define the proper item pickup/respawn sounds for ammo/weapons

This commit is contained in:
Marco Cawthorne 2024-09-02 23:25:05 -07:00
parent 1f55c43bf3
commit a9a3966333
33 changed files with 597 additions and 1463 deletions

View file

@ -1,6 +1,6 @@
#define FULLENGINENAME "Rad-Therapy II"
#define GAME_SHORTNAME "halflife2"
#define GAME_BASEGAMES "platform","hl2"
#define GAME_BASEGAMES "hl2","hl2mp"
#define GAME_PROTOCOL "FTE-RadTherapy2"
#define GAME_DEFAULTCMDS "game_hl2;fteplug_ffmpeg;fteplug_hl2;fteplug_ode;plug_load ffmpeg;plug_load hl2;plug_load ode"
#define GAME_DOWNLOADSURL "https://www.frag-net.com/pkgs/list"

38
src/client/entities.qc Normal file
View file

@ -0,0 +1,38 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
int
ClientGame_EntityUpdate(float id, float new)
{
switch (id) {
case ENT_WEAPON:
NSENTITY_READENTITY(HLWeapon, new)
break;
case ENT_PLAYER:
#ifdef GEARBOX
NSENTITY_READENTITY(OP4Player, new)
#elif SCIHUNT
NSENTITY_READENTITY(SHPlayer, new)
#else
NSENTITY_READENTITY(HLPlayer, new)
#endif
break;
default:
return (0);
}
return (1);
}

View file

@ -20,7 +20,7 @@
../../../valve/src/client/damage.qc
../../../valve/src/client/init.qc
../../../valve/src/client/flashlight.qc
../../../valve/src/client/entities.qc
../../../hl2/src/client/entities.qc
../../../valve/src/client/cmds.qc
../../../valve/src/client/game_event.qc
../../../valve/src/client/camera.qc

