#include "race.qh"
#include "../common/triggers/teleporters.qh"
-#include "mutators/all.qh"
+#include "mutators/_mod.qh"
#include "weapons/tracing.qh"
#include <common/physics/player.qh>
-#include "../common/monsters/all.qh"
+#include "../common/monsters/_mod.qh"
-#include "../common/weapons/all.qh"
+#include <common/weapons/_all.qh>
#include "../common/triggers/subs.qh"
// if we get here, player is not allowed to cheat. Log it.
if(i)
- bprintf("Player %s^7 tried to use cheat 'impulse %d'\n", this.netname, i);
+ bprintf("Player %s^7 tried to use cheat 'impulse %d'\n", playername(this, false), i);
else if(argc)
- bprintf("Player %s^7 tried to use cheat '%s'\n", this.netname, argv(0));
+ bprintf("Player %s^7 tried to use cheat '%s'\n", playername(this, false), argv(0));
else if(fr)
- bprintf("Player %s^7 tried to use cheat frame %d\n", this.netname, fr);
+ bprintf("Player %s^7 tried to use cheat frame %d\n", playername(this, false), fr);
else
- bprintf("Player %s^7 tried to use an unknown cheat\n", this.netname);
+ bprintf("Player %s^7 tried to use an unknown cheat\n", playername(this, false));
return 0;
}
this.personal.ammo_plasma = this.ammo_plasma;
this.personal.ammo_shells = this.ammo_shells;
this.personal.ammo_fuel = this.ammo_fuel;
- this.personal.health = this.health;
+ this.personal.health = max(1, this.health);
this.personal.armorvalue = this.armorvalue;
this.personal.weapons = this.weapons;
this.personal.items = this.items;
this.personal.strength_finished = this.strength_finished;
this.personal.invincible_finished = this.invincible_finished;
this.personal.teleport_time = time;
- break; // this part itthis doesn't cheat, so let's not count this
+ break; // this part itself doesn't cheat, so let's not count this
case CHIMPULSE_CLONE_MOVING.impulse:
IS_CHEAT(this, imp, 0, 0);
makevectors (this.v_angle);
CheatCommand(this, tokenize_console("give all"));
break; // already counted as cheat
case CHIMPULSE_SPEEDRUN.impulse:
- IS_CHEAT(this, imp, 0, 0);
+ if(!autocvar_g_allow_checkpoints)
+ IS_CHEAT(this, imp, 0, 0);
if(this.personal)
{
this.speedrunning = true;
this.strength_finished = time + this.personal.strength_finished - this.personal.teleport_time;
this.invincible_finished = time + this.personal.invincible_finished - this.personal.teleport_time;
- DID_CHEAT();
+ if(!autocvar_g_allow_checkpoints)
+ DID_CHEAT();
break;
}
if(IS_DEAD(this))
case CHIMPULSE_R00T.impulse:
IS_CHEAT(this, imp, 0, 0);
RandomSelection_Init();
- FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && DIFF_TEAM(it, this), LAMBDA(RandomSelection_Add(it, 0, string_null, 1, 1)));
+ FOREACH_CLIENT(IS_PLAYER(it) && !IS_DEAD(it) && DIFF_TEAM(it, this), LAMBDA(RandomSelection_AddEnt(it, 1, 1)));
if(RandomSelection_chosen_ent)
e = RandomSelection_chosen_ent;
else
// effectname
effectnum = _particleeffectnum(argv(1));
W_SetupShot(this, weaponentities[0], false, false, SND_Null, CH_WEAPON_A, 0);
- traceline(w_shotorg, w_shotorg + w_shotdir * MAX_SHOT_DISTANCE, MOVE_NORMAL, this);
+ traceline(w_shotorg, w_shotorg + w_shotdir * max_shot_distance, MOVE_NORMAL, this);
__trailparticles(this, effectnum, w_shotorg, trace_endpos);
DID_CHEAT();
break;
e.nextthink = time;
e.solid = 0; // nothing special
setmodel(e, MDL_MARKER);
- setsize(e, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL));
+ setsize(e, STAT(PL_MIN, this), STAT(PL_MAX, this));
e.skin = 2;
if(argc == 3)
e.cnt = stof(argv(1));
RandomSelection_Init();
crosshair_trace(this);
for(entity e = NULL; (e = find(e, classname, "dragbox_box")); )
- RandomSelection_Add(e, 0, string_null, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
+ RandomSelection_AddEnt(e, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
for(entity e = NULL; (e = find(e, classname, "dragpoint")); )
- RandomSelection_Add(e, 0, string_null, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
+ RandomSelection_AddEnt(e, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
if(RandomSelection_chosen_ent)
{
delete(RandomSelection_chosen_ent.killindicator.killindicator);
RandomSelection_Init();
crosshair_trace(this);
for(entity e = NULL; (e = find(e, classname, "dragbox_box")); )
- RandomSelection_Add(e, 0, string_null, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
+ RandomSelection_AddEnt(e, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
for(entity e = NULL; (e = find(e, classname, "dragpoint")); )
- RandomSelection_Add(e, 0, string_null, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
+ RandomSelection_AddEnt(e, 1, 1 / vlen(e.origin + (e.mins + e.maxs) * 0.5 - trace_endpos));
if(RandomSelection_chosen_ent)
{
if(substring(argv(1), 0, 1) == "*")
dragger.dragdistance = vlen(touchpoint - dragger.origin - dragger.view_ofs);
dragger.draglocalangle = draggee.angles.y - dragger.v_angle.y;
touchpoint = touchpoint - gettaginfo(draggee, 0);
- tagscale = pow(vlen(v_forward), -2);
+ tagscale = (vlen(v_forward) ** -2);
dragger.draglocalvector_x = touchpoint * v_forward * tagscale;
dragger.draglocalvector_y = touchpoint * v_right * tagscale;
dragger.draglocalvector_z = touchpoint * v_up * tagscale;
break;
}
- if((draggee.flags & FL_ITEM) && (vlen(draggee.velocity) < 32))
+ if((draggee.flags & FL_ITEM) && (vdist(draggee.velocity, <, 32)))
{
draggee.velocity = '0 0 0';
SET_ONGROUND(draggee); // floating items are FUN
void Drag_SetSpeed(entity dragger, float s)
{
- dragger.dragspeed = pow(2, s);
+ dragger.dragspeed = (2 ** s);
}
void Drag_MoveBackward(entity dragger)