X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcheats.qc;h=9167ca5e7753cb165b52474559df0223c4a0cbc1;hb=969dc49d01d650a812706aba16c765af488605d0;hp=c2dbb741137651e6d9136febd727661abd765c8b;hpb=9e50112561ad6f4cefe6d13bd7185f5dfd1ada4b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cheats.qc b/qcsrc/server/cheats.qc index c2dbb7411..9167ca5e7 100644 --- a/qcsrc/server/cheats.qc +++ b/qcsrc/server/cheats.qc @@ -4,6 +4,7 @@ #include #include #include +#include #include "g_damage.qh" #include "clientkill.qh" @@ -62,13 +63,11 @@ void CheatShutdown() float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets passed as argument for possible future ACL checking { - // dead people cannot cheat if(IS_DEAD(this)) return 0; if(gamestart_sv_cheats < 2 && !IS_PLAYER(this)) return 0; - // sv_clones if(i == CHIMPULSE_CLONE_MOVING.impulse || i == CHIMPULSE_CLONE_STANDING.impulse) if(this.lip < sv_clones) return 1; @@ -77,7 +76,6 @@ float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets if(this.maycheat) return 1; - // sv_cheats if(gamestart_sv_cheats && autocvar_sv_cheats) return 1; @@ -126,6 +124,7 @@ void info_autoscreenshot_findtarget(entity this) } spawnfunc(info_autoscreenshot) { + // this one just has to exist if(++num_autoscreenshot > autocvar_g_max_info_autoscreenshot) { objerror(this, "Too many info_autoscreenshot entitites. FAIL!"); @@ -133,7 +132,6 @@ spawnfunc(info_autoscreenshot) } if(this.target != "") InitializeEntity(this, info_autoscreenshot_findtarget, INITPRIO_FINDTARGET); - // this one just has to exist } float CheatImpulse(entity this, int imp) @@ -161,13 +159,15 @@ float CheatImpulse(entity this, int imp) SetResource(this.personal, RES_HEALTH, max(1, GetResource(this, RES_HEALTH))); SetResource(this.personal, RES_ARMOR, GetResource(this, RES_ARMOR)); STAT(WEAPONS, this.personal) = STAT(WEAPONS, this); + STAT(BUFFS, this.personal) = STAT(BUFFS, this); + STAT(BUFF_TIME, this.personal) = STAT(BUFF_TIME, this); this.personal.items = this.items; this.personal.pauserotarmor_finished = this.pauserotarmor_finished; this.personal.pauserothealth_finished = this.pauserothealth_finished; this.personal.pauserotfuel_finished = this.pauserotfuel_finished; this.personal.pauseregen_finished = this.pauseregen_finished; - this.personal.strength_finished = this.strength_finished; - this.personal.invincible_finished = this.invincible_finished; + STAT(STRENGTH_FINISHED, this.personal) = STAT(STRENGTH_FINISHED, this); + STAT(INVINCIBLE_FINISHED, this.personal) = STAT(INVINCIBLE_FINISHED, this); this.personal.teleport_time = time; break; // this part itself doesn't cheat, so let's not count this case CHIMPULSE_CLONE_MOVING.impulse: @@ -220,13 +220,15 @@ float CheatImpulse(entity this, int imp) SetResource(this, RES_HEALTH, GetResource(this.personal, RES_HEALTH)); SetResource(this, RES_ARMOR, GetResource(this.personal, RES_ARMOR)); STAT(WEAPONS, this) = STAT(WEAPONS, this.personal); + STAT(BUFFS, this) = STAT(BUFFS, this.personal); + STAT(BUFF_TIME, this) = STAT(BUFF_TIME, this.personal); this.items = this.personal.items; this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time; this.pauserothealth_finished = time + this.personal.pauserothealth_finished - this.personal.teleport_time; this.pauserotfuel_finished = time + this.personal.pauserotfuel_finished - this.personal.teleport_time; this.pauseregen_finished = time + this.personal.pauseregen_finished - this.personal.teleport_time; - this.strength_finished = time + this.personal.strength_finished - this.personal.teleport_time; - this.invincible_finished = time + this.personal.invincible_finished - this.personal.teleport_time; + STAT(STRENGTH_FINISHED, this) = time + STAT(STRENGTH_FINISHED, this.personal) - this.personal.teleport_time; + STAT(INVINCIBLE_FINISHED, this) = time + STAT(INVINCIBLE_FINISHED, this.personal) - this.personal.teleport_time; if(!autocvar_g_allow_checkpoints) DID_CHEAT(); @@ -559,7 +561,7 @@ float CheatCommand(entity this, int argc) effectnum = 0; for(entity ent = NULL; (ent = find(ent, classname, "dragbox_box")); ) { - if(e.cnt <= 0 && ent.cnt == 0 || e.cnt == ent.cnt) + if((e.cnt <= 0 && ent.cnt == 0) || e.cnt == ent.cnt) { start = start + ent.origin; ++effectnum; @@ -799,59 +801,51 @@ float Drag(entity this, float force_allow_pick, float ischeat) Drag_Finish(this); } } - else + else if(Drag_CanDrag(this) && PHYS_INPUT_BUTTON_DRAG(this)) { - if(Drag_CanDrag(this)) - if(PHYS_INPUT_BUTTON_DRAG(this)) - { - crosshair_trace_plusvisibletriggers(this); - entity e = trace_ent; - float pick = force_allow_pick; - if (e && !pick) - { - // pick is true if the object can be picked up. While an object is being carried, the Drag() function - // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace. - // This also makes sure that an object can only pe picked up if in range, but does not get dropped if - // it goes out of range while slinging it around. + crosshair_trace_plusvisibletriggers(this); + entity e = trace_ent; + float pick = force_allow_pick; + if (e && !pick && vdist(this.origin - e.origin, <=, autocvar_g_grab_range)) + { + // pick is true if the object can be picked up. While an object is being carried, the Drag() function + // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace. + // This also makes sure that an object can only pe picked up if in range, but does not get dropped if + // it goes out of range while slinging it around. - if(vdist(this.origin - e.origin, <=, autocvar_g_grab_range)) - { - switch(e.grab) - { - case 0: // can't grab - break; - case 1: // owner can grab - if(e.owner == this || e.realowner == this) - pick = true; - break; - case 2: // owner and team mates can grab - if(SAME_TEAM(e.owner, this) || SAME_TEAM(e.realowner, this) || e.team == this.team) - pick = true; - break; - case 3: // anyone can grab - pick = true; - break; - default: - break; - } - } - } - // Find e and pick - if(e && pick) - if(Drag_IsDraggable(e, this)) - { - if(ischeat) - IS_CHEAT(this, 0, 0, CHRAME_DRAG); - if(e.draggedby) - Drag_Finish(e.draggedby); - if(e.tag_entity) - detach_sameorigin(e); - Drag_Begin(this, e, trace_endpos); - if(ischeat) - DID_CHEAT(); - return true; - } + switch(e.grab) + { + case 0: // can't grab + break; + case 1: // owner can grab + if(e.owner == this || e.realowner == this) + pick = true; + break; + case 2: // owner and team mates can grab + if(SAME_TEAM(e.owner, this) || SAME_TEAM(e.realowner, this) || e.team == this.team) + pick = true; + break; + case 3: // anyone can grab + pick = true; + break; + default: + break; } + } + // Find e and pick + if(e && pick && Drag_IsDraggable(e, this)) + { + if(ischeat) + IS_CHEAT(this, 0, 0, CHRAME_DRAG); + if(e.draggedby) + Drag_Finish(e.draggedby); + if(e.tag_entity) + detach_sameorigin(e); + Drag_Begin(this, e, trace_endpos); + if(ischeat) + DID_CHEAT(); + return true; + } } break; } @@ -928,8 +922,8 @@ float Drag_IsDraggable(entity draggee, entity dragger) return false; if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps) return false; // probably due to BSP collision -// if(draggee.model == "") -// return false; + //if(draggee.model == "") + // return false; return ((draggee.draggable) ? draggee.draggable(draggee, dragger) : true); }