443
src/shared/HL2Player.qc Normal file
View file

@ -0,0 +1,443 @@
/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "../../../valve/src/shared/animations.h"
/* all custom SendFlags bits we can possibly send */
enumflags
{
PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
PLAYER_BOTTOMFRAME
};
class HLPlayer:NSClientPlayer
{
void(void) HLPlayer;
/* animation */
PREDICTED_INT(anim_top)
PREDICTED_FLOAT(anim_top_time)
PREDICTED_FLOAT(anim_top_delay)
PREDICTED_INT(anim_bottom)
PREDICTED_FLOAT(anim_bottom_time)
virtual void Physics_Jump(void);
virtual void UpdatePlayerAnimation(float);
#ifdef CLIENT
virtual void UpdatePlayerAttachments(bool);
virtual void ReceiveEntity(float,float);
virtual void PredictPreFrame(void);
virtual void PredictPostFrame(void);
virtual void UpdateAliveCam(void);
virtual void ClientInputFrame(void);
#else
virtual void Death(entity, entity, int, vector, int);
virtual void EvaluateEntity(void);
virtual float SendEntity(entity, float);
virtual void Save(float);
virtual void Restore(string,string);
#endif
};
void Animation_PlayerTop(HLPlayer, float, float);
void Animation_PlayerBottom(HLPlayer, float, float);
void
HLPlayer::HLPlayer(void)
{
anim_top = 0;
anim_top_time = 0;
anim_top_delay = 0;
anim_bottom = 0;
anim_bottom_time = 0;
}
void Animation_PlayerUpdate(HLPlayer);
void Animation_TimerUpdate(HLPlayer, float);
void
HLPlayer::UpdatePlayerAnimation(float timelength)
{
/* calculate our skeletal progression */
//Animation_PlayerUpdate(this);
/* advance animation timers */
//Animation_TimerUpdate(this, timelength);
}
#ifdef CLIENT
void
HLPlayer::ClientInputFrame(void)
{
if (pSeatLocal->weaponSelectionHUD.Active()) {
if (input_buttons & INPUT_PRIMARY) {
pSeatLocal->weaponSelectionHUD.Trigger();
} else if (input_buttons & INPUT_SECONDARY) {
pSeatLocal->weaponSelectionHUD.Deactivate();
}
pSeat->m_flInputBlockTime = time + 0.2;
}
super::ClientInputFrame();
}
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(NSClientPlayer);
void
HLPlayer::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
g_view.SetCameraOrigin(cam_pos);
Camera_StrafeRoll(view_angles);
g_view.SetCameraAngle(view_angles);
if (vehicle) {
NSVehicle veh = (NSVehicle)vehicle;
if (veh.UpdateView)
veh.UpdateView();
} else if (health) {
if (autocvar_pm_thirdPerson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, this);
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
}
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
}
.string oldmodel;
//string Weapons_GetPlayermodel(NSClientPlayer, int);
void
HLPlayer::UpdatePlayerAttachments(bool visible)
{
/* draw the flashlight */
if (gflags & GF_FLASHLIGHT) {
vector src;
vector ang;
if (entnum != player_localentnum) {
src = origin + view_ofs;
ang = v_angle;
} else {
src = pSeat->m_vecPredictedOrigin + view_ofs;
ang = view_angles;
}
makevectors(ang);
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
dynamiclight_add(trace_endpos + (trace_plane_normal * 4), 128, [1,1,1]);
} else {
float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
dynamiclight_set(p, LFIELD_ANGLES, ang);
dynamiclight_set(p, LFIELD_FLAGS, 3);
}
}
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
if (!visible)
return;
/* what's the current weapon model supposed to be anyway? */
p_model.oldmodel = 0;//Weapons_GetPlayermodel(this, activeweapon);
/* we changed weapons, update skeletonindex */
if (p_model.model != p_model.oldmodel) {
/* free memory */
if (p_model.skeletonindex)
skel_delete(p_model.skeletonindex);
/* set the new model and mark us updated */
setmodel(p_model, p_model.oldmodel);
p_model.model = p_model.oldmodel;
/* set the new skeletonindex */
p_model.skeletonindex = skel_create(p_model.modelindex);
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
setcustomskin(this, "", "geomset 0 2\n");
else
setcustomskin(this, "", "geomset 0 1\n");
}
/* follow thisayer at all times */
setorigin(p_model, origin);
p_model.angles = angles;
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
/* we have to loop through all valid bones of the weapon model and match them
* to the thisayer one */
for (float i = 0; i < g_pbones.length; i++) {
vector bpos;
float pbone = gettagindex(this, g_pbones[i]);
float wbone = gettagindex(p_model, g_pbones[i]);
/* if the bone doesn't ignore in either skeletal mesh, ignore */
if (wbone <= 0 || pbone <= 0)
continue;
bpos = gettaginfo(this, pbone);
/* the most expensive bit */
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
}
}
void HUD_AmmoNotify_Check(NSClientPlayer pl);
void HUD_ItemNotify_Check(NSClientPlayer pl);
/*
=================
HLPlayer::ReceiveEntity
=================
*/
void
HLPlayer::ReceiveEntity(float new, float flChanged)
{
/* the generic client attributes */
super::ReceiveEntity(new, flChanged);
/* animation */
READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
setorigin(this, origin);
/* these only concern the current HLPlayer */
CSQC_UpdateSeat();
if (this != pSeat->m_ePlayer)
return;
/* do not notify us of updates when spawning initially */
if (flChanged == UPDATE_ALL)
PredictPreFrame();
if (flChanged & PLAYER_AMMOTYPES ) {
HUD_AmmoNotify_Check(this);
}
if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH)
HUD_ItemNotify_Check(this);
}
/*
=================
HLPlayer::PredictPostFrame
Save the last valid server values away in the _net variants of each field
so we can roll them back later.
=================
*/
void
HLPlayer::PredictPreFrame(void)
{
/* the generic client attributes */
super::PredictPreFrame();
SAVE_STATE(anim_top)
SAVE_STATE(anim_top_delay)
SAVE_STATE(anim_top_time)
SAVE_STATE(anim_bottom)
SAVE_STATE(anim_bottom_time)
}
/*
=================
HLPlayer::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
HLPlayer::PredictPostFrame(void)
{
/* the generic client attributes */
super::PredictPostFrame();
ROLL_BACK(anim_top)
ROLL_BACK(anim_top_delay)
ROLL_BACK(anim_top_time)
ROLL_BACK(anim_bottom)
ROLL_BACK(anim_bottom_time)
}
#else
void
HLPlayer::Save(float handle)
{
super::Save(handle);
SaveInt(handle, "anim_top", anim_top);
SaveFloat(handle, "anim_top_time", anim_top_time);
SaveFloat(handle, "anim_top_delay", anim_top_delay);
SaveInt(handle, "anim_bottom", anim_bottom);
SaveFloat(handle, "anim_bottom_time", anim_bottom_time);
}
void
HLPlayer::Restore(string strKey, string strValue)
{
switch (strKey) {
case "anim_top":
anim_top = ReadInt(strValue);
break;
case "anim_top_time":
anim_top_time = ReadFloat(strValue);
break;
case "anim_top_delay":
anim_top_delay = ReadFloat(strValue);
break;
case "anim_bottom":
anim_bottom = ReadInt(strValue);
break;
case "anim_bottom_time":
anim_bottom_time = ReadFloat(strValue);
break;
default:
super::Restore(strKey, strValue);
}
}
void
HLPlayer::EvaluateEntity(void)
{
/* the generic client attributes */
NSClientPlayer::EvaluateEntity();
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
}
void
HLPlayer::Death(entity inflictor, entity attacker, int damagePoints, vector dir, int location)
{
/* either gib, or make a corpse */
if (GetHealth()< -50) {
vector gibDir = vectoangles(GetOrigin() - attacker.origin);
float gibStrength = damagePoints * 2.0f;
BreakModel_Entity(this, gibDir, gibStrength);
} else {
float deathAnimation = ANIM_DIESIMPLE;
switch (location) {
case BODY_HEAD:
deathAnimation = ANIM_DIEHEADSHOT;
break;
case BODY_CHEST:
deathAnimation = ANIM_DIESPIN;
break;
case BODY_STOMACH:
deathAnimation = ANIM_DIEGUTSHOT;
break;
default:
bool isFacing = IsFacingPosition(GetOrigin() + (dir * 128));
/* we still want a change to play ANIM_DIESIMPLE */
if (random() < 0.5)
if (isFacing == false) {
deathAnimation = ANIM_DIEFORWARD;
} else {
deathAnimation = random() < 0.5 ? ANIM_DIEBACKWARDS1 : ANIM_DIEBACKWARDS1;
}
break;
}
NSEntity newCorpse = (NSEntity)FX_Corpse_Spawn(this, deathAnimation);
/* if we were crouching, adjust the bbox (thx 2 lack of crouch death animation) */
if (IsCrouching()) {
newCorpse.SetSize(VEC_HULL_MIN, [16, 16, -16]);
}
}
super::Death(inflictor, attacker, damagePoints, dir, location);
}
/*
=================
HLPlayer::SendEntity
=================
*/
float
HLPlayer::SendEntity(entity ePEnt, float flChanged)
{
/* just-in-case. */
if (IsPlayer() == false)
return (0);
/* don't broadcast invisible HLPlayers */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
return (0);
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
/* the generic client attributes */
NSClientPlayer::SendEntity(ePEnt, flChanged);
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
return (1);
}
#endif
void
HLPlayer::Physics_Jump(void)
{
if (waterlevel >= 2) {
if (watertype == CONTENT_WATER) {
velocity[2] = 100;
} else if (watertype == CONTENT_SLIME) {
velocity[2] = 80;
} else {
velocity[2] = 50;
}
} else {
/* Half-Life: Longjump module */
if (IsCrouching() && HasItem("item_longjump")) {
makevectors([0, v_angle[1], 0]);
velocity = v_forward * 512;
velocity[2] += 100;
}
if (flags & FL_ONGROUND)
velocity[2] += 265;
}
}

View file

@ -108,7 +108,6 @@ void
HLWeapon::UpdateGUI(void)
{
NSClientPlayer ourOwner = __NULL__;
vector ammoPos;
/* draw crosshair */
//HLSprite_DrawCrosshair(m_crossHair);

View file

@ -3,12 +3,11 @@
../../../valve/src/shared/events.h
../../../valve/src/shared/flags.h
../../../valve/src/shared/skeleton.h
../../../valve/src/shared/player.qc
../../../valve/src/shared/fx_corpse.qc
../../../hl2/src/shared/HL2Player.qc
../../../valve/src/shared/animations.qc
../../../valve/src/shared/fx_blood.qc
../../../valve/src/shared/fx_gaussbeam.qc
../../../valve/src/shared/fx_corpse.qc
../../../valve/src/shared/HLGaussBeam.qc
../../../hl2/src/shared/HL2Weapon.qc
../../../valve/src/shared/w_tripmine.qc
#endlist

