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/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
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# include <antibot/antibot_data.h>
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# include <engine/shared/config.h>
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# include <game/generated/server_data.h>
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# include <game/mapitems.h>
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# include <game/server/gamecontext.h>
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# include <game/server/player.h>
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# include <new>
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# include "character.h"
# include "laser.h"
# include "projectile.h"
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# include "light.h"
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# include <game/server/score.h>
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# include <game/server/teams.h>
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MACRO_ALLOC_POOL_ID_IMPL ( CCharacter , MAX_CLIENTS )
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// Character, "physical" player's part
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CCharacter : : CCharacter ( CGameWorld * pWorld ) :
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CEntity ( pWorld , CGameWorld : : ENTTYPE_CHARACTER , vec2 ( 0 , 0 ) , ms_PhysSize )
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{
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m_Health = 0 ;
m_Armor = 0 ;
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m_StrongWeakID = 0 ;
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// never intilize both to zero
m_Input . m_TargetX = 0 ;
m_Input . m_TargetY = - 1 ;
m_LatestPrevPrevInput = m_LatestPrevInput = m_LatestInput = m_PrevInput = m_SavedInput = m_Input ;
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}
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void CCharacter : : Reset ( )
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{
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Destroy ( ) ;
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}
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bool CCharacter : : Spawn ( CPlayer * pPlayer , vec2 Pos )
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{
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m_EmoteStop = - 1 ;
m_LastAction = - 1 ;
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m_LastNoAmmoSound = - 1 ;
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m_LastWeapon = WEAPON_HAMMER ;
m_QueuedWeapon = - 1 ;
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m_LastRefillJumps = false ;
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m_LastPenalty = false ;
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m_LastBonus = false ;
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m_TeleGunTeleport = false ;
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m_IsBlueTeleGunTeleport = false ;
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m_Solo = false ;
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m_pPlayer = pPlayer ;
m_Pos = Pos ;
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mem_zero ( & m_LatestPrevPrevInput , sizeof ( m_LatestPrevPrevInput ) ) ;
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m_LatestPrevPrevInput . m_TargetY = - 1 ;
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m_SpawnTick = Server ( ) - > Tick ( ) ;
m_WeaponChangeTick = Server ( ) - > Tick ( ) ;
Antibot ( ) - > OnSpawn ( m_pPlayer - > GetCID ( ) ) ;
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m_Core . Reset ( ) ;
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m_Core . Init ( & GameServer ( ) - > m_World . m_Core , GameServer ( ) - > Collision ( ) ) ;
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m_Core . m_ActiveWeapon = WEAPON_GUN ;
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m_Core . m_Pos = m_Pos ;
GameServer ( ) - > m_World . m_Core . m_apCharacters [ m_pPlayer - > GetCID ( ) ] = & m_Core ;
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m_ReckoningTick = 0 ;
mem_zero ( & m_SendCore , sizeof ( m_SendCore ) ) ;
mem_zero ( & m_ReckoningCore , sizeof ( m_ReckoningCore ) ) ;
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GameServer ( ) - > m_World . InsertEntity ( this ) ;
m_Alive = true ;
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GameServer ( ) - > m_pController - > OnCharacterSpawn ( this ) ;
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DDRaceInit ( ) ;
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m_TuneZone = GameServer ( ) - > Collision ( ) - > IsTune ( GameServer ( ) - > Collision ( ) - > GetMapIndex ( Pos ) ) ;
m_TuneZoneOld = - 1 ; // no zone leave msg on spawn
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m_NeededFaketuning = 0 ; // reset fake tunings on respawn and send the client
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SendZoneMsgs ( ) ; // we want a entermessage also on spawn
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GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ;
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Server ( ) - > StartRecord ( m_pPlayer - > GetCID ( ) ) ;
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return true ;
}
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void CCharacter : : Destroy ( )
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{
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GameServer ( ) - > m_World . m_Core . m_apCharacters [ m_pPlayer - > GetCID ( ) ] = 0 ;
m_Alive = false ;
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m_Solo = false ;
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}
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void CCharacter : : SetWeapon ( int W )
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{
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if ( W = = m_Core . m_ActiveWeapon )
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return ;
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m_LastWeapon = m_Core . m_ActiveWeapon ;
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m_QueuedWeapon = - 1 ;
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m_Core . m_ActiveWeapon = W ;
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GameServer ( ) - > CreateSound ( m_Pos , SOUND_WEAPON_SWITCH , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
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if ( m_Core . m_ActiveWeapon < 0 | | m_Core . m_ActiveWeapon > = NUM_WEAPONS )
m_Core . m_ActiveWeapon = 0 ;
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}
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void CCharacter : : SetSolo ( bool Solo )
{
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m_Solo = Solo ;
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m_Core . m_Solo = Solo ;
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Teams ( ) - > m_Core . SetSolo ( m_pPlayer - > GetCID ( ) , Solo ) ;
if ( Solo )
m_NeededFaketuning | = FAKETUNE_SOLO ;
else
m_NeededFaketuning & = ~ FAKETUNE_SOLO ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
}
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bool CCharacter : : IsGrounded ( )
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{
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if ( GameServer ( ) - > Collision ( ) - > CheckPoint ( m_Pos . x + GetProximityRadius ( ) / 2 , m_Pos . y + GetProximityRadius ( ) / 2 + 5 ) )
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return true ;
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if ( GameServer ( ) - > Collision ( ) - > CheckPoint ( m_Pos . x - GetProximityRadius ( ) / 2 , m_Pos . y + GetProximityRadius ( ) / 2 + 5 ) )
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return true ;
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int MoveRestrictionsBelow = GameServer ( ) - > Collision ( ) - > GetMoveRestrictions ( m_Pos + vec2 ( 0 , GetProximityRadius ( ) / 2 + 4 ) , 0.0f ) ;
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if ( MoveRestrictionsBelow & CANTMOVE_DOWN )
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{
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return true ;
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}
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return false ;
}
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void CCharacter : : HandleJetpack ( )
{
vec2 Direction = normalize ( vec2 ( m_LatestInput . m_TargetX , m_LatestInput . m_TargetY ) ) ;
bool FullAuto = false ;
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if ( m_Core . m_ActiveWeapon = = WEAPON_GRENADE | | m_Core . m_ActiveWeapon = = WEAPON_SHOTGUN | | m_Core . m_ActiveWeapon = = WEAPON_LASER )
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FullAuto = true ;
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if ( m_Jetpack & & m_Core . m_ActiveWeapon = = WEAPON_GUN )
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FullAuto = true ;
// check if we gonna fire
bool WillFire = false ;
if ( CountInput ( m_LatestPrevInput . m_Fire , m_LatestInput . m_Fire ) . m_Presses )
WillFire = true ;
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if ( FullAuto & & ( m_LatestInput . m_Fire & 1 ) & & m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo )
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WillFire = true ;
if ( ! WillFire )
return ;
// check for ammo
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if ( ! m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo | | m_FreezeTime )
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{
return ;
}
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switch ( m_Core . m_ActiveWeapon )
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{
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case WEAPON_GUN :
{
if ( m_Jetpack )
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{
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float Strength ;
if ( ! m_TuneZone )
Strength = GameServer ( ) - > Tuning ( ) - > m_JetpackStrength ;
else
Strength = GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_JetpackStrength ;
TakeDamage ( Direction * - 1.0f * ( Strength / 100.0f / 6.11f ) , 0 , m_pPlayer - > GetCID ( ) , m_Core . m_ActiveWeapon ) ;
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}
}
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}
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}
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void CCharacter : : HandleNinja ( )
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{
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if ( m_Core . m_ActiveWeapon ! = WEAPON_NINJA )
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return ;
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if ( ( Server ( ) - > Tick ( ) - m_Ninja . m_ActivationTick ) > ( g_pData - > m_Weapons . m_Ninja . m_Duration * Server ( ) - > TickSpeed ( ) / 1000 ) )
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{
// time's up, return
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RemoveNinja ( ) ;
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return ;
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}
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int NinjaTime = m_Ninja . m_ActivationTick + ( g_pData - > m_Weapons . m_Ninja . m_Duration * Server ( ) - > TickSpeed ( ) / 1000 ) - Server ( ) - > Tick ( ) ;
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if ( NinjaTime % Server ( ) - > TickSpeed ( ) = = 0 & & NinjaTime / Server ( ) - > TickSpeed ( ) < = 5 )
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{
GameServer ( ) - > CreateDamageInd ( m_Pos , 0 , NinjaTime / Server ( ) - > TickSpeed ( ) , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
}
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m_Armor = clamp ( 10 - ( NinjaTime / 15 ) , 0 , 10 ) ;
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// force ninja Weapon
SetWeapon ( WEAPON_NINJA ) ;
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m_Ninja . m_CurrentMoveTime - - ;
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if ( m_Ninja . m_CurrentMoveTime = = 0 )
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{
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// reset velocity
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m_Core . m_Vel = m_Ninja . m_ActivationDir * m_Ninja . m_OldVelAmount ;
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}
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if ( m_Ninja . m_CurrentMoveTime > 0 )
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{
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// Set velocity
m_Core . m_Vel = m_Ninja . m_ActivationDir * g_pData - > m_Weapons . m_Ninja . m_Velocity ;
vec2 OldPos = m_Pos ;
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GameServer ( ) - > Collision ( ) - > MoveBox ( & m_Core . m_Pos , & m_Core . m_Vel , vec2 ( GetProximityRadius ( ) , GetProximityRadius ( ) ) , 0.f ) ;
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// reset velocity so the client doesn't predict stuff
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m_Core . m_Vel = vec2 ( 0.f , 0.f ) ;
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// check if we Hit anything along the way
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{
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CCharacter * aEnts [ MAX_CLIENTS ] ;
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vec2 Dir = m_Pos - OldPos ;
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float Radius = GetProximityRadius ( ) * 2.0f ;
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vec2 Center = OldPos + Dir * 0.5f ;
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int Num = GameServer ( ) - > m_World . FindEntities ( Center , Radius , ( CEntity * * ) aEnts , MAX_CLIENTS , CGameWorld : : ENTTYPE_CHARACTER ) ;
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// check that we're not in solo part
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if ( Teams ( ) - > m_Core . GetSolo ( m_pPlayer - > GetCID ( ) ) )
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return ;
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for ( int i = 0 ; i < Num ; + + i )
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{
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if ( aEnts [ i ] = = this )
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continue ;
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// Don't hit players in other teams
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if ( Team ( ) ! = aEnts [ i ] - > Team ( ) )
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continue ;
// Don't hit players in solo parts
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if ( Teams ( ) - > m_Core . GetSolo ( aEnts [ i ] - > m_pPlayer - > GetCID ( ) ) )
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return ;
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// make sure we haven't Hit this object before
bool bAlreadyHit = false ;
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for ( int j = 0 ; j < m_NumObjectsHit ; j + + )
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{
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if ( m_apHitObjects [ j ] = = aEnts [ i ] )
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bAlreadyHit = true ;
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}
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if ( bAlreadyHit )
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continue ;
// check so we are sufficiently close
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if ( distance ( aEnts [ i ] - > m_Pos , m_Pos ) > ( GetProximityRadius ( ) * 2.0f ) )
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continue ;
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// Hit a player, give him damage and stuffs...
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GameServer ( ) - > CreateSound ( aEnts [ i ] - > m_Pos , SOUND_NINJA_HIT , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
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// set his velocity to fast upward (for now)
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if ( m_NumObjectsHit < 10 )
m_apHitObjects [ m_NumObjectsHit + + ] = aEnts [ i ] ;
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aEnts [ i ] - > TakeDamage ( vec2 ( 0 , - 10.0f ) , g_pData - > m_Weapons . m_Ninja . m_pBase - > m_Damage , m_pPlayer - > GetCID ( ) , WEAPON_NINJA ) ;
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}
}
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return ;
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}
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return ;
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}
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void CCharacter : : DoWeaponSwitch ( )
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{
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// make sure we can switch
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if ( m_ReloadTimer ! = 0 | | m_QueuedWeapon = = - 1 | | m_aWeapons [ WEAPON_NINJA ] . m_Got | | ! m_aWeapons [ m_QueuedWeapon ] . m_Got )
