From: LegendaryGuard Date: Wed, 5 Jan 2022 20:10:21 +0000 (+0100) Subject: Update MMM gamemode, replacing by API to handle in-game status X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=refs%2Fheads%2FLegendaryGuard%2Fttt;p=xonotic%2Fxonotic-data.pk3dir.git Update MMM gamemode, replacing by API to handle in-game status --- diff --git a/qcsrc/common/gamemodes/gamemode/mmm/sv_mmm.qc b/qcsrc/common/gamemodes/gamemode/mmm/sv_mmm.qc index 5e804c490..764fe57fe 100644 --- a/qcsrc/common/gamemodes/gamemode/mmm/sv_mmm.qc +++ b/qcsrc/common/gamemodes/gamemode/mmm/sv_mmm.qc @@ -348,9 +348,9 @@ bool mmm_CheckPlayers() bool mmm_isEliminated(entity e) { - if(e.caplayer == 1 && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME)) + if(INGAME_JOINED(e) && (IS_DEAD(e) || e.frags == FRAGS_PLAYER_OUT_OF_GAME)) return true; - if(e.caplayer == 0.5) + if(INGAME_JOINING(e)) return true; return false; } @@ -647,7 +647,7 @@ MUTATOR_HOOKFUNCTION(mmm, PlayerPreThink) }); } - if(IS_PLAYER(player) || player.caplayer) + if(IS_PLAYER(player) || INGAME(player)) { if (player.karmaspectated != true) { @@ -695,7 +695,7 @@ MUTATOR_HOOKFUNCTION(mmm, PlayerSpawn) player.mmm_status = 0; player.mmm_validkills = 0; - player.caplayer = 1; + INGAME_STATUS_SET(player, INGAME_STATUS_JOINED); if (!warmup_stage) eliminatedPlayers.SendFlags |= 1; } @@ -707,7 +707,7 @@ MUTATOR_HOOKFUNCTION(mmm, ForbidSpawn) // spectators / observers that weren't playing can join; they are // immediately forced to observe in the PutClientInServer hook // this way they are put in a team and can play in the next round - if (!allowed_to_spawn && player.caplayer) + if (!allowed_to_spawn && INGAME(player)) return true; return false; } @@ -719,9 +719,9 @@ MUTATOR_HOOKFUNCTION(mmm, PutClientInServer) if (!allowed_to_spawn && IS_PLAYER(player)) // this is true even when player is trying to join { TRANSMUTE(Observer, player); - if (CS(player).jointime != time && !player.caplayer) // not when connecting + if (CS(player).jointime != time && !INGAME(player)) // not when connecting { - player.caplayer = 0.5; + INGAME_STATUS_SET(player, INGAME_STATUS_JOINING); Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_CA_JOIN_LATE); } } @@ -733,12 +733,12 @@ MUTATOR_HOOKFUNCTION(mmm, reset_map_players) CS(it).killcount = 0; it.mmm_status = 0; mmm_FakeTimeLimit(it, -1); // restore original timelimit - if (!it.caplayer && IS_BOT_CLIENT(it)) - it.caplayer = 1; - if (it.caplayer) + if (!INGAME(it) && IS_BOT_CLIENT(it)) + INGAME_STATUS_SET(it, INGAME_STATUS_JOINED); + if (INGAME(it)) { TRANSMUTE(Player, it); - it.caplayer = 1; + INGAME_STATUS_SET(it, INGAME_STATUS_JOINED); it.respawn_flags = RESPAWN_SILENT; //CSQC print output respawn lib.qh error fix PutClientInServer(it); } @@ -847,12 +847,12 @@ MUTATOR_HOOKFUNCTION(mmm, MakePlayerObserver) if (player.karmaspectated == true) player.karmaspectated = false; if (player.killindicator_teamchange == -2) // player wants to spectate - player.caplayer = 0; - if (player.caplayer) + INGAME_STATUS_CLEAR(player); + if (INGAME(player)) player.frags = FRAGS_PLAYER_OUT_OF_GAME; if (!warmup_stage) eliminatedPlayers.SendFlags |= 1; - if (!player.caplayer) + if (!INGAME(player)) { player.mmm_validkills = 0; player.mmm_status = 0; @@ -900,7 +900,7 @@ MUTATOR_HOOKFUNCTION(mmm, ReadLevelCvars) MUTATOR_HOOKFUNCTION(mmm, Bot_FixCount, CBC_ORDER_EXCLUSIVE) { FOREACH_CLIENT(IS_REAL_CLIENT(it), { - if (IS_PLAYER(it) || it.caplayer == 1) + if (IS_PLAYER(it) || INGAME_JOINED(it)) ++M_ARGV(0, int); ++M_ARGV(1, int); }); @@ -911,7 +911,7 @@ MUTATOR_HOOKFUNCTION(mmm, ClientCommand_Spectate) { entity player = M_ARGV(0, entity); - if (player.caplayer) + if (INGAME(player)) { // they're going to spec, we can do other checks if (autocvar_sv_spectate && (IS_SPEC(player) || IS_OBSERVER(player))) @@ -922,27 +922,16 @@ MUTATOR_HOOKFUNCTION(mmm, ClientCommand_Spectate) return MUT_SPECCMD_CONTINUE; } -MUTATOR_HOOKFUNCTION(mmm, GetPlayerStatus) -{ - entity player = M_ARGV(0, entity); - - return player.caplayer == 1; -} - MUTATOR_HOOKFUNCTION(mmm, BotShouldAttack) { entity bot = M_ARGV(0, entity); entity targ = M_ARGV(1, entity); if(targ.mmm_status == bot.mmm_status) - { return true; - } // LegendGuard fixed the problem of Detectives and Civilians attacking each other 26-03-2021 if(bot.mmm_status == MMM_STATUS_DETECTIVE) - { if(targ.mmm_status == MMM_STATUS_CIVILIAN) return true; - } }