]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/cl_client.qc
Merge master into qc_physics_prehax (blame TimePath if it's completely broken)
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / cl_client.qc
index 3bc5cc762f231b2e92f8df7dfdfe4b05e9d55bb1..33491ff0e7bfa49cbbaae33e434094f83c11c084 100644 (file)
@@ -1,29 +1,48 @@
+#include "cl_client.qh"
+
 #include "waypointsprites.qh"
 
+#include "anticheat.qh"
 #include "cl_impulse.qh"
 #include "cl_player.qh"
 #include "ent_cs.qh"
-#include "g_subs.qh"
 #include "ipban.qh"
 #include "miscfunctions.qh"
 #include "portals.qh"
 #include "teamplay.qh"
 #include "playerdemo.qh"
-#include "secret.qh"
+#include "spawnpoints.qh"
+#include "g_damage.qh"
+#include "g_hook.qh"
+#include "command/common.qh"
+#include "cheats.qh"
+#include "g_world.qh"
+#include "race.qh"
+#include "antilag.qh"
+#include "campaign.qh"
+#include "command/common.qh"
 
 #include "bot/bot.qh"
 #include "bot/navigation.qh"
 
+#include "vehicles/vehicle.qh"
+
 #include "weapons/hitplot.qh"
 #include "weapons/weaponsystem.qh"
 
 #include "../common/net_notice.qh"
+#include "../common/physics.qh"
+
+#include "../common/triggers/subs.qh"
+#include "../common/triggers/triggers.qh"
+#include "../common/triggers/trigger/secret.qh"
+
+#include "../common/items/inventory.qh"
 
 #include "../common/monsters/sv_monsters.qh"
 
 #include "../warpzonelib/server.qh"
 
-float c1, c2, c3, c4;
 
 void send_CSQC_teamnagger() {
        WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
@@ -301,7 +320,7 @@ void FixPlayermodel()
        defaultskin = 0;
        chmdl = false;
 
-       if(autocvar_sv_defaultcharacter == 1)
+       if(autocvar_sv_defaultcharacter)
        {
                if(teamplay)
                {
@@ -409,7 +428,6 @@ void PutClientInServer (void)
        if(IS_PLAYER(self))
        {
                entity spot, oldself;
-               float j;
 
                accuracy_resend(self);
 
@@ -516,7 +534,7 @@ void PutClientInServer (void)
                self.respawn_flags = 0;
                self.respawn_time = 0;
                self.stat_respawn_time = 0;
-               self.scale = 0;
+               self.scale = autocvar_sv_player_scale;
                self.fade_time = 0;
                self.pain_frame = 0;
                self.pain_finished = 0;
@@ -598,13 +616,13 @@ void PutClientInServer (void)
                target_voicescript_clear(self);
 
                // reset fields the weapons may use
-               for (j = WEP_FIRST; j <= WEP_LAST; ++j)
+               for (int j = WEP_FIRST; j <= WEP_LAST; ++j)
                {
                        WEP_ACTION(j, WR_RESETPLAYER);
 
                        // all weapons must be fully loaded when we spawn
                        entity e = get_weaponinfo(j);
-                       if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
+                       if (e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
                                self.(weapon_load[j]) = e.reloading_ammo;
                }
 
@@ -651,7 +669,7 @@ void PutClientInServer (void)
 .float ebouncefactor, ebouncestop; // electro's values
 // TODO do we need all these fields, or should we stop autodetecting runtime
 // changes and just have a console command to update this?
-float ClientInit_SendEntity(entity to, float sf)
+float ClientInit_SendEntity(entity to, int sf)
 {
        WriteByte(MSG_ENTITY, ENT_CLIENT_INIT);
        WriteByte(MSG_ENTITY, g_nexball_meter_period * 32);
@@ -1082,6 +1100,7 @@ void ClientConnect (void)
        PlayerScore_Attach(self);
        ClientData_Attach();
        accuracy_init(self);
+       Inventory_new(self);
 
        bot_clientconnect();
 
@@ -1324,6 +1343,7 @@ void ClientDisconnect (void)
        bot_relinkplayerlist();
 
        accuracy_free(self);
+       Inventory_delete(self);
        ClientData_Detach();
        PlayerScore_Detach(self);
 
