Add bomb site text hint for T's and add the base for an upcoming, built-in DM gamemode.
This commit is contained in:
parent
1736b85824
commit
0a283c5282
12 changed files with 401 additions and 1 deletions
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@ -130,6 +130,7 @@ void CMD_ChooseTeam(void);
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void
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ClientGame_InitDone(void)
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{
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if (serverkey("mode") == "Counter-Strike")
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if (serverkeyfloat("sv_playerslots") > 1)
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VGUI_ShowMOTD();
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}
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@ -61,5 +61,9 @@ func_bomb_target::Touch(entity eToucher)
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return;
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}
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if (g_csMode.ShowHints() && pl.m_seenBombSite == false) {
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env_message_single(pl, "Hint_you_are_in_targetzone");
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pl.m_seenBombSite = true;
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}
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pl.gflags |= GF_BOMBZONE;
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}
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@ -84,6 +84,7 @@ func_buyzone::Touch(entity eToucher)
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if (team == 0 || team == pl.team)
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pl.gflags |= GF_BUYZONE;
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if (g_csMode.ShowHints() == true)
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if (pl.m_buyMessage == false) {
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env_message_single(pl, "Hint_press_buy_to_purchase");
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pl.m_buyMessage = true;
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@ -29,17 +29,44 @@ class CSGameRules:CGameRules
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virtual void LevelNewParms(void);
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virtual bool BuyingPossible(NSClientPlayer);
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virtual bool ShowHints(void);
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virtual bool ImpulseCommand(NSClient, float);
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};
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class CSSingleplayerRules:CSGameRules
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{
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virtual string Title(void);
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/* client */
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virtual void PlayerSpawn(NSClientPlayer);
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virtual void PlayerDeath(NSClientPlayer);
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};
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class CSDeathmatchRules:CSGameRules
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{
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int m_iIntermission;
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int m_iIntermissionTime;
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string m_strTeamList;
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void(void) CSDeathmatchRules;
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virtual string Title(void);
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virtual void(void) FrameStart;
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virtual void(void) CheckRules;
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virtual bool(void) MonstersSpawn;
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/* client */
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virtual void(NSClientPlayer) PlayerSpawn;
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virtual void(NSClientPlayer) PlayerDeath;
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virtual bool(NSClientPlayer, string) ConsoleCommand;
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virtual bool(void) IsMultiplayer;
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virtual bool(void) IsTeamplay;
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virtual void(void) InitPostEnts;
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virtual bool PlayerRequestRespawn(NSClientPlayer);
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virtual bool ShowHints(void);
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};
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class CSMultiplayerRules:CSGameRules
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{
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entity m_eLastTSpawn;
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@ -50,6 +77,7 @@ class CSMultiplayerRules:CSGameRules
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void CSMultiplayerRules(void);
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virtual string Title(void);
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virtual void InitPostEnts(void);
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virtual void FrameStart(void);
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virtual void PlayerDisconnect(NSClientPlayer);
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@ -87,3 +115,5 @@ class CSMultiplayerRules:CSGameRules
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};
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void CSEv_JoinAuto(void);
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CSGameRules g_csMode;
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@ -24,6 +24,12 @@ CSGameRules::PlayerPain(NSClientPlayer pl)
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{
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}
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bool
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CSGameRules::ShowHints(void)
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{
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return (true);
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}
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bool
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CSGameRules::BuyingPossible(NSClientPlayer pl)
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{
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336
src/server/gamerules_deathmatch.qc
Normal file
336
src/server/gamerules_deathmatch.qc
Normal file
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@ -0,0 +1,336 @@
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/*
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* Copyright (c) 2016-2023 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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const string mp_teamlist_fallback = "robo;hgrunt";
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var string autocvar_mp_teamlist = mp_teamlist_fallback;
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string
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CSDeathmatchRules::Title(void)
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{
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return "Deathmatch";
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}
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bool
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CSDeathmatchRules::ShowHints(void)
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{
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return (false);
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}
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bool
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CSDeathmatchRules::IsMultiplayer(void)
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{
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return (true);
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}
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bool
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CSDeathmatchRules::PlayerRequestRespawn(NSClientPlayer bp)
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{
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if (bp.TimeSinceDeath() > 0.5f) {
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bp.ScheduleThink(PutClientInServer, 0.0f);
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return (true);
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}
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return (false);
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}
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bool
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CSDeathmatchRules::IsTeamplay(void)
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{
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return cvar("mp_teamplay") == 1 ? true : false;
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}
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void
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CSDeathmatchRules::InitPostEnts(void)
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{
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MOTD_LoadDefault();
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forceinfokey(world, "scorepoints", "0");
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if (IsTeamplay() == true) {
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int c;
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/* get the segments from our cvar */
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m_strTeamList = autocvar_mp_teamlist;
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c = tokenizebyseparator(m_strTeamList, ";");
