X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=data%2Fqcsrc%2Fserver%2Fcl_client.qc;h=3b4afbc550cecae97cca0c537d319c4cc66b8e3f;hb=dec59284d2680f03706822b2b94067cbb10d9813;hp=9035c5861635c0c8cd9dbb05351a4049184eaaa9;hpb=caa02564196cd0582f811042f17731f81181db38;p=voretournament%2Fvoretournament.git diff --git a/data/qcsrc/server/cl_client.qc b/data/qcsrc/server/cl_client.qc index 9035c586..3b4afbc5 100644 --- a/data/qcsrc/server/cl_client.qc +++ b/data/qcsrc/server/cl_client.qc @@ -396,7 +396,7 @@ Checks if the argument string can be a valid playermodel. Returns a valid one in doubt. ============= */ -string FallbackPlayerModel = "models/player/vixen.zym"; +string FallbackPlayerModel = "models/player/vixen.iqm"; string CheckPlayerModel(string plyermodel) { if(strlen(plyermodel) < 4) return FallbackPlayerModel; @@ -406,6 +406,7 @@ string CheckPlayerModel(string plyermodel) { { if(substring(plyermodel,-4,4) != ".zym") if(substring(plyermodel,-4,4) != ".dpm") + if(substring(plyermodel,-4,4) != ".iqm") if(substring(plyermodel,-4,4) != ".md3") if(substring(plyermodel,-4,4) != ".psk") return FallbackPlayerModel; @@ -417,11 +418,12 @@ string CheckPlayerModel(string plyermodel) { return plyermodel; } -void setmodel_apply(string modelname) +void setmodel_apply(string modelname, float reset_anims) { precache_model(modelname); setmodel(self, modelname); // players have high precision - player_setupanimsformodel(); + if(reset_anims) + player_setupanimsformodel(); } string setmodel_state() @@ -433,8 +435,16 @@ string setmodel_state() newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4); newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4); - if(self.stomach_load) - applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension); + float vore_state; + if(self.stomach_load > self.stomach_maxload * 0.75) + vore_state = 3; + else if(self.stomach_load > self.stomach_maxload * 0.5) + vore_state = 2; + else if(self.stomach_load > self.stomach_maxload * 0.25) + vore_state = 1; + + if(vore_state) + applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension); else applymodel = self.playermodel; @@ -449,7 +459,7 @@ Client_customizeentityforclient void Client_setmodel(string applymodel) { local vector m1, m2; - if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs + if(self.classname != "player") // prevent some bugs return; if(applymodel == self.model || self.spectatee_status) // no change to apply return; @@ -457,7 +467,7 @@ void Client_setmodel(string applymodel) applymodel = CheckPlayerModel(applymodel); // this is never "", so no endless loop m1 = self.mins; m2 = self.maxs; - setmodel_apply(applymodel); + setmodel_apply(applymodel, FALSE); setsize (self, m1, m2); } @@ -469,7 +479,7 @@ void Client_uncustomizeentityforclient() float Client_customizeentityforclient() { entity modelsource; - string applymodel; + string stomachmodel; if(self.modelindex == 0) return TRUE; @@ -511,27 +521,41 @@ float Client_customizeentityforclient() // now change the predator's player model into a stomach model for the prey // in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach // this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww) + stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length - // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view - if(other.cvar_chase_active > 0 || other.classname == "observer") // the classname check prevents a bug - { - Client_setmodel(setmodel_state()); - if not(self.predator.classname == "player") - self.alpha = default_player_alpha; - return TRUE; - } - if(other.spectatee_status) + float chase; + chase = other.cvar_chase_active; + + if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy)) other = other.enemy; // also do this for the player we are spectating + + // don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view + if not(chase || other.classname == "observer") // the observer check prevents a bug if(other.predator == self) { - applymodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length - Client_setmodel(applymodel); + Client_setmodel(stomachmodel); + self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models + self.effects |= EF_NODEPTHTEST; // don't hide behind walls self.alpha = other.cvar_cl_vore_stomachmodel; return TRUE; } + Client_setmodel(setmodel_state()); - if not(self.predator.classname == "player") + self.effects &~= EF_NODEPTHTEST; + if