add HL1 > HL:S texture mapping, update decl and some other misc fixes against nuclide.

This commit is contained in:
Marco Cawthorne 2025-04-22 14:13:06 -07:00
parent e65f81ae23
commit ea100b0acc
38 changed files with 23438 additions and 145 deletions

View file

@ -1,6 +1,6 @@
entityDef npc_police
{
"spawnclass" "NSSquadMonster"
"spawnclass" "ncTalkMonster"
"model" "models/police_cheaple.mdl"
"netname" "Metro Police"
"health" "50"
@ -37,7 +37,7 @@ entityDef npc_police
entityDef melee_police_kick
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"is_bullet" "1"
"damage" "15"
"delay" "0.25"

View file

@ -1,6 +1,6 @@
entityDef player
{
"spawnclass" "HLPlayer"
"spawnclass" "hlPlayer"
"health" "100"
"maxarmor" "100"
"bleeds" "1"

View file

@ -1,6 +1,6 @@
entityDef prop_combine_ball
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" "models/effects/combineball.mdl"
"damage" "skill:npc_dmg_combineball"

View file

@ -6,7 +6,7 @@ entityDef weapon_357
"editor_usage" "#HL2_357Handgun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_357.mdl"
"model_view" "models/weapons/v_357.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -28,7 +28,7 @@ entityDef weapon_357
"snd_fire" "Weapon_357.Single"
"snd_empty" "Weapon_Pistol.Empty"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "1"
"hudSlotPos" "1"
"weight" "7"

View file

@ -6,7 +6,7 @@ entityDef weapon_alyxgun
"editor_usage" "#HL2_AlyxGun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/W_Alyx_Gun.mdl"
"model_view" "models/weapons/v_pistol.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -31,7 +31,7 @@ entityDef weapon_alyxgun
"snd_fire" "Weapon_Pistol.NPC_Single"
"snd_empty" "Weapon_Pistol.Empty"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "1"
"hudSlotPos" "4"
"weight" "2"
@ -51,5 +51,4 @@ entityDef fireInfo_alyxgun
"ammoPerShot" "1"
"fireRate" ".25"
"punchAngle" "-10 0 0"
"model_flash" "sprites/muzzleflash2.spr"
}

View file

@ -6,7 +6,7 @@ entityDef weapon_annabelle
"editor_usage" "#HL2_Annabelle"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_annabelle.mdl"
"model_view" "models/weapons/v_shotgun.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -30,7 +30,7 @@ entityDef weapon_annabelle
// "snd_reload" "Weapon_Shotgun.Reload"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "3"
"hudSlotPos" "1"
"weight" "4"
@ -51,6 +51,5 @@ entityDef fireInfo_annabelle
"fireRate" "0.75"
"act_fire" "1"
"punchAngle" "-5 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"snd_fire" "Weapon_Shotgun.Single"
}

View file

@ -6,7 +6,7 @@ entityDef weapon_ar2
"editor_usage" "#HL2_Pulse_Rifle"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_irifle.mdl"
"model_view" "models/weapons/v_irifle.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -29,7 +29,7 @@ entityDef weapon_ar2
"snd_empty" "Weapon_IRifle.Empty"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "2"
"hudSlotPos" "1"
"weight" "5"

View file

@ -6,7 +6,7 @@ entityDef weapon_physgun
"editor_usage" "Physics Gun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_physics.mdl"
"model_view" "models/weapons/v_superphyscannon.mdl"
"skin" "1"
@ -32,7 +32,7 @@ entityDef weapon_physgun
"joint_view_trail" "Muzzle"
"joint_world_trail" "Muzzle"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "5"
"weight" "10"

View file

@ -6,7 +6,7 @@ entityDef weapon_portalgun
"editor_usage" "Portal Gun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_irifle.mdl"
"model_view" "models/weapons/v_irifle.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -25,7 +25,7 @@ entityDef weapon_portalgun
"snd_empty" "Weapon_PhysCannon.DryFire"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "0"
@ -35,7 +35,7 @@ entityDef weapon_portalgun
entityDef projectile_portalgun
{
"spawnclass" "NSProjectile"
"spawnclass" "ncProjectile"
"model" ""
"health" "0"

