE_FOLLOW; // make the hole follow
+       ent.solid = SOLID_NOT; // MOVETYPE_FOLLOW is always non-solid - this means this cannot be teleported by warpzones any more! Instead, we must notice when our owner gets teleported.
+       ent.aiment = e; // make the hole follow bmodel
+       ent.punchangle = e.angles; // the original angles of bmodel
+       ent.view_ofs = ent.origin - e.origin; // relative origin
+       ent.v_angle = ent.angles - e.angles; // relative angles
+       ent.aiment_classname = strzone(e.classname);
+       ent.aiment_deadflag = e.deadflag;
+}
+void UnsetMovetypeFollow(entity ent)
+{
+       ent.movetype = MOVETYPE_FLY;
+       PROJECTILE_MAKETRIGGER(ent);
+       ent.aiment = world;
+}
+float LostMovetypeFollow(entity ent)
+{
+/*
+       if(ent.movetype != MOVETYPE_FOLLOW)
+               if(ent.aiment)
+                       error("???");
+*/
+       if(ent.aiment)
+       {
+               if(ent.aiment.classname != ent.aiment_classname)
+                       return 1;
+               if(ent.aiment.deadflag != ent.aiment_deadflag)
+                       return 1;
+       }
+       return 0;
+}
+
+float isPushable(entity e)
+{
+       if(e.iscreature)
+               return TRUE;
+       switch(e.classname)
+       {
+               case "body":
+               case "corpse":
+               case "droppedweapon":
+               case "keepawayball":
+               case "nexball_basketball":
+               case "nexball_football":
+                       return TRUE;
+               case "bullet":
+                       return FALSE;
+       }
+       if (e.projectiledeathtype)
+               return TRUE;
+       return FALSE;
+}