Compare commits
2 commits
Author | SHA1 | Date | |
---|---|---|---|
4927cf5157 | |||
ab6472f5be |
133 changed files with 790 additions and 533 deletions
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@ -1,4 +1,4 @@
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# FreeGunman
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# Banzure Prime (FreeGunman)
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Clean-room reimplementation of Gunman Chronicles in QuakeC.
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![Preview 1](img/preview1.jpg)
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@ -1,4 +1,4 @@
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CC=fteqcc
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QCC=fteqcc
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all:
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$(CC) progs.src
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$(QCC) progs.src
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@ -18,6 +18,12 @@ int
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ClientGame_EntityUpdate(float id, float new)
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{
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switch (id) {
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case ENT_WEAPON:
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NSENTITY_READENTITY(GCWeapon, new)
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break;
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case ENT_PLAYER:
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NSENTITY_READENTITY(HLPlayer, new)
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break;
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default:
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return (0);
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}
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@ -112,9 +112,9 @@ HUD_DrawHealth(void)
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{
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vector pos;
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vector hcol;
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player pl;
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HLPlayer pl;
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pl = (player)pSeat->m_ePlayer;
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pl = (HLPlayer)pSeat->m_ePlayer;
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/* Shift digits by 128 units for the larger HUD */
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if (g_hudres[0] <= 640) {
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@ -184,7 +184,7 @@ HUD_DrawHealth(void)
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void
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HUD_DrawAmmo1(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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HLPlayer pl = (HLPlayer)pSeat->m_ePlayer;
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vector pos;
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static int old_ammo1;
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static float m_flAmmo1Alpha;
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@ -213,7 +213,7 @@ HUD_DrawAmmo1(void)
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void
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HUD_DrawAmmo2(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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HLPlayer pl = (HLPlayer)pSeat->m_ePlayer;
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vector pos;
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static int old_ammo2;
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@ -239,7 +239,7 @@ HUD_DrawAmmo2(void)
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void
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HUD_DrawAmmo3(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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HLPlayer pl = (HLPlayer)pSeat->m_ePlayer;
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vector pos;
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static int old_ammo3;
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@ -279,16 +279,20 @@ HUD_WeaponPickupNotify(int w)
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void
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HUD_Draw(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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HLPlayer pl = (HLPlayer)pSeat->m_ePlayer;
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g_hud_color = autocvar_con_color * (1 / 255);
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/* little point in not drawing these, even if you don't have a suit */
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if (pl.m_activeWeapon) {
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pl.m_activeWeapon.UpdateGUI();
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}
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Textmenu_Draw();
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Obituary_Draw();
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Damage_Draw();
