FallbackPlayerModel = strzone(cvar_defstring("_cl_playermodel"));
}
// only in right path
- if( substring(plyermodel,0,14) != "models/player/")
+ if(substring(plyermodel, 0, 14) != "models/player/")
return FallbackPlayerModel;
// only good file extensions
- if(substring(plyermodel,-4,4) != ".zym")
- if(substring(plyermodel,-4,4) != ".dpm")
- if(substring(plyermodel,-4,4) != ".iqm")
- if(substring(plyermodel,-4,4) != ".md3")
- if(substring(plyermodel,-4,4) != ".psk")
+ if(substring(plyermodel, -4, 4) != ".iqm"
+ && substring(plyermodel, -4, 4) != ".zym"
+ && substring(plyermodel, -4, 4) != ".dpm"
+ && substring(plyermodel, -4, 4) != ".md3"
+ && substring(plyermodel, -4, 4) != ".psk")
+ {
return FallbackPlayerModel;
+ }
// forbid the LOD models
- if(substring(plyermodel, -9,5) == "_lod1")
- return FallbackPlayerModel;
- if(substring(plyermodel, -9,5) == "_lod2")
+ if(substring(plyermodel, -9, 5) == "_lod1" || substring(plyermodel, -9, 5) == "_lod2")
return FallbackPlayerModel;
if(plyermodel != strtolower(plyermodel))
return FallbackPlayerModel;
if (vote_called) { VoteCount(false); }
ReadyCount();
}
+ entcs_update_players(this);
}
entity spot = SelectSpawnPoint(this, true);
=============
*/
.entity chatbubbleentity;
+void player_powerups_remove_all(entity this);
+
void ClientDisconnect(entity this)
{
assert(IS_CLIENT(this), return);
ReadyCount();
if (vote_called && IS_REAL_CLIENT(this)) VoteCount(false);
+ player_powerups_remove_all(this); // stop powerup sound
+
ONREMOVE(this);
}
sound (this, CH_INFO, samp, VOL_BASE, ATTEN_NORM);
}
+void player_powerups_remove_all(entity this)
+{
+ if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
+ {
+ // don't play the poweroff sound when the game restarts or the player disconnects
+ if (time > game_starttime + 1 && IS_CLIENT(this))
+ sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
+ stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
+ this.items &= ~ITEM_Strength.m_itemid;
+ this.items &= ~ITEM_Shield.m_itemid;
+ this.items -= (this.items & IT_SUPERWEAPON);
+ }
+}
+
void player_powerups(entity this)
{
if((this.items & IT_USING_JETPACK) && !IS_DEAD(this) && !game_stopped)
this.effects &= ~(EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT | EF_FLAME | EF_NODEPTHTEST);
if (IS_DEAD(this))
- {
- if (this.items & (ITEM_Strength.m_itemid | ITEM_Shield.m_itemid | IT_SUPERWEAPON))
- {
- sound(this, CH_INFO, SND_POWEROFF, VOL_BASE, ATTEN_NORM);
- stopsound(this, CH_TRIGGER_SINGLE); // get rid of the pickup sound
- this.items &= ~ITEM_Strength.m_itemid;
- this.items &= ~ITEM_Shield.m_itemid;
- this.items -= (this.items & IT_SUPERWEAPON);
- }
- }
+ player_powerups_remove_all(this);
if((this.alpha < 0 || IS_DEAD(this)) && !this.vehicle) // don't apply the flags if the player is gibbed
return;
void GetPressedKeys(entity this)
{
MUTATOR_CALLHOOK(GetPressedKeys, this);
+ if (game_stopped)
+ {
+ CS(this).pressedkeys = 0;
+ STAT(PRESSED_KEYS, this) = 0;
+ return;
+ }
+
+ // NOTE: GetPressedKeys and PM_dodging_GetPressedKeys use similar code
int keys = STAT(PRESSED_KEYS, this);
keys = BITSET(keys, KEY_FORWARD, CS(this).movement.x > 0);
keys = BITSET(keys, KEY_BACKWARD, CS(this).movement.x < 0);
}
.bool would_spectate;
+// merged SpectatorThink and ObserverThink (old names are here so you can grep for them)
void ObserverOrSpectatorThink(entity this)
{
bool is_spec = IS_SPEC(this);
int preferred_movetype = ((!PHYS_INPUT_BUTTON_USE(this) ? CS_CVAR(this).cvar_cl_clippedspectating : !CS_CVAR(this).cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);
set_movetype(this, preferred_movetype);
}
- } else {
+ } else { // jump pressed
if ((is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_ATCK2(this)))
|| (!is_spec && !(PHYS_INPUT_BUTTON_ATCK(this) || PHYS_INPUT_BUTTON_JUMP(this)))) {
this.flags |= FL_JUMPRELEASED;
this.max_armorvalue = 0;
}
- if (frametime && IS_PLAYER(this))
+ if (frametime && IS_PLAYER(this) && time >= game_starttime)
{
if (STAT(FROZEN, this) == FROZEN_TEMP_REVIVING)
{
}
target_voicescript_next(this);
-
- // WEAPONTODO: Move into weaponsystem somehow
- // if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
- for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
- {
- .entity weaponentity = weaponentities[slot];
- if(this.(weaponentity).m_weapon == WEP_Null)
- this.(weaponentity).clip_load = this.(weaponentity).clip_size = 0;
- }
}
void DrownPlayer(entity this)
DrownPlayer(this);
UpdateChatBubble(this);
if (CS(this).impulse) ImpulseCommands(this);
+ GetPressedKeys(this);
if (game_stopped)
{
CSQCMODEL_AUTOUPDATE(this);
return;
}
- GetPressedKeys(this);
}
else if (IS_OBSERVER(this) && STAT(PRESSED_KEYS, this))
{