diff options
Diffstat (limited to 'src/game/server/entities/character.cpp')
| -rw-r--r-- | src/game/server/entities/character.cpp | 105 |
1 files changed, 84 insertions, 21 deletions
diff --git a/src/game/server/entities/character.cpp b/src/game/server/entities/character.cpp index 6794429d..d7da2498 100644 --- a/src/game/server/entities/character.cpp +++ b/src/game/server/entities/character.cpp @@ -45,6 +45,7 @@ CCharacter::CCharacter(CGameWorld *pWorld) m_ProximityRadius = ms_PhysSize; m_Health = 0; m_Armor = 0; + m_FreezeTicks = 0; } void CCharacter::Reset() @@ -56,9 +57,29 @@ bool CCharacter::Spawn(CPlayer *pPlayer, vec2 Pos) { m_EmoteStop = -1; m_LastAction = -1; + + /*zCatch */ + switch(g_Config.m_SvMode) + { + case 1: + m_ActiveWeapon = WEAPON_RIFLE; + m_LastWeapon = WEAPON_RIFLE; + break; + case 3: + m_ActiveWeapon = WEAPON_HAMMER; + m_LastWeapon = WEAPON_HAMMER; + break; + case 4: + m_ActiveWeapon = WEAPON_GRENADE; + m_LastWeapon = WEAPON_GRENADE; + break; + default: + m_ActiveWeapon = WEAPON_GUN; + m_LastWeapon = WEAPON_HAMMER; + } + /* end zCatch */ + m_LastNoAmmoSound = -1; - m_ActiveWeapon = WEAPON_GUN; - m_LastWeapon = WEAPON_HAMMER; m_QueuedWeapon = -1; m_pPlayer = pPlayer; @@ -116,6 +137,7 @@ void CCharacter::HandleNinja() if(m_ActiveWeapon != WEAPON_NINJA) return; + /* zCatch - Disable for Ninja-Mode if ((Server()->Tick() - m_Ninja.m_ActivationTick) > (g_pData->m_Weapons.m_Ninja.m_Duration * Server()->TickSpeed() / 1000)) { // time's up, return @@ -125,7 +147,8 @@ void CCharacter::HandleNinja() SetWeapon(m_ActiveWeapon); return; } - + */ + // force ninja Weapon SetWeapon(WEAPON_NINJA); @@ -449,6 +472,17 @@ void CCharacter::HandleWeapons() // ammo regen int AmmoRegenTime = g_pData->m_Weapons.m_aId[m_ActiveWeapon].m_Ammoregentime; + if(m_aWeapons[m_ActiveWeapon].m_Ammo > -1) + { + switch(m_ActiveWeapon) + { + case WEAPON_GUN: AmmoRegenTime = 125*5; break; + case WEAPON_GRENADE: AmmoRegenTime = 1000; break; + case WEAPON_RIFLE: AmmoRegenTime = 1200; break; + case WEAPON_SHOTGUN: AmmoRegenTime = 1000; break; + } + } + if(AmmoRegenTime) { // If equipped and not active, regen ammo? @@ -460,7 +494,7 @@ void CCharacter::HandleWeapons() if ((Server()->Tick() - m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart) >= AmmoRegenTime * Server()->TickSpeed() / 1000) { // Add some ammo - m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, 10); + m_aWeapons[m_ActiveWeapon].m_Ammo = min(m_aWeapons[m_ActiveWeapon].m_Ammo + 1, g_Config.m_SvWeaponsAmmo); m_aWeapons[m_ActiveWeapon].m_AmmoRegenStart = -1; } } @@ -504,6 +538,9 @@ void CCharacter::SetEmote(int Emote, int Tick) void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput) { + if(m_FreezeTicks) + return; + // check for changes if(mem_comp(&m_Input, pNewInput, sizeof(CNetObj_PlayerInput)) != 0) m_LastAction = Server()->Tick(); @@ -519,6 +556,9 @@ void