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HUD_DamageNotify_Draw();
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HUD_DrawHealth();
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Weapons_DrawCrosshair(pl);
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HUD_DrawWeaponSelect();
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pSeatLocal->weaponSelectionHUD.Draw();
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}
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void
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138
src/client/hud_ammonotify.qc
Normal file
138
src/client/hud_ammonotify.qc
Normal file
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@ -0,0 +1,138 @@
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/*
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* Copyright (c) 2022-2024 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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#ifndef GEARBOX
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#define AMMO_COUNT 12
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#else
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#define AMMO_COUNT 17
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#endif
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string g_ammo_spr;
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typedef struct
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{
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float alpha;
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int count;
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} ammonote_t;
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ammonote_t g_ammonotify[AMMO_COUNT];
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vector g_ammotype[AMMO_COUNT] = {
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[0/256, 72/128], // pistol
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[24/256, 72/128], // revolver
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[48/256, 72/128], // grenade
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[72/256, 72/128], // shell
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[96/256, 72/128], // arrow
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[120/256, 72/128], // rocket
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[0/256, 96/128], // uranium
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[24/256, 96/128], // hornet
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[48/256, 96/128], // grenade
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[72/256, 96/128], // satchel
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[96/256, 96/128], // snark
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[120/256, 96/128], // tripmine
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#ifdef GEARBOX
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[24/256, 72/128], // 556 (same as 357)
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[24/256, 72/128], // 762 (same as 357)
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[200/256, 48/128], // spore
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[224/256, 48/128], // shock
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[144/256, 72/128], // penguin
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#endif
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};
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void
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HUD_AmmoNotify_Init(void)
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{
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g_ammo_spr = spriteframe("sprites/640hud7.spr", 0, 0.0f);
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}
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void
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HUD_AmmoNotify_Draw(__inout vector pos)
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{
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pos[0] = g_hudmins[0] + g_hudres[0] - 40;
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for (int i = 0; i < AMMO_COUNT; i++) {
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vector srcpos;
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float a;
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/* make sure we skip any faded entries, and also null them */
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if (g_ammonotify[i].alpha <= 0.0f) {
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g_ammonotify[i].count = 0;
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continue;
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}
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/* let's get the src img pos for our type */
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srcpos = g_ammotype[i];
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a = bound(0, g_ammonotify[i].alpha, 1.0);
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/* we'll use the alpha to control the offset so it gently glides down when fading out */
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pos -= [0, 32 * a]; /* go up a notch */
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drawsubpic(pos,
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[24,24],
