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-rw-r--r--src/cgame/cg_weapons.c2
-rw-r--r--src/game/bg_pmove.c4
-rw-r--r--src/game/g_active.c2
-rw-r--r--src/game/g_cmds.c35
-rw-r--r--src/game/g_local.h101
-rw-r--r--src/game/g_physics.c4
6 files changed, 89 insertions, 59 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 671bc4ae..7b79fc5d 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1175,7 +1175,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
// first make sure that whatever it selected is actually selectable
if( cg.weaponSelect <= 32 && !CG_WeaponSelectable( cg.weaponSelect ) )
CG_NextWeapon_f( );
- else if( cg.weaponSelect > 32 && !CG_UpgradeSelectable( cg.weaponSelect ) )
+ else if( cg.weaponSelect > 32 && !CG_UpgradeSelectable( cg.weaponSelect - 32 ) )
CG_NextWeapon_f( );
}
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index c1c97142..446da8c0 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -920,8 +920,10 @@ static void PM_JetPackMove( void )
if( pm->cmd.upmove > 0.0f )
wishvel[ 2 ] = JETPACK_FLOAT_SPEED;
- if( pm->cmd.upmove < 0.0f )
+ else if( pm->cmd.upmove < 0.0f )
wishvel[ 2 ] = -JETPACK_SINK_SPEED;
+ else
+ wishvel[ 2 ] = 0.0f;
VectorCopy( wishvel, wishdir );
wishspeed = VectorNormalize( wishdir );
diff --git a/src/game/g_active.c b/src/game/g_active.c
index 99d4c308..299ca9f9 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -1140,7 +1140,7 @@ void ClientThink_real( gentity_t *ent )
memset( &pm, 0, sizeof( pm ) );
- if( !( ucmd->buttons & BUTTON_TALK ) ) //&& client->ps.weaponTime <= 0 ) //TA: erk more server load
+ if( !( ucmd->buttons & BUTTON_TALK ) && !( client->ps.pm_flags & PMF_RESPAWNED ) )
{
switch( client->ps.weapon )
{
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 6ce2d657..6451c086 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -465,14 +465,35 @@ void G_ChangeTeam( gentity_t *ent, pTeam_t newTeam )
else if( oldTeam == PTE_HUMANS )
G_RemoveFromSpawnQueue( &level.humanSpawnQueue, ent->client->ps.clientNum );
- level.bankCredits[ ent->client->ps.clientNum ] = 0;
- ent->client->ps.persistant[ PERS_CREDIT ] = 0;
- ent->client->ps.persistant[ PERS_SCORE ] = 0;
+ // Tranfer credits and kills as long as this player has been on the
+ // same team for at least 1 minute. This is done to provide
+ // a penalty for switching teams for reconnaissance.
+ if( ( oldTeam == PTE_HUMANS || oldTeam == PTE_ALIENS )
+ && ( level.time - ent->client->pers.teamChangeTime ) > 60000 )
+ {
+ if( oldTeam == PTE_HUMANS )
+ {
+ ent->client->ps.persistant[ PERS_CREDIT ] *=
+ (float)FREEKILL_ALIEN / FREEKILL_HUMAN;
+ }
+ else if( oldTeam == PTE_ALIENS )
+ {
+ ent->client->ps.persistant[ PERS_CREDIT ] *=
+ (float)FREEKILL_HUMAN / FREEKILL_ALIEN;
+ }
+ }
+ else
+ {
+ ent->client->ps.persistant[ PERS_CREDIT ] = 0;
+ ent->client->ps.persistant[ PERS_SCORE ] = 0;
+ }
+
ent->client->pers.classSelection = PCL_NONE;
ClientSpawn( ent, NULL, NULL, NULL );
}
ent->client->pers.joinedATeam = qtrue;
+ ent->client->pers.teamChangeTime = level.time;
//update ClientInfo
ClientUserinfoChanged( ent->client->ps.clientNum );
@@ -1437,6 +1458,14 @@ void Cmd_Destroy_f( gentity_t *ent, qboolean deconstruct )
( ( ent->client->ps.weapon >= WP_ABUILD ) &&
( ent->client->ps.weapon <= WP_HBUILD ) ) )
{
+ // Don't allow destruction of buildables that cannot be rebuilt
+ if( g_suddenDeathTime.integer && ( level.time - level.startTime >=
+ g_suddenDeathTime.integer * 60000 ) &&
+ BG_FindBuildPointsForBuildable( traceEnt->s.modelindex ) )
+ {
+ return;
+ }
+
if( ent->client->ps.stats[ STAT_MISC ] > 0 )
{
G_AddEvent( ent, EV_BUILD_DELAY, ent->client->ps.clientNum );
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 2dd36dc3..bf2e3825 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -122,7 +122,7 @@ struct gentity_s
gentity_t *prevTrain;
vec3_t pos1, pos2;
float rotatorAngle;
- gentity_t *clipBrush; //TA: clipping brush for model doors
+ gentity_t *clipBrush; // clipping brush for model doors
char *message;
@@ -137,10 +137,10 @@ struct gentity_s
gentity_t *target_ent;
float speed;
- float lastSpeed; //TA: used by trains that have been restarted
+ float lastSpeed; // used by trains that have been restarted
vec3_t movedir;
- //TA: acceleration evaluation
+ // acceleration evaluation
qboolean evaluateAcceleration;
vec3_t oldVelocity;
vec3_t acceleration;
@@ -161,7 +161,7 @@ struct gentity_s
int last_move_time;
int health;
- int lastHealth; //TA: currently only used for overmind
+ int lastHealth; // currently only used for overmind
qboolean takedamage;
@@ -192,47 +192,47 @@ struct gentity_s
pTeam_t stageTeam;
stage_t stageStage;
- int biteam; //TA: buildable item team
- gentity_t *parentNode; //TA: for creep and defence/spawn dependencies
- qboolean active; //TA: for power repeater, but could be useful elsewhere
- qboolean powered; //TA: for human buildables
- int builtBy; //TA: clientNum of person that built this
- gentity_t *dccNode; //TA: controlling dcc
- gentity_t *overmindNode;//TA: controlling overmind
- qboolean dcced; //TA: controlled by a dcc or not?