@@ -1661,55 +1681,17 @@ void SetZoomState(float z)
 
 void GetPressedKeys(void) {
        MUTATOR_CALLHOOK(GetPressedKeys);
-       if (self.movement.x > 0) // get if movement keys are pressed
-       {       // forward key pressed
-               self.pressedkeys |= KEY_FORWARD;
-               self.pressedkeys &= ~KEY_BACKWARD;
-       }
-       else if (self.movement.x < 0)
-       {       // backward key pressed
-               self.pressedkeys |= KEY_BACKWARD;
-               self.pressedkeys &= ~KEY_FORWARD;
-       }
-       else
-       {       // no x input
-               self.pressedkeys &= ~KEY_FORWARD;
-               self.pressedkeys &= ~KEY_BACKWARD;
-       }
-
-       if (self.movement.y > 0)
-       {       // right key pressed
-               self.pressedkeys |= KEY_RIGHT;
-               self.pressedkeys &= ~KEY_LEFT;
-       }
-       else if (self.movement.y < 0)
-       {       // left key pressed
-               self.pressedkeys |= KEY_LEFT;
-               self.pressedkeys &= ~KEY_RIGHT;
-       }
-       else
-       {       // no y input
-               self.pressedkeys &= ~KEY_RIGHT;
-               self.pressedkeys &= ~KEY_LEFT;
-       }
-
-       if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
-               self.pressedkeys |= KEY_JUMP;
-       else
-               self.pressedkeys &= ~KEY_JUMP;
-       if (self.BUTTON_CROUCH)
-               self.pressedkeys |= KEY_CROUCH;
-       else
-               self.pressedkeys &= ~KEY_CROUCH;
-
-       if (self.BUTTON_ATCK)
-               self.pressedkeys |= KEY_ATCK;
-       else
-               self.pressedkeys &= ~KEY_ATCK;
-       if (self.BUTTON_ATCK2)
-               self.pressedkeys |= KEY_ATCK2;
-       else
-               self.pressedkeys &= ~KEY_ATCK2;
+       #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
+       X(self.pressedkeys, KEY_FORWARD,        self.movement_x > 0);
+       X(self.pressedkeys, KEY_BACKWARD,       self.movement_x < 0);
+       X(self.pressedkeys, KEY_RIGHT,          self.movement_y > 0);
+       X(self.pressedkeys, KEY_LEFT,           self.movement_y < 0);
+
+       X(self.pressedkeys, KEY_JUMP,           PHYS_INPUT_BUTTON_JUMP(self));
+       X(self.pressedkeys, KEY_CROUCH,         PHYS_INPUT_BUTTON_CROUCH(self));
+       X(self.pressedkeys, KEY_ATCK,           PHYS_INPUT_BUTTON_ATCK(self));
+       X(self.pressedkeys, KEY_ATCK2,          PHYS_INPUT_BUTTON_ATCK2(self));
+       #undef X
 }
 
 /*
@@ -2482,8 +2464,8 @@ void PlayerPreThink (void)
                        if (!self.crouch)
                        {
                                self.crouch = true;
-                               self.view_ofs = PL_CROUCH_VIEW_OFS;
-                               setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
+                               self.view_ofs = self.stat_pl_crouch_view_ofs;
+                               setsize (self, self.stat_pl_crouch_min, self.stat_pl_crouch_max);
                                // setanim(self, self.anim_duck, false, true, true); // this anim is BROKEN anyway
                        }
                }
@@ -2491,12 +2473,12 @@ void PlayerPreThink (void)
                {
                        if (self.crouch)
                        {
-                               tracebox(self.origin, PL_MIN, PL_MAX, self.origin, false, self);
+                               tracebox(self.origin, self.stat_pl_min, self.stat_pl_max, self.origin, false, self);
                                if (!trace_startsolid)
                                {
                                        self.crouch = false;
-                                       self.view_ofs = PL_VIEW_OFS;
-                                       setsize (self, PL_MIN, PL_MAX);
+                                       self.view_ofs = self.stat_pl_view_ofs;
+                                       setsize (self, self.stat_pl_min, self.stat_pl_max);
                                }
                        }
                }