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g_ammo_spr,
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srcpos,
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[24/256, 24/128],
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g_hud_color,
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a,
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DRAWFLAG_ADDITIVE
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);
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drawfont = Font_GetID(FONT_20);
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string txt = sprintf("%i", g_ammonotify[i].count);
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float offs = stringwidth(txt, FALSE, [20,20]);
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drawstring(pos + [-offs - 8,4], sprintf("%i", g_ammonotify[i].count), [20,20], g_hud_color, a, DRAWFLAG_ADDITIVE);
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g_ammonotify[i].alpha -= (clframetime * 0.5);
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}
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}
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void
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HUD_AmmoNotify_Insert(int type, int count)
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{
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if (count <= 0)
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return;
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if (type == 7 && count < 8) // hornet hack!
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return;
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g_ammonotify[type].count += count;
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g_ammonotify[type].alpha = 2.5f;
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}
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/* called whenever we should check for pickup updates */
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void
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HUD_AmmoNotify_Check(NSClientPlayer pl)
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{
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HUD_AmmoNotify_Insert(0, pl.m_iAmmoTypes[1] - pl.m_iAmmoTypes_net[1]);
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HUD_AmmoNotify_Insert(1, pl.m_iAmmoTypes[2] - pl.m_iAmmoTypes_net[2]);
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HUD_AmmoNotify_Insert(2, pl.m_iAmmoTypes[12] - pl.m_iAmmoTypes_net[12]);
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HUD_AmmoNotify_Insert(3, pl.m_iAmmoTypes[3] - pl.m_iAmmoTypes_net[3]);
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HUD_AmmoNotify_Insert(4, pl.m_iAmmoTypes[4] - pl.m_iAmmoTypes_net[4]);
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HUD_AmmoNotify_Insert(5, pl.m_iAmmoTypes[5] - pl.m_iAmmoTypes_net[5]);
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HUD_AmmoNotify_Insert(6, pl.m_iAmmoTypes[6] - pl.m_iAmmoTypes_net[6]);
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HUD_AmmoNotify_Insert(7, pl.m_iAmmoTypes[11] - pl.m_iAmmoTypes_net[11]);
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HUD_AmmoNotify_Insert(8, pl.m_iAmmoTypes[7] - pl.m_iAmmoTypes_net[7]);
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HUD_AmmoNotify_Insert(9, pl.m_iAmmoTypes[8] - pl.m_iAmmoTypes_net[8]);
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HUD_AmmoNotify_Insert(10, pl.m_iAmmoTypes[10] - pl.m_iAmmoTypes_net[10]);
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HUD_AmmoNotify_Insert(11, pl.m_iAmmoTypes[9] - pl.m_iAmmoTypes_net[9]);
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#ifdef GEARBOX
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HUD_AmmoNotify_Insert(12, pl.m_iAmmoTypes[13] - pl.m_iAmmoTypes_net[13]);
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HUD_AmmoNotify_Insert(13, pl.m_iAmmoTypes[14] - pl.m_iAmmoTypes_net[14]);
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HUD_AmmoNotify_Insert(14, pl.m_iAmmoTypes[15] - pl.m_iAmmoTypes_net[15]);
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HUD_AmmoNotify_Insert(15, pl.m_iAmmoTypes[16] - pl.m_iAmmoTypes_net[16]);
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HUD_AmmoNotify_Insert(16, pl.m_iAmmoTypes[17] - pl.m_iAmmoTypes_net[17]);
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#endif
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}
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Cawthorne <marco@icculus.org>
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* Copyright (c) 2016-2024 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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@ -14,7 +14,8 @@
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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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void View_ForceChange(player pl, int targetWeapon);
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void View_ForceChange(NSClientPlayer pl, int targetWeapon);
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vector g_vecHUDNums[6] =
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{
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@ -26,125 +27,68 @@ vector g_vecHUDNums[6] =