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/* if we've got less than 2 teams, use the fallback... */
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if (c < 2) {
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m_strTeamList = mp_teamlist_fallback;
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c = tokenizebyseparator(m_strTeamList, ";");
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}
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forceinfokey(world, "teams", itos(c));
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/* initialize all dem teams */
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for (int i = 0; i < c; i++) {
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forceinfokey(world, sprintf("team_%i", i+1i), argv(i));
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forceinfokey(world, sprintf("teamscore_%i", i+1i), "0");
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}
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} else {
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forceinfokey(world, "teams", "0");
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}
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}
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void
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CSDeathmatchRules::FrameStart(void)
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{
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if (cvar("timelimit"))
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if (time >= (cvar("timelimit") * 60)) {
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IntermissionStart();
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}
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IntermissionCycle();
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}
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void
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CSDeathmatchRules::CheckRules(void)
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{
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/* last person who killed somebody has hit the limit */
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if (cvar("fraglimit"))
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if (g_dmg_eAttacker.frags >= cvar("fraglimit"))
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IntermissionStart();
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}
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void
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CSDeathmatchRules::PlayerDeath(NSClientPlayer pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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WriteString(MSG_MULTICAST, (g_dmg_eAttacker.netname) ? g_dmg_eAttacker.netname : g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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Plugin_PlayerObituary(g_dmg_eAttacker, g_dmg_eTarget, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
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/* death-counter */
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pl.deaths++;
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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#if 0
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/* explode all satchels */
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s_satchel_detonate((entity)pl);
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/* drop their posessions into a weaponbox item */
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weaponbox_spawn((player)pl);
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#endif
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/* either gib, or make a corpse */
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if (pl.health < -50) {
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vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
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float gibStrength = g_dmg_iDamage * 2.0f;
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BreakModel_Entity(pl, gibDir, gibStrength);
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} else {
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FX_Corpse_Spawn(pl, ANIM_DEATH1);
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//FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
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}
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/* now let's make the real client invisible */
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pl.Death();
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pl.SetTakedamage(DAMAGE_NO);
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pl.gflags &= ~GF_FLASHLIGHT;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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/* force respawn */
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pl.ScheduleThink(PutClientInServer, 4.0f);
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/* have we gone over the fraglimit? */
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CheckRules();
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}
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void
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CSDeathmatchRules::PlayerSpawn(NSClientPlayer pp)
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{
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player pl = (player)pp;
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string playerModel;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.SetMaxHealth(100);
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pl.SetHealth(100);
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pl.SetArmor(100);
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pl.SetTakedamage(DAMAGE_YES);
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pl.SetSolid(SOLID_SLIDEBOX);
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pl.SetMovetype(MOVETYPE_WALK);
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pl.AddFlags(FL_CLIENT);
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pl.viewzoom = 1.0;
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/* player model selection */
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if (IsTeamplay() == true) {
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int teamCount = tokenizebyseparator(m_strTeamList, ";");
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int playerTeam = (int)pl.GetTeam();
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/* not part of a team? pick one of the ones we have */
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/* TODO: this should sort us into the lowest team */
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if (playerTeam == 0) {
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playerTeam = 1i + (int)floor(random(0, (float)teamCount)); /* teams start at 1 after all */
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pl.SetTeam(playerTeam);
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}
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/* assign our player model */
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playerModel = sprintf("models/player/%s/%s.mdl", argv(playerTeam - 1i), argv(playerTeam - 1i));
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} else {
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pl.charmodel = rint(random(1,9));
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}
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switch (pl.charmodel) {
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case 1:
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pl.model = "models/player/terror/terror.mdl";
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break;
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case 2:
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pl.model = "models/player/leet/leet.mdl";
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break;
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case 3:
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pl.model = "models/player/arctic/arctic.mdl";
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break;
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case 4:
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pl.model = "models/player/guerilla/guerilla.mdl";
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break;
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case 5:
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pl.model = "models/player/urban/urban.mdl";
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break;
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case 6:
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pl.model = "models/player/gsg9/gsg9.mdl";
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break;
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case 7:
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pl.model = "models/player/sas/sas.mdl";
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break;
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case 8:
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pl.model = "models/player/gign/gign.mdl";
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break;
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default:
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pl.model = "models/player/vip/vip.mdl";
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}
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/* fallback is always models/player.mdl for Half-Life */
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if not (whichpack(playerModel)) {
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playerModel = "models/player.mdl";
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}
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pl.SetModel(playerModel);
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pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
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pl.ClearVelocity();