View file

@ -6,7 +6,7 @@ entityDef weapon_tool
"editor_usage" "#GM_ToolWeapon"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_crossbow.mdl"
"model_view" "models/weapons/v_crossbow_dx7.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -29,7 +29,7 @@ entityDef weapon_tool
"snd_fire" "Weapon_357.Single"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "10"
"weight" "6"

View file

@ -6,7 +6,7 @@ entityDef weapon_bugbait
"editor_usage" "#HL2_Bugbait"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
//"model" "models/weapons/w_bugbait.mdl"
//"model_view" "models/weapons/v_bugbait.mdl"
"model" "models/items/grenadeAmmo.mdl"
@ -25,7 +25,7 @@ entityDef weapon_bugbait
"act_draw" "3"
"act_holster" "4"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "5"
"hudSlotPos" "0"
"weight" "25"

View file

@ -6,7 +6,7 @@ entityDef weapon_citizenpackage
"editor_usage" "Citizen Package"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_package.mdl"
"inv_item" "Citizen Package"
"physics" "1"

View file

@ -6,7 +6,7 @@ entityDef weapon_citizensuitcase
"editor_usage" "Citizen Suitcase"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_suitcase_passenger.mdl"
"inv_item" "Citizen Suitcase"
"physics" "1"

View file

@ -6,7 +6,7 @@ entityDef weapon_crossbow
"editor_usage" "#HL2_Crossbow"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_crossbow.mdl"
"model_view" "models/weapons/v_crossbow_dx7.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -32,7 +32,7 @@ entityDef weapon_crossbow
"snd_fire" "Weapon_Crossbow.Single"
// "snd_reload" "Weapon_Crossbow.Reload"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "3"
"hudSlotPos" "1"
"weight" "6"

View file

@ -6,7 +6,7 @@ entityDef weapon_crowbar
"editor_usage" "#HL2_Crowbar"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_crowbar.mdl"
"model_view" "models/weapons/v_crowbar.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -30,7 +30,7 @@ entityDef weapon_crowbar
"act_fire" "4,5,6,7"
"punchSpring" "1.5 -1.5 0"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "0"
"weight" "0"

View file

@ -6,8 +6,8 @@ entityDef weapon_cubemap
"editor_usage" "#HL2_Cubemap"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/shadertest/envballs.mdl"
"model_view" "models/shadertest/envballs.mdl"
"inv_item" "#HL2_Cubemap"
}
}

View file

@ -6,7 +6,7 @@ entityDef weapon_frag
"editor_usage" "#HL2_Grenade"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/items/grenadeAmmo.mdl"
"model_view" "models/weapons/v_grenade.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -33,7 +33,7 @@ entityDef weapon_frag
"act_delay" "1"
"act_release" "3"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "4"
"hudSlotPos" "0"
"weight" "1"

View file

@ -6,7 +6,7 @@ entityDef weapon_physcannon
"editor_usage" "#HL2_GravityGun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_physics.mdl"
"model_view" "models/weapons/v_physcannon.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -24,7 +24,7 @@ entityDef weapon_physcannon
"snd_empty" "Weapon_PhysCannon.DryFire"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "0"
@ -50,7 +50,6 @@ entityDef fireInfo_physcannon
{
"fireRate" "0.7"
"punchSpring" "-1.5 0 0"
"model_flash" "sprites/muzzleflash2.spr"
"act_fire" "6"
"snd_fire" "Weapon_PhysCannon.Launch"
}
@ -58,7 +57,6 @@ entityDef fireInfo_physcannon
entityDef fireInfo_physcannonAlt
{
"fireRate" "0.001"
"model_flash" "sprites/muzzleflash2.spr"
"act_fire" "6"
"act_idle" "3"
"snd_fireStop" "Weapon_PhysCannon.Pickup"

View file

@ -6,7 +6,7 @@ entityDef weapon_pistol
"editor_usage" "#HL2_Pistol"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_pistol.mdl"
"model_view" "models/weapons/v_pistol.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -32,7 +32,7 @@ entityDef weapon_pistol
"snd_empty" "Weapon_Pistol.Empty"
"snd_reload" "Weapon_Pistol.Reload"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "1"
"hudSlotPos" "0"
"weight" "2"