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[208 / 256, 92 / 128]
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};
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void
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HUD_SelectWeapon(NSWeapon nextWeapon)
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{
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if (!nextWeapon) {
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pSeat->m_iHUDWeaponSelected = 0i;
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return;
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}
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pSeat->m_iHUDWeaponSelected = nextWeapon.GetSharedID();
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}
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/* Select the next item in the list. */
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void
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HUD_DrawWeaponSelect_Forward(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if (!pl.activeweapon) {
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return;
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}
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if (Weapons_InputForward(pl) == FALSE) {
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return;
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}
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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pl.StartSoundDef("Player.WeaponSelectionOpen", CHAN_ITEM, false);
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} else {
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pl.StartSoundDef("Player.WeaponSelectionMoveSlot", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected--;
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if (pSeat->m_iHUDWeaponSelected <= 0) {
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pSeat->m_iHUDWeaponSelected = g_weapons.length - 1;
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}
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}
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pSeat->m_flHUDWeaponSelectTime = time + 3;
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if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
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HUD_DrawWeaponSelect_Forward();
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}
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}
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void
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HUD_DrawWeaponSelect_Back(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if (!pl.activeweapon) {
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return;
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}
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if (Weapons_InputBack(pl) == FALSE) {
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return;
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}
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if (pSeat->m_flHUDWeaponSelectTime < time) {
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pSeat->m_iHUDWeaponSelected = pl.activeweapon;
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pl.StartSoundDef("Player.WeaponSelectionOpen", CHAN_ITEM, false);
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} else {
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pl.StartSoundDef("Player.WeaponSelectionMoveSlot", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected++;
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if (pSeat->m_iHUDWeaponSelected >= g_weapons.length) {
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pSeat->m_iHUDWeaponSelected = 1;
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}
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}
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pSeat->m_flHUDWeaponSelectTime = time + 3;
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if not (pl.g_items & g_weapons[pSeat->m_iHUDWeaponSelected].id) {
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HUD_DrawWeaponSelect_Back();
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}
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}
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void
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HUD_DrawWeaponSelect_Trigger(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if (pl.activeweapon != pSeat->m_iHUDWeaponSelected)
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View_ForceChange(pl, pSeat->m_iHUDWeaponSelected);
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pl.StartSoundDef("Player.WeaponSelected", CHAN_ITEM, false);
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pSeat->m_iHUDWeaponSelected = pSeat->m_flHUDWeaponSelectTime = 0;
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}
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void
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HUD_DrawWeaponSelect_Last(void)
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{
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player pl = (player)pSeat->m_ePlayer;
