X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcheats.qc;h=c2dbb741137651e6d9136febd727661abd765c8b;hb=a3a388a32d0ea11fe79341ef44edc21c5ba460f4;hp=1dcdab7381af4f18bb37ee3f9d55194ee443b767;hpb=5aab6120acfc624751d20a695d1b911b3e919831;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cheats.qc b/qcsrc/server/cheats.qc index 1dcdab738..c2dbb7411 100644 --- a/qcsrc/server/cheats.qc +++ b/qcsrc/server/cheats.qc @@ -6,6 +6,7 @@ #include #include "g_damage.qh" +#include "clientkill.qh" #include "player.qh" #include "race.qh" #include "../common/mapobjects/teleporters.qh" @@ -45,7 +46,7 @@ void Drag_MoveDrag(entity from, entity to) { } #else -.float maycheat; +.bool maycheat; float gamestart_sv_cheats; @@ -59,7 +60,7 @@ void CheatShutdown() { } -float CheatsAllowed(entity this, float i, float argc, float fr) // the cheat gets passed as argument for possible future ACL checking +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)) @@ -94,8 +95,7 @@ float CheatsAllowed(entity this, float i, float argc, float fr) // the cheat get } #define BEGIN_CHEAT_FUNCTION() \ - float cheating, attempting; \ - cheating = 0; attempting = 0 + float cheating = 0, attempting = 0 #define DID_CHEAT() \ ++cheating #define ADD_CHEATS(e,n) \ @@ -152,14 +152,14 @@ float CheatImpulse(entity this, int imp) this.personal.origin = this.origin; this.personal.v_angle = this.v_angle; this.personal.velocity = this.velocity; - SetResourceAmount(this.personal, RESOURCE_ROCKETS, GetResourceAmount(this, RESOURCE_ROCKETS)); - SetResourceAmount(this.personal, RESOURCE_BULLETS, GetResourceAmount(this, RESOURCE_BULLETS)); - SetResourceAmount(this.personal, RESOURCE_CELLS, GetResourceAmount(this, RESOURCE_CELLS)); - SetResourceAmount(this.personal, RESOURCE_PLASMA, GetResourceAmount(this, RESOURCE_PLASMA)); - SetResourceAmount(this.personal, RESOURCE_SHELLS, GetResourceAmount(this, RESOURCE_SHELLS)); - SetResourceAmount(this.personal, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL)); - this.personal.health = max(1, this.health); - this.personal.armorvalue = this.armorvalue; + SetResource(this.personal, RES_ROCKETS, GetResource(this, RES_ROCKETS)); + SetResource(this.personal, RES_BULLETS, GetResource(this, RES_BULLETS)); + SetResource(this.personal, RES_CELLS, GetResource(this, RES_CELLS)); + SetResource(this.personal, RES_PLASMA, GetResource(this, RES_PLASMA)); + SetResource(this.personal, RES_SHELLS, GetResource(this, RES_SHELLS)); + SetResource(this.personal, RES_FUEL, GetResource(this, RES_FUEL)); + 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); this.personal.items = this.items; this.personal.pauserotarmor_finished = this.pauserotarmor_finished; @@ -211,14 +211,14 @@ float CheatImpulse(entity this, int imp) MUTATOR_CALLHOOK(AbortSpeedrun, this); } - SetResourceAmount(this, RESOURCE_ROCKETS, GetResourceAmount(this.personal, RESOURCE_ROCKETS)); - SetResourceAmount(this, RESOURCE_BULLETS, GetResourceAmount(this.personal, RESOURCE_BULLETS)); - SetResourceAmount(this, RESOURCE_CELLS, GetResourceAmount(this.personal, RESOURCE_CELLS)); - SetResourceAmount(this, RESOURCE_PLASMA, GetResourceAmount(this.personal, RESOURCE_PLASMA)); - SetResourceAmount(this, RESOURCE_SHELLS, GetResourceAmount(this.personal, RESOURCE_SHELLS)); - SetResourceAmount(this, RESOURCE_FUEL, GetResourceAmount(this.personal, RESOURCE_FUEL)); - this.health = this.personal.health; - this.armorvalue = this.personal.armorvalue; + SetResource(this, RES_ROCKETS, GetResource(this.personal, RES_ROCKETS)); + SetResource(this, RES_BULLETS, GetResource(this.personal, RES_BULLETS)); + SetResource(this, RES_CELLS, GetResource(this.personal, RES_CELLS)); + SetResource(this, RES_PLASMA, GetResource(this.personal, RES_PLASMA)); + SetResource(this, RES_SHELLS, GetResource(this.personal, RES_SHELLS)); + SetResource(this, RES_FUEL, GetResource(this.personal, RES_FUEL)); + 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); this.items = this.personal.items; this.pauserotarmor_finished = time + this.personal.pauserotarmor_finished - this.personal.teleport_time; @@ -355,7 +355,7 @@ float CheatCommand(entity this, int argc) entity e = spawn(); e.model = strzone(argv(1)); e.mdl = "rocket_explode"; - e.health = 1000; + SetResourceExplicit(e, RES_HEALTH, 1000); setorigin(e, trace_endpos); e.effects = EF_NOMODELFLAGS; if(f == 1) @@ -838,7 +838,7 @@ float Drag(entity this, float force_allow_pick, float ischeat) } // Find e and pick if(e && pick) - if(Drag_IsDraggable(e)) + if(Drag_IsDraggable(e, this)) { if(ischeat) IS_CHEAT(this, 0, 0, CHRAME_DRAG); @@ -914,31 +914,24 @@ void Drag_Finish(entity dragger) } } -float Drag_IsDraggable(entity draggee) +bool drag_undraggable(entity draggee, entity dragger) +{ + // stuff probably shouldn't need this, we should figure out why they do! + // exceptions of course are observers and weapon entities, where things mess up + return false; +} + +float Drag_IsDraggable(entity draggee, entity dragger) { // TODO add more checks for bad stuff here if(draggee == NULL) return false; - if(draggee.classname == "func_bobbing") - 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; - if(draggee.classname == "plat") - return false; - if(draggee.classname == "func_button") - return false; + return false; // probably due to BSP collision // if(draggee.model == "") // return false; - if(IS_SPEC(draggee)) - return false; - if(IS_OBSERVER(draggee)) - return false; - if(draggee.classname == "exteriorweaponentity") - return false; - if(draggee.classname == "weaponentity") - return false; - return true; + return ((draggee.draggable) ? draggee.draggable(draggee, dragger) : true); } float Drag_MayChangeAngles(entity draggee) @@ -1016,7 +1009,7 @@ float Drag_IsDragging(entity dragger) dragger.dragentity = NULL; return false; } - if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity)) + if(!Drag_CanDrag(dragger) || !Drag_IsDraggable(dragger.dragentity, dragger)) { Drag_Finish(dragger); return false;