View file

@ -6,7 +6,7 @@ entityDef weapon_rpg
"editor_usage" "#HL2_RPG"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_rocket_launcher.mdl"
"model_view" "models/weapons/v_rpg.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -27,7 +27,7 @@ entityDef weapon_rpg
"act_fireStop" "3"
"snd_fire" "Weapon_RPG.Single"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "4"
"hudSlotPos" "1"
"weight" "0"

View file

@ -6,7 +6,7 @@ entityDef weapon_shotgun
"editor_usage" "#HL2_Shotgun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_shotgun.mdl"
"model_view" "models/weapons/v_shotgun.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -35,7 +35,7 @@ entityDef weapon_shotgun
"snd_reload" "Weapon_Shotgun.Reload"
"snd_cock" "Weapon_Shotgun.Special1"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "3"
"hudSlotPos" "0"
"weight" "4"

View file

@ -6,7 +6,7 @@ entityDef weapon_slam
"editor_usage" "#HL2_SLAM"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_slam.mdl"
"model_view" "models/weapons/v_slam.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -32,7 +32,7 @@ entityDef weapon_slam
//
// "snd_detonate" "Weapon_SLAM.SatchelDetonate TODO
// HLWeapon specific
// hlWeapon specific
"hudSlot" "4"
"hudSlotPos" "2"
"weight" "1"
@ -60,7 +60,7 @@ entityDef projectile_slam
"def_splash_damage" "damage_satchelExplosion"
"model_detonate" "fx_explosion.main"
"snd_explode" "BaseGrenade.Explode"
}
entityDef damage_satchelExplosion

View file

@ -6,7 +6,7 @@ entityDef weapon_smg1
"editor_usage" "SMG1 from Half-Life 2. Uses item_ammo_smg1 and item_ammo_smg1_large."
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_smg1.mdl"
"model_view" "models/weapons/v_smg1.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -27,7 +27,7 @@ entityDef weapon_smg1
"snd_reload" "Weapon_SMG1.Reload"
"snd_empty" "Weapon_SMG1.Empty"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "2"
"hudSlotPos" "0"
"weight" "3"

View file

@ -6,7 +6,7 @@ entityDef weapon_stunstick
"editor_usage" "#HL2_StunBaton"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_stunbaton.mdl"
"model_view" "models/weapons/v_stunstick.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -29,7 +29,7 @@ entityDef weapon_stunstick
"act_fireFailed" "2,3"
"act_fire" "4,5,6,7"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "0"
"weight" "0"

View file

@ -6,7 +6,7 @@ entityDef weapon_superphyscannon
"editor_usage" "#HL2_GravityGun"
"editor_rotatable" "1"
"spawnclass" "HLWeapon"
"spawnclass" "hlWeapon"
"model" "models/weapons/w_physics.mdl"
"model_view" "models/weapons/v_superphyscannon.mdl"
"snd_acquire" "HL2Player.PickupWeapon"
@ -25,7 +25,7 @@ entityDef weapon_superphyscannon
"snd_empty" "Weapon_PhysCannon.DryFire"
// HLWeapon specific
// hlWeapon specific
"hudSlot" "0"
"hudSlotPos" "1"
"weight" "0"

View file

@ -2,6 +2,7 @@ exec default_controls.cfg
exec default_cvar.cfg
exec default_video.cfg
exec default_hl2.cfg
exec fte.cfg
plug_load ode
plug_load hl2

23297
scripts/halflifewads.shader Normal file

File diff suppressed because it is too large Load diff

View file

@ -19,7 +19,7 @@ ClientGame_EntityUpdate(float id, float new)
{
switch (id) {
case ENT_WEAPON:
NSENTITY_READENTITY(HLWeapon, new)
NSENTITY_READENTITY(hlWeapon, new)
break;
case ENT_PLAYER:
#ifdef GEARBOX
@ -27,7 +27,7 @@ ClientGame_EntityUpdate(float id, float new)
#elif SCIHUNT
NSENTITY_READENTITY(SHPlayer, new)
#else
NSENTITY_READENTITY(HLPlayer, new)
NSENTITY_READENTITY(hlPlayer, new)
#endif
break;
default:

View file

@ -68,7 +68,7 @@ Viewmodel_CalcBob2(void)
/* increment the input value for our cycle */
if (pSeat->m_ePlayer.vv_flags & VFL_SPRINTING)
if (pSeat->m_ePlayer.m_nuclideFlags & VFL_SPRINTING)
pViewBob2->m_flBobTime += frametime * autocvar(v_bob_sprintscale, 2.0);
else
pViewBob2->m_flBobTime += frametime;
@ -120,7 +120,7 @@ Viewmodel_CalcBob(void)
iCycle = (pViewBob->m_flBobTime / var_cycle);
/* increment the input value for our cycle */
if (pSeat->m_ePlayer.vv_flags & VFL_SPRINTING)
if (pSeat->m_ePlayer.m_nuclideFlags & VFL_SPRINTING)
pViewBob->m_flBobTime += frametime * autocvar(v_bob_sprintscale, 2.0);
else
pViewBob->m_flBobTime += frametime;

View file

@ -112,7 +112,7 @@ HUD_Init(void)
}
void
HUD_RendererRestarted(void)
HUD_ReloadVideoResources(void)
{
font.Load("fonts/hl2.font", FONT_HL2);
font.Load("fonts/weaponicon.font", FONT_WEAPONICON);

View file

@ -133,7 +133,7 @@ CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (is.Player(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {

View file

@ -113,13 +113,13 @@ CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (is.Player(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
} else if (ents.isSentient(attacker)) {
} else if (is.Sentient(attacker)) {
teams.AddScore(attacker.team, 1);
}
}
@ -130,7 +130,7 @@ CodeCallback_NPCKilled(entity npcEntity, entity inflictor, entity attacker, stri
combat.Obituary(npcEntity.netname, attacker.netname, weapon, "");
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (is.Player(attacker)) {
if (npcEntity == attacker) {
attacker.frags--;
} else {

View file

@ -17,10 +17,10 @@
void
Game_Worldspawn(void)
{
Sound_Precache("Player.FlashLightOff");
Sound_Precache("Player.FlashLightOn");
Sound_Precache("item_weaponbox.Pickup");
precache_model("models/player.mdl");
precache_model("models/w_weaponbox.mdl");
precache.Sound("Player.FlashLightOff");
precache.Sound("Player.FlashLightOn");
precache.Sound("item_weaponbox.Pickup");
precache.Model("models/player.mdl");
precache.Model("models/w_weaponbox.mdl");
Animation_Init();
}