not(self.stat_eaten) + { self.alpha = default_player_alpha; + if(cvar("g_vore_swallowfade")) + if not(other == self && !chase) + self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing + } + else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer")) + { + self.alpha = default_player_alpha; // allow seeing neighboring prey + self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST + } + else + self.alpha = -1; // hide prey return TRUE; } @@ -597,14 +621,15 @@ void PutObserverInServer (void) self.health = -666; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; - self.movetype = MOVETYPE_NOCLIP; + self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink self.flags = FL_CLIENT | FL_NOTARGET; self.armorvalue = 666; self.effects = 0; self.armorvalue = cvar("g_balance_armor_start"); self.pauserotarmor_finished = 0; self.pauserothealth_finished = 0; - self.pauseregen_finished = 0; + self.pauseregenhealth_finished = 0; + self.pauseregenarmor_finished = 0; self.damageforcescale = 0; self.death_time = 0; self.dead_frame = 0; @@ -625,9 +650,9 @@ void PutObserverInServer (void) self.fixangle = TRUE; self.crouch = FALSE; - self.view_ofs = PL_VIEW_OFS; + self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS" setorigin (self, spot.origin); - setsize (self, '0 0 0', '0 0 0'); + setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY self.prevorigin = self.origin; self.items = 0; self.weapons = 0; @@ -724,7 +749,7 @@ void FixPlayermodel() { m1 = self.mins; m2 = self.maxs; - setmodel_apply (defaultmodel); + setmodel_apply (defaultmodel, TRUE); setsize (self, m1, m2); chmdl = TRUE; } @@ -737,7 +762,7 @@ void FixPlayermodel() self.playermodel = CheckPlayerModel(self.playermodel); // this is never "", so no endless loop m1 = self.mins; m2 = self.maxs; - setmodel_apply (self.playermodel); + setmodel_apply (self.playermodel, TRUE); setsize (self, m1, m2); chmdl = TRUE; } @@ -783,6 +808,8 @@ Called when a client spawns in the server //void() ctf_playerchanged; void PutClientInServer (void) { + entity e; + if(clienttype(self) == CLIENTTYPE_BOT) { self.classname = "player"; @@ -827,6 +854,9 @@ void PutClientInServer (void) RemoveGrabber(self); // Wazat's Grabber + Vore_Disconnect(); + self.swallow_progress_pred = self.swallow_progress_prey = 0; + self.classname = "player"; self.wasplayer = TRUE; self.iscreature = TRUE; @@ -835,10 +865,11 @@ void PutClientInServer (void) self.solid = SOLID_SLIDEBOX; else self.solid = SOLID_CORPSE; + self.dphitcontentsmask = DPCONTENTS_BODY | DPCONTENTS_SOLID; if(cvar("g_playerclip_collisions")) - self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY | DPCONTENTS_PLAYERCLIP; - else - self.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_BODY; + self.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP; + if(clienttype(self) == CLIENTTYPE_BOT && cvar("g_botclip_collisions")) + self.dphitcontentsmask |= DPCONTENTS_BOTCLIP; self.frags = FRAGS_PLAYER; if(independent_players) MAKE_INDEPENDENT_PLAYER(self); @@ -872,13 +903,15 @@ void PutClientInServer (void) self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn"); self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn"); self.pauserotfuel_finished = time + cvar("g_balance_pause_fuel_rot_spawn"); - self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn"); + self.pauseregenhealth_finished = time + cvar("g_balance_pause_health_regen_spawn"); + self.pauseregenarmor_finished = time + cvar("g_balance_pause_armor_regen_spawn"); //extend the pause of rotting if client was reset at the beginning of the countdown if(!cvar("sv_ready_restart_after_countdown") && time < game_starttime) { // TODO why is this cvar NOTted? self.spawnshieldtime += game_starttime - time; self.pauserotarmor_finished += game_starttime - time; self.pauserothealth_finished += game_starttime - time; - self.pauseregen_finished += game_starttime - time; + self.pauseregenhealth_finished += game_starttime - time; + self.pauseregenarmor_finished += game_starttime - time; } self.damageforcescale = 2; self.death_time = 0; @@ -903,6 +936,7 @@ void PutClientInServer (void) self.angles_z = 0; // never spawn tilted even if the spot says to self.fixangle = TRUE; // turn this way immediately + self.leanangle_damage_force = '0 0 0'; self.velocity = '0 0 0'; self.avelocity = '0 0 0'; self.punchangle = '0 0 0'; @@ -929,7 +963,7 @@ void PutClientInServer (void) // don't