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882802ef31
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8d431f8feb | |||
80e2de13da | |||
34871095dc |
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@ -73,6 +73,7 @@ MACRO_CONFIG_INT(ClShowfps, cl_showfps, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE,
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MACRO_CONFIG_INT(ClShowpred, cl_showpred, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show ingame prediction time in milliseconds")
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MACRO_CONFIG_INT(ClShowpred, cl_showpred, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show ingame prediction time in milliseconds")
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MACRO_CONFIG_INT(ClEyeWheel, cl_eye_wheel, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show eye wheel along together with emotes")
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MACRO_CONFIG_INT(ClEyeWheel, cl_eye_wheel, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show eye wheel along together with emotes")
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MACRO_CONFIG_INT(ClEyeDuration, cl_eye_duration, 999999, 1, 999999, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How long the eyes emotes last")
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MACRO_CONFIG_INT(ClEyeDuration, cl_eye_duration, 999999, 1, 999999, CFGFLAG_CLIENT | CFGFLAG_SAVE, "How long the eyes emotes last")
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MACRO_CONFIG_INT(ClFreezeStars, cl_freeze_stars, 0, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show old star particles for frozen tees")
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MACRO_CONFIG_INT(ClAirjumpindicator, cl_airjumpindicator, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show the air jump indicator")
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MACRO_CONFIG_INT(ClAirjumpindicator, cl_airjumpindicator, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Show the air jump indicator")
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MACRO_CONFIG_INT(ClThreadsoundloading, cl_threadsoundloading, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Load sound files threaded")
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MACRO_CONFIG_INT(ClThreadsoundloading, cl_threadsoundloading, 1, 0, 1, CFGFLAG_CLIENT | CFGFLAG_SAVE, "Load sound files threaded")
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@ -2071,6 +2071,32 @@ void CGameClient::OnNewSnapshot()
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m_Effects.AirJump(Pos, Alpha);
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m_Effects.AirJump(Pos, Alpha);
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}
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}
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if(g_Config.m_ClFreezeStars && !m_SuppressEvents)
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{
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for(auto &Character : m_Snap.m_aCharacters)
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{
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if(Character.m_Active && Character.m_HasExtendedData && Character.m_PrevExtendedData)
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{
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int FreezeTimeNow = Character.m_ExtendedData.m_FreezeEnd - Client()->GameTick(g_Config.m_ClDummy);
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int FreezeTimePrev = Character.m_PrevExtendedData->m_FreezeEnd - Client()->PrevGameTick(g_Config.m_ClDummy);
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vec2 Pos = vec2(Character.m_Cur.m_X, Character.m_Cur.m_Y);
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int StarsNow = (FreezeTimeNow + 1) / Client()->GameTickSpeed();
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int StarsPrev = (FreezeTimePrev + 1) / Client()->GameTickSpeed();
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if(StarsNow < StarsPrev || (StarsPrev == 0 && StarsNow > 0))
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{
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int Amount = StarsNow + 1;
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float Mid = 3 * pi / 2;
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float Min = Mid - pi / 3;
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float Max = Mid + pi / 3;
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for(int j = 0; j < Amount; j++)
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{
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float Angle = mix(Min, Max, (j + 1) / (float)(Amount + 2));
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m_Effects.DamageIndicator(Pos, direction(Angle));
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}
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}
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}
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}
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}
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if(m_Snap.m_LocalClientId != m_PrevLocalId)
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if(m_Snap.m_LocalClientId != m_PrevLocalId)
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m_PredictedDummyId = m_PrevLocalId;
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m_PredictedDummyId = m_PrevLocalId;
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m_PrevLocalId = m_Snap.m_LocalClientId;
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m_PrevLocalId = m_Snap.m_LocalClientId;
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@ -376,6 +376,37 @@ void CGameContext::ConToggleSpec(IConsole::IResult *pResult, void *pUserData)
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ToggleSpecPause(pResult, pUserData, g_Config.m_SvPauseable ? CPlayer::PAUSE_SPEC : CPlayer::PAUSE_PAUSED);
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ToggleSpecPause(pResult, pUserData, g_Config.m_SvPauseable ? CPlayer::PAUSE_SPEC : CPlayer::PAUSE_PAUSED);
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}
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}
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void CGameContext::ConUnspec(IConsole::IResult *pResult, void *pUserData)
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{
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if(!CheckClientId(pResult->m_ClientId))
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return;
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CGameContext *pSelf = (CGameContext *)pUserData;
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CPlayer *pPlayer = pSelf->m_apPlayers[pResult->m_ClientId];
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if(!pPlayer)
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return;
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int PauseState = pPlayer->IsPaused();
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int PauseType = g_Config.m_SvPauseable ? CPlayer::PAUSE_SPEC : CPlayer::PAUSE_PAUSED;
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if(PauseState > 0)
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{
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IServer *pServ = pSelf->Server();
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char aBuf[128];
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str_format(aBuf, sizeof(aBuf), "You are force-paused for %d seconds.", (PauseState - pServ->Tick()) / pServ->TickSpeed());
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pSelf->Console()->Print(IConsole::OUTPUT_LEVEL_STANDARD, "chatresp", aBuf);
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}
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else
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{
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if(-PauseState != CPlayer::PAUSE_NONE && PauseType != CPlayer::PAUSE_NONE)
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{
