/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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. */ bool HLSingleplayerRules::IsMultiplayer(void) { return false; } void HLSingleplayerRules::PlayerDeath(NSClientPlayer pl) { pl.movetype = MOVETYPE_NONE; pl.solid = SOLID_NOT; pl.takedamage = DAMAGE_NO; pl.gflags &= ~GF_FLASHLIGHT; pl.armor = pl.activeweapon = pl.g_items = pl.weapon = 0; pl.health = 0; Sound_Play(pl, CHAN_AUTO, "player.die"); if (cvar("coop") == 1) { pl.think = PutClientInServer; pl.nextthink = time + 4.0f; } if (pl.health < -50) { FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f); } /* Let's handle corpses on the clientside */ entity corpse = spawn(); setorigin(corpse, pl.origin + [0,0,32]); setmodel(corpse, pl.model); setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX); corpse.movetype = MOVETYPE_TOSS; corpse.solid = SOLID_TRIGGER; corpse.modelindex = pl.modelindex; corpse.frame = ANIM_DIESIMPLE; corpse.angles = pl.angles; corpse.velocity = pl.velocity; } void HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl) { pl.classname = "player"; pl.health = pl.max_health = 100; pl.takedamage = DAMAGE_YES; pl.SetSolid(SOLID_SLIDEBOX); pl.SetMovetype(MOVETYPE_WALK); pl.flags = FL_CLIENT; pl.viewzoom = 1.0; pl.model = "models/player.mdl"; if (cvar("coop") == 1) { string mymodel = infokey(pl, "model"); if (mymodel) { mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel); if (whichpack(mymodel)) { pl.model = mymodel; } } } setmodel(pl, pl.model); setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX); pl.velocity = [0,0,0]; pl.gravity = __NULL__; pl.frame = 1; //pl.SendEntity = Player_SendEntity; pl.SendFlags = UPDATE_ALL; pl.customphysics = Empty; pl.iBleeds = TRUE; forceinfokey(pl, "*spec", "0"); forceinfokey(pl, "*deaths", ftos(pl.deaths)); /* this is where the mods want to deviate */ entity spot; if (startspot != "") { dprint(sprintf("^3Gamerules_Spawn^7: Startspot is %s\n", startspot)); LevelDecodeParms(pl); setorigin(pl, Landmark_GetSpot()); } else { LevelNewParms(); spot = find(world, ::classname, "info_player_start"); setorigin(pl, spot.origin); pl.angles = spot.angles; } Weapons_RefreshAmmo(pl); Client_FixAngle(pl, pl.angles); } bool HLSingleplayerRules::ImpulseCommand(NSClient bp, float num) { switch (num) { case 101: player pl = (player)bp; pl.health = 100; pl.armor = 100; pl.g_items |= ITEM_SUIT; Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SHOVEL, -1); Weapons_AddItem(pl, WEAPON_SPANNER, -1); Weapons_AddItem(pl, WEAPON_GLOCK, -1); Weapons_AddItem(pl, WEAPON_PYTHON, -1); Weapons_AddItem(pl, WEAPON_AP9, -1); Weapons_AddItem(pl, WEAPON_TAURUS, -1); Weapons_AddItem(pl, WEAPON_MP5, -1); Weapons_AddItem(pl, WEAPON_SHOTGUN, -1); Weapons_AddItem(pl, WEAPON_CROSSBOW, -1); Weapons_AddItem(pl, WEAPON_SNIPER, -1); Weapons_AddItem(pl, WEAPON_SNIPER2, -1); Weapons_AddItem(pl, WEAPON_RPG, -1); Weapons_AddItem(pl, WEAPON_GAUSS, -1); Weapons_AddItem(pl, WEAPON_EGON, -1); Weapons_AddItem(pl, WEAPON_CHAINGUN, -1); Weapons_AddItem(pl, WEAPON_HANDGRENADE, -1); Weapons_AddItem(pl, WEAPON_SATCHEL, -1); Weapons_AddItem(pl, WEAPON_TRIPMINE, -1); Weapons_AddItem(pl, WEAPON_SNARK, -1); Weapons_AddItem(pl, WEAPON_MEDKIT, -1); break; default: return super::ImpulseCommand(bp, num); } return true; }