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pl.gravity = __NULL__;
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pl.SetFrame(1);
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pl.SendFlags = UPDATE_ALL;
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pl.SetInfoKey("*spec", "0");
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pl.SetInfoKey("*dead", "0");
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pl.SetInfoKey("*deaths", ftos(pl.deaths));
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pl.SetPropData("actor_human");
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pl.SetCanBleed(true);
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LevelNewParms();
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LevelDecodeParms(pl);
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pl.g_items = ITEM_KNIFE | ITEM_SUIT;
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pl.activeweapon = WEAPON_KNIFE;
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int randomGun = (int)rint(random(WEAPON_USP45, WEAPON_FIVESEVEN));
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Weapons_AddItem(pl, randomGun, -1);
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randomGun = (int)rint(random(WEAPON_M3, WEAPON_PARA));
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Weapons_AddItem(pl, randomGun, -1);
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pl.activeweapon = randomGun;
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Ammo_BuyPrimary(pl, TRUE);
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Ammo_BuySecondary(pl, TRUE);
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spot = Spawn_SelectRandom("info_player_deathmatch");
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pl.Transport(spot.origin, spot.angles);
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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bool
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CSDeathmatchRules::ConsoleCommand(NSClientPlayer pp, string cmd)
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{
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tokenize(cmd);
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switch (argv(0)) {
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case "bot_add":
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bot pete = (bot)Bot_AddQuick();
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Bot_RandomColormap(pete);
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searchhandle pm = search_begin("models/player/*/*.mdl", TRUE, TRUE);
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int r = floor(random(0, search_getsize(pm)));
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string mdl = substring(search_getfilename(pm, r), 0, -5);
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tokenizebyseparator(mdl, "/");
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pete.SetInfoKey("model", argv(2));
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search_end(pm);
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break;
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case "jumptest":
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makevectors(pp.v_angle);
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traceline(pp.origin + pp.view_ofs, pp.origin + pp.view_ofs + v_forward * 1024, FALSE, pp);
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pp.velocity = Route_GetJumpVelocity(pp.origin, trace_endpos, pp.gravity);
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break;
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default:
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return (false);
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}
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return (true);
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}
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bool
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CSDeathmatchRules::MonstersSpawn(void)
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{
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return (autocvar(mp_allowmonsters, 0)) ? true : false;
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}
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void
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CSDeathmatchRules::CSDeathmatchRules(void)
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{
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/* these lines do nothing but tell the server to register those cvars */
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autocvar(timelimit, 15, "Timelimit for multiplayer rounds");
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autocvar(fraglimit, 15, "Points limit for multiplayer rounds");
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}
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void
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CSEv_HLDM_Chooseteam_s(string teamName)
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{
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CSGameRules rules = (CSGameRules)g_grMode;
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player pl = (player)self;
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if (!teamName)
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return;
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if (rules.IsMultiplayer() == false)
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return;
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if (rules.IsTeamplay() == false)
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return;
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if (pl.IsDead() == true)
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return;
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CSDeathmatchRules mprules = (CSDeathmatchRules)rules;
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int c = tokenizebyseparator(mprules.m_strTeamList, ";");
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for (int i = 0; i < c; i++) {
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if (argv(i) == teamName) {
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pl.SetTeam((float)i + 1);
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Damage_Apply(pl, pl, 100, 0, DMG_SKIP_ARMOR);
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return;
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}
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}
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}
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@ -14,6 +14,12 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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string
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CSMultiplayerRules::Title(void)
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{
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return "Counter-Strike";
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}
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int
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CSMultiplayerRules::MaxItemPerSlot(int slot)
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{
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@ -14,6 +14,12 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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string
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CSSingleplayerRules::Title(void)
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{
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return "Singleplayer";
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}
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void
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CSSingleplayerRules::PlayerDeath(NSClientPlayer pl)
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{
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@ -126,6 +126,8 @@ hostage_entity::OnPlayerUse(void)
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{
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if (eActivator.team == TEAM_T) {
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player pl = (player)eActivator;
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if (g_csMode.ShowHints() == true)
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if (pl.m_hostMessageT == false) {
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env_message_single(pl, "Only_CT_Can_Move_Hostages");
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pl.m_hostMessageT = true;
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@ -42,6 +42,7 @@ bot.qc
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game_money.qc
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gamerules.qc
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gamerules_singleplayer.qc
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gamerules_deathmatch.qc
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gamerules_multiplayer.qc
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radio.qc
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@ -20,8 +20,14 @@ Game_InitRules(void)
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if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
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g_grMode = spawn(CSSingleplayerRules);
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} else {
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g_grMode = spawn(CSMultiplayerRules);
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if (cvar("fcs_deathmatch") == 1) {
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||||
g_grMode = spawn(CSDeathmatchRules);
|
||||
} else {
|
||||
g_grMode = spawn(CSMultiplayerRules);
|
||||
}
|
||||
}
|
||||
|
||||
g_csMode = (CSGameRules)g_grMode;
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -199,6 +199,7 @@ class player:NSClientPlayer
|
|||
bool m_seenFriend;
|
||||
bool m_seenEnemy;
|
||||
bool m_seenHostage;
|
||||
bool m_seenBombSite;
|
||||
#endif
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue