#include "constants.qh"
#include "g_hook.qh"
#include "ipban.qh"
-#include "mutators/_mod.qh"
+#include <server/mutators/_mod.qh>
#include "../common/t_items.qh"
#include "resources.qh"
#include "items.qh"
+#include "player.qh"
#include "weapons/accuracy.qh"
#include "weapons/csqcprojectile.qh"
#include "weapons/selection.qh"
#include "../common/command/_mod.qh"
#include "../common/constants.qh"
#include <common/net_linked.qh>
+#include <common/weapons/weapon/crylink.qh>
#include "../common/deathtypes/all.qh"
#include "../common/mapinfo.qh"
#include "../common/notifications/all.qh"
#include "../common/playerstats.qh"
#include "../common/teams.qh"
-#include "../common/triggers/subs.qh"
+#include "../common/mapobjects/subs.qh"
#include "../common/util.qh"
#include "../common/turrets/sv_turrets.qh"
#include <common/weapons/_all.qh>
{
traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
-.bool ctrace_solidchanged;
+
void crosshair_trace_plusvisibletriggers(entity pl)
+{
+ crosshair_trace_plusvisibletriggers__is_wz(pl, false);
+}
+
+void WarpZone_crosshair_trace_plusvisibletriggers(entity pl)
+{
+ crosshair_trace_plusvisibletriggers__is_wz(pl, true);
+}
+
+void crosshair_trace_plusvisibletriggers__is_wz(entity pl, bool is_wz)
{
FOREACH_ENTITY_FLOAT(solid, SOLID_TRIGGER,
{
if(it.model != "")
{
it.solid = SOLID_BSP;
- it.ctrace_solidchanged = true;
IL_PUSH(g_ctrace_changed, it);
}
});
- crosshair_trace(pl);
+ if (is_wz)
+ WarpZone_crosshair_trace(pl);
+ else
+ crosshair_trace(pl);
- IL_EACH(g_ctrace_changed, it.ctrace_solidchanged,
- {
- it.solid = SOLID_TRIGGER;
- it.ctrace_solidchanged = false;
- });
+ IL_EACH(g_ctrace_changed, true, { it.solid = SOLID_TRIGGER; });
IL_CLEAR(g_ctrace_changed);
}
+
void WarpZone_crosshair_trace(entity pl)
{
WarpZone_traceline_antilag(pl, CS(pl).cursor_trace_start, CS(pl).cursor_trace_start + normalize(CS(pl).cursor_trace_endpos - CS(pl).cursor_trace_start) * max_shot_distance, MOVE_NORMAL, pl, ANTILAG_LATENCY(pl));
}
+void dedicated_print(string input)
+{
+ if (server_is_dedicated) print(input);
+}
void GameLogEcho(string s)
{
return ret;
}
-string AmmoNameFromWeaponentity(entity wpn)
+string AmmoNameFromWeaponentity(Weapon wep)
{
string ammoitems = "batteries";
- switch ((wpn.m_weapon).ammo_type)
+ switch (wep.ammo_type)
{
- case RESOURCE_SHELLS: ammoitems = ITEM_Shells.m_name; break;
- case RESOURCE_BULLETS: ammoitems = ITEM_Bullets.m_name; break;
- case RESOURCE_ROCKETS: ammoitems = ITEM_Rockets.m_name; break;
- case RESOURCE_CELLS: ammoitems = ITEM_Cells.m_name; break;
- case RESOURCE_PLASMA: ammoitems = ITEM_Plasma.m_name; break;
- case RESOURCE_FUEL: ammoitems = ITEM_JetpackFuel.m_name; break;
+ case RES_SHELLS: ammoitems = ITEM_Shells.m_name; break;
+ case RES_BULLETS: ammoitems = ITEM_Bullets.m_name; break;
+ case RES_ROCKETS: ammoitems = ITEM_Rockets.m_name; break;
+ case RES_CELLS: ammoitems = ITEM_Cells.m_name; break;
+ case RES_PLASMA: ammoitems = ITEM_Plasma.m_name; break;
+ case RES_FUEL: ammoitems = ITEM_JetpackFuel.m_name; break;
}
return ammoitems;
}
{
float p, p1, p2;
float n;
- vector cursor;
- entity cursor_ent;
+ vector cursor = '0 0 0';
+ entity cursor_ent = NULL;
string escape;
string replacement;
p = 0;
n = 7;
-
- WarpZone_crosshair_trace(this);
- cursor = trace_endpos;
- cursor_ent = trace_ent;
+ bool traced = false;
MUTATOR_CALLHOOK(PreFormatMessage, this, msg);
msg = M_ARGV(1, string);
if (p < 0)
break;
+ if(!traced)
+ {
+ WarpZone_crosshair_trace_plusvisibletriggers(this);
+ cursor = trace_endpos;
+ cursor_ent = trace_ent;
+ traced = true;
+ }
+
replacement = substring(msg, p, 2);
escape = substring(msg, p + 1, 1);
case "%": replacement = "%"; break;
case "\\":replacement = "\\"; break;
case "n": replacement = "\n"; break;
- case "a": replacement = ftos(floor(this.armorvalue)); break;
- case "h": replacement = ftos(floor(this.health)); break;
+ case "a": replacement = ftos(floor(GetResourceAmount(this, RES_ARMOR))); break;
+ case "h": replacement = ftos(floor(GetResourceAmount(this, RES_HEALTH))); break;
case "l": replacement = NearestLocation(this.origin); break;
case "y": replacement = NearestLocation(cursor); break;
case "d": replacement = NearestLocation(this.death_origin); break;
case "w": replacement = ((this.(weaponentity).m_weapon == WEP_Null) ? ((this.(weaponentity).m_switchweapon == WEP_Null) ? Weapons_from(this.(weaponentity).cnt) : this.(weaponentity).m_switchweapon) : this.(weaponentity).m_weapon).m_name; break;
- case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity)); break;
+ case "W": replacement = AmmoNameFromWeaponentity(this.(weaponentity).m_weapon); break;
case "x": replacement = ((cursor_ent.netname == "" || !cursor_ent) ? "nothing" : cursor_ent.netname); break;
case "s": replacement = ftos(vlen(this.velocity - this.velocity_z * '0 0 1')); break;
case "S": replacement = ftos(vlen(this.velocity)); break;
{
if (f < 0)
{
- if (store.(field))
- strunzone(store.(field));
- store.(field) = string_null;
+ strfree(store.(field));
}
else if (f > 0)
{
if (thisname == name)
{
- if (store.(field))
- strunzone(store.(field));
- store.(field) = strzone(argv(f + 1));
+ strcpy(store.(field), argv(f + 1));
}
}
else
string s = func(this, strcat1(store.(field)));
if (s != store.(field))
{
- strunzone(store.(field));
- store.(field) = strzone(s);
+ strcpy(store.(field), s);
}
}
}
}
string W_FixWeaponOrder_ForceComplete_AndBuildImpulseList(entity this, string wo)
{
- string o;
- o = W_FixWeaponOrder_ForceComplete(wo);
- if(this.weaponorder_byimpulse)
- {
- strunzone(this.weaponorder_byimpulse);
- this.weaponorder_byimpulse = string_null;
- }
- this.weaponorder_byimpulse = strzone(W_FixWeaponOrder_BuildImpulseList(o));
+ string o = W_FixWeaponOrder_ForceComplete(wo);
+ strcpy(CS(this).weaponorder_byimpulse, W_FixWeaponOrder_BuildImpulseList(o));
return o;
}
REPLICATE(cvar_g_xonoticversion, string, "g_xonoticversion");
+REPLICATE(cvar_cl_cts_noautoswitch, bool, "cl_cts_noautoswitch");
+
+REPLICATE(cvar_cl_weapon_switch_reload, bool, "cl_weapon_switch_reload");
+
+REPLICATE(cvar_cl_weapon_switch_fallback_to_impulse, bool, "cl_weapon_switch_fallback_to_impulse");
+
/**
* @param f -1: cleanup, 0: request, 1: receive
*/
for (i = 0; i < t; ++i)
{
s = argv(i);
- FOREACH(Weapons, it != WEP_Null, {
- if(it.netname == s)
- {
- g_weaponarena_weapons |= (it.m_wepset);
- g_weaponarena_list = strcat(g_weaponarena_list, it.m_name, " & ");
- break;
- }
- });
+ Weapon wep = Weapons_fromstr(s);
+ if(wep != WEP_Null)
+ {
+ g_weaponarena_weapons |= (wep.m_wepset);
+ g_weaponarena_list = strcat(g_weaponarena_list, wep.m_name, " & ");
+ }
}
g_weaponarena_list = strzone(substring(g_weaponarena_list, 0, strlen(g_weaponarena_list) - 3));
}
- if(g_weaponarena)
- g_weaponarena_random = cvar("g_weaponarena_random");
- else
- g_weaponarena_random = 0;
- g_weaponarena_random_with_blaster = cvar("g_weaponarena_random_with_blaster");