View file

@ -23,9 +23,9 @@ enumflags
PLAYER_BOTTOMFRAME
};
class HLPlayer:ncPlayer
class hlPlayer:ncPlayer
{
void(void) HLPlayer;
void(void) hlPlayer;
/* animation */
PREDICTED_FLOAT(anim_top)
@ -53,11 +53,11 @@ class HLPlayer:ncPlayer
#endif
};
void Animation_PlayerTop(HLPlayer, float, float);
void Animation_PlayerBottom(HLPlayer, float, float);
void Animation_PlayerTop(hlPlayer, float, float);
void Animation_PlayerBottom(hlPlayer, float, float);
void
HLPlayer::HLPlayer(void)
hlPlayer::hlPlayer(void)
{
anim_top = 0;
anim_top_time = 0;
@ -66,11 +66,11 @@ HLPlayer::HLPlayer(void)
anim_bottom_time = 0;
}
void Animation_PlayerUpdate(HLPlayer);
void Animation_TimerUpdate(HLPlayer, float);
void Animation_PlayerUpdate(hlPlayer);
void Animation_TimerUpdate(hlPlayer, float);
void
HLPlayer::UpdatePlayerAnimation(float timelength)
hlPlayer::UpdatePlayerAnimation(float timelength)
{
/* calculate our skeletal progression */
Animation_PlayerUpdate(this);
@ -80,7 +80,7 @@ HLPlayer::UpdatePlayerAnimation(float timelength)
#ifdef CLIENT
void
HLPlayer::ClientInputFrame(void)
hlPlayer::ClientInputFrame(void)
{
super::ClientInputFrame();
}
@ -90,7 +90,7 @@ void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(ncPlayer);
void
HLPlayer::UpdateAliveCam(void)
hlPlayer::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
@ -115,14 +115,14 @@ HLPlayer::UpdateAliveCam(void)
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
g_view.AddPunchAngle(m_punchAngle);
}
.string oldmodel;
//string Weapons_GetPlayermodel(ncPlayer, int);
void
HLPlayer::UpdatePlayerAttachments(bool visible)
hlPlayer::UpdatePlayerAttachments(bool visible)
{
/* draw the flashlight */
if (gflags & GF_FLASHLIGHT) {
@ -203,11 +203,11 @@ void HUD_AmmoNotify_Check(ncPlayer pl);
void HUD_ItemNotify_Check(ncPlayer pl);
/*
=================
HLPlayer::ReceiveEntity
hlPlayer::ReceiveEntity
=================
*/
void
HLPlayer::ReceiveEntity(float new, float flChanged)
hlPlayer::ReceiveEntity(float new, float flChanged)
{
/* the generic client attributes */
super::ReceiveEntity(new, flChanged);
@ -221,7 +221,7 @@ HLPlayer::ReceiveEntity(float new, float flChanged)
setorigin(this, origin);
/* these only concern the current HLPlayer */
/* these only concern the current hlPlayer */
CSQC_UpdateSeat();
if (this != pSeat->m_ePlayer)
return;
@ -240,14 +240,14 @@ HLPlayer::ReceiveEntity(float new, float flChanged)
/*
=================
HLPlayer::PredictPostFrame
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)
hlPlayer::PredictPreFrame(void)
{
/* the generic client attributes */
super::PredictPreFrame();
@ -261,13 +261,13 @@ HLPlayer::PredictPreFrame(void)
/*
=================
HLPlayer::PredictPostFrame
hlPlayer::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
HLPlayer::PredictPostFrame(void)
hlPlayer::PredictPostFrame(void)
{
/* the generic client attributes */
super::PredictPostFrame();
@ -281,7 +281,7 @@ HLPlayer::PredictPostFrame(void)
#else
void
HLPlayer::Save(float handle)
hlPlayer::Save(float handle)
{
super::Save(handle);
@ -293,7 +293,7 @@ HLPlayer::Save(float handle)
}
void
HLPlayer::Restore(string strKey, string strValue)
hlPlayer::Restore(string strKey, string strValue)
{
switch (strKey) {
case "anim_top":
@ -317,7 +317,7 @@ HLPlayer::Restore(string strKey, string strValue)
}
void
HLPlayer::EvaluateEntity(void)
hlPlayer::EvaluateEntity(void)
{
/* the generic client attributes */
ncPlayer::EvaluateEntity();
@ -331,7 +331,7 @@ HLPlayer::EvaluateEntity(void)
}
void
HLPlayer::Death(entity inflictor, entity attacker, int damagePoints, vector dir, vector absImpactPos, int hitBody)
hlPlayer::Death(entity inflictor, entity attacker, int damagePoints, vector dir, vector absImpactPos, int hitBody)
{
float randomAnim = floor(random(18, 26));
ncRenderableEntity newCorpse = (ncRenderableEntity)BodyQue_Spawn(this, randomAnim);
@ -347,17 +347,17 @@ HLPlayer::Death(entity inflictor, entity attacker, int damagePoints, vector dir,
/*
=================
HLPlayer::SendEntity
hlPlayer::SendEntity
=================
*/
float
HLPlayer::SendEntity(entity ePEnt, float flChanged)
hlPlayer::SendEntity(entity ePEnt, float flChanged)
{
/* just-in-case. */
if (IsPlayer() == false)
return (0);
/* don't broadcast invisible HLPlayers */
/* don't broadcast invisible hlPlayers */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
@ -379,7 +379,7 @@ HLPlayer::SendEntity(entity ePEnt, float flChanged)
#endif
void
HLPlayer::Physics_Jump(void)
hlPlayer::Physics_Jump(void)
{
if (waterlevel >= 2) {
if (watertype == CONTENT_WATER) {

