From: terencehill Date: Wed, 3 Jun 2020 20:06:47 +0000 (+0200) Subject: Clean up a few comments and reduce code indentation in cheats.qc X-Git-Tag: xonotic-v0.8.5~951 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b45b6b8cdb502dfc6daf9e9372c18f903124ad91;p=xonotic%2Fxonotic-data.pk3dir.git Clean up a few comments and reduce code indentation in cheats.qc --- diff --git a/qcsrc/server/cheats.qc b/qcsrc/server/cheats.qc index 186677df9..760162e31 100644 --- a/qcsrc/server/cheats.qc +++ b/qcsrc/server/cheats.qc @@ -62,13 +62,11 @@ void CheatShutdown() float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets passed as argument for possible future ACL checking { - // dead people cannot cheat if(IS_DEAD(this)) return 0; if(gamestart_sv_cheats < 2 && !IS_PLAYER(this)) return 0; - // sv_clones if(i == CHIMPULSE_CLONE_MOVING.impulse || i == CHIMPULSE_CLONE_STANDING.impulse) if(this.lip < sv_clones) return 1; @@ -77,7 +75,6 @@ float CheatsAllowed(entity this, float i, int argc, float fr) // the cheat gets if(this.maycheat) return 1; - // sv_cheats if(gamestart_sv_cheats && autocvar_sv_cheats) return 1; @@ -126,6 +123,7 @@ void info_autoscreenshot_findtarget(entity this) } spawnfunc(info_autoscreenshot) { + // this one just has to exist if(++num_autoscreenshot > autocvar_g_max_info_autoscreenshot) { objerror(this, "Too many info_autoscreenshot entitites. FAIL!"); @@ -133,7 +131,6 @@ spawnfunc(info_autoscreenshot) } if(this.target != "") InitializeEntity(this, info_autoscreenshot_findtarget, INITPRIO_FINDTARGET); - // this one just has to exist } float CheatImpulse(entity this, int imp) @@ -803,59 +800,51 @@ float Drag(entity this, float force_allow_pick, float ischeat) Drag_Finish(this); } } - else + else if(Drag_CanDrag(this) && PHYS_INPUT_BUTTON_DRAG(this)) { - if(Drag_CanDrag(this)) - if(PHYS_INPUT_BUTTON_DRAG(this)) - { - crosshair_trace_plusvisibletriggers(this); - entity e = trace_ent; - float pick = force_allow_pick; - if (e && !pick) - { - // pick is true if the object can be picked up. While an object is being carried, the Drag() function - // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace. - // This also makes sure that an object can only pe picked up if in range, but does not get dropped if - // it goes out of range while slinging it around. + crosshair_trace_plusvisibletriggers(this); + entity e = trace_ent; + float pick = force_allow_pick; + if (e && !pick && vdist(this.origin - e.origin, <=, autocvar_g_grab_range)) + { + // pick is true if the object can be picked up. While an object is being carried, the Drag() function + // must execute for it either way, otherwise it would cause bugs if it went out of the player's trace. + // This also makes sure that an object can only pe picked up if in range, but does not get dropped if + // it goes out of range while slinging it around. - if(vdist(this.origin - e.origin, <=, autocvar_g_grab_range)) - { - switch(e.grab) - { - case 0: // can't grab - break; - case 1: // owner can grab - if(e.owner == this || e.realowner == this) - pick = true; - break; - case 2: // owner and team mates can grab - if(SAME_TEAM(e.owner, this) || SAME_TEAM(e.realowner, this) || e.team == this.team) - pick = true; - break; - case 3: // anyone can grab - pick = true; - break; - default: - break; - } - } - } - // Find e and pick - if(e && pick) - if(Drag_IsDraggable(e, this)) - { - if(ischeat) - IS_CHEAT(this, 0, 0, CHRAME_DRAG); - if(e.draggedby) - Drag_Finish(e.draggedby); - if(e.tag_entity) - detach_sameorigin(e); - Drag_Begin(this, e, trace_endpos); - if(ischeat) - DID_CHEAT(); - return true; - } + switch(e.grab) + { + case 0: // can't grab + break; + case 1: // owner can grab + if(e.owner == this || e.realowner == this) + pick = true; + break; + case 2: // owner and team mates can grab + if(SAME_TEAM(e.owner, this) || SAME_TEAM(e.realowner, this) || e.team == this.team) + pick = true; + break; + case 3: // anyone can grab + pick = true; + break; + default: + break; } + } + // Find e and pick + if(e && pick && Drag_IsDraggable(e, this)) + { + if(ischeat) + IS_CHEAT(this, 0, 0, CHRAME_DRAG); + if(e.draggedby) + Drag_Finish(e.draggedby); + if(e.tag_entity) + detach_sameorigin(e); + Drag_Begin(this, e, trace_endpos); + if(ischeat) + DID_CHEAT(); + return true; + } } break; } @@ -932,8 +921,8 @@ float Drag_IsDraggable(entity draggee, entity dragger) return false; if(draggee.classname == "door") // FIXME find out why these must be excluded, or work around the problem (trying to drag these causes like 4 fps) return false; // probably due to BSP collision -// if(draggee.model == "") -// return false; + //if(draggee.model == "") + // return false; return ((draggee.draggable) ? draggee.draggable(draggee, dragger) : true); }