]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/player.qc
Merge branch 'terencehill/minigame_flood_control' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / player.qc
index 1be6b62a3f2b8903775047ab2af91d2fdb758d2e..3ca1bbc1b1116c73c224f211d88f51074b720467 100644 (file)
@@ -1,46 +1,43 @@
 #include "player.qh"
 
+#include <common/anim.qh>
+#include <common/animdecide.qh>
+#include <common/csqcmodel_settings.qh>
+#include <common/deathtypes/all.qh>
 #include <common/effects/all.qh>
-#include "bot/api.qh"
-#include "cheats.qh"
-#include "client.qh"
-#include "clientkill.qh"
-#include "damage.qh"
-#include <server/mutators/_mod.qh>
-#include "world.qh"
-#include "handicap.qh"
-#include "portals.qh"
-#include "teamplay.qh"
-#include <server/main.qh>
-#include "weapons/common.qh"
-#include "weapons/throwing.qh"
-#include "command/common.qh"
-#include "command/vote.qh"
-#include "../common/state.qh"
-#include "../common/anim.qh"
-#include "../common/animdecide.qh"
-#include "../common/csqcmodel_settings.qh"
-#include "../common/gamemodes/sv_rules.qh"
-#include "../common/deathtypes/all.qh"
-#include "../common/mapobjects/subs.qh"
-#include <common/mapobjects/teleporters.qh>
-#include "../common/playerstats.qh"
-#include "../lib/csqcmodel/sv_model.qh"
-
-#include "../common/minigames/sv_minigames.qh"
-
+#include <common/effects/qc/_mod.qh>
 #include <common/gamemodes/_mod.qh>
-
-#include "../common/physics/player.qh"
-#include "../common/effects/qc/_mod.qh"
-#include "../common/mutators/mutator/waypoints/waypointsprites.qh"
-#include "../common/mapobjects/_mod.qh"
-#include "../common/wepent.qh"
-
-#include "weapons/weaponstats.qh"
+#include <common/gamemodes/sv_rules.qh>
+#include <common/mapobjects/_mod.qh>
+#include <common/mapobjects/subs.qh>
+#include <common/mapobjects/teleporters.qh>
+#include <common/minigames/sv_minigames.qh>
+#include <common/mutators/mutator/status_effects/_mod.qh>
+#include <common/mutators/mutator/waypoints/waypointsprites.qh>
+#include <common/physics/player.qh>
+#include <common/playerstats.qh>
+#include <common/state.qh>
+#include <common/wepent.qh>
+#include <lib/csqcmodel/sv_model.qh>
+#include <server/bot/api.qh>
+#include <server/cheats.qh>
+#include <server/client.qh>
+#include <server/clientkill.qh>
+#include <server/command/common.qh>
+#include <server/command/vote.qh>
+#include <server/damage.qh>
+#include <server/handicap.qh>
+#include <server/hook.qh>
+#include <server/main.qh>
+#include <server/mutators/_mod.qh>
+#include <server/portals.qh>
+#include <server/teamplay.qh>
+#include <server/weapons/accuracy.qh>
+#include <server/weapons/common.qh>
+#include <server/weapons/throwing.qh>
+#include <server/weapons/weaponstats.qh>
 #include <server/weapons/weaponsystem.qh>
-
-#include "../common/animdecide.qh"
+#include <server/world.qh>
 
 void Drop_Special_Items(entity player)
 {
@@ -130,6 +127,7 @@ void CopyBody(entity this, float keepvelocity)
 
        if(clone.colormap <= maxclients && clone.colormap > 0)
                clone.colormap = 1024 + this.clientcolors;
+       clone.sv_entnum = etof(this); // sent to CSQC for color mapping purposes
 