reset back to last position, even if new position is stuck in solid self.oldorigin = self.origin; self.prevorigin = self.origin; - self.lastrocket = world; // stop rocket guiding, no revenge from the grave! + self.lastteleporttime = time; // prevent insane speeds due to changing origin if(g_arena) { @@ -974,6 +1008,7 @@ void PutClientInServer (void) if (cvar("g_spawnsound")) sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM); + pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1); if(g_assault) { if(self.team == assault_attacker_team) @@ -986,8 +1021,15 @@ void PutClientInServer (void) // reset fields the weapons may use for (j = WEP_FIRST; j <= WEP_LAST; ++j) + { weapon_action(j, WR_RESETPLAYER); + // all weapons must be fully loaded when we spawn + e = get_weaponinfo(j); + if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars + self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo")); + } + oldself = self; self = spot; activator = oldself; @@ -1013,12 +1055,33 @@ float ClientInit_SendEntity(entity to, float sf) WriteString(MSG_ENTITY, world.fog); else WriteString(MSG_ENTITY, ""); - WriteCoord(MSG_ENTITY, cvar("g_campaign")); + WriteShort(MSG_ENTITY, cvar("g_campaign")); WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0); WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0); - WriteCoord(MSG_ENTITY, cvar("g_vore")); - WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit")); + WriteShort(MSG_ENTITY, cvar("g_vore")); + if(cvar("g_healthsize")) + WriteShort(MSG_ENTITY, cvar("g_healthsize_center")); + else + WriteShort(MSG_ENTITY, -1); // healthsize is disabled + WriteShort(MSG_ENTITY, cvar("g_healthsize_min")); + WriteShort(MSG_ENTITY, cvar("g_healthsize_max")); + + // tell the client if this server uses armor + float armor_max; + if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear")) + armor_max = cvar("g_balance_armor_limit"); + WriteCoord(MSG_ENTITY, armor_max); + + float teamheal_max; + if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal")) + teamheal_max = cvar("g_balance_vore_teamheal_stable"); + WriteCoord(MSG_ENTITY, teamheal_max); + + WriteShort(MSG_ENTITY, cvar("g_power")); + WriteShort(MSG_ENTITY, cvar("g_power_reboot")); + WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn")); + return TRUE; } @@ -1073,6 +1136,7 @@ Called when a client types 'kill' in the console ============= */ +.float clientkill_nexttime; void ClientKill_Now_TeamChange() { if(self.killindicator_teamchange == -1) @@ -1080,24 +1144,32 @@ void ClientKill_Now_TeamChange() self.team = -1; JoinBestTeam( self, FALSE, FALSE ); } + else if(self.killindicator_teamchange == -2) + { + if(g_ca) + self.caplayer = 0; + if(blockSpectators) + sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n")); + PutObserverInServer(); + } else SV_ChangeTeam(self.killindicator_teamchange - 1); } void ClientKill_Now() -{ +{ + if(self.killindicator && !wasfreed(self.killindicator)) + remove(self.killindicator); + + self.killindicator = world; + if(self.killindicator_teamchange) ClientKill_Now_TeamChange(); // in any case: Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0'); - if(self.killindicator) - { - dprint("Cleaned up after a leaked kill indicator.\n"); - remove(self.killindicator); - self.killindicator = world; - } + // now I am sure the player IS dead } void KillIndicator_Think() { @@ -1114,6 +1186,11 @@ void KillIndicator_Think() ClientKill_Now(); // no oldself needed return; } + else if(g_cts && self.health == 1) // health == 1 means that it's silent + { + self.nextthink = time + 1; + self.cnt -= 1; + } else { if(self.cnt <= 10) @@ -1126,6 +1203,8 @@ void KillIndicator_Think() { if(self.owner.killindicator_teamchange == -1) centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds")); + else if(self.owner.killindicator_teamchange == -2) + centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds")); else centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds")); } @@ -1137,19 +1216,34 @@ void KillIndicator_Think() } } -void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto +void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec { float killtime; entity e; killtime = cvar("g_balance_kill_delay"); - if(g_race_qualifying) + if(g_race_qualifying || g_cts) killtime = 0; + if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill + { + remove(self.killindicator); + self.killindicator = world; + + ClientKill_Now(); // allow instant kill in this case + return; + } + self.killindicator_teamchange = targetteam; - if(!self.killindicator) + if(!self.killindicator) { + if(self.modelindex && self.deadflag == DEAD_NO) + { + killtime = max(killtime, self.clientkill_nexttime - time); + self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam"); + } + if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO) { ClientKill_Now(); @@ -1165,7 +1259,7 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto self.killindicator.nextthink = time + (self.lip) * 0.05; self.killindicator.cnt = ceil(killtime); self.killindicator.count = bound(0, ceil(killtime), 10); - sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n")); + //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n")); for(e = world; (e = find(e, classname, "body")) != world; ) { @@ -1185,22 +1279,42 @@ void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto } if(self.killindicator) { - if(targetteam) - self.killindicator.colormod = TeamColor(targetteam); - else + if(targetteam == 0) // just die self.killindicator.colormod = '0 0 0'; + else if(targetteam == -1) // auto + self.killindicator.colormod = '0 1 0'; + else if(targetteam == -2) // spectate + self.killindicator.colormod = '0.5 0.5 0.5'; + else + self.killindicator.colormod = TeamColor(targetteam); } } void ClientKill (void) { - ClientKill_TeamChange(0); + if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either + { + // do nothing + } + else + ClientKill_TeamChange(0); +} + +void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed +{ + e.killindicator = spawn(); + e.killindicator.owner = e; + e.killindicator.think = KillIndicator_Think; + e.killindicator.nextthink = time + (e.lip) * 0.05; + e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay")); + e.killindicator.health = 1; // this is used to indicate that it should be silent + e.lip = 0; } void DoTeamChange(float destteam) { float t, c0; - if(!teams_matter) + if(!teamplay) { if(destteam >= 0) SetPlayerColors(self, destteam); @@ -1266,6 +1380,7 @@ void FixClientCvars(entity e) stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n")); stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n")); stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n")); + stuffcmd(e, strcat("cl_movement_crouchvelocity ", ftos(cvar("sv_crouchvelocity")), "\n")); stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n")); stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n")); stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n")); @@ -1420,8 +1535,7 @@ void ClientConnect (void) ctf_clientconnect(); }*/ - if(teams_matter || radar_showennemies) - attach_entcs(); + attach_entcs(); bot_relinkplayerlist(); @@ -1502,7 +1616,6 @@ Called when a client disconnects from the server ============= */ .entity chatbubbleentity; -.entity teambubbleentity; void ReadyCount(); void ClientDisconnect (void) { @@ -1550,9 +1663,6 @@ void ClientDisconnect (void) if (self.chatbubbleentity) remove (self.chatbubbleentity); - if (self.teambubbleentity) - remove (self.teambubbleentity); - if (self.killindicator) remove (self.killindicator); @@ -1597,7 +1707,7 @@ void ChatBubbleThink() remove(self); return; } - if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && self.owner.predator.classname != "player") + if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten) #ifdef TETRIS || self.owner.tetris_on #endif @@ -1629,57 +1739,6 @@ void UpdateChatBubble() } } -void TeamBubbleThink() -{ - self.nextthink = time; - if (!self.owner.modelindex || self.owner.teambubbleentity != self) - { - if(self.owner) // but why can that ever be world? - self.owner.teambubbleentity = world; - remove(self); - return; - } -// setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now - if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.predator.classname == "player") - self.model = ""; - else - { - if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore")) - if(self.owner.health < cvar("g_balance_vore_teamheal_stable")) - setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed - else - setmodel(self, "models/misc/teambubble.spr"); - } -}; - -float TeamBubble_customizeentityforclient() -{ - return (self.owner != other && self.owner.team == other.team && other.killcount > -666); -} - -void UpdateTeamBubble() -{ - if (!self.modelindex || !teams_matter) - return; - // spawn