X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fcheats.qc;h=c2dbb741137651e6d9136febd727661abd765c8b;hb=bbf6e24301b0a18003230d078328afc8dcb7f9d2;hp=e894e85b4fa045026bd09683b8a5dd57f0e02327;hpb=e044c33d2e56a13837659b0cdb0ac9a2e6242957;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/cheats.qc b/qcsrc/server/cheats.qc index e894e85b4..c2dbb7411 100644 --- a/qcsrc/server/cheats.qc +++ b/qcsrc/server/cheats.qc @@ -95,8 +95,7 @@ float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets } #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) \ @@ -153,14 +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)); - SetResourceAmount(this.personal, RESOURCE_HEALTH, max(1, GetResourceAmount(this, RESOURCE_HEALTH))); - SetResourceAmount(this.personal, RESOURCE_ARMOR, GetResourceAmount(this, RESOURCE_ARMOR)); + 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; @@ -212,14 +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)); - SetResourceAmount(this, RESOURCE_HEALTH, GetResourceAmount(this.personal, RESOURCE_HEALTH)); - SetResourceAmount(this, RESOURCE_ARMOR, GetResourceAmount(this.personal, RESOURCE_ARMOR)); + 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; @@ -356,7 +355,7 @@ float CheatCommand(entity this, int argc) entity e = spawn(); e.model = strzone(argv(1)); e.mdl = "rocket_explode"; - SetResourceAmountExplicit(e, RESOURCE_HEALTH, 1000); + SetResourceExplicit(e, RES_HEALTH, 1000); setorigin(e, trace_endpos); e.effects = EF_NOMODELFLAGS; if(f == 1) @@ -839,7 +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); @@ -915,31 +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) @@ -1017,7 +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;