View file

@ -1,612 +0,0 @@
/*
* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "../../../valve/src/shared/skeleton.h"
/* all potential SendFlags bits we can possibly send */
enumflags
{
PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
PLAYER_BOTTOMFRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
PLAYER_FLAG,
PLAYER_UNUSED6,
PLAYER_UNUSED7
};
class player:NSClientPlayer
{
/* animation */
PREDICTED_INT(anim_top)
PREDICTED_FLOAT(anim_top_time)
PREDICTED_FLOAT(anim_top_delay)
PREDICTED_INT(anim_bottom)
PREDICTED_FLOAT(anim_bottom_time)
/* ammo 1 */
PREDICTED_INT(glock_mag)
PREDICTED_INT(mp5_mag)
PREDICTED_INT(python_mag)
PREDICTED_INT(shotgun_mag)
PREDICTED_INT(crossbow_mag)
PREDICTED_INT(rpg_mag)
PREDICTED_INT(satchel_chg)
/* ammo 2 */
PREDICTED_INT(ammo_9mm)
PREDICTED_INT(ammo_357)
PREDICTED_INT(ammo_buckshot)
PREDICTED_INT(ammo_bolt)
PREDICTED_INT(ammo_rocket)
PREDICTED_INT(ammo_uranium)
PREDICTED_INT(ammo_handgrenade)
PREDICTED_INT(ammo_satchel)
PREDICTED_INT(ammo_tripmine)
PREDICTED_INT(ammo_snark)
PREDICTED_INT(ammo_hornet)
/* ammo 3 */
PREDICTED_INT(ammo_m203_grenade)
PREDICTED_INT(ammo_gauss_volume)
PREDICTED_INT(ammo_rpg_state)
PREDICTED_INT(mode_tempstate)
/* gearbox */
PREDICTED_INT(eagle_mag)
PREDICTED_INT(sniper_mag)
PREDICTED_INT(m249_mag)
PREDICTED_INT(sporelauncher_mag)
PREDICTED_INT(ammo_556)
PREDICTED_INT(ammo_762)
PREDICTED_INT(ammo_spore)
PREDICTED_INT(ammo_shock)
PREDICTED_INT(ammo_penguin)
PREDICTED_INT(mode_displacer)
PREDICTED_INT(mode_eagle)
PREDICTED_INT(mode_wrench)
PREDICTED_INT(mode_sporelauncher)
PREDICTED_INT(mode_m249)
PREDICTED_FLOAT(flagmodel)
PREDICTED_FLOAT(flagskin)
virtual void(void) Physics_Jump;
virtual void UpdatePlayerAnimation(float);
#ifdef CLIENT
NSRenderableEntity m_eFlag;
virtual void UpdatePlayerAttachments(bool);
virtual void(float,float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
virtual void UpdateAliveCam(void);
virtual void OnRemoveEntity(void);
#else
entity hook;
float m_flPickUpTime;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
#endif
};
void Animation_PlayerUpdate(player);
void Animation_TimerUpdate(player, float);
void
player::UpdatePlayerAnimation(float timelength)
{
/* calculate our skeletal progression */
Animation_PlayerUpdate(this);
/* advance animation timers */
Animation_TimerUpdate(this, timelength);
}
#ifdef CLIENT
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(NSClientPlayer);
void
player::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
g_view.SetCameraOrigin(cam_pos);
Camera_StrafeRoll(view_angles);
g_view.SetCameraAngle(view_angles);
if (vehicle) {
NSVehicle veh = (NSVehicle)vehicle;
if (veh.UpdateView)
veh.UpdateView();
} else if (health) {
if (autocvar_pm_thirdPerson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, this);
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
}
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
}
.string oldmodel;
string Weapons_GetPlayermodel(player, int);
void
player::UpdatePlayerAttachments(bool visible)
{
if (gflags & GF_FLASHLIGHT) {
vector src;
vector ang;
if (entnum != player_localentnum) {
src = origin + view_ofs;
ang = v_angle;
} else {
src = pSeat->m_vecPredictedOrigin + view_ofs;
ang = view_angles;
}
makevectors(ang);
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
dynamiclight_add(trace_endpos + (trace_plane_normal * 4), 128, [1,1,1]);
} else {
float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
dynamiclight_set(p, LFIELD_ANGLES, ang);
dynamiclight_set(p, LFIELD_FLAGS, 3);
}
effects |= EF_NOSHADOW;
}
if (m_eFlag != world) {
m_eFlag.SetOrigin(origin);
m_eFlag.SetAngles([0, angles[1], 0]);
}
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
if (!visible)
return;
/* what's the current weapon model supposed to be anyway? */
p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
/* we changed weapons, update skeletonindex */
if (p_model.model != p_model.oldmodel) {
/* free memory */
if (p_model.skeletonindex)
skel_delete(p_model.skeletonindex);
/* set the new model and mark us updated */
setmodel(p_model, p_model.oldmodel);
p_model.model = p_model.oldmodel;
/* set the new skeletonindex */
p_model.skeletonindex = skel_create(p_model.modelindex);
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
setcustomskin(this, "", "geomset 0 2\n");
else
setcustomskin(this, "", "geomset 0 1\n");
}
/* follow thisayer at all times */
setorigin(p_model, origin);
p_model.angles = angles;
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
/* we have to loop through all valid bones of the weapon model and match them
* to the thisayer one */
for (float i = 0; i < g_pbones.length; i++) {
vector bpos;
float pbone = gettagindex(this, g_pbones[i]);
float wbone = gettagindex(p_model, g_pbones[i]);
/* if the bone doesn't ignore in either skeletal mesh, ignore */
if (wbone <= 0 || pbone <= 0)
continue;
bpos = gettaginfo(this, pbone);
/* the most expensive bit */
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
}
}
void Weapons_AmmoUpdate(entity);
void HUD_AmmoNotify_Check(player pl);
void HUD_ItemNotify_Check(player pl);
void
player::OnRemoveEntity(void)
{
super::OnRemoveEntity();
if (m_eFlag) {
m_eFlag.Destroy();
}
}
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new, float flChanged)
{
/* the generic client attributes */
NSClientPlayer::ReceiveEntity(new, flChanged);
/* animation */
READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
READENTITY_BYTE(glock_mag, PLAYER_AMMO1)
READENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
READENTITY_BYTE(python_mag, PLAYER_AMMO1)
READENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
READENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
READENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
READENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
READENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
READENTITY_BYTE(ammo_357, PLAYER_AMMO2)
READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
READENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
READENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
READENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
READENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
READENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
READENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
READENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
READENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
READENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
READENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
READENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
READENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
/* gearbox */
READENTITY_BYTE(eagle_mag, PLAYER_AMMO1)
READENTITY_BYTE(sniper_mag, PLAYER_AMMO1)
READENTITY_BYTE(m249_mag, PLAYER_AMMO1)
READENTITY_BYTE(sporelauncher_mag, PLAYER_AMMO1)
READENTITY_BYTE(ammo_556, PLAYER_AMMO2)
READENTITY_BYTE(ammo_762, PLAYER_AMMO2)
READENTITY_BYTE(ammo_spore, PLAYER_AMMO2)