a teambubble entity if needed - if (!self.teambubbleentity && teams_matter) - { - self.teambubbleentity = spawn(); - self.teambubbleentity.owner = self; - self.teambubbleentity.exteriormodeltoclient = self; - self.teambubbleentity.think = TeamBubbleThink; - self.teambubbleentity.nextthink = time; - setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below -// setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1'); - setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1'); - setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth -// self.teambubbleentity.mdl = self.teambubbleentity.model; -// self.teambubbleentity.model = self.teambubbleentity.mdl; - self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient; - self.teambubbleentity.effects = EF_LOWPRECISION; - } -} - // LordHavoc: this hack will be removed when proper _pants/_shirt layers are // added to the model skins /*void UpdateColorModHack() @@ -1696,10 +1755,37 @@ void UpdateTeamBubble() else self.colormod = '1 1 1'; };*/ +.float oldcolormap; void respawn(void) { + // don't allow respawing if the prey is still digesting + if(cvar("g_balance_vore_digestion_limit_blockrespawn")) + if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit")) + return; + + setmodel(self, self.playermodel); // prevents an issue with dead predators + if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts")) + { + self.solid = SOLID_NOT; + self.takedamage = DAMAGE_NO; + self.movetype = MOVETYPE_FLY; + self.velocity = '0 0 1' * cvar("g_respawn_ghosts_speed"); + self.avelocity = randomvec() * cvar("g_respawn_ghosts_speed") * 3 - randomvec() * cvar("g_respawn_ghosts_speed") * 3; + self.effects |= EF_ADDITIVE; + self.oldcolormap = self.colormap; + self.colormap = 512; + pointparticles(particleeffectnum("respawn_ghost"), self.origin, '0 0 0', 1); + if(cvar("g_respawn_ghosts_maxtime")) + SUB_SetFade (self, time + cvar("g_respawn_ghosts_maxtime") / 2 + random () * (cvar("g_respawn_ghosts_maxtime") - cvar("g_respawn_ghosts_maxtime") / 2), 1.5); + } + CopyBody(1); self.effects |= EF_NODRAW; // prevent another CopyBody + if(self.oldcolormap) + { + self.colormap = self.oldcolormap; + self.oldcolormap = 0; + } PutClientInServer(); } @@ -1850,7 +1936,8 @@ float CalcRot(float current, float stable, float rotfactor, float rotframetime) return max(stable, current + (stable - current) * rotfactor * rotframetime); } -float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit) +.float regen_soundtime; +float CalcRotRegen(float current, float regenstable, float regenfactor, float regenlinear, float regenframetime, float rotstable, float rotfactor, float rotlinear, float rotframetime, float limit, string regensound) { if(current > rotstable) { @@ -1866,6 +1953,18 @@ float CalcRotRegen(float current, float regenstable, float regenfactor, float re { current = CalcRegen(current, regenstable, regenfactor, regenframetime); current = min(regenstable, current + regenlinear * regenframetime); + + if(regensound != "") + if(regenfactor || regenlinear) + { + if(self.regen_soundtime < time) + { + msg_entity = self; + if(clienttype(msg_entity) == CLIENTTYPE_REAL) + soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE); + } + self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second + } } } @@ -1905,8 +2004,8 @@ void player_regen (void) if (!g_ca && (!g_lms || cvar("g_lms_regenerate"))) { - self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita); - self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith); + self.armorvalue = CalcRotRegen(self.armorvalue, mina, cvar("g_balance_armor_regen"), cvar("g_balance_armor_regenlinear"), regen_mod * frametime * (time > self.pauseregenarmor_finished), maxa, cvar("g_balance_armor_rot"), cvar("g_balance_armor_rotlinear"), rot_mod * frametime * (time > self.pauserotarmor_finished), limita, "misc/armor_regen.wav"); + self.health = CalcRotRegen(self.health, minh, cvar("g_balance_health_regen"), cvar("g_balance_health_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished), maxh, cvar("g_balance_health_rot"), cvar("g_balance_health_rotlinear"), rot_mod * frametime * (time > self.pauserothealth_finished), limith, "misc/health_regen.wav"); // if player rotted to death... die! if(self.health < 1) @@ -1914,7 +2013,7 @@ void player_regen (void) } if not(self.items & IT_UNLIMITED_WEAPON_AMMO) - self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregen_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf); + self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, cvar("g_balance_fuel_regen"), cvar("g_balance_fuel_regenlinear"), regen_mod * frametime * (time > self.pauseregenhealth_finished) * (self.items & IT_FUEL_REGEN != 0), maxf, cvar("g_balance_fuel_rot"), cvar("g_balance_fuel_rotlinear"), rot_mod * frametime * (time > self.pauserotfuel_finished), limitf, ""); } float zoomstate_set; @@ -2002,10 +2101,13 @@ void SpectateCopy(entity spectatee) { self.armortype = spectatee.armortype; self.armorvalue = spectatee.armorvalue; self.ammo_fuel = spectatee.ammo_fuel; + self.clip_load = spectatee.clip_load; + self.clip_size = spectatee.clip_size; self.effects = spectatee.effects & EFMASK_CHEAP; // eat performance self.health = spectatee.health; self.impulse = 0; self.items = spectatee.items; + self.last_pickup = spectatee.last_pickup; self.strength_finished = spectatee.strength_finished; self.invincible_finished = spectatee.invincible_finished; self.pressedkeys = spectatee.pressedkeys; @@ -2020,12 +2122,21 @@ void SpectateCopy(entity spectatee) { self.dmg_save = spectatee.dmg_save; self.dmg_inflictor = spectatee.dmg_inflictor; self.angles = spectatee.v_angle; + self.scale = spectatee.scale; self.fixangle = TRUE; self.stomach_load = spectatee.stomach_load; self.stat_eaten = spectatee.stat_eaten; + self.swallow_progress_prey = spectatee.swallow_progress_prey; + self.swallow_progress_pred = spectatee.swallow_progress_pred; self.stat_stomachload = spectatee.stat_stomachload; + self.stat_stomachmaxload = spectatee.stomach_maxload; self.stat_digesting = spectatee.stat_digesting; self.stat_canleave = spectatee.stat_canleave; + self.stat_canswallow = spectatee.stat_canswallow; + self.stat_sbring1_type = spectatee.stat_sbring1_type; + self.stat_sbring1_clip = spectatee.stat_sbring1_clip; + self.stat_sbring2_type = spectatee.stat_sbring2_type; + self.stat_sbring2_clip = spectatee.stat_sbring2_clip; setorigin(self, spectatee.origin); setsize(self, spectatee.mins, spectatee.maxs); SetZoomState(spectatee.zoomstate); @@ -2217,19 +2328,68 @@ float vercmp(string v1, string v2) return vercmp_recursive(v1, v2); } +.float last_alive_scale; +void SetPlayerSize() +{ + if(!cvar("g_healthsize")) + return; + + if(self.deadflag == DEAD_NO) + { + // change player scale based on the amount of health we have + self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize")); + + // The following code sets the bounding box to match the player's size. + // It is currently disabled because of issues with engine movement prediction (cl_movement). + // The engine expects the bounding box to be default size, and changing it will cause glitches. + // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction. + if(self.crouch) + { + //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale); + if(!self.stat_eaten) + self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale; + } + else + { + //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale); + if(!self.stat_eaten) + self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor")); + } + + self.last_alive_scale = self.scale; + } + else if(self.last_alive_scale) + { + // if the player is dead, use the last scale he had when he was alive + self.scale = self.last_alive_scale; + } + + if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO) + { + // dead players shrink to zero as they head toward the health limit + self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1); + } + + if(self.scale < 0.1) + self.scale = 0.1; // stuff breaks if scale is smaller than this +} + void ObserverThink() { + float prefered_movetype; if (self.flags & FL_JUMPRELEASED) { if (self.BUTTON_JUMP && !self.version_mismatch) { - self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; self.flags |= FL_SPAWNING; } else if(self.BUTTON_ATCK && !self.version_mismatch) { - self.welcomemessage_time = 0; self.flags &~= FL_JUMPRELEASED; if(SpectateNext() == 1) { self.classname = "spectator"; } + } else { + prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP); + if (self.movetype != prefered_movetype) + self.movetype = prefered_movetype; } } else { if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) { @@ -2242,6 +2402,7 @@ void ObserverThink() } } } + PrintWelcomeMessage(self); } @@ -2299,6 +2460,8 @@ Called every frame for each client before the physics