]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge remote-tracking branch 'origin/mrbougo/clonefixes'
authorRudolf Polzer <divverent@xonotic.org>
Sun, 11 Jan 2015 14:58:45 +0000 (06:58 -0800)
committerRudolf Polzer <divverent@xonotic.org>
Sun, 11 Jan 2015 14:58:45 +0000 (06:58 -0800)
1  2 
qcsrc/server/cl_player.qc

index 17569147fb091d9e08f9ee4ea7e877287c69f34d,176e42122a0c5e51de7449de372cace0d2427e53..3ff7f9166ee05cd19d86fe4bbcf37cfc29f04b7c
@@@ -1,3 -1,126 +1,3 @@@
 -.entity accuracy;
 -.float accuracy_frags[WEP_MAXCOUNT];
 -
 -float weaponstats_buffer;
 -
 -void WeaponStats_Init()
 -{
 -      if(autocvar_sv_weaponstats_file != "")
 -              weaponstats_buffer = buf_create();
 -      else
 -              weaponstats_buffer = -1;
 -}
 -
 -#define WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot) (((vwep) + (awep) * (WEP_LAST - WEP_FIRST + 1) - (WEP_FIRST + WEP_FIRST * (WEP_LAST - WEP_FIRST + 1))) * 4 + (abot) * 2 + (vbot))
 -
 -void WeaponStats_ready(entity fh, entity pass, float status)
 -{
 -      float i, j, n, ibot, jbot, idx;
 -      vector v;
 -      string prefix, s;
 -      switch(status)
 -      {
 -              case URL_READY_CANWRITE:
 -                      // we can write
 -                      prefix = strcat(autocvar_hostname, "\t", GetGametype(), "_", GetMapname(), "\t");
 -                      url_fputs(fh, "#begin statsfile\n");
 -                      url_fputs(fh, strcat("#date ", strftime(TRUE, "%a %b %e %H:%M:%S %Z %Y"), "\n"));
 -#ifdef WATERMARK
 -                      url_fputs(fh, strcat("#version ", WATERMARK, "\n"));
 -#endif
 -                      url_fputs(fh, strcat("#config ", ftos(crc16(FALSE, cvar_purechanges)), "\n"));
 -                      url_fputs(fh, strcat("#cvar_purechanges ", ftos(cvar_purechanges_count), "\n"));
 -                      n = tokenizebyseparator(cvar_purechanges, "\n");
 -                      for(i = 0; i < n; ++i)
 -                              url_fputs(fh, strcat("#cvar_purechange ", argv(i), "\n"));
 -                      for(i = WEP_FIRST; i <= WEP_LAST; ++i) for(ibot = 0; ibot <= 1; ++ibot)
 -                              for(j = WEP_FIRST; j <= WEP_LAST; ++j) for(jbot = 0; jbot <= 1; ++jbot)
 -                              {
 -                                      idx = WEAPONSTATS_GETINDEX(i, ibot, j, jbot);
 -                                      v = stov(bufstr_get(weaponstats_buffer, idx));
 -                                      if(v != '0 0 0')
 -                                      {
 -                                              //vector is: kills hits damage
 -                                              url_fputs(fh, sprintf("%s%d %d\t%d %d\t", prefix, i, ibot, j, jbot));
 -                                              url_fputs(fh, sprintf("%d %d %g\n", v_x, v_y, v_z));
 -                                      }
 -                              }
 -                      url_fputs(fh, "#end\n\n");
 -                      url_fclose(fh);
 -                      break;
 -              case URL_READY_CANREAD:
 -                      // url_fclose is processing, we got a response for writing the data
 -                      // this must come from HTTP
 -                      print("Got response from weapon stats server:\n");
 -                      while((s = url_fgets(fh)))
 -                              print("  ", s, "\n");
 -                      print("End of response.\n");
 -                      url_fclose(fh);
 -                      break;
 -              case URL_READY_CLOSED:
 -                      // url_fclose has finished
 -                      print("Weapon stats written\n");
 -                      buf_del(weaponstats_buffer);
 -                      weaponstats_buffer = -1;
 -                      break;
 -              case URL_READY_ERROR:
 -              default:
 -                      print("Weapon stats writing failed: ", ftos(status), "\n");
 -                      buf_del(weaponstats_buffer);
 -                      weaponstats_buffer = -1;
 -                      break;
 -      }
 -}
 -
 -void WeaponStats_Shutdown()
 -{
 -      if(weaponstats_buffer < 0)
 -              return;
 -      if(autocvar_sv_weaponstats_file != "")
 -      {
 -              url_multi_fopen(autocvar_sv_weaponstats_file, FILE_APPEND, WeaponStats_ready, world);
 -      }
 -      else
 -      {
 -              buf_del(weaponstats_buffer);
 -              weaponstats_buffer = -1;
 -      }
 -}
 -
 -void WeaponStats_LogItem(float awep, float abot, float vwep, float vbot, vector item)
 -{
 -      float idx;
 -      if(weaponstats_buffer < 0)
 -              return;
 -      if(awep < WEP_FIRST || vwep < WEP_FIRST)
 -              return;
 -      if(awep > WEP_LAST || vwep > WEP_LAST)
 -              return;
 -      idx = WEAPONSTATS_GETINDEX(awep,abot,vwep,vbot);
 -      bufstr_set(weaponstats_buffer, idx, vtos(stov(bufstr_get(weaponstats_buffer, idx)) + item));
 -}
 -void WeaponStats_LogDamage(float awep, float abot, float vwep, float vbot, float damage)
 -{
 -      if(damage < 0)
 -              error("negative damage?");
 -      WeaponStats_LogItem(awep, abot, vwep, vbot, '0 0 1' * damage + '0 1 0');
 -}
 -void WeaponStats_LogKill(float awep, float abot, float vwep, float vbot)
 -{
 -      WeaponStats_LogItem(awep, abot, vwep, vbot, '1 0 0');
 -}
 -
 -// changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
 -// merged player_run and player_stand to player_anim
 -// added death animations to player_anim
 -// can now spawn thrown weapons from anywhere, not just from players
 -// thrown weapons now fade out after 20 seconds
 -// created PlayerGib function
 -// PlayerDie no longer uses hitloc or damage
 -// PlayerDie now supports dying animations as well as gibbing
 -// cleaned up PlayerDie a lot
 -// added CopyBody
 -
  .entity pusher;
  .float pushltime;
  .float istypefrag;
@@@ -91,6 -214,7 +91,7 @@@ void CopyBody(float keepvelocity
        self.nextthink = time;
        self.think = CopyBody_Think;
        // "bake" the current animation frame for clones (they don't get clientside animation)
+       animdecide_init(self);
        animdecide_setframes(self, FALSE, frame, frame1time, frame2, frame2time);
  