View file

@ -15,7 +15,7 @@
*/
/*! \brief Half-Life weapon base class. */
/*!QUAKED HLWeapon (0 0.8 0.8) (-16 -16 0) (16 16 72)
/*!QUAKED hlWeapon (0 0.8 0.8) (-16 -16 0) (16 16 72)
# OVERVIEW
Half-Life specific weapon based on ncWeapon.
@ -32,10 +32,10 @@ Since the weapon specific files only contain short names like `ammo` and `crossh
For example, `ammoIcon` being set to `weapon_foobar.ammo` will look up `ammo` inside `sprites/weapon_foobar.txt`.
*/
class
HLWeapon:ncWeapon
hlWeapon:ncWeapon
{
public:
void HLWeapon(void);
void hlWeapon(void);
virtual void InputFrame(void);
virtual void ReleasedWeaponAttack(string);

View file

@ -15,11 +15,9 @@
*/
void
HLWeapon::HLWeapon(void)
hlWeapon::hlWeapon(void)
{
#ifdef CLIENT
m_iHudSlot = 0i;
m_iHudSlotPos = 0i;
m_ammoIcon = __NULL__;
m_ammo2Icon = __NULL__;
m_crossHair = __NULL__;
@ -34,7 +32,7 @@ HLWeapon::HLWeapon(void)
#ifdef SERVER
void
HLWeapon::SpawnKey(string keyName, string setValue)
hlWeapon::SpawnKey(string keyName, string setValue)
{
switch (keyName) {
default:
@ -44,26 +42,26 @@ HLWeapon::SpawnKey(string keyName, string setValue)
#endif
void
HLWeapon::UpdateFireInfoCache(void)
hlWeapon::UpdateFireInfoCache(void)
{
super::UpdateFireInfoCache();
m_physcannonAlt = GetSubDefBool(m_strLastFireInfo, "physcannonAlt");
m_physcannonCenterForce = GetSubDefFloat(m_strLastFireInfo, "physcannonCenterForce");
m_physcannonForceOffset = GetSubDefFloat(m_strLastFireInfo, "physcannonForceOffset");
m_physcannonPushRange = GetSubDefFloat(m_strLastFireInfo, "physcannonPushRange");
m_physcannonPullRange = GetSubDefFloat(m_strLastFireInfo, "physcannonPullRange");
m_physcannonPullForce = GetSubDefFloat(m_strLastFireInfo, "physcannonPullForce");
m_physcannonReflectMultiplier = GetSubDefFloat(m_strLastFireInfo, "physcannonReflectMultiplier");
m_fiPhysgun = GetSubDefBool(m_strLastFireInfo, "physgun");
m_fiPhysgunAlt = GetSubDefBool(m_strLastFireInfo, "physgunAlt");
m_fiToolgun = GetSubDefBool(m_strLastFireInfo, "toolgun");
m_fiToolgunAlt = GetSubDefBool(m_strLastFireInfo, "toolgunAlt");
m_physcannonAlt = GetSubDefBool(m_weaponLastFireInfo, "physcannonAlt");
m_physcannonCenterForce = GetSubDefFloat(m_weaponLastFireInfo, "physcannonCenterForce");
m_physcannonForceOffset = GetSubDefFloat(m_weaponLastFireInfo, "physcannonForceOffset");
m_physcannonPushRange = GetSubDefFloat(m_weaponLastFireInfo, "physcannonPushRange");
m_physcannonPullRange = GetSubDefFloat(m_weaponLastFireInfo, "physcannonPullRange");
m_physcannonPullForce = GetSubDefFloat(m_weaponLastFireInfo, "physcannonPullForce");
m_physcannonReflectMultiplier = GetSubDefFloat(m_weaponLastFireInfo, "physcannonReflectMultiplier");
m_fiPhysgun = GetSubDefBool(m_weaponLastFireInfo, "physgun");
m_fiPhysgunAlt = GetSubDefBool(m_weaponLastFireInfo, "physgunAlt");
m_fiToolgun = GetSubDefBool(m_weaponLastFireInfo, "toolgun");
m_fiToolgunAlt = GetSubDefBool(m_weaponLastFireInfo, "toolgunAlt");
}
#ifdef SERVER
void
HLWeapon::PhyscannonUngrab(void)
hlWeapon::PhyscannonUngrab(void)
{
if (!m_grabbedEntity) {
return;
@ -77,7 +75,7 @@ HLWeapon::PhyscannonUngrab(void)
#endif
void
HLWeapon::PhyscannonPush(void)
hlWeapon::PhyscannonPush(void)
{
ncPlayer ourOwner = (ncPlayer)GetOwner();
vector forwardDir = anglesToForward(ourOwner.v_angle);
@ -137,7 +135,7 @@ UpdatePos(void)
return;
}
HLWeapon physCannon = (HLWeapon)ourOwner.m_activeWeapon;
hlWeapon physCannon = (hlWeapon)ourOwner.m_activeWeapon;
vector forwardDir = anglesToForward(ourOwner.v_angle);