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return ;
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// switch Weapon
SetWeapon ( m_QueuedWeapon ) ;
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}
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void CCharacter : : HandleWeaponSwitch ( )
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{
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int WantedWeapon = m_Core . m_ActiveWeapon ;
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if ( m_QueuedWeapon ! = - 1 )
WantedWeapon = m_QueuedWeapon ;
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bool Anything = false ;
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for ( int i = 0 ; i < NUM_WEAPONS - 1 ; + + i )
if ( m_aWeapons [ i ] . m_Got )
Anything = true ;
if ( ! Anything )
return ;
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// select Weapon
int Next = CountInput ( m_LatestPrevInput . m_NextWeapon , m_LatestInput . m_NextWeapon ) . m_Presses ;
int Prev = CountInput ( m_LatestPrevInput . m_PrevWeapon , m_LatestInput . m_PrevWeapon ) . m_Presses ;
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if ( Next < 128 ) // make sure we only try sane stuff
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{
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while ( Next ) // Next Weapon selection
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{
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WantedWeapon = ( WantedWeapon + 1 ) % NUM_WEAPONS ;
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if ( m_aWeapons [ WantedWeapon ] . m_Got )
Next - - ;
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}
}
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if ( Prev < 128 ) // make sure we only try sane stuff
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{
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while ( Prev ) // Prev Weapon selection
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{
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WantedWeapon = ( WantedWeapon - 1 ) < 0 ? NUM_WEAPONS - 1 : WantedWeapon - 1 ;
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if ( m_aWeapons [ WantedWeapon ] . m_Got )
Prev - - ;
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}
}
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// Direct Weapon selection
if ( m_LatestInput . m_WantedWeapon )
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WantedWeapon = m_Input . m_WantedWeapon - 1 ;
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// check for insane values
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if ( WantedWeapon > = 0 & & WantedWeapon < NUM_WEAPONS & & WantedWeapon ! = m_Core . m_ActiveWeapon & & m_aWeapons [ WantedWeapon ] . m_Got )
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m_QueuedWeapon = WantedWeapon ;
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DoWeaponSwitch ( ) ;
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}
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void CCharacter : : FireWeapon ( )
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{
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if ( m_ReloadTimer ! = 0 )
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{
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if ( m_LatestInput . m_Fire & 1 )
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{
Antibot ( ) - > OnHammerFireReloading ( m_pPlayer - > GetCID ( ) ) ;
}
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return ;
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}
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DoWeaponSwitch ( ) ;
vec2 Direction = normalize ( vec2 ( m_LatestInput . m_TargetX , m_LatestInput . m_TargetY ) ) ;
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
bool FullAuto = false ;
2019-11-22 14:37:18 +00:00
if ( m_Core . m_ActiveWeapon = = WEAPON_GRENADE | | m_Core . m_ActiveWeapon = = WEAPON_SHOTGUN | | m_Core . m_ActiveWeapon = = WEAPON_LASER )
2010-05-29 07:25:38 +00:00
FullAuto = true ;
2019-07-31 19:08:16 +00:00
if ( m_Jetpack & & m_Core . m_ActiveWeapon = = WEAPON_GUN )
2013-11-13 12:25:26 +00:00
FullAuto = true ;
2019-07-31 19:08:36 +00:00
// allow firing directly after coming out of freeze or being unfrozen
// by something
if ( m_FrozenLastTick )
2013-11-13 12:25:26 +00:00
FullAuto = true ;
2008-07-06 11:21:21 +00:00
2019-10-15 13:13:23 +00:00
// don't fire hammer when player is deep and sv_deepfly is disabled
2019-10-16 05:08:44 +00:00
if ( ! g_Config . m_SvDeepfly & & m_Core . m_ActiveWeapon = = WEAPON_HAMMER & & m_DeepFreeze )
2016-05-02 14:25:34 +00:00
return ;
2008-07-06 11:21:21 +00:00
// check if we gonna fire
2010-05-29 07:25:38 +00:00
bool WillFire = false ;
if ( CountInput ( m_LatestPrevInput . m_Fire , m_LatestInput . m_Fire ) . m_Presses )
WillFire = true ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
if ( FullAuto & & ( m_LatestInput . m_Fire & 1 ) & & m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo )
2010-05-29 07:25:38 +00:00
WillFire = true ;
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
if ( ! WillFire )
2008-07-06 11:21:21 +00:00
return ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
if ( m_FreezeTime )
2008-07-06 11:21:21 +00:00
{
2011-04-09 06:41:31 +00:00
// Timer stuff to avoid shrieking orchestra caused by unfreeze-plasma
2020-09-26 19:41:58 +00:00
if ( m_PainSoundTimer < = 0 & & ! ( m_LatestPrevInput . m_Fire & 1 ) )
2010-11-04 23:52:37 +00:00
{
2019-07-31 19:08:16 +00:00
m_PainSoundTimer = 1 * Server ( ) - > TickSpeed ( ) ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_PLAYER_PAIN_LONG , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2010-11-04 23:52:37 +00:00
}
2008-07-06 11:21:21 +00:00
return ;
}
2014-11-02 09:59:22 +00:00
2008-07-06 11:21:21 +00:00
// check for ammo
2014-04-14 08:56:14 +00:00
if ( ! m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo )
2008-07-06 11:21:21 +00:00
{
2011-04-09 06:41:31 +00:00
/*// 125ms is a magical limit of how fast a human can click
2011-01-29 00:59:50 +00:00
m_ReloadTimer = 125 * Server ( ) - > TickSpeed ( ) / 1000 ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_WEAPON_NOAMMO ) ; */
2008-07-06 11:21:21 +00:00
return ;
}
2014-11-02 09:59:22 +00:00
2021-01-09 20:40:03 +00:00
vec2 ProjStartPos = m_Pos + Direction * GetProximityRadius ( ) * 0.75f ;
2011-04-13 18:37:12 +00:00
2014-04-14 08:56:14 +00:00
switch ( m_Core . m_ActiveWeapon )
2008-07-06 11:21:21 +00:00
{
2020-09-26 19:41:58 +00:00
case WEAPON_HAMMER :
{
// reset objects Hit
m_NumObjectsHit = 0 ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_HAMMER_FIRE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2010-08-24 14:32:46 +00:00
2020-09-26 19:41:58 +00:00
Antibot ( ) - > OnHammerFire ( m_pPlayer - > GetCID ( ) ) ;
2020-03-11 00:58:50 +00:00
2020-09-26 19:41:58 +00:00
if ( m_Hit & DISABLE_HIT_HAMMER )
break ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
CCharacter * apEnts [ MAX_CLIENTS ] ;
int Hits = 0 ;
2021-01-09 20:40:03 +00:00
int Num = GameServer ( ) - > m_World . FindEntities ( ProjStartPos , GetProximityRadius ( ) * 0.5f , ( CEntity * * ) apEnts ,
2020-09-26 19:41:58 +00:00
MAX_CLIENTS , CGameWorld : : ENTTYPE_CHARACTER ) ;
2008-07-06 11:21:21 +00:00
2020-09-26 19:41:58 +00:00
for ( int i = 0 ; i < Num ; + + i )
{
CCharacter * pTarget = apEnts [ i ] ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
//if ((pTarget == this) || GameServer()->Collision()->IntersectLine(ProjStartPos, pTarget->m_Pos, NULL, NULL))
if ( ( pTarget = = this | | ( pTarget - > IsAlive ( ) & & ! CanCollide ( pTarget - > GetPlayer ( ) - > GetCID ( ) ) ) ) )
continue ;
2008-07-06 11:21:21 +00:00
2020-09-26 19:41:58 +00:00
// set his velocity to fast upward (for now)
if ( length ( pTarget - > m_Pos - ProjStartPos ) > 0.0f )
2021-01-09 20:40:03 +00:00
GameServer ( ) - > CreateHammerHit ( pTarget - > m_Pos - normalize ( pTarget - > m_Pos - ProjStartPos ) * GetProximityRadius ( ) * 0.5f , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2020-09-26 19:41:58 +00:00
else
GameServer ( ) - > CreateHammerHit ( ProjStartPos , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
vec2 Dir ;
if ( length ( pTarget - > m_Pos - m_Pos ) > 0.0f )
Dir = normalize ( pTarget - > m_Pos - m_Pos ) ;
else
Dir = vec2 ( 0.f , - 1.f ) ;
/*pTarget->TakeDamage(vec2(0.f, -1.f) + normalize(Dir + vec2(0.f, -1.1f)) * 10.0f, g_pData->m_Weapons.m_Hammer.m_pBase->m_Damage,
2014-04-14 08:56:14 +00:00
m_pPlayer - > GetCID ( ) , m_Core . m_ActiveWeapon ) ; */
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
float Strength ;
if ( ! m_TuneZone )
Strength = GameServer ( ) - > Tuning ( ) - > m_HammerStrength ;
else
Strength = GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_HammerStrength ;
2014-07-16 00:59:39 +00:00
2020-09-26 19:41:58 +00:00
vec2 Temp = pTarget - > m_Core . m_Vel + normalize ( Dir + vec2 ( 0.f , - 1.1f ) ) * 10.0f ;
Temp = ClampVel ( pTarget - > m_MoveRestrictions , Temp ) ;
Temp - = pTarget - > m_Core . m_Vel ;
pTarget - > TakeDamage ( ( vec2 ( 0.f , - 1.0f ) + Temp ) * Strength , g_pData - > m_Weapons . m_Hammer . m_pBase - > m_Damage ,
m_pPlayer - > GetCID ( ) , m_Core . m_ActiveWeapon ) ;
pTarget - > UnFreeze ( ) ;
2014-07-16 00:59:39 +00:00
2020-09-26 19:41:58 +00:00
if ( m_FreezeHammer )
pTarget - > Freeze ( ) ;
2020-03-11 00:58:50 +00:00
2020-09-26 19:41:58 +00:00
Antibot ( ) - > OnHammerHit ( m_pPlayer - > GetCID ( ) ) ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
Hits + + ;
}
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
// if we Hit anything, we have to wait for the reload
if ( Hits )
2021-04-25 09:29:07 +00:00
{
float FireDelay ;
if ( ! m_TuneZone )
FireDelay = GameServer ( ) - > Tuning ( ) - > m_HammerHitFireDelay ;
else
FireDelay = GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_HammerHitFireDelay ;
m_ReloadTimer = FireDelay * Server ( ) - > TickSpeed ( ) / 1000 ;
}
2020-09-26 19:41:58 +00:00
}
break ;
2008-07-06 11:21:21 +00:00
2020-09-26 19:41:58 +00:00
case WEAPON_GUN :
{
2020-11-16 14:09:03 +00:00
if ( ! m_Jetpack | | ! m_pPlayer - > m_NinjaJetpack | | m_Core . m_HasTelegunGun )
2008-07-06 11:21:21 +00:00
{
2020-09-26 19:41:58 +00:00
int Lifetime ;
if ( ! m_TuneZone )
Lifetime = ( int ) ( Server ( ) - > TickSpeed ( ) * GameServer ( ) - > Tuning ( ) - > m_GunLifetime ) ;
else
Lifetime = ( int ) ( Server ( ) - > TickSpeed ( ) * GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_GunLifetime ) ;
CProjectile * pProj = new CProjectile (
GameWorld ( ) ,
WEAPON_GUN , //Type
m_pPlayer - > GetCID ( ) , //Owner
ProjStartPos , //Pos
Direction , //Dir
Lifetime , //Span
0 , //Freeze
0 , //Explosive
0 , //Force
- 1 //SoundImpact
) ;
2014-01-09 18:00:41 +00:00
2020-09-26 19:41:58 +00:00
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p ;
pProj - > FillInfo ( & p ) ;
2013-11-13 12:25:26 +00:00
2020-09-26 19:41:58 +00:00
CMsgPacker Msg ( NETMSGTYPE_SV_EXTRAPROJECTILE ) ;
Msg . AddInt ( 1 ) ;
for ( unsigned i = 0 ; i < sizeof ( CNetObj_Projectile ) / sizeof ( int ) ; i + + )
Msg . AddInt ( ( ( int * ) & p ) [ i ] ) ;
2014-01-09 18:00:41 +00:00
2020-09-26 19:41:58 +00:00
Server ( ) - > SendMsg ( & Msg , MSGFLAG_VITAL , m_pPlayer - > GetCID ( ) ) ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_GUN_FIRE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
}
}
break ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
case WEAPON_SHOTGUN :
{
/*int ShotSpread = 2;
2008-07-06 11:21:21 +00:00
2010-05-29 07:25:38 +00:00
CMsgPacker Msg ( NETMSGTYPE_SV_EXTRAPROJECTILE ) ;
Msg . AddInt ( ShotSpread * 2 + 1 ) ;
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
for ( int i = - ShotSpread ; i < = ShotSpread ; + + i )
2008-07-06 11:21:21 +00:00
{
2010-05-29 07:25:38 +00:00
float Spreading [ ] = { - 0.185f , - 0.070f , 0 , 0.070f , 0.185f } ;
2014-02-18 16:20:28 +00:00
float a = angle ( Direction ) ;
2010-05-29 07:25:38 +00:00
a + = Spreading [ i + 2 ] ;
float v = 1 - ( absolute ( i ) / ( float ) ShotSpread ) ;
float Speed = mix ( ( float ) GameServer ( ) - > Tuning ( ) - > m_ShotgunSpeeddiff , 1.0f , v ) ;
2011-01-09 19:53:19 +00:00
CProjectile * pProj = new CProjectile ( GameWorld ( ) , WEAPON_SHOTGUN ,
2010-05-29 07:25:38 +00:00
m_pPlayer - > GetCID ( ) ,
ProjStartPos ,
vec2 ( cosf ( a ) , sinf ( a ) ) * Speed ,
2011-01-29 00:59:50 +00:00
( int ) ( Server ( ) - > TickSpeed ( ) * GameServer ( ) - > Tuning ( ) - > m_ShotgunLifetime ) ,
2019-06-02 20:04:11 +00:00
1 , 0 , 0 , - 1 ) ;
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p ;
2011-01-09 19:53:19 +00:00
pProj - > FillInfo ( & p ) ;
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
for ( unsigned i = 0 ; i < sizeof ( CNetObj_Projectile ) / sizeof ( int ) ; i + + )
Msg . AddInt ( ( ( int * ) & p ) [ i ] ) ;
2008-07-06 11:21:21 +00:00
}
2015-03-19 08:57:47 +00:00
Server ( ) - > SendMsg ( & Msg , MSGFLAG_VITAL , m_pPlayer - > GetCID ( ) ) ;
2011-04-13 18:37:12 +00:00
2010-07-29 05:21:18 +00:00
GameServer ( ) - > CreateSound ( m_Pos , SOUND_SHOTGUN_FIRE ) ; */
2020-09-26 19:41:58 +00:00
float LaserReach ;
if ( ! m_TuneZone )
LaserReach = GameServer ( ) - > Tuning ( ) - > m_LaserReach ;
else
LaserReach = GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_LaserReach ;
2011-04-09 06:41:31 +00:00
2020-09-26 19:41:58 +00:00
new CLaser ( & GameServer ( ) - > m_World , m_Pos , Direction , LaserReach , m_pPlayer - > GetCID ( ) , WEAPON_SHOTGUN ) ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_SHOTGUN_FIRE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
}
break ;
2015-07-09 00:08:14 +00:00
2020-09-26 19:41:58 +00:00
case WEAPON_GRENADE :
{
int Lifetime ;
if ( ! m_TuneZone )
Lifetime = ( int ) ( Server ( ) - > TickSpeed ( ) * GameServer ( ) - > Tuning ( ) - > m_GrenadeLifetime ) ;
else
Lifetime = ( int ) ( Server ( ) - > TickSpeed ( ) * GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_GrenadeLifetime ) ;
CProjectile * pProj = new CProjectile (
GameWorld ( ) ,
WEAPON_GRENADE , //Type
m_pPlayer - > GetCID ( ) , //Owner
ProjStartPos , //Pos
Direction , //Dir
Lifetime , //Span
0 , //Freeze
true , //Explosive
0 , //Force
SOUND_GRENADE_EXPLODE //SoundImpact
) ; //SoundImpact
// pack the Projectile and send it to the client Directly
CNetObj_Projectile p ;
pProj - > FillInfo ( & p ) ;
CMsgPacker Msg ( NETMSGTYPE_SV_EXTRAPROJECTILE ) ;
Msg . AddInt ( 1 ) ;
for ( unsigned i = 0 ; i < sizeof ( CNetObj_Projectile ) / sizeof ( int ) ; i + + )
Msg . AddInt ( ( ( int * ) & p ) [ i ] ) ;
Server ( ) - > SendMsg ( & Msg , MSGFLAG_VITAL , m_pPlayer - > GetCID ( ) ) ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_GRENADE_FIRE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
}
break ;
case WEAPON_LASER :
{
float LaserReach ;
if ( ! m_TuneZone )
LaserReach = GameServer ( ) - > Tuning ( ) - > m_LaserReach ;
else
LaserReach = GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . m_LaserReach ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
new CLaser ( GameWorld ( ) , m_Pos , Direction , LaserReach , m_pPlayer - > GetCID ( ) , WEAPON_LASER ) ;
GameServer ( ) - > CreateSound ( m_Pos , SOUND_LASER_FIRE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
}
break ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
case WEAPON_NINJA :
{
// reset Hit objects
m_NumObjectsHit = 0 ;
2010-08-24 14:32:46 +00:00
2020-09-26 19:41:58 +00:00
m_Ninja . m_ActivationDir = Direction ;
m_Ninja . m_CurrentMoveTime = g_pData - > m_Weapons . m_Ninja . m_Movetime * Server ( ) - > TickSpeed ( ) / 1000 ;
m_Ninja . m_OldVelAmount = length ( m_Core . m_Vel ) ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
GameServer ( ) - > CreateSound ( m_Pos , SOUND_NINJA_FIRE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
}
break ;
2008-07-06 11:21:21 +00:00
}
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
m_AttackTick = Server ( ) - > Tick ( ) ;
2011-04-13 18:37:12 +00:00
2014-04-14 08:56:14 +00:00
/*if(m_aWeapons[m_Core.m_ActiveWeapon].m_Ammo > 0) // -1 == unlimited
m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo - - ; */
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
if ( ! m_ReloadTimer )
2015-02-12 14:20:22 +00:00
{
float FireDelay ;
2020-09-26 19:41:58 +00:00
if ( ! m_TuneZone )
2015-02-12 14:20:22 +00:00
GameServer ( ) - > Tuning ( ) - > Get ( 38 + m_Core . m_ActiveWeapon , & FireDelay ) ;
else
GameServer ( ) - > TuningList ( ) [ m_TuneZone ] . Get ( 38 + m_Core . m_ActiveWeapon , & FireDelay ) ;
m_ReloadTimer = FireDelay * Server ( ) - > TickSpeed ( ) / 1000 ;
}
2008-07-06 11:21:21 +00:00
}
2010-05-29 07:25:38 +00:00
void CCharacter : : HandleWeapons ( )
2008-07-06 11:21:21 +00:00
{
2010-05-29 07:25:38 +00:00
//ninja
HandleNinja ( ) ;
2014-04-13 23:34:50 +00:00
HandleJetpack ( ) ;
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
if ( m_PainSoundTimer > 0 )
2010-11-04 23:52:37 +00:00
m_PainSoundTimer - - ;
2008-10-08 18:36:30 +00:00
2008-07-06 11:21:21 +00:00
// check reload timer
2010-05-29 07:25:38 +00:00
if ( m_ReloadTimer )
2008-07-06 11:21:21 +00:00
{
2010-05-29 07:25:38 +00:00
m_ReloadTimer - - ;
return ;
2008-07-06 11:21:21 +00:00
}
2010-05-29 07:25:38 +00:00
// fire Weapon, if wanted
2014-11-02 09:59:22 +00:00
FireWeapon ( ) ;
2020-09-26 19:41:58 +00:00
/*
2008-07-06 11:21:21 +00:00
// ammo regen
2014-04-14 08:56:14 +00:00
int AmmoRegenTime = g_pData - > m_Weapons . m_aId [ m_Core . m_ActiveWeapon ] . m_Ammoregentime ;
2010-05-29 07:25:38 +00:00
if ( AmmoRegenTime )
2008-07-06 11:21:21 +00:00
{
// If equipped and not active, regen ammo?