are run */ void() ctf_setstatus; .float items_added; +.vector avg_vel; +.float power_sounded; void PlayerPreThink (void) { self.stat_game_starttime = game_starttime; @@ -2329,6 +2492,18 @@ void PlayerPreThink (void) // core code for the vore system Vore(); + // play power fail sound + if(self.armorvalue < cvar("g_power")) + { + if(!self.power_sounded) + { + sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM); + self.power_sounded = TRUE; + } + } + else + self.power_sounded = FALSE; + // version nagging if(self.version_nagtime) if(self.cvar_g_voretournamentversion) @@ -2403,8 +2578,85 @@ void PlayerPreThink (void) self.fixangle = TRUE; } + if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs + { + // lean the player with damage and acceleration + // credits go to divVerent for these maths :) + vector L0, L1, LF, LA; + + LA = AnglesTransform_FromAngles(self.angles); + + // acceleration leaning + if(cvar("g_leanplayer_acceleration")) + { + // average velocity to obtain a smooth acceleration + float f; + f = frametime * cvar("g_leanplayer_acceleration_fade"); + self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f; + } + + vector accel; + accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration + + // bound angles to the specified limit + accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max")); + accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max")); + accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max")); + + L0_x = vlen(accel) * -1; + L0_y = L1_y = vectoyaw(accel); + + L0 = AnglesTransform_FromAngles(L0); + L1 = AnglesTransform_FromAngles(L1); + LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); + LA = AnglesTransform_Multiply(LA, LF); + // end of acceleration leaning + + // damage leaning + L0 = vectoangles(self.leanangle_damage_loc); + L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force); + + L0 = AnglesTransform_FromAngles(L0); + L1 = AnglesTransform_FromAngles(L1); + LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0); + + LA = AnglesTransform_Multiply(LA, LF); + + // fade the player back to normal rotation each frame + self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade"); + // end of damage leaning + + self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE); + } + + SetPlayerSize(); + if(frametime) { + if(self.health <= 0 && cvar("g_deathglow")) + { + if(self.glowmod_x > 0) + self.glowmod_x -= cvar("g_deathglow") * frametime; + else + self.glowmod_x = -1; + if(self.glowmod_y > 0) + self.glowmod_y -= cvar("g_deathglow") * frametime; + else + self.glowmod_y = -1; + if(self.glowmod_z > 0) + self.glowmod_z -= cvar("g_deathglow") * frametime; + else + self.glowmod_z = -1; + } + else + { + // set weapon and player glowmod + self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2; + if(self.armorvalue < cvar("g_power")) + self.glowmod = self.glowmod * random(); // make glow flicker when power is down + self.weaponentity_glowmod = self.glowmod; + } + player_powerups(); } @@ -2614,11 +2866,31 @@ void PlayerPreThink (void) if(self.taunt_soundtime) if(time > self.taunt_soundtime) { + switch(self.taunt_soundtype) + { + case TAUNTTYPE_DEATH: + PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT); + break; + case TAUNTTYPE_VOREPRED: + PlayerSound(self, playersound_pred, CHAN_VOICE, VOICETYPE_AUTOTAUNT); + break; + case TAUNTTYPE_VOREPREY: + PlayerSound(self, playersound_prey, CHAN_VOICE, VOICETYPE_AUTOTAUNT); + break; + default: + dprint("Incorrect autotaunt type\n"); + break; + } + self.taunt_soundtime = 0; - PlayerSound(self, playersound_taunt, CHAN_VOICE, VOICETYPE_AUTOTAUNT); + self.taunt_soundtype = 0; } target_voicescript_next(self); + + // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring + if(!self.weapon) + self.clip_load = self.clip_size = 0; } float isInvisibleString(string s) @@ -2631,9 +2903,16 @@ float isInvisibleString(string s) switch(c) { case 0: - case 32: - case 160: + case 32: // space break; + case 192: // charmap space + if (!cvar("utf8_enable")) + break; + return FALSE; + case 160: // space in unicode fonts + case 0xE000 + 192: // utf8 charmap space + if (cvar("utf8_enable")) + break; default: return FALSE; } @@ -2715,7 +2994,6 @@ void PlayerPostThink (void) if(self.classname == "player") { CheckRules_Player(); UpdateChatBubble(); - UpdateTeamBubble(); if (self.impulse) ImpulseCommands(); if (intermission_running)