Just inherit the Valve GameRules for MP now.

This commit is contained in:
Marco Cawthorne 2021-08-01 11:22:24 +02:00
parent 9931dac7c6
commit 08da7aa5bd
3 changed files with 2 additions and 145 deletions

View file

@ -3,7 +3,7 @@
#define CSQC
#define CLIENT
#define VALVE
#define REWOLF
#define CLASSIC_VGUI
#define GS_RENDERFX

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@ -1,142 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <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.
*/
void
HLMultiplayerRules::FrameStart(void)
{
if (cvar("mp_timelimit") != 0)
if (time >= (cvar("mp_timelimit") * 60)) {
IntermissionStart();
}
}
void
HLMultiplayerRules::CheckRules(void)
{
/* last person who killed somebody has hit the limit */
if (g_dmg_eAttacker.frags >= cvar("mp_fraglimit"))
IntermissionStart();
}
void
HLMultiplayerRules::PlayerDeath(base_player pp)
{
player pl = (player)pp;
pl.movetype = MOVETYPE_NONE;
pl.solid = SOLID_NOT;
pl.takedamage = DAMAGE_NO;
pl.gflags &= ~GF_FLASHLIGHT;
pl.armor = pl.activeweapon = pl.g_items = 0;
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
if (pl.health < -50) {
pl.health = 0;
FX_GibHuman(pl.origin);
return;
}
pl.health = 0;
/* 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;
corpse.colormap = pl.colormap;
}
void
HLMultiplayerRules::PlayerSpawn(base_player pp)
{
player pl = (player)pp;
/* this is where the mods want to deviate */
entity spot;
pl.classname = "player";
pl.health = pl.max_health = 100;
pl.takedamage = DAMAGE_YES;
pl.solid = SOLID_SLIDEBOX;
pl.movetype = MOVETYPE_WALK;
pl.flags = FL_CLIENT;
pl.viewzoom = 1.0;
pl.model = "models/player.mdl";
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.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(pl, "*deaths", ftos(pl.deaths));
LevelNewParms();
LevelDecodeParms(pl);
/*pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
pl.activeweapon = WEAPON_GLOCK;
pl.glock_mag = 18;
pl.ammo_9mm = 44;*/
spot = Spawn_SelectRandom("info_player_deathmatch");
setorigin(pl, spot.origin);
pl.angles = spot.angles;
Weapons_RefreshAmmo(pl);
Client_FixAngle(pl, pl.angles);
}
float
HLMultiplayerRules::ConsoleCommand(base_player pp, string cmd)
{
tokenize(cmd);
switch (argv(0)) {
case "bot_add":
Bot_AddQuick();
break;
default:
return (0);
}
return (1);
}
void
HLMultiplayerRules::HLMultiplayerRules(void)
{
/* these lines do nothing but tell the server to register those cvars */
autocvar(mp_timelimit, 15, "Timelimit for multiplayer rounds");
autocvar(mp_fraglimit, 15, "Points limit for multiplayer rounds");
}

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@ -3,7 +3,6 @@
#define QWSSQC
#define SERVER
#define VALVE
#define REWOLF
#define GS_RENDERFX
@ -38,7 +37,7 @@ monster_trainingbot.qc
gamerules.qc
../../../valve/src/server/gamerules_singleplayer.qc
gamerules_multiplayer.qc
../../../valve/src/server/gamerules_multiplayer.qc
../../../valve/src/server/client.qc
../../../valve/src/server/server.qc