        self = oldself;
@@@ -117,18 -241,11 +118,18 @@@ void player_setupanimsformodel(
  void player_anim (void)
  {
        float deadbits = (self.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2));
 -      if(self.deadflag && !deadbits)
 -              if(random() < 0.5)
 -                      deadbits = ANIMSTATE_DEAD1;
 -              else
 -                      deadbits = ANIMSTATE_DEAD2;
 +      if(self.deadflag) {
 +              if (!deadbits) {
 +                      // Decide on which death animation to use.
 +                      if(random() < 0.5)
 +                              deadbits = ANIMSTATE_DEAD1;
 +                      else
 +                              deadbits = ANIMSTATE_DEAD2;
 +              }
 +      } else {
 +              // Clear a previous death animation.
 +              deadbits = 0;
 +      }
        float animbits = deadbits;
        if(self.frozen)
                animbits |= ANIMSTATE_FROZEN;
        }
  }
  
 -void SpawnThrownWeapon (vector org, float w)
 -{
 -      if(self.weapons & WepSet_FromWeapon(self.weapon))
 -              if(W_IsWeaponThrowable(self.weapon))
 -                      W_ThrowNewWeapon(self, self.weapon, FALSE, org, randomvec() * 125 + '0 0 200');
 -}
 -
  void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
  {
        float take, save;
  
  void calculate_player_respawn_time()
  {
 +      if(g_ca)
 +              return;
 +
        float gametype_setting_tmp;
        float sdelay_max = GAMETYPE_DEFAULTED_SETTING(respawn_delay_max);
        float sdelay_small = GAMETYPE_DEFAULTED_SETTING(respawn_delay_small);
@@@ -415,7 -536,7 +416,7 @@@ void PlayerDamage (entity inflictor, en
                        self.health = self.health - take;
                        // pause regeneration for 5 seconds
                        if(take)
 -                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
 +                              self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_health_regen);
  