2010-05-29 07:25:38 +00:00
if ( m_ReloadTimer < = 0 )
2008-07-06 11:21:21 +00:00
{
2014-04-14 08:56:14 +00:00
if ( m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart < 0 )
m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart = Server ( ) - > Tick ( ) ;
2008-07-06 11:21:21 +00:00
2014-04-14 08:56:14 +00:00
if ( ( Server ( ) - > Tick ( ) - m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart ) > = AmmoRegenTime * Server ( ) - > TickSpeed ( ) / 1000 )
2008-07-06 11:21:21 +00:00
{
// Add some ammo
2019-04-26 19:36:49 +00:00
m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo = minimum ( m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo + 1 , 10 ) ;
2014-04-14 08:56:14 +00:00
m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart = - 1 ;
2008-07-06 11:21:21 +00:00
}
}
else
{
2014-04-14 08:56:14 +00:00
m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart = - 1 ;
2008-07-06 11:21:21 +00:00
}
2011-04-13 23:27:49 +00:00
} */
2011-04-13 18:37:12 +00:00
2010-05-29 07:25:38 +00:00
return ;
}
void CCharacter : : GiveNinja ( )
{
m_Ninja . m_ActivationTick = Server ( ) - > Tick ( ) ;
m_aWeapons [ WEAPON_NINJA ] . m_Got = true ;
2020-03-16 10:52:53 +00:00
m_aWeapons [ WEAPON_NINJA ] . m_Ammo = - 1 ;
2020-09-26 19:41:58 +00:00
if ( m_Core . m_ActiveWeapon ! = WEAPON_NINJA )
2014-04-14 08:56:14 +00:00
m_LastWeapon = m_Core . m_ActiveWeapon ;
m_Core . m_ActiveWeapon = WEAPON_NINJA ;
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
if ( ! m_aWeapons [ WEAPON_NINJA ] . m_Got )
2011-09-02 18:04:18 +00:00
GameServer ( ) - > CreateSound ( m_Pos , SOUND_PICKUP_NINJA , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2008-07-06 11:21:21 +00:00
}
2016-10-08 17:42:42 +00:00
void CCharacter : : RemoveNinja ( )
{
m_Ninja . m_CurrentMoveTime = 0 ;
m_aWeapons [ WEAPON_NINJA ] . m_Got = false ;
m_Core . m_ActiveWeapon = m_LastWeapon ;
2017-02-21 16:10:08 +00:00
2020-09-26 19:41:58 +00:00
SetWeapon ( m_Core . m_ActiveWeapon ) ;
2016-10-08 17:42:42 +00:00
}
2010-05-29 07:25:38 +00:00
void CCharacter : : SetEmote ( int Emote , int Tick )
{
m_EmoteType = Emote ;
m_EmoteStop = Tick ;
}
void CCharacter : : OnPredictedInput ( CNetObj_PlayerInput * pNewInput )
2008-07-06 11:21:21 +00:00
{
// check for changes
2016-08-27 15:06:52 +00:00
if ( mem_comp ( & m_SavedInput , pNewInput , sizeof ( CNetObj_PlayerInput ) ) ! = 0 )
2010-05-29 07:25:38 +00:00
m_LastAction = Server ( ) - > Tick ( ) ;
2011-04-13 18:37:12 +00:00
2008-07-06 11:21:21 +00:00
// copy new input
2010-05-29 07:25:38 +00:00
mem_copy ( & m_Input , pNewInput , sizeof ( m_Input ) ) ;
m_NumInputs + + ;
2011-04-13 18:37:12 +00:00
2011-12-10 17:21:12 +00:00
// it is not allowed to aim in the center
2010-05-29 07:25:38 +00:00
if ( m_Input . m_TargetX = = 0 & & m_Input . m_TargetY = = 0 )
2011-04-13 18:37:12 +00:00
m_Input . m_TargetY = - 1 ;
2017-08-25 11:20:10 +00:00
2017-08-25 11:27:37 +00:00
mem_copy ( & m_SavedInput , & m_Input , sizeof ( m_SavedInput ) ) ;
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}
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void CCharacter : : OnDirectInput ( CNetObj_PlayerInput * pNewInput )
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{
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mem_copy ( & m_LatestPrevInput , & m_LatestInput , sizeof ( m_LatestInput ) ) ;
mem_copy ( & m_LatestInput , pNewInput , sizeof ( m_LatestInput ) ) ;
2011-04-13 18:37:12 +00:00
2011-12-10 17:21:12 +00:00
// it is not allowed to aim in the center
if ( m_LatestInput . m_TargetX = = 0 & & m_LatestInput . m_TargetY = = 0 )
m_LatestInput . m_TargetY = - 1 ;
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Antibot ( ) - > OnDirectInput ( m_pPlayer - > GetCID ( ) ) ;
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if ( m_NumInputs > 2 & & m_pPlayer - > GetTeam ( ) ! = TEAM_SPECTATORS )
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{
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HandleWeaponSwitch ( ) ;
FireWeapon ( ) ;
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}
2011-04-13 18:37:12 +00:00
2020-03-11 00:58:50 +00:00
mem_copy ( & m_LatestPrevPrevInput , & m_LatestPrevInput , sizeof ( m_LatestInput ) ) ;
2010-05-29 07:25:38 +00:00
mem_copy ( & m_LatestPrevInput , & m_LatestInput , sizeof ( m_LatestInput ) ) ;
2008-07-06 11:21:21 +00:00
}
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void CCharacter : : ResetHook ( )
{
m_Core . m_HookedPlayer = - 1 ;
m_Core . m_HookState = HOOK_RETRACTED ;
m_Core . m_TriggeredEvents | = COREEVENT_HOOK_RETRACT ;
m_Core . m_HookPos = m_Core . m_Pos ;
}
2011-06-09 20:30:03 +00:00
void CCharacter : : ResetInput ( )
{
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m_Input . m_Direction = 0 ;
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//m_Input.m_Hook = 0;
2011-06-09 20:30:03 +00:00
// simulate releasing the fire button
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if ( ( m_Input . m_Fire & 1 ) ! = 0 )
2014-02-18 21:26:17 +00:00
m_Input . m_Fire + + ;
m_Input . m_Fire & = INPUT_STATE_MASK ;
m_Input . m_Jump = 0 ;
2011-06-09 20:30:03 +00:00
m_LatestPrevInput = m_LatestInput = m_Input ;
}
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void CCharacter : : Tick ( )
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{
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/*if(m_pPlayer->m_ForceBalanced)
{
char Buf [ 128 ] ;
str_format ( Buf , sizeof ( Buf ) , " You were moved to %s due to team balancing " , GameServer ( ) - > m_pController - > GetTeamName ( m_pPlayer - > GetTeam ( ) ) ) ;
GameServer ( ) - > SendBroadcast ( Buf , m_pPlayer - > GetCID ( ) ) ;
2011-04-13 18:37:12 +00:00
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m_pPlayer - > m_ForceBalanced = false ;
} */
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2019-07-31 19:08:16 +00:00
if ( m_Paused )
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return ;
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// set emote
if ( m_EmoteStop < Server ( ) - > Tick ( ) )
{
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m_EmoteType = m_pPlayer - > GetDefaultEmote ( ) ;
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m_EmoteStop = - 1 ;
}
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DDRaceTick ( ) ;
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2020-05-15 16:29:34 +00:00
Antibot ( ) - > OnCharacterTick ( m_pPlayer - > GetCID ( ) ) ;
2020-03-11 00:58:50 +00:00
2011-01-29 00:59:50 +00:00
m_Core . m_Input = m_Input ;
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m_Core . Tick ( true ) ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
if ( ! m_PrevInput . m_Hook & & m_Input . m_Hook & & ! ( m_Core . m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER ) )
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{
Antibot ( ) - > OnHookAttach ( m_pPlayer - > GetCID ( ) , false ) ;
}
2011-01-29 00:59:50 +00:00
// handle Weapons
HandleWeapons ( ) ;
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2011-01-29 23:58:47 +00:00
DDRacePostCoreTick ( ) ;
2010-08-28 20:53:42 +00:00
2020-09-26 19:41:58 +00:00
if ( m_Core . m_TriggeredEvents & COREEVENT_HOOK_ATTACH_PLAYER )
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{
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if ( m_Core . m_HookedPlayer ! = - 1 & & GameServer ( ) - > m_apPlayers [ m_Core . m_HookedPlayer ] - > GetTeam ( ) ! = - 1 )
2020-03-11 00:58:50 +00:00
{
Antibot ( ) - > OnHookAttach ( m_pPlayer - > GetCID ( ) , true ) ;
}
}
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// Previnput
m_PrevInput = m_Input ;
2011-04-09 06:41:31 +00:00
2011-01-29 00:59:50 +00:00
m_PrevPos = m_Core . m_Pos ;
return ;
}
2010-08-28 20:53:42 +00:00
2011-01-29 00:59:50 +00:00
void CCharacter : : TickDefered ( )
{
// advance the dummy
{
CWorldCore TempWorld ;
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m_ReckoningCore . Init ( & TempWorld , GameServer ( ) - > Collision ( ) , & Teams ( ) - > m_Core , m_pTeleOuts ) ;
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m_ReckoningCore . m_Id = m_pPlayer - > GetCID ( ) ;
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m_ReckoningCore . Tick ( false ) ;
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m_ReckoningCore . Move ( ) ;
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m_ReckoningCore . Quantize ( ) ;
}
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2011-01-29 00:59:50 +00:00
//lastsentcore
vec2 StartPos = m_Core . m_Pos ;
vec2 StartVel = m_Core . m_Vel ;
bool StuckBefore = GameServer ( ) - > Collision ( ) - > TestBox ( m_Core . m_Pos , vec2 ( 28.0f , 28.0f ) ) ;
2011-04-13 18:37:12 +00:00
2011-09-01 18:29:08 +00:00
m_Core . m_Id = m_pPlayer - > GetCID ( ) ;
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m_Core . Move ( ) ;
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bool StuckAfterMove = GameServer ( ) - > Collision ( ) - > TestBox ( m_Core . m_Pos , vec2 ( 28.0f , 28.0f ) ) ;
m_Core . Quantize ( ) ;
bool StuckAfterQuant = GameServer ( ) - > Collision ( ) - > TestBox ( m_Core . m_Pos , vec2 ( 28.0f , 28.0f ) ) ;
m_Pos = m_Core . m_Pos ;
2011-04-13 18:37:12 +00:00
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if ( ! StuckBefore & & ( StuckAfterMove | | StuckAfterQuant ) )
{
// Hackish solution to get rid of strict-aliasing warning
union
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{
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float f ;
unsigned u ;
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} StartPosX , StartPosY , StartVelX , StartVelY ;
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StartPosX . f = StartPos . x ;
StartPosY . f = StartPos . y ;
StartVelX . f = StartVel . x ;
StartVelY . f = StartVel . y ;
char aBuf [ 256 ] ;
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str_format ( aBuf , sizeof ( aBuf ) , " STUCK!!! %d %d %d %f %f %f %f %x %x %x %x " ,
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StuckBefore ,
StuckAfterMove ,
StuckAfterQuant ,
StartPos . x , StartPos . y ,
StartVel . x , StartVel . y ,
StartPosX . u , StartPosY . u ,
StartVelX . u , StartVelY . u ) ;
GameServer ( ) - > Console ( ) - > Print ( IConsole : : OUTPUT_LEVEL_DEBUG , " game " , aBuf ) ;
}
2020-07-18 17:39:24 +00:00
{
int Events = m_Core . m_TriggeredEvents ;
int CID = m_pPlayer - > GetCID ( ) ;
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int64_t TeamMask = Teams ( ) - > TeamMask ( Team ( ) , - 1 , CID ) ;
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// Some sounds are triggered client-side for the acting player
// so we need to avoid duplicating them
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int64_t TeamMaskExceptSelf = Teams ( ) - > TeamMask ( Team ( ) , CID , CID ) ;
2020-07-18 17:39:24 +00:00
// Some are triggered client-side but only on Sixup
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int64_t TeamMaskExceptSelfIfSixup = Server ( ) - > IsSixup ( CID ) ? TeamMaskExceptSelf : TeamMask ;
2020-07-18 17:39:24 +00:00
2020-09-26 19:41:58 +00:00
if ( Events & COREEVENT_GROUND_JUMP )
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GameServer ( ) - > CreateSound ( m_Pos , SOUND_PLAYER_JUMP , TeamMaskExceptSelf ) ;
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2020-09-26 19:41:58 +00:00
if ( Events & COREEVENT_HOOK_ATTACH_PLAYER )
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GameServer ( ) - > CreateSound ( m_Pos , SOUND_HOOK_ATTACH_PLAYER , TeamMaskExceptSelfIfSixup ) ;
2011-04-13 18:37:12 +00:00
2020-09-26 19:41:58 +00:00
if ( Events & COREEVENT_HOOK_ATTACH_GROUND )
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GameServer ( ) - > CreateSound ( m_Pos , SOUND_HOOK_ATTACH_GROUND , TeamMaskExceptSelf ) ;
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if ( Events & COREEVENT_HOOK_HIT_NOHOOK )
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GameServer ( ) - > CreateSound ( m_Pos , SOUND_HOOK_NOATTACH , TeamMaskExceptSelf ) ;
}
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if ( m_pPlayer - > GetTeam ( ) = = TEAM_SPECTATORS )
{
m_Pos . x = m_Input . m_TargetX ;
m_Pos . y = m_Input . m_TargetY ;
}
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
// update the m_SendCore if needed
{
CNetObj_Character Predicted ;
CNetObj_Character Current ;
mem_zero ( & Predicted , sizeof ( Predicted ) ) ;
mem_zero ( & Current , sizeof ( Current ) ) ;
m_ReckoningCore . Write ( & Predicted ) ;
m_Core . Write ( & Current ) ;
// only allow dead reackoning for a top of 3 seconds
2020-09-26 19:41:58 +00:00
if ( m_Core . m_pReset | | m_ReckoningTick + Server ( ) - > TickSpeed ( ) * 3 < Server ( ) - > Tick ( ) | | mem_comp ( & Predicted , & Current , sizeof ( CNetObj_Character ) ) ! = 0 )
2011-01-29 00:59:50 +00:00
{
m_ReckoningTick = Server ( ) - > Tick ( ) ;
m_SendCore = m_Core ;
m_ReckoningCore = m_Core ;
m_Core . m_pReset = false ;
}
}
}
2012-01-09 23:49:31 +00:00
void CCharacter : : TickPaused ( )
{
+ + m_AttackTick ;
+ + m_DamageTakenTick ;
+ + m_Ninja . m_ActivationTick ;
+ + m_ReckoningTick ;
if ( m_LastAction ! = - 1 )
+ + m_LastAction ;
2014-04-14 08:56:14 +00:00
if ( m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart > - 1 )
+ + m_aWeapons [ m_Core . m_ActiveWeapon ] . m_AmmoRegenStart ;
2012-01-09 23:49:31 +00:00
if ( m_EmoteStop > - 1 )
+ + m_EmoteStop ;
}
2011-01-29 00:59:50 +00:00
bool CCharacter : : IncreaseHealth ( int Amount )
{
if ( m_Health > = 10 )
return false ;
2020-09-26 19:41:58 +00:00
m_Health = clamp ( m_Health + Amount , 0 , 10 ) ;
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return true ;
}
bool CCharacter : : IncreaseArmor ( int Amount )
{
if ( m_Armor > = 10 )
return false ;
2020-09-26 19:41:58 +00:00
m_Armor = clamp ( m_Armor + Amount , 0 , 10 ) ;
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return true ;
}
void CCharacter : : Die ( int Killer , int Weapon )
{
2014-09-26 00:25:53 +00:00
if ( Server ( ) - > IsRecording ( m_pPlayer - > GetCID ( ) ) )
Server ( ) - > StopRecord ( m_pPlayer - > GetCID ( ) ) ;
2011-01-29 00:59:50 +00:00
int ModeSpecial = GameServer ( ) - > m_pController - > OnCharacterDeath ( this , GameServer ( ) - > m_apPlayers [ Killer ] , Weapon ) ;
char aBuf [ 256 ] ;
str_format ( aBuf , sizeof ( aBuf ) , " kill killer='%d:%s' victim='%d:%s' weapon=%d special=%d " ,
Killer , Server ( ) - > ClientName ( Killer ) ,
m_pPlayer - > GetCID ( ) , Server ( ) - > ClientName ( m_pPlayer - > GetCID ( ) ) , Weapon , ModeSpecial ) ;
GameServer ( ) - > Console ( ) - > Print ( IConsole : : OUTPUT_LEVEL_DEBUG , " game " , aBuf ) ;
// send the kill message
CNetMsg_Sv_KillMsg Msg ;
Msg . m_Killer = Killer ;
Msg . m_Victim = m_pPlayer - > GetCID ( ) ;
Msg . m_Weapon = Weapon ;
Msg . m_ModeSpecial = ModeSpecial ;
Server ( ) - > SendPackMsg ( & Msg , MSGFLAG_VITAL , - 1 ) ;
// a nice sound
2011-09-02 18:04:18 +00:00
GameServer ( ) - > CreateSound ( m_Pos , SOUND_PLAYER_DIE , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2011-04-13 18:37:12 +00:00
2019-06-07 09:44:19 +00:00
// this is to rate limit respawning to 3 secs
m_pPlayer - > m_PreviousDieTick = m_pPlayer - > m_DieTick ;
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m_pPlayer - > m_DieTick = Server ( ) - > Tick ( ) ;
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
m_Alive = false ;
2019-04-17 21:47:32 +00:00
m_Solo = false ;
2019-04-12 14:16:21 +00:00
2010-05-29 07:25:38 +00:00
GameServer ( ) - > m_World . RemoveEntity ( this ) ;
2011-01-29 00:59:50 +00:00
GameServer ( ) - > m_World . m_Core . m_apCharacters [ m_pPlayer - > GetCID ( ) ] = 0 ;
2011-09-02 18:04:18 +00:00
GameServer ( ) - > CreateDeath ( m_Pos , m_pPlayer - > GetCID ( ) , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2014-04-12 10:08:20 +00:00
Teams ( ) - > OnCharacterDeath ( GetPlayer ( ) - > GetCID ( ) , Weapon ) ;
2011-01-29 00:59:50 +00:00
}
bool CCharacter : : TakeDamage ( vec2 Force , int Dmg , int From , int Weapon )
2008-07-06 11:21:21 +00:00
{
2014-04-02 17:55:42 +00:00
/*m_Core.m_Vel += Force;
if ( GameServer ( ) - > m_pController - > IsFriendlyFire ( m_pPlayer - > GetCID ( ) , From ) & & ! g_Config . m_SvTeamdamage )
return false ;
2011-01-29 00:59:50 +00:00
// m_pPlayer only inflicts half damage on self
if ( From = = m_pPlayer - > GetCID ( ) )
2019-04-26 19:36:49 +00:00
Dmg = maximum ( 1 , Dmg / 2 ) ;
2011-01-29 00:59:50 +00:00
m_DamageTaken + + ;
// create healthmod indicator
if ( Server ( ) - > Tick ( ) < m_DamageTakenTick + 25 )
{
// make sure that the damage indicators doesn't group together
GameServer ( ) - > CreateDamageInd ( m_Pos , m_DamageTaken * 0.25f , Dmg ) ;
}
else
{
m_DamageTaken = 0 ;
GameServer ( ) - > CreateDamageInd ( m_Pos , 0 , Dmg ) ;
}
if ( Dmg )
{
if ( m_Armor )
{
if ( Dmg > 1 )
{
m_Health - - ;
Dmg - - ;
}
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
if ( Dmg > m_Armor )
{
Dmg - = m_Armor ;
m_Armor = 0 ;
}
else
{
m_Armor - = Dmg ;
Dmg = 0 ;
}
}
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
m_Health - = Dmg ;
}
m_DamageTakenTick = Server ( ) - > Tick ( ) ;
// do damage Hit sound
if ( From > = 0 & & From ! = m_pPlayer - > GetCID ( ) & & GameServer ( ) - > m_apPlayers [ From ] )
2011-06-02 09:44:35 +00:00
{
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int64_t Mask = CmaskOne ( From ) ;
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for ( int i = 0 ; i < MAX_CLIENTS ; i + + )
{
if ( GameServer ( ) - > m_apPlayers [ i ] & & GameServer ( ) - > m_apPlayers [ i ] - > GetTeam ( ) = = TEAM_SPECTATORS & & GameServer ( ) - > m_apPlayers [ i ] - > m_SpectatorID = = From )
Mask | = CmaskOne ( i ) ;
}
GameServer ( ) - > CreateSound ( GameServer ( ) - > m_apPlayers [ From ] - > m_ViewPos , SOUND_HIT , Mask ) ;
}
2011-01-29 00:59:50 +00:00
// check for death
if ( m_Health < = 0 )
{
Die ( From , Weapon ) ;
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
// set attacker's face to happy (taunt!)