vector targetOrg = ourOwner.GetEyePos() + forwardDir * physCannon.m_flPhysgunDistance;
self.velocity = (targetOrg - self.origin) * 10.0;
@ -146,7 +144,7 @@ UpdatePos(void)
}
void
HLWeapon::PhyscannonPull(void)
hlWeapon::PhyscannonPull(void)
{
#ifdef SERVER
ncPlayer ourOwner = (ncPlayer)GetOwner();
@ -198,7 +196,7 @@ HLWeapon::PhyscannonPull(void)
}
void
HLWeapon::PhysgunFire(void)
hlWeapon::PhysgunFire(void)
{
#ifdef SERVER
ncPlayer ourOwner = (ncPlayer)GetOwner();
@ -239,7 +237,7 @@ HLWeapon::PhysgunFire(void)
}
void
HLWeapon::PhysgunFreeze(void)
hlWeapon::PhysgunFreeze(void)
{
#ifdef SERVER
if (!m_grabbedEntity) {
@ -253,7 +251,7 @@ HLWeapon::PhysgunFreeze(void)
}
void
HLWeapon::ReleasedWeaponAttack(string fireInfo)
hlWeapon::ReleasedWeaponAttack(string fireInfo)
{
if (m_fiPhysgun) {
#ifdef SERVER
@ -267,7 +265,7 @@ HLWeapon::ReleasedWeaponAttack(string fireInfo)
}
void
HLWeapon::InputFrame(void)
hlWeapon::InputFrame(void)
{
if (!m_fiPhysgun) {
return;
@ -303,9 +301,9 @@ HLWeapon::InputFrame(void)
#endif
}
input_movevalues = g_vec_null;
ourOwner.vv_flags |= VFL_FROZEN;
ourOwner.m_nuclideFlags |= VFL_FROZEN;
} else {
ourOwner.vv_flags &= ~VFL_FROZEN;
ourOwner.m_nuclideFlags &= ~VFL_FROZEN;
}
}
@ -313,7 +311,7 @@ HLWeapon::InputFrame(void)
.vector first_pos;
void
HLWeapon::ToolgunFire(bool altFire)
hlWeapon::ToolgunFire(bool altFire)
{
#ifdef SERVER
ncPlayer ourOwner = (ncPlayer)GetOwner();
@ -455,14 +453,14 @@ HLWeapon::ToolgunFire(bool altFire)
case GMTOOL_EMITTER:
case GMTOOL_SPRITES:
case GMTOOL_WHEELS:
NSError("Unimplemented");
ncError("Unimplemented");
break;
}
#endif
}
void
HLWeapon::FiredWeaponAttack(string fireInfo)
hlWeapon::FiredWeaponAttack(string fireInfo)
{
if (m_fiToolgun) {
ToolgunFire(m_fiToolgunAlt ? true : false);
@ -483,7 +481,7 @@ HLWeapon::FiredWeaponAttack(string fireInfo)
}
void
HLWeapon::AddedToInventory(void)
hlWeapon::AddedToInventory(void)
{
super::AddedToInventory();
@ -508,16 +506,16 @@ HLWeapon::AddedToInventory(void)
m_crossHair = sprintf("%s.crosshair", strtolower(classname));
}
m_icon = GetDefString("hl2hud_icon");
m_weaponHUDIcon = GetDefString("hl2hud_icon");
if (m_icon == "") {
m_icon = "V";
if (m_weaponHUDIcon == "") {
m_weaponHUDIcon = "V";
}
m_iconSel = GetDefString("hl2hud_iconSelected");
m_weaponHUDIconSel = GetDefString("hl2hud_iconSelected");
if (m_iconSel == "") {
m_iconSel = m_icon;
if (m_weaponHUDIconSel == "") {
m_weaponHUDIconSel = m_weaponHUDIcon;
}
if (m_ammoIcon == "none") {
@ -532,12 +530,12 @@ HLWeapon::AddedToInventory(void)
m_crossHair = __NULL__;
}
if (m_icon == "none") {
m_icon = __NULL__;
if (m_weaponHUDIcon == "none") {
m_weaponHUDIcon = __NULL__;
}
if (m_iconSel == "none") {
m_iconSel = __NULL__;
if (m_weaponHUDIconSel == "none") {
m_weaponHUDIconSel = __NULL__;
}
#endif
@ -547,7 +545,7 @@ HLWeapon::AddedToInventory(void)
#ifdef CLIENT
void
HLWeapon::DrawToolgunText(void)
hlWeapon::DrawToolgunText(void)
{
int toolMode = cvar("gm_toolmode");
@ -561,7 +559,7 @@ HLWeapon::DrawToolgunText(void)
}
void
HLWeapon::UpdateGUI(void)
hlWeapon::UpdateGUI(void)
{
ncPlayer ourOwner = __NULL__;
@ -569,6 +567,7 @@ HLWeapon::UpdateGUI(void)
DrawToolgunText();
}
#if 0
/* draw crosshair */
//HLSprite_DrawCrosshair(m_crossHair);
@ -622,10 +621,11 @@ HLWeapon::UpdateGUI(void)
ourOwner.a_ammo3 = ourOwner.GetReserveAmmo(m_secondaryAmmoType);
//HUD_DrawAmmo3();
}
#endif
}
void
HLWeapon::DrawLaser(void)
hlWeapon::DrawLaser(void)
{
ncPlayer ourOwner = (ncPlayer)GetOwner();
float lerpValue;