READENTITY_BYTE(ammo_shock, PLAYER_AMMO2)
READENTITY_BYTE(ammo_penguin, PLAYER_AMMO2)
READENTITY_BYTE(mode_displacer, PLAYER_AMMO3)
READENTITY_BYTE(mode_eagle, PLAYER_AMMO3)
READENTITY_BYTE(mode_wrench, PLAYER_AMMO3)
READENTITY_BYTE(mode_sporelauncher, PLAYER_AMMO3)
READENTITY_BYTE(mode_m249, PLAYER_AMMO3)
READENTITY_FLOAT(flagmodel, PLAYER_FLAG)
READENTITY_BYTE(flagskin, PLAYER_FLAG)
setorigin(this, origin);
/* add/remove flag model */
if (flagmodel != 0) {
if (!m_eFlag)
m_eFlag = spawn(NSRenderableEntity);
m_eFlag.SetModelindex(flagmodel);
m_eFlag.SetSkin(flagskin);
m_eFlag.SetFrame(2);
} else if (m_eFlag) {
m_eFlag.Destroy();
remove(m_eFlag);
m_eFlag = 0;
}
/* these only concern the current player */
CSQC_UpdateSeat();
if (this != pSeat->m_ePlayer)
return;
/* do not notify us of updates when spawning initially */
if (flChanged == UPDATE_ALL)
PredictPreFrame();
if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
Weapons_AmmoUpdate(this);
HUD_AmmoNotify_Check(this);
}
if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH)
HUD_ItemNotify_Check(this);
}
/*
=================
player::PredictPostFrame
Save the last valid server values away in the _net variants of each field
so we can roll them back later.
=================
*/
void
player::PredictPreFrame(void)
{
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top)
SAVE_STATE(anim_top_delay)
SAVE_STATE(anim_top_time)
SAVE_STATE(anim_bottom)
SAVE_STATE(anim_bottom_time)
SAVE_STATE(glock_mag)
SAVE_STATE(mp5_mag)
SAVE_STATE(python_mag)
SAVE_STATE(shotgun_mag)
SAVE_STATE(crossbow_mag)
SAVE_STATE(rpg_mag)
SAVE_STATE(satchel_chg)
SAVE_STATE(ammo_9mm)
SAVE_STATE(ammo_357)
SAVE_STATE(ammo_buckshot)
SAVE_STATE(ammo_bolt)
SAVE_STATE(ammo_rocket)
SAVE_STATE(ammo_uranium)
SAVE_STATE(ammo_handgrenade)
SAVE_STATE(ammo_satchel)
SAVE_STATE(ammo_tripmine)
SAVE_STATE(ammo_snark)
SAVE_STATE(ammo_hornet)
SAVE_STATE(ammo_m203_grenade)
SAVE_STATE(ammo_gauss_volume)
SAVE_STATE(ammo_rpg_state)
SAVE_STATE(mode_tempstate)
/* gearbox */
SAVE_STATE(eagle_mag)
SAVE_STATE(sniper_mag)
SAVE_STATE(m249_mag)
SAVE_STATE(sporelauncher_mag)
SAVE_STATE(ammo_556)
SAVE_STATE(ammo_762)
SAVE_STATE(ammo_spore)
SAVE_STATE(ammo_shock)
SAVE_STATE(ammo_penguin)
SAVE_STATE(mode_displacer)
SAVE_STATE(mode_eagle)
SAVE_STATE(mode_wrench)
SAVE_STATE(mode_sporelauncher)
SAVE_STATE(mode_m249)
SAVE_STATE(flagmodel)
SAVE_STATE(flagskin)
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top)
ROLL_BACK(anim_top_delay)
ROLL_BACK(anim_top_time)
ROLL_BACK(anim_bottom)
ROLL_BACK(anim_bottom_time)
ROLL_BACK(glock_mag)
ROLL_BACK(mp5_mag)
ROLL_BACK(python_mag)
ROLL_BACK(shotgun_mag)
ROLL_BACK(crossbow_mag)
ROLL_BACK(rpg_mag)
ROLL_BACK(satchel_chg)
ROLL_BACK(ammo_9mm)
ROLL_BACK(ammo_357)
ROLL_BACK(ammo_buckshot)
ROLL_BACK(ammo_bolt)
ROLL_BACK(ammo_rocket)
ROLL_BACK(ammo_uranium)
ROLL_BACK(ammo_handgrenade)
ROLL_BACK(ammo_satchel)
ROLL_BACK(ammo_tripmine)
ROLL_BACK(ammo_snark)
ROLL_BACK(ammo_hornet)
ROLL_BACK(ammo_m203_grenade)
ROLL_BACK(ammo_gauss_volume)
ROLL_BACK(ammo_rpg_state)
ROLL_BACK(mode_tempstate)
/* gearbox */
ROLL_BACK(eagle_mag)
ROLL_BACK(sniper_mag)
ROLL_BACK(m249_mag)
ROLL_BACK(sporelauncher_mag)
ROLL_BACK(ammo_556)
ROLL_BACK(ammo_762)
ROLL_BACK(ammo_spore)
ROLL_BACK(ammo_shock)
ROLL_BACK(ammo_penguin)
ROLL_BACK(mode_displacer)
ROLL_BACK(mode_eagle)
ROLL_BACK(mode_wrench)
ROLL_BACK(mode_sporelauncher)
ROLL_BACK(mode_m249)
ROLL_BACK(flagmodel)
ROLL_BACK(flagskin)
}
#else
void
player::EvaluateEntity(void)
{
/* the generic client attributes */
NSClientPlayer::EvaluateEntity();
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(glock_mag, PLAYER_AMMO1)
EVALUATE_FIELD(mp5_mag, PLAYER_AMMO1)
EVALUATE_FIELD(python_mag, PLAYER_AMMO1)
EVALUATE_FIELD(shotgun_mag, PLAYER_AMMO1)
EVALUATE_FIELD(crossbow_mag, PLAYER_AMMO1)
EVALUATE_FIELD(rpg_mag, PLAYER_AMMO1)
EVALUATE_FIELD(satchel_chg, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_9mm, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_357, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_bolt, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_uranium, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_handgrenade, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_satchel, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_tripmine, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_snark, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_hornet, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_m203_grenade, PLAYER_AMMO3)
EVALUATE_FIELD(ammo_gauss_volume, PLAYER_AMMO3)
EVALUATE_FIELD(ammo_rpg_state, PLAYER_AMMO3)
EVALUATE_FIELD(mode_tempstate, PLAYER_AMMO3)
/* gearbox */
EVALUATE_FIELD(eagle_mag, PLAYER_AMMO1)
EVALUATE_FIELD(sniper_mag, PLAYER_AMMO1)
EVALUATE_FIELD(m249_mag, PLAYER_AMMO1)
EVALUATE_FIELD(sporelauncher_mag, PLAYER_AMMO1)
EVALUATE_FIELD(ammo_556, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_762, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_spore, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_shock, PLAYER_AMMO2)
EVALUATE_FIELD(ammo_penguin, PLAYER_AMMO2)
EVALUATE_FIELD(mode_displacer, PLAYER_AMMO3)
EVALUATE_FIELD(mode_eagle, PLAYER_AMMO3)
EVALUATE_FIELD(mode_wrench, PLAYER_AMMO3)
EVALUATE_FIELD(mode_sporelauncher, PLAYER_AMMO3)
EVALUATE_FIELD(mode_m249, PLAYER_AMMO3)
EVALUATE_FIELD(flagmodel, PLAYER_FLAG)
EVALUATE_FIELD(flagskin, PLAYER_FLAG)
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float flChanged)
{
/* don't broadcast invisible players */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
return (0);
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, flChanged);
/* the generic client attributes */
NSClientPlayer::SendEntity(ePEnt, flChanged);
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
SENDENTITY_BYTE(glock_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(python_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_357, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
SENDENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
SENDENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
SENDENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
/* gearbox */
SENDENTITY_BYTE(eagle_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(sniper_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(m249_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(sporelauncher_mag, PLAYER_AMMO1)
SENDENTITY_BYTE(ammo_556, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_762, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_spore, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_shock, PLAYER_AMMO2)
SENDENTITY_BYTE(ammo_penguin, PLAYER_AMMO2)
SENDENTITY_BYTE(mode_displacer, PLAYER_AMMO3)
SENDENTITY_BYTE(mode_eagle, PLAYER_AMMO3)
SENDENTITY_BYTE(mode_wrench, PLAYER_AMMO3)
SENDENTITY_BYTE(mode_sporelauncher, PLAYER_AMMO3)
SENDENTITY_BYTE(mode_m249, PLAYER_AMMO3)
SENDENTITY_FLOAT(flagmodel, PLAYER_FLAG)
SENDENTITY_BYTE(flagskin, PLAYER_FLAG)
return (1);
}
#endif