CCharacter::OnPredictedInput(CNetObj_PlayerInput *pNewInput) void CCharacter::OnDirectInput(CNetObj_PlayerInput *pNewInput) { + if(m_FreezeTicks) + return; + mem_copy(&m_LatestPrevInput, &m_LatestInput, sizeof(m_LatestInput)); mem_copy(&m_LatestInput, pNewInput, sizeof(m_LatestInput)); @@ -561,6 +601,23 @@ void CCharacter::Tick() m_Core.m_Input = m_Input; m_Core.Tick(true); + if(m_FreezeTicks) + { + if(Server()->Tick() % Server()->TickSpeed() == 0) + { + GameServer()->CreateDamageInd(m_Pos, 0, m_FreezeTicks/Server()->TickSpeed()+1); + GameServer()->CreateSound(m_Pos, SOUND_WEAPON_NOAMMO); + } + //Set weapon back to the last one + if(m_FreezeTicks == 1) + { + m_ActiveWeapon = m_LastWeapon; + GameServer()->SendBroadcast("", m_pPlayer->GetCID()); + } + m_FreezeTicks--; + } + + // handle death-tiles and leaving gamelayer if(GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y-m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || GameServer()->Collision()->GetCollisionAt(m_Pos.x+m_ProximityRadius/3.f, m_Pos.y+m_ProximityRadius/3.f)&CCollision::COLFLAG_DEATH || @@ -717,6 +774,8 @@ void CCharacter::Die(int Killer, int Weapon) // this is for auto respawn after 3 secs m_pPlayer->m_DieTick = Server()->Tick(); + // unfreeze the player + m_FreezeTicks = 0; m_Alive = false; GameServer()->m_World.RemoveEntity(this); @@ -730,25 +789,20 @@ bool CCharacter::TakeDamage(vec2 Force, int Dmg, int From, int Weapon) if(GameServer()->m_pController->IsFriendlyFire(m_pPlayer->GetCID(), From) && !g_Config.m_SvTeamdamage) return false; + + /* zCatch */ + if(From == m_pPlayer->GetCID() || Weapon == WEAPON_GAME) + return false; - // m_pPlayer only inflicts half damage on self - if(From == m_pPlayer->GetCID()) - Dmg = max(1, Dmg/2); + if(g_Config.m_SvMode == 4 && Weapon == WEAPON_GRENADE && Dmg < g_Config.m_SvGrenadeMinDamage) + return false; + m_Health = 0; + m_Armor = 0; + /* end zCatch */ + 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) @@ -862,8 +916,8 @@ void CCharacter::Snap(int SnappingClient) if(m_pPlayer->GetCID() == SnappingClient || SnappingClient == -1 || (!g_Config.m_SvStrictSpectateMode && m_pPlayer->GetCID() == GameServer()->m_apPlayers[SnappingClient]->m_SpectatorID)) { - pCharacter->m_Health = m_Health; - pCharacter->m_Armor = m_Armor; + pCharacter->m_Health = (m_FreezeTicks) ? (m_FreezeTicks/Server()->TickSpeed())/10 : m_Health; + pCharacter->m_Armor = (m_FreezeTicks) ? (m_FreezeTicks/Server()->TickSpeed()) % 10 +1 : m_Armor; if(m_aWeapons[m_ActiveWeapon].m_Ammo > 0) pCharacter->m_AmmoCount = m_aWeapons[m_ActiveWeapon].m_Ammo; } @@ -876,3 +930,12 @@ void CCharacter::Snap(int SnappingClient) pCharacter->m_PlayerFlags = GetPlayer()->m_PlayerFlags; } + +void CCharacter::Freeze(int Ticks) +{ + m_FreezeTicks = Ticks; + m_LastWeapon = m_ActiveWeapon; + m_ActiveWeapon = WEAPON_NINJA; + ResetInput(); + GameServer()->CreateSound(m_Pos, SOUND_PLAYER_PAIN_LONG); +} |