                        if (time > self.pain_finished)          //Don't switch pain sequences like crazy
                        {
                                        }
  
                                        if(sound_allowed(MSG_BROADCAST, attacker))
 -                                      if(!DEATH_ISWEAPON(deathtype, WEP_LASER) || attacker != self || self.health < 2 * autocvar_g_balance_laser_primary_damage * autocvar_g_balance_selfdamagepercent + 1)
 +                                      if((self.health < 2 * WEP_CVAR_PRI(blaster, damage) * autocvar_g_balance_selfdamagepercent + 1) || !((get_weaponinfo(DEATH_WEAPONOF(deathtype))).spawnflags & WEP_FLAG_CANCLIMB) || attacker != self) // WEAPONTODO: create separate limit for pain notification with laser
                                        if(self.health > 1)
                                        // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two
                                        {
                                                        PlayerSound(playersound_pain25, CH_PAIN, VOICETYPE_PLAYERSOUND);
                                        }
                                }
 +                      }
  
 -                              // throw off bot aim temporarily
 -                              float shake;
 +                      // throw off bot aim temporarily
 +                      float shake;
 +                      if(IS_BOT_CLIENT(self) && self.health >= 1)
 +                      {
                                shake = damage * 5 / (bound(0,skill,100) + 1);
                                self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
                                self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
 +                              self.v_angle_x = bound(-90, self.v_angle_x, 90);
                        }
                }
                else
  
                if(self.alivetime)
                {
 -                      PlayerStats_Event(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
 +                      PS_GR_P_ADDVAL(self, PLAYERSTATS_ALIVETIME, time - self.alivetime);
                        self.alivetime = 0;
                }
  
                }
  
                // print an obituary message
-               Obituary (attacker, inflictor, self, deathtype);
+               if(self.classname != "body")
+                       Obituary (attacker, inflictor, self, deathtype);
  
          // increment frag counter for used weapon type
          float w;
                frag_deathtype = deathtype;
                MUTATOR_CALLHOOK(PlayerDies);
  
 -              weapon_action(self.weapon, WR_PLAYERDEATH);
 +              WEP_ACTION(self.weapon, WR_PLAYERDEATH);
  
                RemoveGrapplingHook(self);
  
  
                // player could have been miraculously resuscitated ;)
                // e.g. players in freezetag get frozen, they don't really die
-               if(self.health >= 1 || !IS_PLAYER(self))
+               if(self.health >= 1 || !(IS_PLAYER(self) || self.classname == "body"))
                        return;
  
                // when we get here, player actually dies
                self.flags &= ~FL_ONGROUND;
                // dying animation
                self.deadflag = DEAD_DYING;
 +
                // when to allow respawn
                calculate_player_respawn_time();
  
                // set up to fade out later
                SUB_SetFade (self, time + 6 + random (), 1);
  
+               // reset body think wrapper broken by SUB_SetFade
+               if(self.classname == "body" && self.think != CopyBody_Think) {
+                       self.CopyBody_think = self.think;
+                       self.CopyBody_nextthink = self.nextthink;
+                       self.think = CopyBody_Think;
+                       self.nextthink = time;
+               }
                if(autocvar_sv_gentle > 0 || autocvar_ekg) {
                        // remove corpse
                        PlayerCorpseDamage (inflictor, attacker, autocvar_sv_gibhealth+1.0, deathtype, hitloc, force);
                // reset fields the weapons may use just in case
                for (j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
 -                      weapon_action(j, WR_RESETPLAYER);
 +                      WEP_ACTION(j, WR_RESETPLAYER);
                        ATTACK_FINISHED_FOR(self, j) = 0;
                }
        }
@@@ -1229,10 -1354,10 +1239,10 @@@ void VoiceMessage(string type, string m
  
        flood = Say(self, ownteam, world, msg, 1);
  
 -      if (flood > 0)
 -              GlobalSound(self.sample, CH_VOICE, voicetype);
 -      else if (flood < 0)
 +      if(IS_SPEC(self) || IS_OBSERVER(self) || flood < 0)
                FakeGlobalSound(self.sample, CH_VOICE, voicetype);
 +      else if (flood > 0)
 +              GlobalSound(self.sample, CH_VOICE, voicetype);
  }
  
  void MoveToTeam(entity client, float team_colour, float type)