View file

@ -48,13 +48,13 @@ Animation_Init(void)
}
float
Animation_GetTopTime(HLPlayer pl)
Animation_GetTopTime(hlPlayer pl)
{
return pl.anim_top_time;
}
void
Animation_TimerUpdate(HLPlayer pl, float ftime)
Animation_TimerUpdate(hlPlayer pl, float ftime)
{
makevectors([0, pl.v_angle[1], 0]);
@ -79,7 +79,7 @@ depending on what the player is doing
=================
*/
void
Animation_PlayerUpdate(HLPlayer pl)
Animation_PlayerUpdate(hlPlayer pl)
{
if (!pl.skeletonindex) {
pl.skeletonindex = skel_create(g_flMalePlayerSkeleton);
@ -170,7 +170,7 @@ Animation_PlayerUpdate(HLPlayer pl)
}
void
Animation_PlayerTop(HLPlayer pl, float topanim, float timer)
Animation_PlayerTop(hlPlayer pl, float topanim, float timer)
{
if (timer == -1)
timer = frameduration(g_flMalePlayerSkeleton, topanim);
@ -181,7 +181,7 @@ Animation_PlayerTop(HLPlayer pl, float topanim, float timer)
}
void
Animation_PlayerBottom(HLPlayer pl, float botanim, float timer)
Animation_PlayerBottom(hlPlayer pl, float botanim, float timer)
{
pl.anim_bottom = botanim;
}

View file

@ -6,6 +6,5 @@
../../../hl2/src/shared/HL2Player.qc
../../../hl2/src/shared/animations.qc
../../../valve/src/shared/fx_gaussbeam.qc
../../../valve/src/shared/HLGaussBeam.qc
../../../hl2/src/shared/HL2Weapon.qc
#endlist