View file

@ -145,8 +145,8 @@ set sp_decals "128"
set sv_friendlyFire "0" // Team-inflicted damage is possible when set.
set sv_levelexec "1" // Will search and execute `<gamedir>/maps/currentmap.cfg` when set.
set sv_plugins "1" // Enable the use of server-side plugins when set.
set vehicle_developer "0" // Shows vehicle related debug prints when set.
set sv_gameplayfix_setmodelsize_qw "1"
set vgui_color "255 170 0" // Default primary color for VGUI widgets.

View file

@ -1,8 +1,8 @@
entityDef ammo_base
{
"spawnclass" "NSItem"
"snd_acquire" "ammo.pickup"
"snd_respawn" "ammo.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"mins" "-16 -16 0"
"maxs" "16 16 16"
}

View file

@ -1,14 +1,14 @@
entityDef item_ammo_ar2
{
"inherit" "ammo_base"
"model" "models/items/BoxBRounds.mdl"
"model" "models/items/combine_rifle_cartridge01.mdl"
"inv_ammo_ar2" "skill:item_ar2"
}
entityDef item_ammo_ar2_large
{
"inherit" "ammo_base"
"model" "models/items/LargeBoxBRounds.mdl"
"model" "models/items/combine_rifle_cartridge01.mdl"
"inv_ammo_ar2" "skill:item_ar2_large"
}

View file

@ -1,6 +1,6 @@
entityDef item_box_buckshot
{
"inherit" "ammo_base"
"model" "models/items/BoxBRounds.mdl"
"model" "models/items/boxbuckshot.mdl"
"inv_ammo_buckshot" "skill:item_buckshot"
}

View file

@ -1,6 +1,6 @@
entityDef item_rpg_round
{
"inherit" "ammo_base"
"model" "models/items/w_missile_closed.mdl"
"model" "models/weapons/w_missile_closed.mdl"
"inv_ammo_rpg" "skill:item_rpg"
}

View file

@ -9,8 +9,8 @@ entityDef weapon_357
"spawnclass" "HLWeapon"
"model" "models/weapons/w_357.mdl"
"model_view" "models/weapons/v_357.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_357"

View file

@ -9,8 +9,8 @@ entityDef weapon_alyxgun
"spawnclass" "HLWeapon"
"model" "models/weapons/W_Alyx_Gun.mdl"
"model_view" "models/weapons/v_pistol.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_pistol"

View file

@ -9,8 +9,8 @@ entityDef weapon_annabelle
"spawnclass" "HLWeapon"
"model" "models/weapons/w_annabelle.mdl"
"model_view" "models/weapons/v_shotgun.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_annebelle"

View file

@ -9,8 +9,8 @@ entityDef weapon_ar2
"spawnclass" "HLWeapon"
"model" "models/weapons/w_irifle.mdl"
"model_view" "models/weapons/v_irifle.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_ar2"

View file

@ -9,8 +9,8 @@ entityDef weapon_bugbait
"spawnclass" "HLWeapon"
"model" "models/w_bugbait.mdl"
"model_view" "models/v_bugbait.mdl"
"snd_acquire" "dmc_weapon.pickup"
"snd_respawn" "dmc_item.respawn"
"snd_acquire" "dmc_HL2Player.PickupWeapon"
"snd_respawn" "dmc_Item.Materialize"
"spin" "1"
// weapon specific

View file

@ -8,15 +8,17 @@ entityDef weapon_crossbow
"spawnclass" "HLWeapon"
"model" "models/weapons/w_crossbow.mdl"
"model_view" "models/weapons/v_crossbow.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"model_view" "models/weapons/v_crossbow_dx7.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_crossbow"
"inv_name" "#HL2_Crossbow"
"inv_ammo_crossbow" "4"
"clipSize" "1"
"ammoType" "ammo_crossbow"
"ammoRequired" "1"
"actFire" "3"
"actFireLast" "6"
@ -39,8 +41,6 @@ entityDef weapon_crossbow
entityDef fireInfo_crossbow
{
"def_onFire" "projectile_bolt"
"ammoType" "ammo_crossbow"
"ammoRequired" "1"
"ammoPerShot" "1"
"punchAngle" "-2 0 0"
}