if ( From > = 0 & & From ! = m_pPlayer - > GetCID ( ) & & GameServer ( ) - > m_apPlayers [ From ] )
{
CCharacter * pChr = GameServer ( ) - > m_apPlayers [ From ] - > GetCharacter ( ) ;
if ( pChr )
{
pChr - > m_EmoteType = EMOTE_HAPPY ;
pChr - > m_EmoteStop = Server ( ) - > Tick ( ) + Server ( ) - > TickSpeed ( ) ;
}
}
2011-04-13 18:37:12 +00:00
2011-01-29 00:59:50 +00:00
return false ;
}
if ( Dmg > 2 )
GameServer ( ) - > CreateSound ( m_Pos , SOUND_PLAYER_PAIN_LONG ) ;
else
2011-04-09 06:41:31 +00:00
GameServer ( ) - > CreateSound ( m_Pos , SOUND_PLAYER_PAIN_SHORT ) ; */
2008-07-06 11:21:21 +00:00
2020-09-26 19:41:58 +00:00
if ( Dmg )
2014-01-09 18:50:37 +00:00
{
m_EmoteType = EMOTE_PAIN ;
m_EmoteStop = Server ( ) - > Tick ( ) + 500 * Server ( ) - > TickSpeed ( ) / 1000 ;
}
2008-07-06 11:21:21 +00:00
2011-01-29 00:59:50 +00:00
vec2 Temp = m_Core . m_Vel + Force ;
2018-08-15 15:47:07 +00:00
m_Core . m_Vel = ClampVel ( m_MoveRestrictions , Temp ) ;
2011-04-09 06:41:31 +00:00
2011-01-29 00:59:50 +00:00
return true ;
}
2020-06-12 19:22:54 +00:00
//TODO: Move the emote stuff to a function
2020-06-22 16:02:17 +00:00
void CCharacter : : SnapCharacter ( int SnappingClient , int ID )
2011-01-29 00:59:50 +00:00
{
2020-06-12 19:22:54 +00:00
CCharacterCore * pCore ;
int Tick , Emote = m_EmoteType , Weapon = m_Core . m_ActiveWeapon , AmmoCount = 0 ,
2020-09-26 19:41:58 +00:00
Health = 0 , Armor = 0 ;
2011-01-29 00:59:50 +00:00
if ( ! m_ReckoningTick | | GameServer ( ) - > m_World . m_Paused )
{
2020-06-12 19:22:54 +00:00
Tick = 0 ;
pCore = & m_Core ;
2011-01-29 00:59:50 +00:00
}
else
{
2020-06-12 19:22:54 +00:00
Tick = m_ReckoningTick ;
pCore = & m_SendCore ;
2011-01-29 00:59:50 +00:00
}
2011-04-13 18:37:12 +00:00
2020-06-12 19:22:54 +00:00
// change eyes and use ninja graphic if player is frozen
if ( m_DeepFreeze | | m_FreezeTime > 0 | | m_FreezeTime = = - 1 )
2013-12-31 05:13:57 +00:00
{
2020-06-12 19:22:54 +00:00
if ( Emote = = EMOTE_NORMAL )
Emote = m_DeepFreeze ? EMOTE_PAIN : EMOTE_BLINK ;
2011-02-05 02:28:05 +00:00
2020-06-12 19:22:54 +00:00
Weapon = WEAPON_NINJA ;
2011-01-29 00:59:50 +00:00
}
2015-03-14 17:55:50 +00:00
2020-06-12 19:22:54 +00:00
// This could probably happen when m_Jetpack changes instead
2015-03-14 17:55:50 +00:00
// jetpack and ninjajetpack prediction
2020-06-12 19:22:54 +00:00
if ( m_pPlayer - > GetCID ( ) = = SnappingClient )
2015-03-14 17:55:50 +00:00
{
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if ( m_Jetpack & & Weapon ! = WEAPON_NINJA )
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{
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if ( ! ( m_NeededFaketuning & FAKETUNE_JETPACK ) )
2015-03-14 17:55:50 +00:00
{
m_NeededFaketuning | = FAKETUNE_JETPACK ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ;
}
}
else
{
2020-06-12 19:22:54 +00:00
if ( m_NeededFaketuning & FAKETUNE_JETPACK )
2015-03-14 17:55:50 +00:00
{
m_NeededFaketuning & = ~ FAKETUNE_JETPACK ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ;
}
}
}
// change eyes, use ninja graphic and set ammo count if player has ninjajetpack
2020-11-16 14:09:03 +00:00
if ( m_pPlayer - > m_NinjaJetpack & & m_Jetpack & & m_Core . m_ActiveWeapon = = WEAPON_GUN & & ! m_DeepFreeze & & ! ( m_FreezeTime > 0 | | m_FreezeTime = = - 1 ) & & ! m_Core . m_HasTelegunGun )
2014-01-09 18:00:41 +00:00
{
2020-06-12 19:22:54 +00:00
if ( Emote = = EMOTE_NORMAL )
Emote = EMOTE_HAPPY ;
Weapon = WEAPON_NINJA ;
AmmoCount = 10 ;
2014-01-09 18:00:41 +00:00
}
2011-01-29 00:59:50 +00:00
2011-06-19 09:28:39 +00:00
if ( m_pPlayer - > GetCID ( ) = = SnappingClient | | SnappingClient = = - 1 | |
( ! g_Config . m_SvStrictSpectateMode & & m_pPlayer - > GetCID ( ) = = GameServer ( ) - > m_apPlayers [ SnappingClient ] - > m_SpectatorID ) )
2011-01-29 00:59:50 +00:00
{
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Health = m_Health ;
Armor = m_Armor ;
2014-04-14 08:56:14 +00:00
if ( m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo > 0 )
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AmmoCount = ( ! m_FreezeTime ) ? m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Ammo : 0 ;
2011-01-29 00:59:50 +00:00
}
2017-04-08 22:20:41 +00:00
if ( GetPlayer ( ) - > m_Afk | | GetPlayer ( ) - > IsPaused ( ) )
2017-05-19 17:12:52 +00:00
{
if ( m_FreezeTime > 0 | | m_FreezeTime = = - 1 | | m_DeepFreeze )
2020-06-12 19:22:54 +00:00
Emote = EMOTE_NORMAL ;
2017-05-19 17:12:52 +00:00
else
2020-06-12 19:22:54 +00:00
Emote = EMOTE_BLINK ;
2017-05-19 17:12:52 +00:00
}
2014-01-22 00:46:15 +00:00
2020-06-12 19:22:54 +00:00
if ( Emote = = EMOTE_NORMAL )
2011-01-29 00:59:50 +00:00
{
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if ( 250 - ( ( Server ( ) - > Tick ( ) - m_LastAction ) % ( 250 ) ) < 5 )
2020-06-12 19:22:54 +00:00
Emote = EMOTE_BLINK ;
2011-01-29 00:59:50 +00:00
}
2020-06-12 19:22:54 +00:00
if ( ! Server ( ) - > IsSixup ( SnappingClient ) )
{
2020-06-22 16:02:17 +00:00
CNetObj_Character * pCharacter = static_cast < CNetObj_Character * > ( Server ( ) - > SnapNewItem ( NETOBJTYPE_CHARACTER , ID , sizeof ( CNetObj_Character ) ) ) ;
2020-06-12 19:22:54 +00:00
if ( ! pCharacter )
return ;
pCore - > Write ( pCharacter ) ;
pCharacter - > m_Tick = Tick ;
pCharacter - > m_Emote = Emote ;
if ( pCharacter - > m_HookedPlayer ! = - 1 )
{
if ( ! Server ( ) - > Translate ( pCharacter - > m_HookedPlayer , SnappingClient ) )
pCharacter - > m_HookedPlayer = - 1 ;
}
pCharacter - > m_AttackTick = m_AttackTick ;
pCharacter - > m_Direction = m_Input . m_Direction ;
pCharacter - > m_Weapon = Weapon ;
pCharacter - > m_AmmoCount = AmmoCount ;
pCharacter - > m_Health = Health ;
pCharacter - > m_Armor = Armor ;
pCharacter - > m_PlayerFlags = GetPlayer ( ) - > m_PlayerFlags ;
}
else
{
2020-06-22 16:02:17 +00:00
protocol7 : : CNetObj_Character * pCharacter = static_cast < protocol7 : : CNetObj_Character * > ( Server ( ) - > SnapNewItem ( NETOBJTYPE_CHARACTER , ID , sizeof ( protocol7 : : CNetObj_Character ) ) ) ;
2020-06-12 19:22:54 +00:00
if ( ! pCharacter )
return ;
2020-06-13 12:43:24 +00:00
pCore - > Write ( reinterpret_cast < CNetObj_CharacterCore * > ( static_cast < protocol7 : : CNetObj_CharacterCore * > ( pCharacter ) ) ) ;
2020-06-12 19:22:54 +00:00
pCharacter - > m_Tick = Tick ;
pCharacter - > m_Emote = Emote ;
pCharacter - > m_AttackTick = m_AttackTick ;
pCharacter - > m_Direction = m_Input . m_Direction ;
pCharacter - > m_Weapon = Weapon ;
pCharacter - > m_AmmoCount = AmmoCount ;
2020-06-20 10:54:41 +00:00
2020-09-26 19:41:58 +00:00
if ( m_FreezeTime > 0 | | m_FreezeTime = = - 1 | | m_DeepFreeze )
2020-06-20 10:54:41 +00:00
pCharacter - > m_AmmoCount = m_FreezeTick + g_Config . m_SvFreezeDelay * Server ( ) - > TickSpeed ( ) ;
else if ( Weapon = = WEAPON_NINJA )
pCharacter - > m_AmmoCount = m_Ninja . m_ActivationTick + g_pData - > m_Weapons . m_Ninja . m_Duration * Server ( ) - > TickSpeed ( ) / 1000 ;
2020-06-12 19:22:54 +00:00
pCharacter - > m_Health = Health ;
pCharacter - > m_Armor = Armor ;
pCharacter - > m_TriggeredEvents = 0 ;
}
}
void CCharacter : : Snap ( int SnappingClient )
{
2020-06-30 12:17:27 +00:00
int ID = m_pPlayer - > GetCID ( ) ;
2020-06-12 19:22:54 +00:00
2020-06-30 12:17:27 +00:00
if ( SnappingClient > - 1 & & ! Server ( ) - > Translate ( ID , SnappingClient ) )
2020-06-12 19:22:54 +00:00
return ;
if ( NetworkClipped ( SnappingClient ) )
return ;
if ( SnappingClient > - 1 )
{
2020-06-30 12:17:27 +00:00
CCharacter * pSnapChar = GameServer ( ) - > GetPlayerChar ( SnappingClient ) ;
CPlayer * pSnapPlayer = GameServer ( ) - > m_apPlayers [ SnappingClient ] ;
2020-06-12 19:22:54 +00:00
2020-06-30 12:17:27 +00:00
if ( pSnapPlayer - > GetTeam ( ) = = TEAM_SPECTATORS | | pSnapPlayer - > IsPaused ( ) )
{
2020-09-20 10:16:25 +00:00
if ( pSnapPlayer - > m_SpectatorID ! = - 1 & & ! CanCollide ( pSnapPlayer - > m_SpectatorID ) & & ( pSnapPlayer - > m_ShowOthers = = 0 | | ( pSnapPlayer - > m_ShowOthers = = 2 & & ! SameTeam ( pSnapPlayer - > m_SpectatorID ) ) ) )
2020-06-30 12:17:27 +00:00
return ;
else if ( pSnapPlayer - > m_SpectatorID = = - 1 & & ! CanCollide ( SnappingClient ) & & pSnapPlayer - > m_SpecTeam )
return ;
}
2020-09-20 10:16:25 +00:00
else if ( pSnapChar & & ! pSnapChar - > m_Super & & ! CanCollide ( SnappingClient ) & & ( pSnapPlayer - > m_ShowOthers = = 0 | | ( pSnapPlayer - > m_ShowOthers = = 2 & & ! SameTeam ( SnappingClient ) ) ) )
2020-06-12 19:22:54 +00:00
return ;
}
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if ( m_Paused )
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return ;
2020-06-30 12:17:27 +00:00
SnapCharacter ( SnappingClient , ID ) ;
2019-04-17 21:47:32 +00:00
2020-06-30 12:17:27 +00:00
CNetObj_DDNetCharacter * pDDNetCharacter = static_cast < CNetObj_DDNetCharacter * > ( Server ( ) - > SnapNewItem ( NETOBJTYPE_DDNETCHARACTER , ID , sizeof ( CNetObj_DDNetCharacter ) ) ) ;
2020-01-16 11:35:26 +00:00
if ( ! pDDNetCharacter )
return ;
2019-04-17 21:47:32 +00:00
pDDNetCharacter - > m_Flags = 0 ;
if ( m_Solo )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_SOLO ;
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if ( m_Super )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_SUPER ;
if ( m_EndlessHook )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_ENDLESS_HOOK ;
2020-11-25 22:38:06 +00:00
if ( ! m_Core . m_Collision | | ! GameServer ( ) - > Tuning ( ) - > m_PlayerCollision )
2019-04-19 09:59:09 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_NO_COLLISION ;
2020-11-25 22:38:06 +00:00
if ( ! m_Core . m_Hook | | ! GameServer ( ) - > Tuning ( ) - > m_PlayerHooking )
2019-04-19 09:59:09 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_NO_HOOK ;
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if ( m_SuperJump )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_ENDLESS_JUMP ;
2020-11-19 09:20:13 +00:00
if ( m_Jetpack )
2019-04-19 09:17:28 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_JETPACK ;
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if ( m_Hit & DISABLE_HIT_GRENADE )
2019-04-19 09:59:09 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_NO_GRENADE_HIT ;
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if ( m_Hit & DISABLE_HIT_HAMMER )
2019-04-19 09:59:09 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_NO_HAMMER_HIT ;
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if ( m_Hit & DISABLE_HIT_LASER )
2019-11-22 14:37:18 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_NO_LASER_HIT ;
2020-09-26 19:41:58 +00:00
if ( m_Hit & DISABLE_HIT_SHOTGUN )
2019-04-19 09:59:09 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_NO_SHOTGUN_HIT ;
2019-08-19 08:09:53 +00:00
if ( m_Core . m_HasTelegunGun )
2019-04-19 09:17:28 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_TELEGUN_GUN ;
2019-08-19 08:09:53 +00:00
if ( m_Core . m_HasTelegunGrenade )
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pDDNetCharacter - > m_Flags | = CHARACTERFLAG_TELEGUN_GRENADE ;
2019-08-19 08:09:53 +00:00
if ( m_Core . m_HasTelegunLaser )
2019-04-19 09:17:28 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_TELEGUN_LASER ;
2019-05-01 21:47:40 +00:00
if ( m_aWeapons [ WEAPON_HAMMER ] . m_Got )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_WEAPON_HAMMER ;
if ( m_aWeapons [ WEAPON_GUN ] . m_Got )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_WEAPON_GUN ;
if ( m_aWeapons [ WEAPON_SHOTGUN ] . m_Got )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_WEAPON_SHOTGUN ;
if ( m_aWeapons [ WEAPON_GRENADE ] . m_Got )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_WEAPON_GRENADE ;
2019-11-22 14:37:18 +00:00
if ( m_aWeapons [ WEAPON_LASER ] . m_Got )
2019-05-01 21:47:40 +00:00
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_WEAPON_LASER ;
if ( m_Core . m_ActiveWeapon = = WEAPON_NINJA )
pDDNetCharacter - > m_Flags | = CHARACTERFLAG_WEAPON_NINJA ;
2019-04-23 15:57:26 +00:00
2021-04-08 14:39:17 +00:00
pDDNetCharacter - > m_FreezeEnd = m_DeepFreeze ? - 1 : m_FreezeTime = = 0 ? 0 : Server ( ) - > Tick ( ) + m_FreezeTime ;
2019-05-01 21:47:40 +00:00
pDDNetCharacter - > m_Jumps = m_Core . m_Jumps ;
pDDNetCharacter - > m_TeleCheckpoint = m_TeleCheckpoint ;
2019-05-01 22:34:20 +00:00
pDDNetCharacter - > m_StrongWeakID = m_StrongWeakID ;
2011-01-29 00:59:50 +00:00
}
2011-04-09 06:41:31 +00:00
// DDRace
2011-02-13 05:35:13 +00:00
bool CCharacter : : CanCollide ( int ClientID )
2011-01-29 00:59:50 +00:00
{
2011-02-13 05:35:13 +00:00
return Teams ( ) - > m_Core . CanCollide ( GetPlayer ( ) - > GetCID ( ) , ClientID ) ;
2011-01-29 00:59:50 +00:00
}
2011-02-13 05:35:13 +00:00
bool CCharacter : : SameTeam ( int ClientID )
2011-01-29 00:59:50 +00:00
{
2011-02-13 05:35:13 +00:00
return Teams ( ) - > m_Core . SameTeam ( GetPlayer ( ) - > GetCID ( ) , ClientID ) ;
2011-01-29 00:59:50 +00:00
}
2010-09-17 11:26:06 +00:00
int CCharacter : : Team ( )
{
2011-07-21 22:01:12 +00:00
return Teams ( ) - > m_Core . Team ( m_pPlayer - > GetCID ( ) ) ;
2010-08-28 20:53:42 +00:00
}
2021-01-12 23:12:08 +00:00
void CCharacter : : SetTeleports ( std : : map < int , std : : vector < vec2 > > * pTeleOuts , std : : map < int , std : : vector < vec2 > > * pTeleCheckOuts )
{
m_pTeleOuts = pTeleOuts ;
m_pTeleCheckOuts = pTeleCheckOuts ;
m_Core . m_pTeleOuts = pTeleOuts ;
}
2020-03-11 00:58:50 +00:00
void CCharacter : : FillAntibot ( CAntibotCharacterData * pData )
{
pData - > m_Pos = m_Pos ;
pData - > m_Vel = m_Core . m_Vel ;
pData - > m_Angle = m_Core . m_Angle ;
pData - > m_HookedPlayer = m_Core . m_HookedPlayer ;
pData - > m_SpawnTick = m_SpawnTick ;
pData - > m_WeaponChangeTick = m_WeaponChangeTick ;
pData - > m_aLatestInputs [ 0 ] . m_TargetX = m_LatestInput . m_TargetX ;
pData - > m_aLatestInputs [ 0 ] . m_TargetY = m_LatestInput . m_TargetY ;
pData - > m_aLatestInputs [ 1 ] . m_TargetX = m_LatestPrevInput . m_TargetX ;
pData - > m_aLatestInputs [ 1 ] . m_TargetY = m_LatestPrevInput . m_TargetY ;
pData - > m_aLatestInputs [ 2 ] . m_TargetX = m_LatestPrevPrevInput . m_TargetX ;
pData - > m_aLatestInputs [ 2 ] . m_TargetY = m_LatestPrevPrevInput . m_TargetY ;
}
2011-01-29 00:59:50 +00:00
void CCharacter : : HandleBroadcast ( )
2008-07-06 11:21:21 +00:00
{
2010-10-08 13:33:42 +00:00
CPlayerData * pData = GameServer ( ) - > Score ( ) - > PlayerData ( m_pPlayer - > GetCID ( ) ) ;
2013-03-18 11:58:29 +00:00
if ( m_DDRaceState = = DDRACE_STARTED & & m_CpLastBroadcast ! = m_CpActive & &
2020-09-26 19:41:58 +00:00
m_CpActive > - 1 & & m_CpTick > Server ( ) - > Tick ( ) & & m_pPlayer - > GetClientVersion ( ) = = VERSION_VANILLA & &
pData - > m_BestTime & & pData - > m_aBestCpTime [ m_CpActive ] ! = 0 )
2010-10-08 13:33:42 +00:00
{
Added the following settings to Close #123.
sv_time_in_broadcast, 1, 0, 1, CFGFLAG_SERVER, "Whether to display time in broadcast every interval or not by default, later the choice can be changed by players via chat commands"
sv_time_in_broadcast_interval, 1, 0, 60, CFGFLAG_SERVER, "How often to update the broadcast time"
sv_time_in_gametimer, 0, 0, 1, CFGFLAG_SERVER, "Whether to display time in the round/game timer or not by default, later the choice can be changed by players via chat commands"
Added the following Chat commands to give the player the choice over their settings:
"saytime", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTime, this, "Privately messages you your current time in this current running race"
"saytimeall", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTimeAll, this, "Publicly messages everyone your current time in this current running race"
"time", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConTime, this, "Privately shows you your current time in this current running race in the broadcast message"
"broadcasttime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetBroadcastTime, this, "Personal Setting of showing time in the broadcast, broadcasttime s, where s = on for on, off for off, toggle for toggle and nothing to show current status"
"servergametime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetServerGameTime, this, "Personal Setting of showing time in the round/game timer, servergametime s, where s = on for on off for off, toggle for toggle and nothing to show current status"
Fixed Chat Command "eyeemote" and made it a set + toggle instead of just toggle for better bin techneques
Moved some vars from CCharacter to CPlayer to keep their status evern after death but not after disconnect.