        CSQCMODEL_AUTOINIT(clone);
        clone.CopyBody_nextthink = this.nextthink;
@@ -232,8 +230,8 @@ void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float da
 void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
        vector v;
-       float dh = max(GetResource(this, RES_HEALTH), 0);
-       float da = max(GetResource(this, RES_ARMOR), 0);
+       float initial_health = max(GetResource(this, RES_HEALTH), 0);
+       float initial_armor = max(GetResource(this, RES_ARMOR), 0);
        float take = 0, save = 0;
 
        if (damage)
@@ -252,8 +250,8 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                        if (!ITEM_DAMAGE_NEEDKILL(deathtype))
                                damage = 0;
                }
-               else if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1)
-                       damage *= 1 - max(0, autocvar_g_spawnshield_blockdamage);
+               else if (StatusEffects_active(STATUSEFFECT_SpawnShield, this) && autocvar_g_spawnshield_blockdamage < 1)
+                       damage *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1);
 
                if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears
                {
@@ -324,7 +322,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
 
        if(sound_allowed(MSG_BROADCAST, attacker))
        {
-               if (save > 10 && (dh - take) > 0) // don't play armor sound if the attack is fatal
+               if (save > 10 && (initial_health - take) > 0) // don't play armor sound if the attack is fatal
                        sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM);
                else if (take > 30)
                        sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM);
@@ -337,7 +335,7 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
        if (take > 100)
                Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker);
 
-       if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1)
+       if (!StatusEffects_active(STATUSEFFECT_SpawnShield, this) || autocvar_g_spawnshield_blockdamage < 1)
        {
                if (!(this.flags & FL_GODMODE))
                {
@@ -391,18 +389,6 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                                this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake;
                                this.v_angle_x = bound(-90, this.v_angle.x, 90);
                        }
-
-                       float realdmg = damage - excess;
-                       if (this != attacker && realdmg && !STAT(FROZEN, this)
-                               && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime))
-                       {
-                               if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this)) {
-                                       GameRules_scoring_add(attacker, DMG, realdmg);
-                               }
-                               if (IS_PLAYER(this)) {
-                                       GameRules_scoring_add(this, DMGTAKEN, realdmg);
-                               }
-                       }
                }
                else
                        this.max_armorvalue += (save + take);
@@ -430,19 +416,31 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                valid_damage_for_weaponstats = true;
        }
 
-       dh -= max(GetResource(this, RES_HEALTH), 0); // health difference
-       da -= max(GetResource(this, RES_ARMOR), 0); // armor difference
+       float dh = initial_health - max(GetResource(this, RES_HEALTH), 0); // health difference
+       float da = initial_armor - max(GetResource(this, RES_ARMOR), 0); // armor difference
        if(valid_damage_for_weaponstats)
        {
                WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da);
        }
 
-       MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
+       bool forbid_logging_damage = MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage);
+
+       if ((dh || da) && !forbid_logging_damage)
+       {
+               float realdmg = damage - excess;
+               if ((this != attacker || deathtype == DEATH_KILL.m_id) && realdmg && !STAT(FROZEN, this)
+                       && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime))
+               {
+                       if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this) && deathtype != DEATH_KILL.m_id)
+                               GameRules_scoring_add(attacker, DMG, realdmg);
+                       if (IS_PLAYER(this))
+                               GameRules_scoring_add(this, DMGTAKEN, realdmg);
+               }
+       }
 
        if (GetResource(this, RES_HEALTH) < 1)
        {
-               float defer_ClientKill_Now_TeamChange;
-               defer_ClientKill_Now_TeamChange = false;
+               bool defer_ClientKill_Now_TeamChange = false;
 
                if(this.alivetime)
                {
@@ -559,8 +557,10 @@ void PlayerDamage(entity this, entity inflictor, entity attacker, float damage,
                UNSET_ONGROUND(this);
                // dying animation
                this.deadflag = DEAD_DYING;
+               // don't play teleportation sounds
+               this.teleportable = TELEPORT_SIMPLE;
 
-               STAT(MOVEVARS_SPECIALCOMMAND, this) = false; // sweet release
+               STAT(AIR_FINISHED, this) = 0;
 
                this.death_time = time;
                if (random() < 0.5)