View file

@ -9,8 +9,8 @@ entityDef weapon_crowbar
"spawnclass" "HLWeapon"
"model" "models/weapons/w_crowbar.mdl"
"model_view" "models/weapons/v_crowbar.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_melee" "damage_crowbar"

View file

@ -9,8 +9,8 @@ entityDef weapon_frag
"spawnclass" "HLWeapon"
"model" "models/items/grenadeAmmo.mdl"
"model_view" "models/weapons/v_grenade.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"inv_name" "#HL2_Grenade"
"inv_weapon" "weapon_frag"

View file

@ -9,8 +9,8 @@ entityDef weapon_physcannon
"spawnclass" "HLWeapon"
"model" "models/weapons/w_physcannon.mdl"
"model_view" "models/weapons/v_physcannon.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_physcannon"

View file

@ -9,8 +9,8 @@ entityDef weapon_pistol
"spawnclass" "HLWeapon"
"model" "models/weapons/w_pistol.mdl"
"model_view" "models/weapons/v_pistol.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_pistol"

View file

@ -9,8 +9,8 @@ entityDef weapon_rpg
"spawnclass" "HLWeapon"
"model" "models/weapons/w_rocket_launcher.mdl"
"model_view" "models/weapons/v_rpg.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"inv_name" "#HL2_RPG"
"def_fireInfo" "fireInfo_rpg"

View file

@ -9,8 +9,8 @@ entityDef weapon_shotgun
"spawnclass" "HLWeapon"
"model" "models/weapons/w_shotgun.mdl"
"model_view" "models/weapons/v_shotgun.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_shotgun"

View file

@ -9,8 +9,8 @@ entityDef weapon_slam
"spawnclass" "HLWeapon"
"model" "models/weapons/w_slam.mdl"
"model_view" "models/weapons/v_slam.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
"inv_name" "#HL2_SLAM"
"ammoType" "ammo_slam"

View file

@ -9,8 +9,8 @@ entityDef weapon_smg1
"spawnclass" "HLWeapon"
"model" "models/weapons/w_smg1.mdl"
"model_view" "models/weapons/v_smg1.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_fireInfo" "fireInfo_smg1"

View file

@ -9,8 +9,8 @@ entityDef weapon_stunstick
"spawnclass" "HLWeapon"
"model" "models/weapons/w_stunbaton.mdl"
"model_view" "models/weapons/v_stunbaton.mdl"
"snd_acquire" "weapon.pickup"
"snd_respawn" "item.respawn"
"snd_acquire" "HL2Player.PickupWeapon"
"snd_respawn" "Item.Materialize"
// weapon specific
"def_melee" "damage_stunstick"

View file

@ -1,173 +0,0 @@
!!ver 110
!!permu FOG
!!permu BUMP
!!permu LIGHTSTYLED
!!permu REFLECTCUBEMASK
!!samps diffuse
!!samps lightmap
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =BUMP normalmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec2 lm0;
#ifdef LIGHTSTYLED
varying vec2 lm1, lm2, lm3;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main ()
{
lightmapped_init();
tex_c = v_texcoord;
gl_Position = ftetransform();
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#ifdef FAKESHADOWS
#include "sys/pcf.h"
#endif
#ifdef LIGHTSTYLED
#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
#else
#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
#endif
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
#else
lightmaps = LIGHTMAP * e_lmscale.rgb;
#endif
/* the light we're getting is always too bright */
lightmaps *= 0.75;
/* clamp at 1.5 */
if (lightmaps.r > 1.5)
lightmaps.r = 1.5;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5;
return lightmaps;
}
void main (void)
{
vec4 diffuse_f;
vec3 light = vec3(0.0, 0.0, 0.0);
diffuse_f = texture2D(s_diffuse, tex_c);
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* deluxemapping isn't working on Source BSP yet */
diffuse_f.rgb *= lightmap_fragment();
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec4 normal_f = texture2D(s_normalmap, tex_c);
normal_f.g *= -1.0;
normal_f.rgb = normalize(normal_f.rgb - 0.5);
#else
vec4 normal_f = vec4(0.0,0.0,1.0,0.0);
#endif
#if defined(ENVFROMMASK)
/* We have a dedicated reflectmask */
#define refl texture2D(s_reflectmask, tex_c).r
#else
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
#define refl 1.0 - diffuse_f.a
#else
#define refl normal_f.a * 0.5
#endif
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
light += (e_light_mul * lambert(norm, e_light_dir)) * 2.0;
light += (e_light_ambient * lambert(norm, reflect(norm, e_light_dir))) * 0.5;
light += (e_light_mul * dot(normal_f, e_light_dir));
diffuse_f.rgb *= light;
gl_FragColor = fog4(diffuse_f);
}
#endif

View file

@ -1,47 +0,0 @@
!!ver 110
!!samps diffuse
!!samps =BUMP normalmap
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!samps refraction=0
#include "sys/defs.h"
varying vec2 tex_c;
varying mat3 invsurface;
varying vec4 tf_c;
varying vec3 eyeminusvertex;
#ifdef VERTEX_SHADER
void main ()
{
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
tf_c = ftetransform();
tex_c = v_texcoord;
gl_Position = tf_c;
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
void main ( void )
{
vec2 refl_c;
vec3 refr_f;
vec3 norm_f;
vec4 out_f = vec4( 1.0, 1.0, 1.0, 1.0 );
norm_f = ( texture2D( s_normalmap, tex_c).xyz);
norm_f.g *= -1.0;
norm_f = normalize( norm_f );
// Reflection/View coordinates
refl_c = ( 1.0 + ( tf_c.xy / tf_c.w ) ) * 0.5;
refr_f = texture2D(s_refraction, refl_c + (norm_f.st) ).rgb;
out_f.rgb = refr_f * texture2D(s_diffuse, tex_c).rgb;
gl_FragColor = out_f;
}
#endif