So now players have the choice to see which timer they wanna see if any.
Note: These changes are all untested Stay away from this update on your main server until they are tested, i don't even know if they will compile propperly
2011-12-29 12:17:34 +00:00
char aBroadcast [ 128 ] ;
2011-06-05 11:56:04 +00:00
float Diff = m_CpCurrent [ m_CpActive ] - pData - > m_aBestCpTime [ m_CpActive ] ;
str_format ( aBroadcast , sizeof ( aBroadcast ) , " Checkpoint | Diff : %+5.2f " , Diff ) ;
GameServer ( ) - > SendBroadcast ( aBroadcast , m_pPlayer - > GetCID ( ) ) ;
2013-03-18 11:58:29 +00:00
m_CpLastBroadcast = m_CpActive ;
2011-06-05 11:56:04 +00:00
m_LastBroadcast = Server ( ) - > Tick ( ) ;
2010-08-10 04:28:17 +00:00
}
2020-09-26 19:41:58 +00:00
else if ( ( m_pPlayer - > m_TimerType = = CPlayer : : TIMERTYPE_BROADCAST | | m_pPlayer - > m_TimerType = = CPlayer : : TIMERTYPE_GAMETIMER_AND_BROADCAST ) & & m_DDRaceState = = DDRACE_STARTED & & m_LastBroadcast + Server ( ) - > TickSpeed ( ) * g_Config . m_SvTimeInBroadcastInterval < = Server ( ) - > Tick ( ) )
Added the following settings to Close #123.
sv_time_in_broadcast, 1, 0, 1, CFGFLAG_SERVER, "Whether to display time in broadcast every interval or not by default, later the choice can be changed by players via chat commands"
sv_time_in_broadcast_interval, 1, 0, 60, CFGFLAG_SERVER, "How often to update the broadcast time"
sv_time_in_gametimer, 0, 0, 1, CFGFLAG_SERVER, "Whether to display time in the round/game timer or not by default, later the choice can be changed by players via chat commands"
Added the following Chat commands to give the player the choice over their settings:
"saytime", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTime, this, "Privately messages you your current time in this current running race"
"saytimeall", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTimeAll, this, "Publicly messages everyone your current time in this current running race"
"time", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConTime, this, "Privately shows you your current time in this current running race in the broadcast message"
"broadcasttime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetBroadcastTime, this, "Personal Setting of showing time in the broadcast, broadcasttime s, where s = on for on, off for off, toggle for toggle and nothing to show current status"
"servergametime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetServerGameTime, this, "Personal Setting of showing time in the round/game timer, servergametime s, where s = on for on off for off, toggle for toggle and nothing to show current status"
Fixed Chat Command "eyeemote" and made it a set + toggle instead of just toggle for better bin techneques
Moved some vars from CCharacter to CPlayer to keep their status evern after death but not after disconnect.
So now players have the choice to see which timer they wanna see if any.
Note: These changes are all untested Stay away from this update on your main server until they are tested, i don't even know if they will compile propperly
2011-12-29 12:17:34 +00:00
{
2020-11-13 23:22:21 +00:00
char aBuf [ 32 ] ;
2021-06-23 05:05:49 +00:00
int Time = ( int64_t ) 100 * ( ( float ) ( Server ( ) - > Tick ( ) - m_StartTime ) / ( ( float ) Server ( ) - > TickSpeed ( ) ) ) ;
2020-11-13 23:22:21 +00:00
str_time ( Time , TIME_HOURS , aBuf , sizeof ( aBuf ) ) ;
GameServer ( ) - > SendBroadcast ( aBuf , m_pPlayer - > GetCID ( ) , false ) ;
2013-03-18 11:58:29 +00:00
m_CpLastBroadcast = m_CpActive ;
Added the following settings to Close #123.
sv_time_in_broadcast, 1, 0, 1, CFGFLAG_SERVER, "Whether to display time in broadcast every interval or not by default, later the choice can be changed by players via chat commands"
sv_time_in_broadcast_interval, 1, 0, 60, CFGFLAG_SERVER, "How often to update the broadcast time"
sv_time_in_gametimer, 0, 0, 1, CFGFLAG_SERVER, "Whether to display time in the round/game timer or not by default, later the choice can be changed by players via chat commands"
Added the following Chat commands to give the player the choice over their settings:
"saytime", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTime, this, "Privately messages you your current time in this current running race"
"saytimeall", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSayTimeAll, this, "Publicly messages everyone your current time in this current running race"
"time", "", CFGFLAG_CHAT|CFGFLAG_SERVER, ConTime, this, "Privately shows you your current time in this current running race in the broadcast message"
"broadcasttime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetBroadcastTime, this, "Personal Setting of showing time in the broadcast, broadcasttime s, where s = on for on, off for off, toggle for toggle and nothing to show current status"
"servergametime", "?s", CFGFLAG_CHAT|CFGFLAG_SERVER, ConSetServerGameTime, this, "Personal Setting of showing time in the round/game timer, servergametime s, where s = on for on off for off, toggle for toggle and nothing to show current status"
Fixed Chat Command "eyeemote" and made it a set + toggle instead of just toggle for better bin techneques
Moved some vars from CCharacter to CPlayer to keep their status evern after death but not after disconnect.
So now players have the choice to see which timer they wanna see if any.
Note: These changes are all untested Stay away from this update on your main server until they are tested, i don't even know if they will compile propperly
2011-12-29 12:17:34 +00:00
m_LastBroadcast = Server ( ) - > Tick ( ) ;
}
2011-01-29 00:59:50 +00:00
}
2011-01-21 09:44:29 +00:00
2011-01-29 00:59:50 +00:00
void CCharacter : : HandleSkippableTiles ( int Index )
{
2011-01-29 23:58:47 +00:00
// handle death-tiles and leaving gamelayer
2021-01-09 20:40:03 +00:00
if ( ( GameServer ( ) - > Collision ( ) - > GetCollisionAt ( m_Pos . x + GetProximityRadius ( ) / 3.f , m_Pos . y - GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
GameServer ( ) - > Collision ( ) - > GetCollisionAt ( m_Pos . x + GetProximityRadius ( ) / 3.f , m_Pos . y + GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
GameServer ( ) - > Collision ( ) - > GetCollisionAt ( m_Pos . x - GetProximityRadius ( ) / 3.f , m_Pos . y - GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
2021-06-05 14:38:53 +00:00
GameServer ( ) - > Collision ( ) - > GetCollisionAt ( m_Pos . x - GetProximityRadius ( ) / 3.f , m_Pos . y + GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
2021-01-09 20:40:03 +00:00
GameServer ( ) - > Collision ( ) - > GetFCollisionAt ( m_Pos . x + GetProximityRadius ( ) / 3.f , m_Pos . y - GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
GameServer ( ) - > Collision ( ) - > GetFCollisionAt ( m_Pos . x + GetProximityRadius ( ) / 3.f , m_Pos . y + GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
GameServer ( ) - > Collision ( ) - > GetFCollisionAt ( m_Pos . x - GetProximityRadius ( ) / 3.f , m_Pos . y - GetProximityRadius ( ) / 3.f ) = = TILE_DEATH | |
2021-06-05 14:38:53 +00:00
GameServer ( ) - > Collision ( ) - > GetFCollisionAt ( m_Pos . x - GetProximityRadius ( ) / 3.f , m_Pos . y + GetProximityRadius ( ) / 3.f ) = = TILE_DEATH ) & &
2020-09-26 19:41:58 +00:00
! m_Super & & ! ( Team ( ) & & Teams ( ) - > TeeFinished ( m_pPlayer - > GetCID ( ) ) ) )
2014-01-31 22:24:45 +00:00
{
Die ( m_pPlayer - > GetCID ( ) , WEAPON_WORLD ) ;
return ;
}
2020-09-26 19:41:58 +00:00
if ( GameLayerClipped ( m_Pos ) )
2014-01-31 22:24:45 +00:00
{
Die ( m_pPlayer - > GetCID ( ) , WEAPON_WORLD ) ;
return ;
}
2011-01-29 23:58:47 +00:00
if ( Index < 0 )
return ;
2011-01-21 09:44:29 +00:00
// handle speedup tiles
2011-01-29 00:59:50 +00:00
if ( GameServer ( ) - > Collision ( ) - > IsSpeedup ( Index ) )
2010-06-11 09:39:32 +00:00
{
2020-11-20 11:14:04 +00:00
vec2 Direction , TempVel = m_Core . m_Vel ;
2011-01-21 09:44:29 +00:00
int Force , MaxSpeed = 0 ;
float TeeAngle , SpeederAngle , DiffAngle , SpeedLeft , TeeSpeed ;
2011-01-29 00:59:50 +00:00
GameServer ( ) - > Collision ( ) - > GetSpeedup ( Index , & Direction , & Force , & MaxSpeed ) ;
2011-01-21 09:44:29 +00:00
if ( Force = = 255 & & MaxSpeed )
{
2020-09-26 19:41:58 +00:00
m_Core . m_Vel = Direction * ( MaxSpeed / 5 ) ;
2011-01-21 09:44:29 +00:00
}
else
{
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if ( MaxSpeed > 0 & & MaxSpeed < 5 )
MaxSpeed = 5 ;
2011-01-21 09:44:29 +00:00
if ( MaxSpeed > 0 )
{
if ( Direction . x > 0.0000001f )
SpeederAngle = - atan ( Direction . y / Direction . x ) ;
else if ( Direction . x < 0.0000001f )
SpeederAngle = atan ( Direction . y / Direction . x ) + 2.0f * asin ( 1.0f ) ;
else if ( Direction . y > 0.0000001f )
SpeederAngle = asin ( 1.0f ) ;
else
SpeederAngle = asin ( - 1.0f ) ;
if ( SpeederAngle < 0 )
SpeederAngle = 4.0f * asin ( 1.0f ) + SpeederAngle ;
if ( TempVel . x > 0.0000001f )
TeeAngle = - atan ( TempVel . y / TempVel . x ) ;
else if ( TempVel . x < 0.0000001f )
TeeAngle = atan ( TempVel . y / TempVel . x ) + 2.0f * asin ( 1.0f ) ;
else if ( TempVel . y > 0.0000001f )
TeeAngle = asin ( 1.0f ) ;
else
TeeAngle = asin ( - 1.0f ) ;
if ( TeeAngle < 0 )
TeeAngle = 4.0f * asin ( 1.0f ) + TeeAngle ;
TeeSpeed = sqrt ( pow ( TempVel . x , 2 ) + pow ( TempVel . y , 2 ) ) ;
DiffAngle = SpeederAngle - TeeAngle ;
SpeedLeft = MaxSpeed / 5.0f - cos ( DiffAngle ) * TeeSpeed ;
2015-04-18 20:29:28 +00:00
if ( abs ( ( int ) SpeedLeft ) > Force & & SpeedLeft > 0.0000001f )
2011-01-21 09:44:29 +00:00
TempVel + = Direction * Force ;
2015-04-18 20:29:28 +00:00
else if ( abs ( ( int ) SpeedLeft ) > Force )
2011-01-21 09:44:29 +00:00
TempVel + = Direction * - Force ;
else
TempVel + = Direction * SpeedLeft ;
}
else
TempVel + = Direction * Force ;
2018-08-15 15:47:07 +00:00
m_Core . m_Vel = ClampVel ( m_MoveRestrictions , TempVel ) ;
2011-01-21 09:44:29 +00:00
}
2010-06-11 09:39:32 +00:00
}
2008-07-06 11:21:21 +00:00
}
2018-08-15 15:47:07 +00:00
bool CCharacter : : IsSwitchActiveCb ( int Number , void * pUser )
{
CCharacter * pThis = ( CCharacter * ) pUser ;
CCollision * pCollision = pThis - > GameServer ( ) - > Collision ( ) ;
2021-05-17 09:41:15 +00:00
return pCollision - > m_pSwitchers & & pThis - > Team ( ) ! = TEAM_SUPER & & pCollision - > m_pSwitchers [ Number ] . m_Status [ pThis - > Team ( ) ] ;
2018-08-15 15:47:07 +00:00
}
2010-10-08 13:33:42 +00:00
void CCharacter : : HandleTiles ( int Index )
2011-01-29 00:59:50 +00:00
{
2010-10-08 13:33:42 +00:00
int MapIndex = Index ;
2011-01-23 19:23:04 +00:00
//int PureMapIndex = GameServer()->Collision()->GetPureMapIndex(m_Pos);
2010-10-08 13:33:42 +00:00
m_TileIndex = GameServer ( ) - > Collision ( ) - > GetTileIndex ( MapIndex ) ;
2018-08-24 07:34:54 +00:00
m_TileFIndex = GameServer ( ) - > Collision ( ) - > GetFTileIndex ( MapIndex ) ;
2019-10-06 11:51:16 +00:00
m_MoveRestrictions = GameServer ( ) - > Collision ( ) - > GetMoveRestrictions ( IsSwitchActiveCb , this , m_Pos , 18.0f , MapIndex ) ;
2011-02-01 12:01:05 +00:00
if ( Index < 0 )
2014-02-09 22:31:29 +00:00
{
2014-12-29 14:54:55 +00:00
m_LastRefillJumps = false ;
2014-02-09 22:31:29 +00:00
m_LastPenalty = false ;
2015-03-10 21:57:40 +00:00
m_LastBonus = false ;
2011-02-01 12:01:05 +00:00
return ;
2014-02-09 22:31:29 +00:00
}
2010-10-08 13:33:42 +00:00
int cp = GameServer ( ) - > Collision ( ) - > IsCheckpoint ( MapIndex ) ;
2010-10-29 21:28:15 +00:00
if ( cp ! = - 1 & & m_DDRaceState = = DDRACE_STARTED & & cp > m_CpActive )
2010-10-08 13:33:42 +00:00
{
m_CpActive = cp ;
m_CpCurrent [ cp ] = m_Time ;
2011-01-29 23:58:47 +00:00
m_CpTick = Server ( ) - > Tick ( ) + Server ( ) - > TickSpeed ( ) * 2 ;
2020-09-26 19:41:58 +00:00
if ( m_pPlayer - > GetClientVersion ( ) > = VERSION_DDRACE )
{
2010-11-30 02:24:15 +00:00
CPlayerData * pData = GameServer ( ) - > Score ( ) - > PlayerData ( m_pPlayer - > GetCID ( ) ) ;
CNetMsg_Sv_DDRaceTime Msg ;
Msg . m_Time = ( int ) m_Time ;
Msg . m_Check = 0 ;
Msg . m_Finish = 0 ;
if ( m_CpActive ! = - 1 & & m_CpTick > Server ( ) - > Tick ( ) )
{
if ( pData - > m_BestTime & & pData - > m_aBestCpTime [ m_CpActive ] ! = 0 )
{
2020-09-26 19:41:58 +00:00
float Diff = ( m_CpCurrent [ m_CpActive ] - pData - > m_aBestCpTime [ m_CpActive ] ) * 100 ;
2010-11-30 02:24:15 +00:00
Msg . m_Check = ( int ) Diff ;
}
}
Server ( ) - > SendPackMsg ( & Msg , MSGFLAG_VITAL , m_pPlayer - > GetCID ( ) ) ;
}
2010-10-08 13:33:42 +00:00
}
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int cpf = GameServer ( ) - > Collision ( ) - > IsFCheckpoint ( MapIndex ) ;
if ( cpf ! = - 1 & & m_DDRaceState = = DDRACE_STARTED & & cpf > m_CpActive )
{
m_CpActive = cpf ;
m_CpCurrent [ cpf ] = m_Time ;
2020-09-26 19:41:58 +00:00
m_CpTick = Server ( ) - > Tick ( ) + Server ( ) - > TickSpeed ( ) * 2 ;
if ( m_pPlayer - > GetClientVersion ( ) > = VERSION_DDRACE )
{
2010-11-30 02:24:15 +00:00
CPlayerData * pData = GameServer ( ) - > Score ( ) - > PlayerData ( m_pPlayer - > GetCID ( ) ) ;
CNetMsg_Sv_DDRaceTime Msg ;
Msg . m_Time = ( int ) m_Time ;
Msg . m_Check = 0 ;
Msg . m_Finish = 0 ;
if ( m_CpActive ! = - 1 & & m_CpTick > Server ( ) - > Tick ( ) )
{
if ( pData - > m_BestTime & & pData - > m_aBestCpTime [ m_CpActive ] ! = 0 )
{
2020-09-26 19:41:58 +00:00
float Diff = ( m_CpCurrent [ m_CpActive ] - pData - > m_aBestCpTime [ m_CpActive ] ) * 100 ;
2010-11-30 02:24:15 +00:00
Msg . m_Check = ( int ) Diff ;
}
}
Server ( ) - > SendPackMsg ( & Msg , MSGFLAG_VITAL , m_pPlayer - > GetCID ( ) ) ;
}
2010-10-30 18:48:30 +00:00
}
2011-05-17 23:12:39 +00:00
int tcp = GameServer ( ) - > Collision ( ) - > IsTCheckpoint ( MapIndex ) ;
if ( tcp )
m_TeleCheckpoint = tcp ;
2014-12-29 14:54:55 +00:00
2021-01-12 22:26:20 +00:00
GameServer ( ) - > m_pController - > HandleCharacterTiles ( this , Index ) ;
2014-12-29 14:54:55 +00:00
// freeze
2011-01-14 13:37:02 +00:00
if ( ( ( m_TileIndex = = TILE_FREEZE ) | | ( m_TileFIndex = = TILE_FREEZE ) ) & & ! m_Super & & ! m_DeepFreeze )
2011-01-25 09:34:14 +00:00
Freeze ( ) ;
2011-01-14 13:37:02 +00:00
else if ( ( ( m_TileIndex = = TILE_UNFREEZE ) | | ( m_TileFIndex = = TILE_UNFREEZE ) ) & & ! m_DeepFreeze )
2010-10-08 13:33:42 +00:00
UnFreeze ( ) ;
2014-12-29 14:54:55 +00:00
// deep freeze
2011-02-13 05:35:13 +00:00