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pPlayer->Pause(CPlayer::PAUSE_NONE, false);
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if(pPlayer->m_SpectatorId != pResult->m_ClientId)
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pPlayer->SpectateFreeView();
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}
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}
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}
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void CGameContext::ConToggleSpecVoted(IConsole::IResult *pResult, void *pUserData)
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void CGameContext::ConToggleSpecVoted(IConsole::IResult *pResult, void *pUserData)
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{
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{
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ToggleSpecPauseVoted(pResult, pUserData, g_Config.m_SvPauseable ? CPlayer::PAUSE_SPEC : CPlayer::PAUSE_PAUSED);
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ToggleSpecPauseVoted(pResult, pUserData, g_Config.m_SvPauseable ? CPlayer::PAUSE_SPEC : CPlayer::PAUSE_PAUSED);
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@ -3747,6 +3747,7 @@ void CGameContext::RegisterChatCommands()
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Console()->Register("converse", "r[message]", CFGFLAG_CHAT | CFGFLAG_SERVER | CFGFLAG_NONTEEHISTORIC, ConConverse, this, "Converse with the last person you whispered to (private message)");
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Console()->Register("converse", "r[message]", CFGFLAG_CHAT | CFGFLAG_SERVER | CFGFLAG_NONTEEHISTORIC, ConConverse, this, "Converse with the last person you whispered to (private message)");
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Console()->Register("pause", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTogglePause, this, "Toggles pause");
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Console()->Register("pause", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTogglePause, this, "Toggles pause");
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Console()->Register("spec", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConToggleSpec, this, "Toggles spec (if not available behaves as /pause)");
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Console()->Register("spec", "?r[player name]", CFGFLAG_CHAT | CFGFLAG_SERVER, ConToggleSpec, this, "Toggles spec (if not available behaves as /pause)");
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Console()->Register("unspec", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConUnspec, this, "Stops spectating the current player and returns to free view mode");
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Console()->Register("pausevoted", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTogglePauseVoted, this, "Toggles pause on the currently voted player");
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Console()->Register("pausevoted", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConTogglePauseVoted, this, "Toggles pause on the currently voted player");
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Console()->Register("specvoted", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConToggleSpecVoted, this, "Toggles spec on the currently voted player");
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Console()->Register("specvoted", "", CFGFLAG_CHAT | CFGFLAG_SERVER, ConToggleSpecVoted, this, "Toggles spec on the currently voted player");
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Console()->Register("dnd", "?i['0'|'1']", CFGFLAG_CHAT | CFGFLAG_SERVER | CFGFLAG_NONTEEHISTORIC, ConDND, this, "Toggle Do Not Disturb (no chat and server messages)");
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Console()->Register("dnd", "?i['0'|'1']", CFGFLAG_CHAT | CFGFLAG_SERVER | CFGFLAG_NONTEEHISTORIC, ConDND, this, "Toggle Do Not Disturb (no chat and server messages)");
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@ -426,6 +426,7 @@ private:
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static void ConTogglePause(IConsole::IResult *pResult, void *pUserData);
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static void ConTogglePause(IConsole::IResult *pResult, void *pUserData);
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static void ConTogglePauseVoted(IConsole::IResult *pResult, void *pUserData);
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static void ConTogglePauseVoted(IConsole::IResult *pResult, void *pUserData);
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static void ConToggleSpec(IConsole::IResult *pResult, void *pUserData);
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static void ConToggleSpec(IConsole::IResult *pResult, void *pUserData);
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static void ConUnspec(IConsole::IResult *pResult, void *pUserData);
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static void ConToggleSpecVoted(IConsole::IResult *pResult, void *pUserData);
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static void ConToggleSpecVoted(IConsole::IResult *pResult, void *pUserData);
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static void ConForcePause(IConsole::IResult *pResult, void *pUserData);
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static void ConForcePause(IConsole::IResult *pResult, void *pUserData);
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static void ConTeamTop5(IConsole::IResult *pResult, void *pUserData);
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static void ConTeamTop5(IConsole::IResult *pResult, void *pUserData);
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@ -867,6 +867,12 @@ void CPlayer::SpectatePlayerName(const char *pName)
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}
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}
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}
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}
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void CPlayer::SpectateFreeView()
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{
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if(m_SpectatorId >= 0)
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m_SpectatorId = SPEC_FREEVIEW;
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}
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void CPlayer::ProcessScoreResult(CScorePlayerResult &Result)
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void CPlayer::ProcessScoreResult(CScorePlayerResult &Result)
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{
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{
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if(Result.m_Success) // SQL request was successful
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if(Result.m_Success) // SQL request was successful
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@ -67,6 +67,7 @@ public:
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const CCharacter *GetCharacter() const;
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const CCharacter *GetCharacter() const;
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void SpectatePlayerName(const char *pName);
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void SpectatePlayerName(const char *pName);
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void SpectateFreeView();
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//---------------------------------------------------------
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//---------------------------------------------------------
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// this is used for snapping so we know how we can clip the view for the player
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// this is used for snapping so we know how we can clip the view for the player
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