View file

@ -1,160 +0,0 @@
!!ver 110
!!permu FOG
!!permu BUMP
!!permu LIGHTSTYLED
!!permu REFLECTCUBEMASK
!!permu UPPERLOWER
!!samps diffuse upper
!!samps lightmap
!!samps =LIGHTSTYLED lightmap1 lightmap2 lightmap3
!!samps =BUMP normalmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
#include "sys/defs.h"
varying vec2 tex_c;
varying vec4 vex_color;
varying vec2 lm0;
#ifdef LIGHTSTYLED
varying vec2 lm1, lm2, lm3;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef VERTEX_SHADER
void lightmapped_init(void)
{
lm0 = v_lmcoord;
#ifdef LIGHTSTYLED
lm1 = v_lmcoord2;
lm2 = v_lmcoord3;
lm3 = v_lmcoord4;
#endif
}
void main ()
{
lightmapped_init();
tex_c = v_texcoord;
gl_Position = ftetransform();
vex_color = v_colour;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#ifdef FAKESHADOWS
#include "sys/pcf.h"
#endif
#ifdef LIGHTSTYLED
#define LIGHTMAP0 texture2D(s_lightmap0, lm0).rgb
#define LIGHTMAP1 texture2D(s_lightmap1, lm1).rgb
#define LIGHTMAP2 texture2D(s_lightmap2, lm2).rgb
#define LIGHTMAP3 texture2D(s_lightmap3, lm3).rgb
#else
#define LIGHTMAP texture2D(s_lightmap, lm0).rgb
#endif
vec3 lightmap_fragment()
{
vec3 lightmaps;
#ifdef LIGHTSTYLED
lightmaps = LIGHTMAP0 * e_lmscale[0].rgb;
lightmaps += LIGHTMAP1 * e_lmscale[1].rgb;
lightmaps += LIGHTMAP2 * e_lmscale[2].rgb;
lightmaps += LIGHTMAP3 * e_lmscale[3].rgb;
#else
lightmaps = LIGHTMAP * e_lmscale.rgb;
#endif
/* the light we're getting is always too bright */
lightmaps *= 0.75;
/* clamp at 1.5 */
if (lightmaps.r > 1.5)
lightmaps.r = 1.5;
if (lightmaps.g > 1.5)
lightmaps.g = 1.5;
if (lightmaps.b > 1.5)
lightmaps.b = 1.5;
return lightmaps;
}
void main (void)
{
vec4 diffuse_f;
diffuse_f.rgb = mix(texture2D(s_diffuse, tex_c).rgb, texture2D(s_upper, tex_c).rgb, vex_color.a);
diffuse_f.a = 1.0;
/* deluxemapping isn't working on Source BSP yet, FIXME */
diffuse_f.rgb *= lightmap_fragment();
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* We currently only use the normal/bumpmap for cubemap warping. move this block out once we do proper radiosity normalmapping */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec4 normal_f = texture2D(s_normalmap, tex_c);
normal_f.g *= -1.0;
normal_f.rgb = normalize(normal_f.rgb - 0.5);
#else
vec4 normal_f = vec4(0.0,0.0,1.0,0.0);
#endif
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
/* since we're sampling from the diffuse = 1.0 fully visible, 0.0 = fully reflective */
#define refl 1.0 - diffuse_f.a
#else
#define refl normal_f.a * 0.5
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
gl_FragColor = fog4(diffuse_f);
}
#endif

View file

@ -1,30 +0,0 @@
!!ver 110
!!permu FOG
!!samps diffuse
#include "sys/defs.h"
#include "sys/fog.h"
varying vec2 tex_c;
#ifdef VERTEX_SHADER
void main ()
{
tex_c = v_texcoord;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
void main ()
{
vec4 diffuse_f = texture2D( s_diffuse, tex_c );
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
gl_FragColor = fog4( diffuse_f );
}
#endif

View file

@ -1,140 +0,0 @@
!!ver 110
!!permu FRAMEBLEND
!!permu BUMP
!!permu FOG
!!permu SKELETAL
!!permu AMBIENTCUBE
!!samps diffuse fullbright normalmap
!!permu FAKESHADOWS
!!cvardf r_glsl_pcf
!!samps =FAKESHADOWS shadowmap
// envmaps only
!!samps =REFLECTCUBEMASK reflectmask reflectcube
!!cvardf r_skipDiffuse
#include "sys/defs.h"
varying vec2 tex_c;
varying vec3 norm;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
varying vec3 eyevector;
varying mat3 invsurface;
#endif
#ifdef FAKESHADOWS
varying vec4 vtexprojcoord;
#endif
#ifdef VERTEX_SHADER
#include "sys/skeletal.h"
void main (void)
{
vec3 n, s, t, w;
tex_c = v_texcoord;
gl_Position = skeletaltransform_wnst(w,n,s,t);
norm = n;
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
invsurface = mat3(v_svector, v_tvector, v_normal);
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
#ifdef FAKESHADOWS
vtexprojcoord = (l_cubematrix*vec4(v_position.xyz, 1.0));
#endif
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
#include "sys/pcf.h"
float lambert(vec3 normal, vec3 dir)
{
return max(dot(normal, dir), 0.0);
}
float halflambert(vec3 normal, vec3 dir)
{
return (lambert(normal, dir) * 0.5) + 0.5;
}
void main (void)
{
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
vec3 light;
#ifdef MASKLT
if (diffuse_f.a < float(MASK))
discard;
#endif
/* Normal/Bumpmap Shenanigans */
#ifdef BUMP
/* Source's normalmaps are in the DX format where the green channel is flipped */
vec3 normal_f = texture2D(s_normalmap, tex_c).rgb;
normal_f.g *= -1.0;
normal_f = normalize(normal_f.rgb - 0.5);
#else
vec3 normal_f = vec3(0.0,0.0,1.0);
#endif
/* CUBEMAPS ONLY */
#ifdef REFLECTCUBEMASK
/* when ENVFROMBASE is set or a normal isn't present, we're getting the reflectivity info from the diffusemap's alpha channel */
#if defined(ENVFROMBASE) || !defined(BUMP)
#define refl 1.0 - diffuse_f.a
#else
#define refl texture2D(s_normalmap, tex_c).a
#endif
vec3 cube_c = reflect(normalize(-eyevector), normal_f.rgb);
cube_c = cube_c.x * invsurface[0] + cube_c.y * invsurface[1] + cube_c.z * invsurface[2];
cube_c = (m_model * vec4(cube_c.xyz, 0.0)).xyz;
diffuse_f.rgb += (textureCube(s_reflectcube, cube_c).rgb * vec3(refl,refl,refl));
#endif
#ifdef AMBIENTCUBE
//no specular effect here. use rtlights for that.
vec3 nn = norm*norm; //FIXME: should be worldspace normal.
light = nn.x * e_light_ambientcube[(norm.x<0.0)?1:0] +
nn.y * e_light_ambientcube[(norm.y<0.0)?3:2] +
nn.z * e_light_ambientcube[(norm.z<0.0)?5:4];
#else
#ifdef HALFLAMBERT
light = e_light_ambient + (e_light_mul * halflambert(norm, e_light_dir));
#else
light = e_light_ambient + (e_light_mul * lambert(norm, e_light_dir));
#endif
/* the light we're getting is always too bright */
light *= 0.75;
/* clamp at 1.5 */
if (light.r > 1.5)
light.r = 1.5;
if (light.g > 1.5)
light.g = 1.5;
if (light.b > 1.5)
light.b = 1.5;
#endif
diffuse_f.rgb *= light;
#ifdef FAKESHADOWS
diffuse_f.rgb *= ShadowmapFilter(s_shadowmap, vtexprojcoord);
#endif
gl_FragColor = fog4(diffuse_f * e_colourident) * e_lmscale;
}
#endif