if ( ( ( m_TileIndex = = TILE_DFREEZE ) | | ( m_TileFIndex = = TILE_DFREEZE ) ) & & ! m_Super & & ! m_DeepFreeze )
2011-01-14 13:37:02 +00:00
m_DeepFreeze = true ;
else if ( ( ( m_TileIndex = = TILE_DUNFREEZE ) | | ( m_TileFIndex = = TILE_DUNFREEZE ) ) & & ! m_Super & & m_DeepFreeze )
m_DeepFreeze = false ;
2014-12-29 14:54:55 +00:00
// endless hook
2020-12-26 22:09:33 +00:00
if ( ( ( m_TileIndex = = TILE_EHOOK_ENABLE ) | | ( m_TileFIndex = = TILE_EHOOK_ENABLE ) ) )
2011-01-16 22:13:21 +00:00
{
2020-12-26 22:09:33 +00:00
SetEndlessHook ( true ) ;
2011-01-16 22:13:21 +00:00
}
2020-12-26 22:09:33 +00:00
else if ( ( ( m_TileIndex = = TILE_EHOOK_DISABLE ) | | ( m_TileFIndex = = TILE_EHOOK_DISABLE ) ) )
2011-01-16 22:13:21 +00:00
{
2020-12-26 22:09:33 +00:00
SetEndlessHook ( false ) ;
2011-01-16 22:13:21 +00:00
}
2014-12-29 14:54:55 +00:00
// hit others
2020-09-14 14:00:32 +00:00
if ( ( ( m_TileIndex = = TILE_HIT_DISABLE ) | | ( m_TileFIndex = = TILE_HIT_DISABLE ) ) & & m_Hit ! = ( DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN ) )
2014-12-29 14:54:55 +00:00
{
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't hit others " ) ;
2020-09-26 19:41:58 +00:00
m_Hit = DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoShotgunHit = true ;
m_Core . m_NoGrenadeHit = true ;
m_Core . m_NoHammerHit = true ;
2019-11-22 14:37:18 +00:00
m_Core . m_NoLaserHit = true ;
2016-04-20 09:59:14 +00:00
m_NeededFaketuning | = FAKETUNE_NOHAMMER ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2014-12-29 14:54:55 +00:00
}
2020-09-13 20:00:49 +00:00
else if ( ( ( m_TileIndex = = TILE_HIT_ENABLE ) | | ( m_TileFIndex = = TILE_HIT_ENABLE ) ) & & m_Hit ! = HIT_ALL )
2011-07-19 21:33:12 +00:00
{
2011-09-02 18:04:18 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can hit others " ) ;
2011-07-25 20:16:20 +00:00
m_Hit = HIT_ALL ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoShotgunHit = false ;
m_Core . m_NoGrenadeHit = false ;
m_Core . m_NoHammerHit = false ;
2019-11-22 14:37:18 +00:00
m_Core . m_NoLaserHit = false ;
2016-04-20 09:59:14 +00:00
m_NeededFaketuning & = ~ FAKETUNE_NOHAMMER ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2011-07-19 21:33:12 +00:00
}
2014-12-29 14:54:55 +00:00
// collide with others
2020-09-13 20:00:49 +00:00
if ( ( ( m_TileIndex = = TILE_NPC_DISABLE ) | | ( m_TileFIndex = = TILE_NPC_DISABLE ) ) & & m_Core . m_Collision )
2014-12-29 14:54:55 +00:00
{
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't collide with others " ) ;
m_Core . m_Collision = false ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoCollision = true ;
2014-12-29 14:54:55 +00:00
m_NeededFaketuning | = FAKETUNE_NOCOLL ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
}
2020-09-13 20:00:49 +00:00
else if ( ( ( m_TileIndex = = TILE_NPC_ENABLE ) | | ( m_TileFIndex = = TILE_NPC_ENABLE ) ) & & ! m_Core . m_Collision )
2013-08-05 15:47:04 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can collide with others " ) ;
2013-08-05 15:47:04 +00:00
m_Core . m_Collision = true ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoCollision = false ;
2014-04-06 10:22:27 +00:00
m_NeededFaketuning & = ~ FAKETUNE_NOCOLL ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2013-08-05 15:47:04 +00:00
}
2014-12-29 14:54:55 +00:00
// hook others
2020-09-13 20:00:49 +00:00
if ( ( ( m_TileIndex = = TILE_NPH_DISABLE ) | | ( m_TileFIndex = = TILE_NPH_DISABLE ) ) & & m_Core . m_Hook )
2013-11-22 14:10:55 +00:00
{
2014-12-29 14:54:55 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't hook others " ) ;
m_Core . m_Hook = false ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoHookHit = true ;
2014-12-29 14:54:55 +00:00
m_NeededFaketuning | = FAKETUNE_NOHOOK ;
2014-04-13 23:34:50 +00:00
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2013-11-22 14:10:55 +00:00
}
2020-09-13 20:00:49 +00:00
else if ( ( ( m_TileIndex = = TILE_NPH_ENABLE ) | | ( m_TileFIndex = = TILE_NPH_ENABLE ) ) & & ! m_Core . m_Hook )
2013-08-05 15:47:04 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can hook others " ) ;
2013-08-05 15:47:04 +00:00
m_Core . m_Hook = true ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoHookHit = false ;
2014-04-06 10:22:27 +00:00
m_NeededFaketuning & = ~ FAKETUNE_NOHOOK ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2013-08-05 15:47:04 +00:00
}
2014-12-29 14:54:55 +00:00
// unlimited air jumps
2020-09-13 20:00:49 +00:00
if ( ( ( m_TileIndex = = TILE_UNLIMITED_JUMPS_ENABLE ) | | ( m_TileFIndex = = TILE_UNLIMITED_JUMPS_ENABLE ) ) & & ! m_SuperJump )
2013-08-05 15:47:04 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You have unlimited air jumps " ) ;
2014-12-29 14:54:55 +00:00
m_SuperJump = true ;
2019-04-21 13:16:28 +00:00
m_Core . m_EndlessJump = true ;
2020-09-26 19:41:58 +00:00
if ( m_Core . m_Jumps = = 0 )
2014-12-29 14:54:55 +00:00
{
m_NeededFaketuning & = ~ FAKETUNE_NOJUMP ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
}
2013-08-05 15:47:04 +00:00
}
2020-09-13 20:00:49 +00:00
else if ( ( ( m_TileIndex = = TILE_UNLIMITED_JUMPS_DISABLE ) | | ( m_TileFIndex = = TILE_UNLIMITED_JUMPS_DISABLE ) ) & & m_SuperJump )
2013-08-05 15:47:04 +00:00
{
2014-09-27 17:10:15 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You don't have unlimited air jumps " ) ;
2013-08-05 15:47:04 +00:00
m_SuperJump = false ;
2019-04-21 13:16:28 +00:00
m_Core . m_EndlessJump = false ;
2020-09-26 19:41:58 +00:00
if ( m_Core . m_Jumps = = 0 )
2014-03-01 13:29:14 +00:00
{
m_NeededFaketuning | = FAKETUNE_NOJUMP ;
2014-03-24 20:03:55 +00:00
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2014-03-01 13:29:14 +00:00
}
2013-08-05 15:47:04 +00:00
}
2014-12-29 14:54:55 +00:00
// walljump
if ( ( m_TileIndex = = TILE_WALLJUMP ) | | ( m_TileFIndex = = TILE_WALLJUMP ) )
2014-06-21 22:50:11 +00:00
{
2014-06-24 21:47:33 +00:00
if ( m_Core . m_Vel . y > 0 & & m_Core . m_Colliding & & m_Core . m_LeftWall )
2014-06-21 22:50:11 +00:00
{
2014-06-23 12:46:27 +00:00
m_Core . m_LeftWall = false ;
2014-06-24 21:47:33 +00:00
m_Core . m_JumpedTotal = m_Core . m_Jumps - 1 ;
2014-06-21 22:50:11 +00:00
m_Core . m_Jumped = 1 ;
}
}
2014-12-29 14:54:55 +00:00
// jetpack gun
2020-09-13 20:00:49 +00:00
if ( ( ( m_TileIndex = = TILE_JETPACK_ENABLE ) | | ( m_TileFIndex = = TILE_JETPACK_ENABLE ) ) & & ! m_Jetpack )
2014-12-29 14:54:55 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You have a jetpack gun " ) ;
2014-12-29 14:54:55 +00:00
m_Jetpack = true ;
2019-04-21 13:16:28 +00:00
m_Core . m_Jetpack = true ;
2014-12-29 14:54:55 +00:00
}
2020-09-13 20:00:49 +00:00
else if ( ( ( m_TileIndex = = TILE_JETPACK_DISABLE ) | | ( m_TileFIndex = = TILE_JETPACK_DISABLE ) ) & & m_Jetpack )
2013-11-22 14:10:55 +00:00
{
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You lost your jetpack gun " ) ;
m_Jetpack = false ;
2019-04-21 13:16:28 +00:00
m_Core . m_Jetpack = false ;
2013-11-22 14:10:55 +00:00
}
2014-12-29 14:54:55 +00:00
// refill jumps
if ( ( ( m_TileIndex = = TILE_REFILL_JUMPS ) | | ( m_TileFIndex = = TILE_REFILL_JUMPS ) ) & & ! m_LastRefillJumps )
{
m_Core . m_JumpedTotal = 0 ;
2015-03-22 17:27:57 +00:00
m_Core . m_Jumped = 0 ;
2014-12-29 14:54:55 +00:00
m_LastRefillJumps = true ;
}
if ( ( m_TileIndex ! = TILE_REFILL_JUMPS ) & & ( m_TileFIndex ! = TILE_REFILL_JUMPS ) )
{
m_LastRefillJumps = false ;
}
2018-02-14 15:27:26 +00:00
// Teleport gun
2020-09-26 19:41:58 +00:00
if ( ( ( m_TileIndex = = TILE_TELE_GUN_ENABLE ) | | ( m_TileFIndex = = TILE_TELE_GUN_ENABLE ) ) & & ! m_Core . m_HasTelegunGun )
2018-02-14 15:27:26 +00:00
{
2019-04-21 13:16:28 +00:00
m_Core . m_HasTelegunGun = true ;
2018-02-14 15:27:26 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Teleport gun enabled " ) ;
}
2020-09-26 19:41:58 +00:00
else if ( ( ( m_TileIndex = = TILE_TELE_GUN_DISABLE ) | | ( m_TileFIndex = = TILE_TELE_GUN_DISABLE ) ) & & m_Core . m_HasTelegunGun )
2018-02-14 15:27:26 +00:00
{
2019-04-21 13:16:28 +00:00
m_Core . m_HasTelegunGun = false ;
2018-02-14 15:27:26 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Teleport gun disabled " ) ;
}
2020-09-26 19:41:58 +00:00
if ( ( ( m_TileIndex = = TILE_TELE_GRENADE_ENABLE ) | | ( m_TileFIndex = = TILE_TELE_GRENADE_ENABLE ) ) & & ! m_Core . m_HasTelegunGrenade )
2018-02-14 15:27:26 +00:00
{
2019-04-21 13:16:28 +00:00
m_Core . m_HasTelegunGrenade = true ;
2018-02-14 15:27:26 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Teleport grenade enabled " ) ;
}
2020-09-26 19:41:58 +00:00
else if ( ( ( m_TileIndex = = TILE_TELE_GRENADE_DISABLE ) | | ( m_TileFIndex = = TILE_TELE_GRENADE_DISABLE ) ) & & m_Core . m_HasTelegunGrenade )
2018-02-14 15:27:26 +00:00
{
2019-04-21 13:16:28 +00:00
m_Core . m_HasTelegunGrenade = false ;
2018-02-14 15:27:26 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Teleport grenade disabled " ) ;
}
2020-09-26 19:41:58 +00:00
if ( ( ( m_TileIndex = = TILE_TELE_LASER_ENABLE ) | | ( m_TileFIndex = = TILE_TELE_LASER_ENABLE ) ) & & ! m_Core . m_HasTelegunLaser )
2018-02-14 15:27:26 +00:00
{
2019-04-21 13:16:28 +00:00
m_Core . m_HasTelegunLaser = true ;
2018-02-14 15:27:26 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Teleport laser enabled " ) ;
}
2020-09-26 19:41:58 +00:00
else if ( ( ( m_TileIndex = = TILE_TELE_LASER_DISABLE ) | | ( m_TileFIndex = = TILE_TELE_LASER_DISABLE ) ) & & m_Core . m_HasTelegunLaser )
2018-02-14 15:27:26 +00:00
{
2019-04-21 13:16:28 +00:00
m_Core . m_HasTelegunLaser = false ;
2018-02-14 15:27:26 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Teleport laser disabled " ) ;
}
2014-12-29 14:54:55 +00:00
// stopper
2020-09-26 19:41:58 +00:00
if ( m_Core . m_Vel . y > 0 & & ( m_MoveRestrictions & CANTMOVE_DOWN ) )
2010-10-08 13:33:42 +00:00
{
m_Core . m_Jumped = 0 ;
2013-08-23 23:03:45 +00:00
m_Core . m_JumpedTotal = 0 ;
2010-10-08 13:33:42 +00:00
}
2019-10-06 11:54:16 +00:00
m_Core . m_Vel = ClampVel ( m_MoveRestrictions , m_Core . m_Vel ) ;
2013-08-23 23:03:45 +00:00
2010-11-13 13:22:19 +00:00
// handle switch tiles
2018-01-10 21:18:27 +00:00
if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_SWITCHOPEN & & Team ( ) ! = TEAM_SUPER & & GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) > 0 )
2010-11-22 20:43:22 +00:00
{
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] = true ;
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_EndTick [ Team ( ) ] = 0 ;
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Type [ Team ( ) ] = TILE_SWITCHOPEN ;
}
2018-01-10 21:18:27 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_SWITCHTIMEDOPEN & & Team ( ) ! = TEAM_SUPER & & GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) > 0 )
2010-11-22 20:43:22 +00:00
{
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] = true ;
2020-09-26 19:41:58 +00:00
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_EndTick [ Team ( ) ] = Server ( ) - > Tick ( ) + 1 + GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) * Server ( ) - > TickSpeed ( ) ;
2010-11-22 20:43:22 +00:00
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Type [ Team ( ) ] = TILE_SWITCHTIMEDOPEN ;
}
2018-01-10 21:18:27 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_SWITCHTIMEDCLOSE & & Team ( ) ! = TEAM_SUPER & & GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) > 0 )
2010-11-22 20:43:22 +00:00
{
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] = false ;
2020-09-26 19:41:58 +00:00
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_EndTick [ Team ( ) ] = Server ( ) - > Tick ( ) + 1 + GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) * Server ( ) - > TickSpeed ( ) ;
2010-11-22 20:43:22 +00:00
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Type [ Team ( ) ] = TILE_SWITCHTIMEDCLOSE ;
}
2018-01-10 21:18:27 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_SWITCHCLOSE & & Team ( ) ! = TEAM_SUPER & & GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) > 0 )
2010-11-22 20:43:22 +00:00
{
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] = false ;
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_EndTick [ Team ( ) ] = 0 ;
GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Type [ Team ( ) ] = TILE_SWITCHCLOSE ;
}
2011-01-25 09:34:14 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_FREEZE & & Team ( ) ! = TEAM_SUPER )
{
2015-05-31 16:21:12 +00:00
if ( GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) = = 0 | | GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] )
Freeze ( GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) ) ;
2011-01-25 09:34:14 +00:00
}
2018-01-10 21:18:27 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_DFREEZE & & Team ( ) ! = TEAM_SUPER )
2011-01-25 09:34:14 +00:00
{
2018-01-10 21:18:27 +00:00
if ( GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) = = 0 | | GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] )
m_DeepFreeze = true ;
2011-01-25 09:34:14 +00:00
}
2018-01-10 21:18:27 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_DUNFREEZE & & Team ( ) ! = TEAM_SUPER )
2011-01-25 09:34:14 +00:00
{
2018-01-10 21:18:27 +00:00
if ( GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) = = 0 | | GameServer ( ) - > Collision ( ) - > m_pSwitchers [ GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ] . m_Status [ Team ( ) ] )
m_DeepFreeze = false ;
2011-01-25 09:34:14 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_ENABLE & & m_Hit & DISABLE_HIT_HAMMER & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_HAMMER )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can hammer hit others " ) ;
2014-04-06 10:22:27 +00:00
m_Hit & = ~ DISABLE_HIT_HAMMER ;
2016-04-20 09:59:14 +00:00
m_NeededFaketuning & = ~ FAKETUNE_NOHAMMER ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoHammerHit = false ;
2016-04-20 09:59:14 +00:00
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_DISABLE & & ! ( m_Hit & DISABLE_HIT_HAMMER ) & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_HAMMER )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't hammer hit others " ) ;
2011-07-25 20:16:20 +00:00
m_Hit | = DISABLE_HIT_HAMMER ;
2016-04-20 09:59:14 +00:00
m_NeededFaketuning | = FAKETUNE_NOHAMMER ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoHammerHit = true ;
2016-04-20 09:59:14 +00:00
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_ENABLE & & m_Hit & DISABLE_HIT_SHOTGUN & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_SHOTGUN )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can shoot others with shotgun " ) ;
2014-04-06 10:22:27 +00:00
m_Hit & = ~ DISABLE_HIT_SHOTGUN ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoShotgunHit = false ;
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_DISABLE & & ! ( m_Hit & DISABLE_HIT_SHOTGUN ) & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_SHOTGUN )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't shoot others with shotgun " ) ;
2011-07-25 20:16:20 +00:00
m_Hit | = DISABLE_HIT_SHOTGUN ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoShotgunHit = true ;
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_ENABLE & & m_Hit & DISABLE_HIT_GRENADE & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_GRENADE )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can shoot others with grenade " ) ;
2014-04-06 10:22:27 +00:00
m_Hit & = ~ DISABLE_HIT_GRENADE ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoGrenadeHit = false ;
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_DISABLE & & ! ( m_Hit & DISABLE_HIT_GRENADE ) & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_GRENADE )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't shoot others with grenade " ) ;
2011-07-25 20:16:20 +00:00
m_Hit | = DISABLE_HIT_GRENADE ;
2019-04-21 13:16:28 +00:00
m_Core . m_NoGrenadeHit = true ;
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_ENABLE & & m_Hit & DISABLE_HIT_LASER & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_LASER )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can shoot others with laser " ) ;
2019-11-22 14:37:18 +00:00
m_Hit & = ~ DISABLE_HIT_LASER ;
m_Core . m_NoLaserHit = false ;
2011-07-25 20:16:20 +00:00
}
2020-09-14 14:00:32 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_HIT_DISABLE & & ! ( m_Hit & DISABLE_HIT_LASER ) & & GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) = = WEAPON_LASER )
2011-07-25 20:16:20 +00:00
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " You can't shoot others with laser " ) ;
2019-11-22 14:37:18 +00:00
m_Hit | = DISABLE_HIT_LASER ;
m_Core . m_NoLaserHit = true ;
2011-07-25 20:16:20 +00:00
}
2013-08-23 23:03:45 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_JUMP )
{
int newJumps = GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) ;
2020-09-26 19:41:58 +00:00
if ( newJumps ! = m_Core . m_Jumps )
2013-08-23 23:03:45 +00:00
{
char aBuf [ 256 ] ;
2014-06-24 21:32:29 +00:00
if ( newJumps = = 1 )
str_format ( aBuf , sizeof ( aBuf ) , " You can jump %d time " , newJumps ) ;
else
str_format ( aBuf , sizeof ( aBuf ) , " You can jump %d times " , newJumps ) ;
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , aBuf ) ;
2014-03-01 13:29:14 +00:00
2020-09-26 19:41:58 +00:00
if ( newJumps = = 0 & & ! m_SuperJump )
2014-04-06 10:22:27 +00:00
{
2014-03-01 13:29:14 +00:00
m_NeededFaketuning | = FAKETUNE_NOJUMP ;
2014-04-06 10:22:27 +00:00
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
}
2020-09-26 19:41:58 +00:00
else if ( m_Core . m_Jumps = = 0 )
2014-04-06 10:22:27 +00:00
{
m_NeededFaketuning & = ~ FAKETUNE_NOJUMP ;
GameServer ( ) - > SendTuningParams ( m_pPlayer - > GetCID ( ) , m_TuneZone ) ; // update tunings
}
m_Core . m_Jumps = newJumps ;
2013-08-23 23:03:45 +00:00
}
}
2020-09-13 20:00:49 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_ADD_TIME & & ! m_LastPenalty )
2014-02-09 22:31:29 +00:00
{
int min = GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) ;
int sec = GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ;
2014-02-09 23:17:00 +00:00
int Team = Teams ( ) - > m_Core . Team ( m_Core . m_Id ) ;
2014-02-09 22:31:29 +00:00
m_StartTime - = ( min * 60 + sec ) * Server ( ) - > TickSpeed ( ) ;
2014-02-09 23:17:00 +00:00
2020-09-26 19:41:58 +00:00
if ( ( g_Config . m_SvTeam = = 3 | | Team ! = TEAM_FLOCK ) & & Team ! = TEAM_SUPER )
2014-02-09 23:17:00 +00:00
{
2020-09-26 19:41:58 +00:00
for ( int i = 0 ; i < MAX_CLIENTS ; i + + )
2014-02-09 23:17:00 +00:00
{
2014-05-18 23:57:52 +00:00
if ( Teams ( ) - > m_Core . Team ( i ) = = Team & & i ! = m_Core . m_Id & & GameServer ( ) - > m_apPlayers [ i ] )
2014-02-09 23:17:00 +00:00
{
2020-09-26 19:41:58 +00:00
CCharacter * pChar = GameServer ( ) - > m_apPlayers [ i ] - > GetCharacter ( ) ;
2014-02-09 23:17:00 +00:00
2020-09-26 19:41:58 +00:00
if ( pChar )
2014-02-09 23:17:00 +00:00
pChar - > m_StartTime = m_StartTime ;
}
}
}
2014-02-09 22:31:29 +00:00
m_LastPenalty = true ;
}
2021-02-01 13:55:26 +00:00
else if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) = = TILE_SUBTRACT_TIME & & ! m_LastBonus )
2015-03-10 21:57:40 +00:00
{
int min = GameServer ( ) - > Collision ( ) - > GetSwitchDelay ( MapIndex ) ;
int sec = GameServer ( ) - > Collision ( ) - > GetSwitchNumber ( MapIndex ) ;
int Team = Teams ( ) - > m_Core . Team ( m_Core . m_Id ) ;
m_StartTime + = ( min * 60 + sec ) * Server ( ) - > TickSpeed ( ) ;
2020-09-26 19:41:58 +00:00
if ( m_StartTime > Server ( ) - > Tick ( ) )
2015-03-10 21:57:40 +00:00
m_StartTime = Server ( ) - > Tick ( ) ;
2020-09-26 19:41:58 +00:00
if ( ( g_Config . m_SvTeam = = 3 | | Team ! = TEAM_FLOCK ) & & Team ! = TEAM_SUPER )
2015-03-10 21:57:40 +00:00
{
2020-09-26 19:41:58 +00:00
for ( int i = 0 ; i < MAX_CLIENTS ; i + + )
2015-03-10 21:57:40 +00:00
{
if ( Teams ( ) - > m_Core . Team ( i ) = = Team & & i ! = m_Core . m_Id & & GameServer ( ) - > m_apPlayers [ i ] )
{
2020-09-26 19:41:58 +00:00
CCharacter * pChar = GameServer ( ) - > m_apPlayers [ i ] - > GetCharacter ( ) ;
2015-03-10 21:57:40 +00:00
2020-09-26 19:41:58 +00:00
if ( pChar )
2015-03-10 21:57:40 +00:00
pChar - > m_StartTime = m_StartTime ;
}
}
}
m_LastBonus = true ;
}
2014-02-09 22:31:29 +00:00
2020-09-13 20:00:49 +00:00
if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) ! = TILE_ADD_TIME )
2014-02-09 22:31:29 +00:00
{
m_LastPenalty = false ;
}
2013-08-23 23:03:45 +00:00
2021-02-01 13:55:26 +00:00
if ( GameServer ( ) - > Collision ( ) - > IsSwitch ( MapIndex ) ! = TILE_SUBTRACT_TIME )
2015-03-10 21:57:40 +00:00
{
m_LastBonus = false ;
}
2010-10-08 13:33:42 +00:00
int z = GameServer ( ) - > Collision ( ) - > IsTeleport ( MapIndex ) ;
2021-01-12 23:12:08 +00:00
if ( ! g_Config . m_SvOldTeleportHook & & ! g_Config . m_SvOldTeleportWeapons & & z & & ( * m_pTeleOuts ) [ z - 1 ] . size ( ) )
2010-10-08 13:33:42 +00:00
{
2020-09-26 19:41:58 +00:00
if ( m_Super )
2014-01-13 16:00:49 +00:00
return ;
2021-01-12 23:12:08 +00:00
int TeleOut = m_Core . m_pWorld - > RandomOr0 ( ( * m_pTeleOuts ) [ z - 1 ] . size ( ) ) ;
m_Core . m_Pos = ( * m_pTeleOuts ) [ z - 1 ] [ TeleOut ] ;
2014-04-04 22:35:18 +00:00
if ( ! g_Config . m_SvTeleportHoldHook )
{
2021-04-08 14:36:43 +00:00
ResetHook ( ) ;
2014-04-04 22:35:18 +00:00
}
2015-08-22 17:24:10 +00:00
if ( g_Config . m_SvTeleportLoseWeapons )
2021-01-12 22:10:02 +00:00
ResetPickups ( ) ;
2010-10-10 23:46:13 +00:00
return ;
2010-10-08 13:33:42 +00:00
}
int evilz = GameServer ( ) - > Collision ( ) - > IsEvilTeleport ( MapIndex ) ;
2021-01-12 23:12:08 +00:00
if ( evilz & & ( * m_pTeleOuts ) [ evilz - 1 ] . size ( ) )
2010-10-08 13:33:42 +00:00
{
2020-09-26 19:41:58 +00:00
if ( m_Super )
2014-01-13 16:00:49 +00:00
return ;
2021-01-12 23:12:08 +00:00
int TeleOut = m_Core . m_pWorld - > RandomOr0 ( ( * m_pTeleOuts ) [ evilz - 1 ] . size ( ) ) ;
m_Core . m_Pos = ( * m_pTeleOuts ) [ evilz - 1 ] [ TeleOut ] ;
2020-09-26 19:41:58 +00:00
if ( ! g_Config . m_SvOldTeleportHook & & ! g_Config . m_SvOldTeleportWeapons )
2013-07-22 15:37:14 +00:00
{
2020-09-26 19:41:58 +00:00
m_Core . m_Vel = vec2 ( 0 , 0 ) ;
2014-04-04 22:35:18 +00:00
if ( ! g_Config . m_SvTeleportHoldHook )
{
2021-04-08 14:36:43 +00:00
ResetHook ( ) ;
2021-04-10 15:29:20 +00:00
GameWorld ( ) - > ReleaseHooked ( GetPlayer ( ) - > GetCID ( ) ) ;
2014-04-04 22:35:18 +00:00
}
2015-08-22 17:24:10 +00:00
if ( g_Config . m_SvTeleportLoseWeapons )
{
2021-01-12 22:10:02 +00:00
ResetPickups ( ) ;
2015-08-22 17:24:10 +00:00
}
2013-07-22 15:37:14 +00:00
}
2010-10-10 23:46:13 +00:00
return ;
2010-10-08 13:33:42 +00:00
}
2014-02-01 21:20:41 +00:00
if ( GameServer ( ) - > Collision ( ) - > IsCheckEvilTeleport ( MapIndex ) )
{
2020-09-26 19:41:58 +00:00
if ( m_Super )
2014-02-01 21:20:41 +00:00
return ;
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
2020-09-26 19:41:58 +00:00
for ( int k = m_TeleCheckpoint - 1 ; k > = 0 ; k - - )
2014-02-01 21:20:41 +00:00
{
2021-01-12 23:12:08 +00:00
if ( ( * m_pTeleCheckOuts ) [ k ] . size ( ) )
2014-02-01 21:20:41 +00:00
{
2021-01-12 23:12:08 +00:00
int TeleOut = m_Core . m_pWorld - > RandomOr0 ( ( * m_pTeleCheckOuts ) [ k ] . size ( ) ) ;
m_Core . m_Pos = ( * m_pTeleCheckOuts ) [ k ] [ TeleOut ] ;
2020-09-26 19:41:58 +00:00
m_Core . m_Vel = vec2 ( 0 , 0 ) ;
2017-06-15 13:49:07 +00:00
2017-06-15 14:07:27 +00:00
if ( ! g_Config . m_SvTeleportHoldHook )
2017-06-15 13:49:07 +00:00
{
2021-04-08 14:36:43 +00:00
ResetHook ( ) ;
2021-04-10 15:29:20 +00:00
GameWorld ( ) - > ReleaseHooked ( GetPlayer ( ) - > GetCID ( ) ) ;
2017-06-15 13:49:07 +00:00
}
2014-02-01 21:20:41 +00:00
return ;
}
}
// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
vec2 SpawnPos ;
if ( GameServer ( ) - > m_pController - > CanSpawn ( m_pPlayer - > GetTeam ( ) , & SpawnPos ) )
{
m_Core . m_Pos = SpawnPos ;
2020-09-26 19:41:58 +00:00
m_Core . m_Vel = vec2 ( 0 , 0 ) ;
2017-06-15 13:49:07 +00:00
2017-06-15 14:07:27 +00:00
if ( ! g_Config . m_SvTeleportHoldHook )
2017-06-15 13:49:07 +00:00
{
2021-04-08 14:36:43 +00:00
ResetHook ( ) ;
2021-04-10 15:29:20 +00:00
GameWorld ( ) - > ReleaseHooked ( GetPlayer ( ) - > GetCID ( ) ) ;
2017-06-15 13:49:07 +00:00
}
2014-02-01 21:20:41 +00:00
}
return ;
}
2011-05-17 23:12:39 +00:00
if ( GameServer ( ) - > Collision ( ) - > IsCheckTeleport ( MapIndex ) )
{
2020-09-26 19:41:58 +00:00
if ( m_Super )
2014-01-13 16:00:49 +00:00
return ;
2011-09-02 22:42:01 +00:00
// first check if there is a TeleCheckOut for the current recorded checkpoint, if not check previous checkpoints
2020-09-26 19:41:58 +00:00
for ( int k = m_TeleCheckpoint - 1 ; k > = 0 ; k - - )
2011-05-17 23:12:39 +00:00
{
2021-01-12 23:12:08 +00:00
if ( ( * m_pTeleCheckOuts ) [ k ] . size ( ) )
2011-09-02 22:42:01 +00:00
{
2021-01-12 23:12:08 +00:00
int TeleOut = m_Core . m_pWorld - > RandomOr0 ( ( * m_pTeleCheckOuts ) [ k ] . size ( ) ) ;
m_Core . m_Pos = ( * m_pTeleCheckOuts ) [ k ] [ TeleOut ] ;
2017-06-15 13:49:07 +00:00
2017-06-15 14:07:27 +00:00
if ( ! g_Config . m_SvTeleportHoldHook )
2017-06-15 13:49:07 +00:00
{
2021-04-08 14:36:43 +00:00
ResetHook ( ) ;
2017-06-15 13:49:07 +00:00
}
2011-09-02 22:42:01 +00:00
return ;
}
2011-05-17 23:12:39 +00:00
}
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// if no checkpointout have been found (or if there no recorded checkpoint), teleport to start
2011-05-17 23:12:39 +00:00
vec2 SpawnPos ;
if ( GameServer ( ) - > m_pController - > CanSpawn ( m_pPlayer - > GetTeam ( ) , & SpawnPos ) )
{
m_Core . m_Pos = SpawnPos ;
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2017-06-15 14:07:27 +00:00
if ( ! g_Config . m_SvTeleportHoldHook )
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{
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ResetHook ( ) ;
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}
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}
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return ;
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}
2010-10-08 13:33:42 +00:00
}
2014-03-12 23:49:07 +00:00
void CCharacter : : HandleTuneLayer ( )
{
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m_TuneZoneOld = m_TuneZone ;
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int CurrentIndex = GameServer ( ) - > Collision ( ) - > GetMapIndex ( m_Pos ) ;
m_TuneZone = GameServer ( ) - > Collision ( ) - > IsTune ( CurrentIndex ) ;
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if ( m_TuneZone )
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m_Core . m_Tuning = GameServer ( ) - > TuningList ( ) [ m_TuneZone ] ; // throw tunings from specific zone into gamecore
2014-03-12 23:49:07 +00:00
else
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m_Core . m_Tuning = * GameServer ( ) - > Tuning ( ) ;
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2020-09-26 19:41:58 +00:00
if ( m_TuneZone ! = m_TuneZoneOld ) // don't send tunigs all the time
2014-03-12 23:49:07 +00:00
{
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// send zone msgs
SendZoneMsgs ( ) ;
}
}
2014-04-13 23:34:50 +00:00
2014-04-18 12:27:58 +00:00
void CCharacter : : SendZoneMsgs ( )
{
// send zone leave msg
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// (m_TuneZoneOld >= 0: avoid zone leave msgs on spawn)
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if ( m_TuneZoneOld > = 0 & & GameServer ( ) - > m_aaZoneLeaveMsg [ m_TuneZoneOld ] )
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{
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const char * pCur = GameServer ( ) - > m_aaZoneLeaveMsg [ m_TuneZoneOld ] ;
const char * pPos ;
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while ( ( pPos = str_find ( pCur , " \\ n " ) ) )
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{
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char aBuf [ 256 ] ;
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str_copy ( aBuf , pCur , pPos - pCur + 1 ) ;
aBuf [ pPos - pCur + 1 ] = ' \0 ' ;
pCur = pPos + 2 ;
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GameServer ( ) - > SendChatTarget ( m_pPlayer - > GetCID ( ) , aBuf ) ;
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}
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GameServer ( ) - > SendChatTarget ( m_pPlayer - > GetCID ( ) , pCur ) ;
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}
// send zone enter msg
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if ( GameServer ( ) - > m_aaZoneEnterMsg [ m_TuneZone ] )
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{
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const char * pCur = GameServer ( ) - > m_aaZoneEnterMsg [ m_TuneZone ] ;
const char * pPos ;