- qboolean spawned; //TA: whether or not this buildable has finished spawning
- int buildTime; //TA: when this buildable was built
- int time1000; //TA: timer evaluated every second
+ int biteam; // buildable item team
+ gentity_t *parentNode; // for creep and defence/spawn dependencies
+ qboolean active; // for power repeater, but could be useful elsewhere
+ qboolean powered; // for human buildables
+ int builtBy; // clientNum of person that built this
+ gentity_t *dccNode; // controlling dcc
+ gentity_t *overmindNode; // controlling overmind
+ qboolean dcced; // controlled by a dcc or not?
+ qboolean spawned; // whether or not this buildable has finished spawning
+ int buildTime; // when this buildable was built
+ int time1000; // timer evaluated every second
int overmindAttackTimer;
int overmindDyingTimer;
int overmindSpawnsTimer;
- int nextPhysicsTime; //TA: buildables don't need to check what they're sitting on
- // every single frame.. so only do it periodically
- int clientSpawnTime; //TA: the time until this spawn can spawn a client
- qboolean lev1Grabbed; //TA: for turrets interacting with lev1s
- int lev1GrabTime; //TA: for turrets interacting with lev1s
+ int nextPhysicsTime; // buildables don't need to check what they're sitting on
+ // every single frame.. so only do it periodically
+ int clientSpawnTime; // the time until this spawn can spawn a client
+ qboolean lev1Grabbed; // for turrets interacting with lev1s
+ int lev1GrabTime; // for turrets interacting with lev1s
- int credits[ MAX_CLIENTS ]; //TA: human credits for each client
- qboolean creditsHash[ MAX_CLIENTS ]; //TA: track who has claimed credit
- int killedBy; //TA: clientNum of killer
+ int credits[ MAX_CLIENTS ]; // human credits for each client
+ qboolean creditsHash[ MAX_CLIENTS ]; // track who has claimed credit
+ int killedBy; // clientNum of killer
- gentity_t *targeted; //TA: true if the player is currently a valid target of a turret
- vec3_t turretAim; //TA: aim vector for turrets
+ gentity_t *targeted; // true if the player is currently a valid target of a turret
+ vec3_t turretAim; // aim vector for turrets
- vec4_t animation; //TA: animated map objects
+ vec4_t animation; // animated map objects
- gentity_t *builder; //TA: occupant of this hovel
+ gentity_t *builder; // occupant of this hovel
- qboolean nonSegModel; //TA: this entity uses a nonsegmented player model
+ qboolean nonSegModel; // this entity uses a nonsegmented player model
- buildable_t bTriggers[ BA_NUM_BUILDABLES ]; //TA: which buildables are triggers
- pClass_t cTriggers[ PCL_NUM_CLASSES ]; //TA: which classes are triggers
- weapon_t wTriggers[ WP_NUM_WEAPONS ]; //TA: which weapons are triggers
- upgrade_t uTriggers[ UP_NUM_UPGRADES ]; //TA: which upgrades are triggers
+ buildable_t bTriggers[ BA_NUM_BUILDABLES ]; // which buildables are triggers
+ pClass_t cTriggers[ PCL_NUM_CLASSES ]; // which classes are triggers
+ weapon_t wTriggers[ WP_NUM_WEAPONS ]; // which weapons are triggers
+ upgrade_t uTriggers[ UP_NUM_UPGRADES ]; // which upgrades are triggers
- int triggerGravity; //TA: gravity for this trigger
+ int triggerGravity; // gravity for this trigger
- int suicideTime; //TA: when the client will suicide
+ int suicideTime; // when the client will suicide
int lastDamageTime;
};
@@ -326,12 +326,13 @@ typedef struct
int voteCount; // to prevent people from constantly calling votes
qboolean teamInfo; // send team overlay updates?