-
if (g_weaponarena)
{
g_weapon_stay = 0; // incompatible
});
}
+ if(cvar("g_balance_superweapons_time") < 0)
+ start_items |= IT_UNLIMITED_SUPERWEAPONS;
+
if(!cvar("g_use_ammunition"))
start_items |= IT_UNLIMITED_AMMO;
start_ammo_plasma = cvar("g_start_ammo_plasma");
start_ammo_fuel = cvar("g_start_ammo_fuel");
random_start_weapons_count = cvar("g_random_start_weapons_count");
- SetResourceAmount(random_start_ammo, RESOURCE_SHELLS, cvar(
+ SetResourceAmount(random_start_ammo, RES_SHELLS, cvar(
"g_random_start_shells"));
- SetResourceAmount(random_start_ammo, RESOURCE_BULLETS, cvar(
+ SetResourceAmount(random_start_ammo, RES_BULLETS, cvar(
"g_random_start_bullets"));
- SetResourceAmount(random_start_ammo, RESOURCE_ROCKETS,
+ SetResourceAmount(random_start_ammo, RES_ROCKETS,
cvar("g_random_start_rockets"));
- SetResourceAmount(random_start_ammo, RESOURCE_CELLS, cvar(
+ SetResourceAmount(random_start_ammo, RES_CELLS, cvar(
"g_random_start_cells"));
- SetResourceAmount(random_start_ammo, RESOURCE_PLASMA, cvar(
+ SetResourceAmount(random_start_ammo, RES_PLASMA, cvar(
"g_random_start_plasma"));
}
start_ammo_cells = max(0, start_ammo_cells);
start_ammo_plasma = max(0, start_ammo_plasma);
start_ammo_fuel = max(0, start_ammo_fuel);
- SetResourceAmount(random_start_ammo, RESOURCE_SHELLS, max(0,
- GetResourceAmount(random_start_ammo, RESOURCE_SHELLS)));
- SetResourceAmount(random_start_ammo, RESOURCE_BULLETS, max(0,
- GetResourceAmount(random_start_ammo, RESOURCE_BULLETS)));
- SetResourceAmount(random_start_ammo, RESOURCE_ROCKETS, max(0,
- GetResourceAmount(random_start_ammo, RESOURCE_ROCKETS)));
- SetResourceAmount(random_start_ammo, RESOURCE_CELLS, max(0,
- GetResourceAmount(random_start_ammo, RESOURCE_CELLS)));
- SetResourceAmount(random_start_ammo, RESOURCE_PLASMA, max(0,
- GetResourceAmount(random_start_ammo, RESOURCE_PLASMA)));
+ SetResourceAmount(random_start_ammo, RES_SHELLS, max(0,
+ GetResourceAmount(random_start_ammo, RES_SHELLS)));
+ SetResourceAmount(random_start_ammo, RES_BULLETS, max(0,
+ GetResourceAmount(random_start_ammo, RES_BULLETS)));
+ SetResourceAmount(random_start_ammo, RES_ROCKETS, max(0,
+ GetResourceAmount(random_start_ammo, RES_ROCKETS)));
+ SetResourceAmount(random_start_ammo, RES_CELLS, max(0,
+ GetResourceAmount(random_start_ammo, RES_CELLS)));
+ SetResourceAmount(random_start_ammo, RES_PLASMA, max(0,
+ GetResourceAmount(random_start_ammo, RES_PLASMA)));
warmup_start_ammo_shells = max(0, warmup_start_ammo_shells);
warmup_start_ammo_nails = max(0, warmup_start_ammo_nails);
builtin_remove(e);
}
-void InitializeEntity(entity e, void(entity this) func, float order)
+void InitializeEntity(entity e, void(entity this) func, int order)
{
entity prev, cur;
if(trace_dphitcontents == 0)
{
LOG_TRACEF("A hit from a projectile happened with no hit contents! DEBUG THIS, this should never happen for projectiles! Projectile will self-destruct. (edict: %i, classname: %s, origin: %v)", this, this.classname, this.origin);
- checkclient(this);
+ checkclient(this); // TODO: .health is checked in the engine with this, possibly replace with a QC function?
}
if (trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOIMPACT)
return true;
#define SUB_OwnerCheck(ent,oth) ((oth) && ((oth) == (ent).owner))
-void W_Crylink_Dequeue(entity e);
bool WarpZone_Projectile_Touch_ImpactFilter_Callback(entity this, entity toucher)
{
if(SUB_OwnerCheck(this, toucher))