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if (pl.g_items & g_weapons[pSeat->m_iOldWeapon].id) {
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pl.activeweapon = pSeat->m_iOldWeapon;
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sendevent("PlayerSwitchWeapon", "i", pSeat->m_iOldWeapon);
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}
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}
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void
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HUD_DrawWeaponSelect_Num(vector vecPos, float fValue)
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{
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drawsubpic(vecPos, [20,20], g_hud7_spr, g_vecHUDNums[fValue], [20/256, 20/256], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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drawsubpic(vecPos, [20,20], g_hud7_spr, g_vecHUDNums[fValue], [20/256, 20/128], g_hud_color, 1, DRAWFLAG_ADDITIVE);
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}
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int
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HUD_InSlotPos(int slot, int pos)
|
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{
|
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player pl = (player)pSeat->m_ePlayer;
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for (int i = 1; i < g_weapons.length; i++) {
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if (g_weapons[i].slot == slot && g_weapons[i].slot_pos == pos) {
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if (pl.g_items & g_weapons[i].id) {
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return i;
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} else {
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return (-1);
|
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}
|
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}
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}
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return (-1);
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}
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void
|
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HUD_SlotSelect(int slot)
|
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{
|
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player pl = (player)pSeat->m_ePlayer;
|
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#if 0
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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int curslot = g_weapons[pSeat->m_iHUDWeaponSelected].slot;
|
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int i;
|
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#endif
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if (g_textmenu != "") {
|
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Textmenu_Input(slot);
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return;
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}
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#if 0
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/* hack to see if we have ANY weapons at all. */
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if (!pl.activeweapon) {
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return;
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|
@ -185,12 +129,14 @@ HUD_SlotSelect(int slot)
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pSeat->m_flHUDWeaponSelectTime = time + 3;
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}
|
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}
|
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#endif
|
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}
|
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|
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void
|
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HUD_DrawWeaponSelect(void)
|
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{
|
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player pl = (player)pSeat->m_ePlayer;
|
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#if 0
|
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
|
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if (!pl.activeweapon) {
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return;
|
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}
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|
@ -238,4 +184,5 @@ HUD_DrawWeaponSelect(void)
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vecPos[0] += 25;
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}
|
||||
}
|
||||
#endif
|
||||
}
|
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|
|
|
@ -25,6 +25,12 @@ void
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|||
ClientGame_Init(float apilevel, string enginename, float engineversion)
|
||||
{
|
||||
Obituary_Init();
|
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|
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registercommand("lastinv");
|
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registercommand("invnext");
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registercommand("invprev");
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|