- pClass_t classSelection; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned)
+ pClass_t classSelection; // player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned)
float evolveHealthFraction;
- weapon_t humanItemSelection; //TA: humans have a starting item
- pTeam_t teamSelection; //TA: player team (copied to ps.stats[ STAT_PTEAM ])
+ weapon_t humanItemSelection; // humans have a starting item
+ pTeam_t teamSelection; // player team (copied to ps.stats[ STAT_PTEAM ])
- qboolean joinedATeam; //TA: used to tell when a PTR code is valid
+ int teamChangeTime; // level.time of last team change
+ qboolean joinedATeam; // used to tell when a PTR code is valid
connectionRecord_t *connection;
vec3_t lastDeathLocation;
@@ -392,14 +393,14 @@ struct gclient_s
// timeResidual is used to handle events that happen every second
// like health / armor countdowns and regeneration
- //TA: two timers, one every 100 msecs, another every sec
+ // two timers, one every 100 msecs, another every sec
int time100;
int time1000;
int time10000;
char *areabits;
- gentity_t *hovel; //TA: body that is being infested. must be persistant
+ gentity_t *hovel;
int lastPoisonTime;
int poisonImmunityTime;
@@ -413,19 +414,19 @@ struct gclient_s
int lastMedKitTime;
int medKitHealthToRestore;
int medKitIncrementTime;
- int lastCreepSlowTime; //TA: time until creep can be removed
+ int lastCreepSlowTime; // time until creep can be removed
- int pouncePayload; //TA: amount of damage pounce attack will do
+ int pouncePayload; // amount of damage pounce attack will do
qboolean allowedToPounce;
qboolean charging;
- vec3_t hovelOrigin; //TA: player origin before entering hovel
+ vec3_t hovelOrigin; // player origin before entering hovel
- int lastFlameBall; //TA: s.number of the last flame ball fired
+ int lastFlameBall; // s.number of the last flame ball fired
-#define RAM_FRAMES 1 //TA: number of frames to wait before retriggering
- int retriggerArmouryMenu; //TA: frame number to retrigger the armoury menu
+#define RAM_FRAMES 1 // number of frames to wait before retriggering
+ int retriggerArmouryMenu; // frame number to retrigger the armoury menu
};
@@ -451,7 +452,7 @@ int G_GetPosInSpawnQueue( spawnQueue_t *sq, int clientNum );
#define MAX_LOCDAMAGE_TEXT 8192
#define MAX_LOCDAMAGE_REGIONS 16
-//TA: store locational damage regions
+// store locational damage regions
typedef struct damageRegion_s
{
float minHeight, maxHeight;
@@ -465,7 +466,7 @@ typedef struct damageRegion_s
#define MAX_ARMOUR_TEXT 8192
#define MAX_ARMOUR_REGIONS 16
-//TA: store locational armour regions
+// store locational armour regions
typedef struct armourRegion_s
{
float minHeight, maxHeight;
@@ -569,7 +570,6 @@ typedef struct
qboolean locationLinked; // target_locations get linked
gentity_t *locationHead; // head of the location list
- //TA: extra stuff:
int numAlienSpawns;
int numHumanSpawns;
@@ -588,8 +588,6 @@ typedef struct
int humanBuildPoints;
int humanBuildPointsPowered;
- int bankCredits[ MAX_CLIENTS ]; //global credits storage
-
int alienKills;
int humanKills;
@@ -750,7 +748,6 @@ qboolean G_SelectiveRadiusDamage( vec3_t origin, gentity_t *attacker, float dam
void body_die( gentity_t *self, gentity_t *inflictor, gentity_t *attacker, int damage, int meansOfDeath );
void AddScore( gentity_t *ent, int score );
-//TA:
void G_InitDamageLocations( void );
// damage flags
diff --git a/src/game/g_physics.c b/src/game/g_physics.c
index e9c19077..b5221352 100644
--- a/src/game/g_physics.c
+++ b/src/game/g_physics.c
@@ -61,7 +61,9 @@ static void G_Bounce( gentity_t *ent, trace_t *trace )
if( VectorLength( ent->s.pos.trDelta ) < 10 )
{
- VectorMA( trace->endpos, 0.5, trace->plane.normal, trace->endpos ); // make sure it is off ground
+ VectorMA( trace->endpos, 0.5f, trace->plane.normal, trace->endpos ); // make sure it is off ground
+ // Never allow origin to be snapped lower (buildables fall through map bug)
+ trace->endpos[2] = (float)ceil(trace->endpos[2]);
SnapVector( trace->endpos );
G_SetOrigin( ent, trace->endpos );
ent->s.groundEntityNum = trace->entityNum;