while ( ( pPos = str_find ( pCur , " \\ n " ) ) )
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{
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char aBuf [ 256 ] ;
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str_copy ( aBuf , pCur , pPos - pCur + 1 ) ;
aBuf [ pPos - pCur + 1 ] = ' \0 ' ;
pCur = pPos + 2 ;
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GameServer ( ) - > SendChatTarget ( m_pPlayer - > GetCID ( ) , aBuf ) ;
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}
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GameServer ( ) - > SendChatTarget ( m_pPlayer - > GetCID ( ) , pCur ) ;
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}
}
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IAntibot * CCharacter : : Antibot ( )
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{
return GameServer ( ) - > Antibot ( ) ;
}
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void CCharacter : : SetTeams ( CGameTeams * pTeams )
{
m_pTeams = pTeams ;
m_Core . SetTeamsCore ( & m_pTeams - > m_Core ) ;
}
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void CCharacter : : SetRescue ( )
{
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m_RescueTee . Save ( this ) ;
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m_SetSavePos = true ;
}
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void CCharacter : : DDRaceTick ( )
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{
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mem_copy ( & m_Input , & m_SavedInput , sizeof ( m_Input ) ) ;
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m_Armor = ( m_FreezeTime > = 0 ) ? 10 - ( m_FreezeTime / 15 ) : 0 ;
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if ( m_Input . m_Direction ! = 0 | | m_Input . m_Jump ! = 0 )
m_LastMove = Server ( ) - > Tick ( ) ;
2010-08-24 14:32:46 +00:00
2011-01-29 00:59:50 +00:00
if ( m_FreezeTime > 0 | | m_FreezeTime = = - 1 )
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{
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if ( m_FreezeTime % Server ( ) - > TickSpeed ( ) = = Server ( ) - > TickSpeed ( ) - 1 | | m_FreezeTime = = - 1 )
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{
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GameServer ( ) - > CreateDamageInd ( m_Pos , 0 , ( m_FreezeTime + 1 ) / Server ( ) - > TickSpeed ( ) , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
2011-01-29 00:59:50 +00:00
}
if ( m_FreezeTime > 0 )
m_FreezeTime - - ;
else
m_Ninja . m_ActivationTick = Server ( ) - > Tick ( ) ;
m_Input . m_Direction = 0 ;
m_Input . m_Jump = 0 ;
m_Input . m_Hook = 0 ;
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if ( m_FreezeTime = = 1 )
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UnFreeze ( ) ;
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}
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2014-03-12 23:49:07 +00:00
HandleTuneLayer ( ) ; // need this before coretick
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// look for save position for rescue feature
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if ( g_Config . m_SvRescue | | ( ( g_Config . m_SvTeam = = 3 | | Team ( ) > TEAM_FLOCK ) & & Team ( ) > = TEAM_FLOCK & & Team ( ) < TEAM_SUPER ) )
{
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int index = GameServer ( ) - > Collision ( ) - > GetPureMapIndex ( m_Pos ) ;
int tile = GameServer ( ) - > Collision ( ) - > GetTileIndex ( index ) ;
int ftile = GameServer ( ) - > Collision ( ) - > GetFTileIndex ( index ) ;
if ( IsGrounded ( ) & & tile ! = TILE_FREEZE & & tile ! = TILE_DFREEZE & & ftile ! = TILE_FREEZE & & ftile ! = TILE_DFREEZE & & ! m_DeepFreeze )
{
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SetRescue ( ) ;
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}
2015-04-16 15:28:03 +00:00
}
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m_Core . m_Id = GetPlayer ( ) - > GetCID ( ) ;
2008-07-06 11:21:21 +00:00
}
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void CCharacter : : DDRacePostCoreTick ( )
{
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m_Time = ( float ) ( Server ( ) - > Tick ( ) - m_StartTime ) / ( ( float ) Server ( ) - > TickSpeed ( ) ) ;
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if ( m_EndlessHook | | ( m_Super & & g_Config . m_SvEndlessSuperHook ) )
2014-06-21 22:50:11 +00:00
m_Core . m_HookTick = 0 ;
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2019-07-31 19:08:36 +00:00
m_FrozenLastTick = false ;
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if ( m_DeepFreeze & & ! m_Super )
2014-06-21 22:50:11 +00:00
Freeze ( ) ;
2011-01-29 23:58:47 +00:00
2020-09-26 19:41:58 +00:00
if ( m_Core . m_Jumps = = 0 & & ! m_Super )
2014-06-21 22:50:11 +00:00
m_Core . m_Jumped = 3 ;
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else if ( m_Core . m_Jumps = = 1 & & m_Core . m_Jumped > 0 )
2014-06-21 22:50:11 +00:00
m_Core . m_Jumped = 3 ;
2020-09-26 19:41:58 +00:00
else if ( m_Core . m_JumpedTotal < m_Core . m_Jumps - 1 & & m_Core . m_Jumped > 1 )
2014-06-21 22:50:11 +00:00
m_Core . m_Jumped = 1 ;
2013-08-24 00:25:58 +00:00
2020-09-26 19:41:58 +00:00
if ( ( m_Super | | m_SuperJump ) & & m_Core . m_Jumped > 1 )
2014-06-21 22:50:11 +00:00
m_Core . m_Jumped = 1 ;
2011-01-29 23:58:47 +00:00
2014-06-21 22:50:11 +00:00
int CurrentIndex = GameServer ( ) - > Collision ( ) - > GetMapIndex ( m_Pos ) ;
HandleSkippableTiles ( CurrentIndex ) ;
2019-03-28 22:29:34 +00:00
if ( ! m_Alive )
return ;
2011-01-29 23:58:47 +00:00
2014-06-21 22:50:11 +00:00
// handle Anti-Skip tiles
2020-09-26 19:41:58 +00:00
std : : list < int > Indices = GameServer ( ) - > Collision ( ) - > GetMapIndices ( m_PrevPos , m_Pos ) ;
2014-06-21 22:50:11 +00:00
if ( ! Indices . empty ( ) )
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{
2020-10-26 14:14:07 +00:00
for ( int & Index : Indices )
2019-03-28 22:29:34 +00:00
{
2020-10-26 14:14:07 +00:00
HandleTiles ( Index ) ;
2019-03-28 22:29:34 +00:00
if ( ! m_Alive )
return ;
}
}
2014-06-21 22:50:11 +00:00
else
{
HandleTiles ( CurrentIndex ) ;
2019-03-28 22:29:34 +00:00
if ( ! m_Alive )
return ;
2014-06-21 22:50:11 +00:00
}
2011-01-29 23:58:47 +00:00
2018-07-15 09:58:12 +00:00
// teleport gun
2020-09-26 19:41:58 +00:00
if ( m_TeleGunTeleport )
2018-07-15 09:58:12 +00:00
{
GameServer ( ) - > CreateDeath ( m_Pos , m_pPlayer - > GetCID ( ) , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
m_Core . m_Pos = m_TeleGunPos ;
2018-11-02 23:02:20 +00:00
if ( ! m_IsBlueTeleGunTeleport )
m_Core . m_Vel = vec2 ( 0 , 0 ) ;
2018-07-15 09:58:12 +00:00
GameServer ( ) - > CreateDeath ( m_TeleGunPos , m_pPlayer - > GetCID ( ) , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
GameServer ( ) - > CreateSound ( m_TeleGunPos , SOUND_WEAPON_SPAWN , Teams ( ) - > TeamMask ( Team ( ) , - 1 , m_pPlayer - > GetCID ( ) ) ) ;
m_TeleGunTeleport = false ;
2018-11-02 23:02:20 +00:00
m_IsBlueTeleGunTeleport = false ;
2018-07-15 09:58:12 +00:00
}
2014-06-21 22:50:11 +00:00
HandleBroadcast ( ) ;
2011-01-29 23:58:47 +00:00
}
2011-01-25 09:34:14 +00:00
bool CCharacter : : Freeze ( int Seconds )
2010-08-24 14:32:46 +00:00
{
2020-09-26 19:41:58 +00:00
if ( ( Seconds < = 0 | | m_Super | | m_FreezeTime = = - 1 | | m_FreezeTime > Seconds * Server ( ) - > TickSpeed ( ) ) & & Seconds ! = - 1 )
return false ;
if ( m_FreezeTick < Server ( ) - > Tick ( ) - Server ( ) - > TickSpeed ( ) | | Seconds = = - 1 )
2010-07-29 05:21:18 +00:00
{
2011-01-25 09:34:14 +00:00
m_Armor = 0 ;
m_FreezeTime = Seconds = = - 1 ? Seconds : Seconds * Server ( ) - > TickSpeed ( ) ;
m_FreezeTick = Server ( ) - > Tick ( ) ;
2010-08-22 02:23:18 +00:00
return true ;
2010-08-24 14:32:46 +00:00
}
return false ;
}
bool CCharacter : : Freeze ( )
{
2011-01-25 09:34:14 +00:00
return Freeze ( g_Config . m_SvFreezeDelay ) ;
2010-08-24 14:32:46 +00:00
}
bool CCharacter : : UnFreeze ( )
{
2020-09-26 19:41:58 +00:00
if ( m_FreezeTime > 0 )
2010-08-22 02:23:18 +00:00
{
2020-09-26 19:41:58 +00:00
m_Armor = 10 ;
2014-04-14 08:56:14 +00:00
if ( ! m_aWeapons [ m_Core . m_ActiveWeapon ] . m_Got )
m_Core . m_ActiveWeapon = WEAPON_GUN ;
2010-11-04 23:52:37 +00:00
m_FreezeTime = 0 ;
m_FreezeTick = 0 ;
2019-07-31 19:08:36 +00:00
m_FrozenLastTick = true ;
2014-02-19 21:30:34 +00:00
return true ;
2010-08-22 02:23:18 +00:00
}
2010-08-24 14:32:46 +00:00
return false ;
}
2016-10-08 17:42:42 +00:00
void CCharacter : : GiveWeapon ( int Weapon , bool Remove )
{
2020-09-26 19:41:58 +00:00
if ( Weapon = = WEAPON_NINJA )
2016-10-08 17:42:42 +00:00
{
2020-09-26 19:41:58 +00:00
if ( Remove )
2016-10-08 17:42:42 +00:00
RemoveNinja ( ) ;
else
GiveNinja ( ) ;
return ;
}
2017-02-21 16:10:08 +00:00
2020-09-26 19:41:58 +00:00
if ( Remove )
2016-10-08 17:42:42 +00:00
{
2020-09-26 19:41:58 +00:00
if ( GetActiveWeapon ( ) = = Weapon )
2016-10-08 17:42:42 +00:00
SetActiveWeapon ( WEAPON_GUN ) ;
}
else
{
2020-03-16 10:52:53 +00:00
m_aWeapons [ Weapon ] . m_Ammo = - 1 ;
2016-10-08 17:42:42 +00:00
}
m_aWeapons [ Weapon ] . m_Got = ! Remove ;
}
2010-08-24 14:32:46 +00:00
void CCharacter : : GiveAllWeapons ( )
{
2020-09-26 19:41:58 +00:00
for ( int i = WEAPON_GUN ; i < NUM_WEAPONS - 1 ; i + + )
2014-12-15 19:48:58 +00:00
{
2016-10-08 17:42:42 +00:00
GiveWeapon ( i ) ;
2014-12-15 19:48:58 +00:00
}
2010-08-24 14:32:46 +00:00
}
2010-07-29 05:21:18 +00:00
2021-01-12 22:10:02 +00:00
void CCharacter : : ResetPickups ( )
{
for ( int i = WEAPON_SHOTGUN ; i < NUM_WEAPONS - 1 ; i + + )
{
m_aWeapons [ i ] . m_Got = false ;
if ( m_Core . m_ActiveWeapon = = i )
m_Core . m_ActiveWeapon = WEAPON_GUN ;
}
}
2020-12-26 22:09:33 +00:00
void CCharacter : : SetEndlessHook ( bool Enable )
{
if ( m_EndlessHook = = Enable )
{
return ;
}
2021-06-17 09:41:45 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , Enable ? " Endless hook has been activated " : " Endless hook has been deactivated " ) ;
2020-12-26 22:09:33 +00:00
m_EndlessHook = Enable ;
m_Core . m_EndlessHook = Enable ;
}
2011-12-29 13:58:39 +00:00
void CCharacter : : Pause ( bool Pause )
{
m_Paused = Pause ;
if ( Pause )
{
GameServer ( ) - > m_World . m_Core . m_apCharacters [ m_pPlayer - > GetCID ( ) ] = 0 ;
GameServer ( ) - > m_World . RemoveEntity ( this ) ;
2014-12-15 19:49:16 +00:00
2020-09-26 19:41:58 +00:00
if ( m_Core . m_HookedPlayer ! = - 1 ) // Keeping hook would allow cheats
2014-12-15 19:49:16 +00:00
{
2021-04-08 14:36:43 +00:00
ResetHook ( ) ;
2021-04-10 15:29:20 +00:00
GameWorld ( ) - > ReleaseHooked ( GetPlayer ( ) - > GetCID ( ) ) ;
2014-12-15 19:49:16 +00:00
}
2011-12-29 13:58:39 +00:00
}
else
{
2020-09-26 19:41:58 +00:00
m_Core . m_Vel = vec2 ( 0 , 0 ) ;
2011-12-29 13:58:39 +00:00
GameServer ( ) - > m_World . m_Core . m_apCharacters [ m_pPlayer - > GetCID ( ) ] = & m_Core ;
GameServer ( ) - > m_World . InsertEntity ( this ) ;
}
}
2011-01-29 00:59:50 +00:00
void CCharacter : : DDRaceInit ( )
2008-07-06 11:21:21 +00:00
{
2011-12-29 13:58:39 +00:00
m_Paused = false ;
2011-01-29 00:59:50 +00:00
m_DDRaceState = DDRACE_NONE ;
m_PrevPos = m_Pos ;
2015-04-16 15:28:03 +00:00
m_SetSavePos = false ;
2011-01-29 00:59:50 +00:00
m_LastBroadcast = 0 ;
m_TeamBeforeSuper = 0 ;
m_Core . m_Id = GetPlayer ( ) - > GetCID ( ) ;
2011-05-17 23:12:39 +00:00
m_TeleCheckpoint = 0 ;
2011-07-22 12:29:27 +00:00
m_EndlessHook = g_Config . m_SvEndlessDrag ;
2020-09-26 19:41:58 +00:00
m_Hit = g_Config . m_SvHit ? HIT_ALL : DISABLE_HIT_GRENADE | DISABLE_HIT_HAMMER | DISABLE_HIT_LASER | DISABLE_HIT_SHOTGUN ;
2013-08-05 15:47:04 +00:00
m_SuperJump = false ;
2013-11-22 14:10:55 +00:00
m_Jetpack = false ;
2013-08-23 23:03:45 +00:00
m_Core . m_Jumps = 2 ;
2014-07-16 00:59:39 +00:00
m_FreezeHammer = false ;
2013-11-15 23:44:49 +00:00
int Team = Teams ( ) - > m_Core . Team ( m_Core . m_Id ) ;
if ( Teams ( ) - > TeamLocked ( Team ) )
{
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for ( int i = 0 ; i < MAX_CLIENTS ; i + + )
2013-11-15 23:44:49 +00:00
{
2014-05-18 23:57:52 +00:00
if ( Teams ( ) - > m_Core . Team ( i ) = = Team & & i ! = m_Core . m_Id & & GameServer ( ) - > m_apPlayers [ i ] )
2013-11-15 23:44:49 +00:00
{
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CCharacter * pChar = GameServer ( ) - > m_apPlayers [ i ] - > GetCharacter ( ) ;
2013-11-15 23:44:49 +00:00
2020-09-26 19:41:58 +00:00
if ( pChar )
2013-11-15 23:44:49 +00:00
{
m_DDRaceState = pChar - > m_DDRaceState ;
m_StartTime = pChar - > m_StartTime ;
}
}
}
}
2019-03-20 13:01:29 +00:00
if ( g_Config . m_SvTeam = = 2 & & Team = = TEAM_FLOCK )
{
2020-09-26 19:41:58 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , " Please join a team before you start " ) ;
2019-03-20 13:01:29 +00:00
m_LastStartWarning = Server ( ) - > Tick ( ) ;
}
2011-02-14 18:36:30 +00:00
}
2015-04-16 15:28:03 +00:00
void CCharacter : : Rescue ( )
{
2020-07-02 12:02:19 +00:00
if ( m_SetSavePos & & ! m_Super )
{
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if ( m_LastRescue + ( int64_t ) g_Config . m_SvRescueDelay * Server ( ) - > TickSpeed ( ) > Server ( ) - > Tick ( ) )
2015-06-30 16:46:36 +00:00
{
char aBuf [ 256 ] ;
2021-06-23 05:05:49 +00:00
str_format ( aBuf , sizeof ( aBuf ) , " You have to wait %d seconds until you can rescue yourself " , ( int ) ( ( m_LastRescue + ( int64_t ) g_Config . m_SvRescueDelay * Server ( ) - > TickSpeed ( ) - Server ( ) - > Tick ( ) ) / Server ( ) - > TickSpeed ( ) ) ) ;
2015-06-30 16:46:36 +00:00
GameServer ( ) - > SendChatTarget ( GetPlayer ( ) - > GetCID ( ) , aBuf ) ;
return ;
}
2020-06-01 09:40:11 +00:00
float StartTime = m_StartTime ;
2021-02-16 17:15:50 +00:00
m_RescueTee . Load ( this , Team ( ) ) ;
2020-06-01 09:40:11 +00:00
// Don't load these from saved tee:
m_Core . m_Vel = vec2 ( 0 , 0 ) ;
m_Core . m_HookState = HOOK_IDLE ;
m_StartTime = StartTime ;
2020-07-02 12:02:19 +00:00
m_SavedInput . m_Direction = 0 ;
2020-07-02 14:24:23 +00:00
m_SavedInput . m_Jump = 0 ;
// simulate releasing the fire button
2020-09-26 19:41:58 +00:00
if ( ( m_SavedInput . m_Fire & 1 ) ! = 0 )
2020-07-02 14:24:23 +00:00
m_SavedInput . m_Fire + + ;
m_SavedInput . m_Fire & = INPUT_STATE_MASK ;
m_SavedInput . m_Hook = 0 ;
2020-07-02 12:02:19 +00:00
m_pPlayer - > Pause ( CPlayer : : PAUSE_NONE , true ) ;
2015-04-16 15:28:03 +00:00
}
}