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pSeatLocal->weaponSelectionHUD = spawn(HLWeaponSelect);
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}
|
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|
||||
void
|
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|
@ -48,4 +54,6 @@ ClientGame_RendererRestart(string rstr)
|
|||
MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
|
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MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
|
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g_cross_spr = spriteframe("sprites/crosshairs.spr", 0, 0.0f);
|
||||
|
||||
HLSprite_Init();
|
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}
|
||||
|
|
|
@ -30,6 +30,9 @@ entities.qc
|
|||
../../../valve/src/client/viewmodel.qc
|
||||
../../../valve/src/client/obituary.qc
|
||||
../../../valve/src/client/hud_dmgnotify.qc
|
||||
../../../valve/src/client/hud_ammonotify.qc
|
||||
../../../valve/src/client/hud_itemnotify.qc
|
||||
../../../valve/src/client/HLWeaponSelect.qc
|
||||
hud.qc
|
||||
hud_weaponselect.qc
|
||||
../../../valve/src/client/hud_sprite.qc
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
CC=fteqcc
|
||||
QCC=fteqcc
|
||||
|
||||
all:
|
||||
$(CC) progs.src
|
||||
$(QCC) progs.src
|
||||
|
|
|
@ -27,6 +27,6 @@ button_aiwallplug::Respawn(void)
|
|||
SetMovetype(MOVETYPE_NONE);
|
||||
SetModel("models/aiwallplug.mdl");
|
||||
SetSize([-32,-32,0], [32,32,48]);
|
||||
SetOrigin(GetSpawnOrigin());
|
||||
SetAngles(GetSpawnAngles());
|
||||
}
|
||||
SetOrigin(GetSpawnVector("origin"));
|
||||
SetAngles(GetSpawnVector("angles"));
|
||||
}
|
||||
|
|
|
@ -93,8 +93,8 @@ RWDecore::Respawn(void)
|
|||
else
|
||||
SetSolid(SOLID_NOT);
|
||||
|
||||
SetOrigin(GetSpawnOrigin());
|
||||
SetModel(GetSpawnModel());
|
||||
SetOrigin(GetSpawnVector("origin"));
|
||||
SetModel(GetSpawnString("model"));
|
||||
SetSize(m_vecSpawnMins, m_vecSpawnMaxs);
|
||||
SetFrame(m_iSpawnFrame);
|
||||
|
||||
|
@ -111,6 +111,10 @@ RWDecore::StartTouch(entity touchingEntity)
|
|||
if (touchingEntity.takedamage == DAMAGE_NO)
|
||||
return;
|
||||
|
||||
Damage_Apply(touchingEntity, this, m_iDamage, WEAPON_NONE, 0);
|
||||
NSDict damageDecl = spawn(NSDict);
|
||||
damageDecl.AddKey("damage", itos(m_iDamage));
|
||||
entityDamage(touchingEntity, this, touchingEntity, damageDecl.GetDeclBody(), "", GetOrigin(), g_vec_null, touchingEntity.origin);
|
||||
remove(damageDecl);
|
||||
|
||||
m_flDamageTest = time + m_flDamageTime;
|
||||
}
|
|
@ -169,8 +169,8 @@ entity_digitgod::ResetCounter(void)
|
|||
void
|
||||
entity_digitgod::Respawn(void)
|
||||
{
|
||||
vector digitDir = GetSpawnAngles();
|
||||
vector digitPos = GetSpawnOrigin();
|
||||
vector digitDir = GetSpawnVector("angles");
|
||||
vector digitPos = GetSpawnVector("origin");
|
||||
|
||||
for (int i = 0i; i < 3; i++) {
|
||||
m_eDigits[i].SetModel("models/digits.mdl");
|
||||
|
|
|
@ -121,7 +121,7 @@ void
|
|||
entity_spritegod::Respawn(void)
|
||||
{
|
||||
SetSize([0,0,0], [0,0,0]);
|
||||
SetOrigin(GetSpawnOrigin());
|
||||
SetOrigin(GetSpawnVector("origin"));
|
||||
SetThink(EmitSprite);
|
||||
|
||||
if (m_bState == true)
|
||||
|
|
|
@ -23,7 +23,7 @@ HLGameRules::IsMultiplayer(void)
|
|||
void
|
||||
HLGameRules::LevelDecodeParms(NSClientPlayer pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
HLPlayer pl = (HLPlayer)pp;
|
||||
g_landmarkpos[0] = parm1;
|
||||
g_landmarkpos[1] = parm2;
|
||||
g_landmarkpos[2] = parm3;
|
||||
|
@ -37,68 +37,12 @@ HLGameRules::LevelDecodeParms(NSClientPlayer pp)
|
|||
pl.activeweapon = parm11;
|
||||
pl.flags = parm64;
|
||||
|
||||
/*pl.ammo_9mm = parm12;
|
||||
pl.ammo_357 = parm13;
|
||||
pl.ammo_buckshot = parm14;
|
||||
pl.ammo_m203_grenade = parm15;
|
||||
pl.ammo_bolt = parm16;
|
||||
pl.ammo_rocket = parm17;
|
||||
pl.ammo_uranium = parm18;
|
||||
pl.ammo_handgrenade = parm19;
|
||||
pl.ammo_satchel = parm20;
|
||||
pl.ammo_tripmine = parm21;
|
||||
pl.ammo_snark = parm22;
|
||||
pl.ammo_hornet = parm23;
|
||||
|
||||
pl.glock_mag = parm24;
|
||||
pl.mp5_mag = parm25;
|
||||
pl.python_mag = parm26;
|
||||
pl.shotgun_mag = parm27;
|
||||
pl.crossbow_mag = parm28;
|
||||
pl.rpg_mag = parm29;
|
||||
pl.satchel_chg = parm30;*/
|
||||
|
||||
pl.ammo_battery = parm12; /* beamgun */
|
||||
pl.ammo_chem = parm13; /* chemicalgun */
|
||||
pl.ammo_rocket = parm14; /* dml / grenades */
|
||||
pl.ammo_gauss = parm15; /* gauspistol */
|
||||
pl.ammo_minigun = parm16; /* minigun */
|
||||
pl.ammo_buckshot = parm17; /* shotgun */
|
||||
|
||||
pl.fist_mode = parm18; /* knife/fists */
|
||||
pl.gauss_mode = parm19;
|
||||
pl.shotgun_shells = parm20;
|
||||
pl.shotgun_spread = parm21;
|
||||
|
||||
pl.dml_launch = parm22; /* when fired, when targeted */
|
||||
pl.dml_flightpath = parm23; /* guided, homing, spiral */
|
||||
pl.dml_detonate = parm24; /* on impact, in proximity, timed, when tripped */
|
||||
pl.dml_payload = parm25; /* explosive, cluster */
|
||||
pl.chem_acid = parm26;
|
||||
pl.chem_neutral = parm27;
|
||||
pl.chem_base = parm28;
|
||||
pl.chem_pressure = parm29;
|
||||
|
||||
pl.beam_range = parm30; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
|
||||
pl.beam_poweracc = parm31; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