View file

@ -1,183 +0,0 @@
!!cvardf r_glsl_turbscale_reflect=1 //simpler scaler
!!cvardf r_glsl_turbscale_refract=1 //simpler scaler
!!samps diffuse normalmap
!!samps refract=0 //always present
!!samps =REFLECT reflect=1
!!samps !REFLECT reflectcube
!!permu FOG
#include "sys/defs.h"
//modifier: REFLECT (s_t2 is a reflection instead of diffusemap)
//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
//modifier: STRENGTH_REFL (distortion strength - 0.1 = fairly gentle, 0.2 = big waves)
//modifier: FRESNEL_EXP (5=water)
//modifier: TXSCALE (wave size - 0.2)
//modifier: RIPPLEMAP (s_t3 contains a ripplemap
//modifier: TINT_REFR (some colour value)
//modifier: TINT_REFL (some colour value)
//modifier: ALPHA (mix in the normal water texture over the top)
//modifier: USEMODS (use single-texture scrolling via tcmods - note, also forces the engine to actually use tcmod etc)
//a few notes on DP compat:
//'dpwater' makes numerous assumptions about DP internals
//by default there is a single pass that uses the pass's normal tcmods
//the fresnel has a user-supplied min+max rather than an exponent
//both parts are tinted individually
//if alpha is enabled, the regular water texture is blended over the top, again using the same crappy tcmods...
//legacy crap
#ifndef FRESNEL
#define FRESNEL 5.0
#endif
#ifndef TINT
#define TINT 0.7,0.8,0.7
#endif
#ifndef STRENGTH
#define STRENGTH 0.1
#endif
#ifndef TXSCALE
#define TXSCALE 1
#endif
//current values (referring to legacy defaults where needed)
#ifndef FRESNEL_EXP
#define FRESNEL_EXP 4.0
#endif
#ifndef FRESNEL_MIN
#define FRESNEL_MIN 0.0
#endif
#ifndef FRESNEL_RANGE
#define FRESNEL_RANGE 1.0
#endif
#ifndef STRENGTH_REFL
#define STRENGTH_REFL STRENGTH
#endif
#ifndef STRENGTH_REFR
#define STRENGTH_REFR STRENGTH
#endif
#ifndef TXSCALE1
#define TXSCALE1 TXSCALE
#endif
#ifndef TXSCALE2
#define TXSCALE2 TXSCALE
#endif
#ifndef TINT_REFR
#define TINT_REFR TINT
#endif
#ifndef TINT_REFL
#define TINT_REFL 1.0,1.0,1.0
#endif
#ifndef FOGTINT
#define FOGTINT 0.2,0.3,0.2
#endif
varying vec2 tc;
varying vec4 tf;
varying vec3 norm;
varying vec3 eye;
#ifdef VERTEX_SHADER
void main (void)
{
tc = v_texcoord.st;
tf = ftetransform();
norm = v_normal;
eye = e_eyepos - v_position.xyz;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
#include "sys/fog.h"
void main (void)
{
vec2 stc; //screen tex coords
vec2 ntc; //normalmap/diffuse tex coords
vec3 n, refr, refl;
float fres;
float depth;
stc = (1.0 + (tf.xy / tf.w)) * 0.5;
//hack the texture coords slightly so that there are less obvious gaps
stc.t -= 1.5*norm.z/1080.0;
#if 0//def USEMODS
ntc = tc;
n = texture2D(s_normalmap, ntc).xyz - 0.5;
#else
//apply q1-style warp, just for kicks
ntc.s = tc.s + sin(tc.t+e_time)*0.125;
ntc.t = tc.t + sin(tc.s+e_time)*0.125;
//generate the two wave patterns from the normalmap
n = (texture2D(s_normalmap, vec2(TXSCALE1)*tc + vec2(e_time*0.1, 0.0)).xyz);
n += (texture2D(s_normalmap, vec2(TXSCALE2)*tc - vec2(0, e_time*0.097)).xyz);
n -= 1.0 - 4.0/256.0;
#endif
#ifdef RIPPLEMAP
n += texture2D(s_ripplemap, stc).rgb*3.0;
#endif
n = normalize(n);
//the fresnel term decides how transparent the water should be
fres = pow(1.0-abs(dot(n, normalize(eye))), float(FRESNEL_EXP)) * float(FRESNEL_RANGE) + float(FRESNEL_MIN);
#ifdef DEPTH
float far = #include "cvar/gl_maxdist";
float near = #include "cvar/gl_mindist";
//get depth value at the surface
float sdepth = gl_FragCoord.z;
sdepth = (2.0*near) / (far + near - sdepth * (far - near));
sdepth = mix(near, far, sdepth);
//get depth value at the ground beyond the surface.
float gdepth = texture2D(s_refractdepth, stc).x;
gdepth = (2.0*near) / (far + near - gdepth * (far - near));
if (gdepth >= 0.5)
{
gdepth = sdepth;
depth = 0.0;
}
else
{
gdepth = mix(near, far, gdepth);
depth = gdepth - sdepth;
}
//reduce the normals in shallow water (near walls, reduces the pain of linear sampling)
if (depth < 100.0)
n *= depth/100.0;
#else
depth = 1.0;
#endif
//refraction image (and water fog, if possible)
refr = texture2D(s_refract, stc + n.st*float(STRENGTH_REFR)*float(r_glsl_turbscale_refract)).rgb * vec3(TINT_REFR);
#ifdef DEPTH
refr = mix(refr, vec3(FOGTINT), min(depth/4096.0, 1.0));
#endif
#ifdef REFLECT
//reflection/diffuse
refl = texture2D(s_reflect, stc - n.st*float(STRENGTH_REFL)*float(r_glsl_turbscale_reflect)).rgb * vec3(TINT_REFL);
#else
refl = textureCube(s_reflectcube, n).rgb;// * vec3(TINT_REFL);
#endif
//interplate by fresnel
refr = mix(refr, refl, fres);
#ifdef ALPHA
vec4 ts = texture2D(s_diffuse, ntc);
vec4 surf = fog4blend(vec4(ts.rgb, float(ALPHA)*ts.a));
refr = mix(refr, surf.rgb, surf.a);
#else
refr = fog3(refr);
#endif
//done
gl_FragColor = vec4(refr, 1.0);
}
#endif