X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fw_common.qc;h=486673d4f86ca553930543775fc9b984c7b71a43;hb=9d9cf783d3ac428fbbe95553c8f5c7e113d888bb;hp=e68a417e00de6855f4bbfce117ce244b4de3a5f1;hpb=cb6fe34871089613c9f47e173b38fc679cd8e45b;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/w_common.qc b/qcsrc/server/w_common.qc index e68a417e0..486673d4f 100644 --- a/qcsrc/server/w_common.qc +++ b/qcsrc/server/w_common.qc @@ -11,8 +11,7 @@ void W_GiveWeapon (entity e, float wep) oldself = self; self = e; - if not(g_minstagib) - if(other.classname == "player") + if(IS_PLAYER(other)) { Send_Notification(NOTIF_ONE, other, MSG_MULTI, ITEM_WEAPON_GOT, wep); } self = oldself; @@ -105,7 +104,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // Find all non-hit players the beam passed close by if(deathtype == WEP_MINSTANEX || deathtype == WEP_NEX) { - FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(msg_entity.classname == "spectator" && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too + FOR_EACH_REALCLIENT(msg_entity) if(msg_entity != self) if(!msg_entity.railgunhit) if not(IS_SPEC(msg_entity) && msg_entity.enemy == self) // we use realclient, so spectators can hear the whoosh too { // nearest point on the beam beampos = start + dir * bound(0, (msg_entity.origin - start) * dir, length); @@ -144,7 +143,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f // create a small explosion to throw gibs around (if applicable) //setorigin (explosion, hitloc); - //RadiusDamage (explosion, self, 10, 0, 50, world, 300, deathtype); + //RadiusDamage (explosion, self, 10, 0, 50, world, world, 300, deathtype); ent.railgunhitloc = '0 0 0'; ent.railgunhitsolidbackup = SOLID_NOT; @@ -166,6 +165,7 @@ void FireRailgunBullet (vector start, vector end, float bdamage, float bforce, f .float dmg_force; .float dmg_radius; .float dmg_total; +//.float last_yoda; void W_BallisticBullet_Hit (void) { float f, q, g; @@ -186,8 +186,11 @@ void W_BallisticBullet_Hit (void) g = accuracy_isgooddamage(self.realowner, other); Damage(other, self, self.realowner, self.dmg * f, self.projectiledeathtype, self.origin, self.dmg_force * normalize(self.velocity) * f); - if(yoda) - AnnounceTo(self.realowner, "awesome"); + /*if(yoda && (time > (self.last_yoda + 5))) + { + Send_Notification(NOTIF_ONE, self.realowner, MSG_ANNCE, ANNCE_ACHIEVEMENT_YODA); + self.last_yoda = time; + }*/ // calculate hits for ballistic weapons if(g) @@ -441,7 +444,7 @@ void fireBallisticBullet(vector start, vector dir, float spread, float pSpeed, f lag = ANTILAG_LATENCY(self); if(lag < 0.001) lag = 0; - if(clienttype(self) != CLIENTTYPE_REAL) + if not(IS_REAL_CLIENT(self)) lag = 0; if(autocvar_g_antilag == 0 || self.cvar_cl_noantilag) lag = 0; // only do hitscan, but no antilag @@ -614,7 +617,7 @@ void W_PrepareExplosionByDamage(entity attacker, void() explode) self.takedamage = DAMAGE_NO; self.event_damage = func_null; - if((attacker.flags & FL_CLIENT) && !autocvar_g_projectiles_keep_owner) + if(IS_CLIENT(attacker) && !autocvar_g_projectiles_keep_owner) { self.owner = attacker; self.realowner = attacker;