|
||||
pl.beam_lightning = parm32; /* BEAM, CHAIN, BALL */
|
||||
pl.gren_detonate = parm33; /* when tripped (tripmine = parm24;, timed, on impact */
|
||||
pl.gren_payload = parm34; /* cluster, explosive */
|
||||
|
||||
pl.menu_active = parm35;
|
||||
pl.dml_state = parm36;
|
||||
|
||||
if (pl.flags & FL_CROUCHING) {
|
||||
setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
|
||||
} else {
|
||||
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
HLGameRules::LevelChangeParms(NSClientPlayer pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
HLPlayer pl = (HLPlayer)pp;
|
||||
parm1 = g_landmarkpos[0];
|
||||
parm2 = g_landmarkpos[1];
|
||||
parm3 = g_landmarkpos[2];
|
||||
|
@ -111,36 +55,6 @@ HLGameRules::LevelChangeParms(NSClientPlayer pp)
|
|||
parm64 = pl.flags;
|
||||
parm10 = pl.g_items;
|
||||
parm11 = pl.activeweapon;
|
||||
|
||||
parm12 = pl.ammo_battery; /* beamgun */
|
||||
parm13 = pl.ammo_chem; /* chemicalgun */
|
||||
parm14 = pl.ammo_rocket; /* dml / grenades */
|
||||
parm15 = pl.ammo_gauss; /* gauspistol */
|
||||
parm16 = pl.ammo_minigun; /* minigun */
|
||||
parm17 = pl.ammo_buckshot; /* shotgun */
|
||||
|
||||
parm18 = pl.fist_mode; /* knife/fists */
|
||||
parm19 = pl.gauss_mode;
|
||||
parm20 = pl.shotgun_shells;
|
||||
parm21 = pl.shotgun_spread;
|
||||
|
||||
parm22 = pl.dml_launch; /* when fired, when targeted */
|
||||
parm23 = pl.dml_flightpath; /* guided, homing, spiral */
|
||||
parm24 = pl.dml_detonate; /* on impact, in proximity, timed, when tripped */
|
||||
parm25 = pl.dml_payload; /* explosive, cluster */
|
||||
parm26 = pl.chem_acid;
|
||||
parm27 = pl.chem_neutral;
|
||||
parm28 = pl.chem_base;
|
||||
parm29 = pl.chem_pressure;
|
||||
|
||||
parm30 = pl.beam_range; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */
|
||||
parm31 = pl.beam_poweracc; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */
|
||||
parm32 = pl.beam_lightning; /* BEAM, CHAIN, BALL */
|
||||
parm33 = pl.gren_detonate; /* when tripped (tripmine;, timed, on impact */
|
||||
parm34 = pl.gren_payload; /* cluster, explosive */
|
||||
|
||||
parm35 = pl.menu_active;
|
||||
parm36 = pl.dml_state;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -182,13 +96,6 @@ HLGameRules::PlayerDisconnect(NSClientPlayer pl)
|
|||
pl.SendFlags = PLAYER_MODELINDEX;
|
||||
}
|
||||
|
||||
void
|
||||
HLGameRules::PlayerKill(NSClientPlayer pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
|
||||
}
|
||||
|
||||
void
|
||||
TriggerFlashlight(NSClient target)
|
||||
{
|
||||
|
|
|
@ -80,7 +80,7 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
|
|||
|
||||
/* death-counter */
|
||||
pl.deaths++;
|
||||
forceinfokey(pl, "*deaths", ftos(pl.deaths));
|
||||
pl.SetInfoKey("*deaths", ftos(pl.deaths));
|
||||
|
||||
/* update score-counter */
|
||||
if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
|
||||
|
@ -93,9 +93,9 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
|
|||
|
||||
#ifdef VALVE
|
||||
/* explode all satchels */
|
||||
s_satchel_detonate((entity)pl);
|
||||
//s_satchel_detonate((entity)pl);
|
||||
/* drop their posessions into a weaponbox item */
|
||||
weaponbox_spawn((player)pl);
|
||||
//weaponbox_spawn(pl);
|
||||
#endif
|
||||
|
||||
/* either gib, or make a corpse */
|
||||
|
@ -104,53 +104,103 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
|
|||
float gibStrength = g_dmg_iDamage * 2.0f;
|
||||
BreakModel_Entity(pl, gibDir, gibStrength);
|
||||
} else {
|
||||
FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
|
||||
#if 0
|
||||
float deathAnimation = ANIM_DIESIMPLE;
|
||||
|
||||
switch (g_dmg_iHitBody) {
|
||||
case BODY_HEAD:
|
||||
deathAnimation = ANIM_DIEHEADSHOT;
|
||||
break;
|
||||
case BODY_CHEST:
|
||||
deathAnimation = ANIM_DIESPIN;
|
||||
break;
|
||||
case BODY_STOMACH:
|
||||
deathAnimation = ANIM_DIEGUTSHOT;
|
||||
break;
|
||||
default:
|
||||
bool isFacing = pl.IsFacingPosition(g_dmg_vecLocation);
|
||||
|
||||
/* 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(pl, deathAnimation);
|
||||
|
||||
/* if we were crouching, adjust the bbox (thx 2 lack of crouch death animation) */
|
||||
if (pl.IsCrouching()) {
|
||||
newCorpse.SetSize(VEC_HULL_MIN, [16, 16, -16]);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* now let's make the real client invisible */
|
||||
pl.SetModelindex(0);
|
||||
pl.SetMovetype(MOVETYPE_NONE);
|
||||
pl.SetSolid(SOLID_NOT);
|
||||
pl.takedamage = DAMAGE_NO;
|
||||
pl.SetTakedamage(DAMAGE_NO);
|
||||
pl.gflags &= ~GF_FLASHLIGHT;
|
||||
pl.gflags &= ~GF_EGONBEAM;
|
||||
pl.armor = pl.activeweapon = pl.g_items = 0;
|
||||
pl.health = 0;
|
||||
|
||||
pl.StartSoundDef("Player.Death", CHAN_AUTO, true);
|
||||
|
||||
/* force respawn */
|
||||
pl.think = PutClientInServer;
|
||||
pl.nextthink = time + 4.0f;
|
||||
if (cvar("mp_forcerespawn") == 1) {
|
||||
pl.ScheduleThink(PutClientInServer, 4.0f);
|
||||
}
|
||||
|
||||
/* have we gone over the fraglimit? */
|
||||
CheckRules();
|
||||
}
|
||||
|
||||
void
|
||||
HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
|
||||
HLMultiplayerRules::PlayerSpawn(NSClientPlayer pl)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
string playerModel;
|
||||
/* 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.SetMaxHealth(100);
|
||||
pl.SetHealth(100);
|
||||
pl.SetTakedamage(DAMAGE_YES);
|
||||
pl.SetSolid(SOLID_SLIDEBOX);
|
||||
pl.SetMovetype(MOVETYPE_WALK);
|
||||
pl.AddFlags(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;
|
||||
/* player model selection */
|
||||
if (IsTeamplay() == true) {
|
||||
int teamCount = tokenizebyseparator(m_strTeamList, ";");
|
||||
int playerTeam = (int)pl.GetTeam();
|
||||
|
||||
/* not part of a team? pick one of the ones we have */
|
||||
/* TODO: this should sort us into the lowest team */
|
||||
if (playerTeam == 0) {
|
||||
playerTeam = 1i + (int)floor(random(0, (float)teamCount)); /* teams start at 1 after all */
|
||||
pl.SetTeam(playerTeam);
|
||||
}
|
||||
|
||||
/* assign our player model */
|
||||
playerModel = sprintf("models/player/%s/%s.mdl", argv(playerTeam - 1i), argv(playerTeam - 1i));
|
||||
} else {
|
||||
/* interpret the 'model' InfoKey */
|
||||
playerModel = pl.GetInfoKey("model");
|
||||
|
||||
if (playerModel) {
|
||||
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
|
||||
}
|
||||
}
|
||||
setmodel(pl, pl.model);
|
||||
|
||||
/* fallback is always models/player.mdl for Half-Life */
|
||||
if not (whichpack(playerModel)) {
|
||||
playerModel = "models/player.mdl";
|
||||
}
|
||||
|
||||
pl.SetModel(playerModel);
|
||||
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
pl.ClearVelocity();
|
||||
pl.gravity = __NULL__;
|
||||
|
@ -160,20 +210,20 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
|
|||
pl.SetInfoKey("*dead", "0");
|
||||
pl.SetInfoKey("*deaths", ftos(pl.deaths));
|
||||
pl.SetPropData("actor_human");
|
||||
pl.SetCanBleed(true);
|
||||
pl.EnableBleeding();
|
||||
|
||||
LevelNewParms();
|
||||
LevelDecodeParms(pl);
|
||||
|
||||
pl.g_items = ITEM_FISTS | ITEM_GAUSSPISTOL | ITEM_SUIT;
|
||||
pl.activeweapon = WEAPON_GAUSSPISTOL;
|
||||
pl.ammo_gauss = 35;
|
||||
#if defined (VALVE) || defined (GEARBOX)
|
||||
pl.GiveItem("item_suit");
|
||||
pl.GiveItem("weapon_fists");
|
||||
pl.GiveItem("weapon_gausspistol");
|
||||
//pl.ammo_9mm = 44;
|
||||
#endif
|
||||
|
||||
spot = Spawn_SelectRandom("info_player_deathmatch");
|
||||
setorigin(pl, spot.origin);
|
||||
pl.angles = spot.angles;
|
||||
Weapons_RefreshAmmo(pl);
|
||||
|
||||
pl.Transport(spot.origin, spot.angles);
|
||||
Client_FixAngle(pl, pl.angles);
|
||||
}
|
||||
|
||||
|
|
|
@ -89,7 +89,7 @@ HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
|
|||
pl.SetInfoKey("*dead", "0");
|
||||
pl.SetInfoKey("*deaths", ftos(pl.deaths));
|
||||
pl.SetPropData("actor_human");
|
||||
pl.SetCanBleed(true);
|
||||
pl.EnableBleeding();
|
||||
|
||||
/* this is where the mods want to deviate */
|
||||
entity spot;
|
||||
|
@ -105,32 +105,31 @@ HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
|
|||
pl.angles = spot.angles;
|
||||
}
|
||||
|
||||
Weapons_RefreshAmmo(pl);
|
||||
Client_FixAngle(pl, pl.angles);
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool
|
||||
HLSingleplayerRules::ImpulseCommand(NSClient bp, float num)
|
||||
HLSingleplayerRules::ImpulseCommand(NSClient pl, float num)
|
||||
{
|
||||
switch (num) {
|
||||
case 101:
|
||||
player pl = (player)bp;
|
||||
pl.health = 100;
|
||||
pl.armor = 100;
|
||||
Weapons_AddItem(pl, WEAPON_FISTS, -1);
|
||||
Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
Weapons_AddItem(pl, WEAPON_BEAMGUN, -1);
|
||||
Weapons_AddItem(pl, WEAPON_CHEMICALGUN, -1);
|
||||
Weapons_AddItem(pl, WEAPON_DML, -1);
|
||||
Weapons_AddItem(pl, WEAPON_MINIGUN, -1);
|
||||
Weapons_AddItem(pl, WEAPON_AICORE, -1);
|
||||
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
|
||||
Weapons_AddItem(pl, WEAPON_GRENADE, -1);
|
||||
pl.SetHealth(100);
|
||||
pl.SetMaxHealth(100);
|
||||
pl.SetArmor(100);
|
||||
pl.GiveItem("item_suit");
|
||||
pl.GiveItem("weapon_fists");
|
||||
pl.GiveItem("weapon_gausspistol");
|
||||
pl.GiveItem("weapon_shotgun");
|
||||
pl.GiveItem("weapon_minigun");
|
||||
pl.GiveItem("weapon_beamgun");
|
||||
pl.GiveItem("weapon_dml");
|
||||
pl.GiveItem("weapon_SPchemicalgun");
|
||||
pl.GiveItem("weapon_aicore");
|
||||
break;
|
||||
default:
|
||||
return super::ImpulseCommand(bp, num);
|
||||
return super::ImpulseCommand(pl, num);
|
||||
}
|
||||
|
||||
return true;
|
||||
|
|
|
@ -70,7 +70,7 @@ public:
|
|||
virtual void SpawnKey(string, string);
|
||||
virtual void Spawned(void);
|
||||
virtual void Respawn(void);
|
||||
virtual void Pain(void);
|
||||
virtual void Pain(entity, entity, int, vector, int);
|
||||
|
||||
nonvirtual void Fail(void);
|
||||
|
||||
|
@ -78,6 +78,7 @@ private:
|
|||
string m_strFailName;
|
||||
holoDamageMonster_t m_dType;
|
||||
holoDamageType_t m_dDamageType;
|
||||
string m_strHoloModel;
|
||||
};
|
||||
|
||||
void
|
||||
|
@ -95,17 +96,16 @@ hologram_damage::Spawned(void)
|
|||
|
||||
switch (m_dType) {
|
||||
case 1:
|
||||
model = "models/tube.mdl";
|
||||
m_strHoloModel = "models/tube.mdl";
|
||||
break;
|
||||
case 2:
|
||||
model = "models/raptor.mdl";
|
||||
m_strHoloModel = "models/raptor.mdl";
|
||||
break;
|
||||
default:
|
||||
model = "models/beak.mdl";
|
||||
m_strHoloModel = "models/beak.mdl";
|
||||
}
|
||||
|
||||
precache_model(model);
|
||||
m_oldModel = model;
|
||||
precache_model(m_strHoloModel);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -131,8 +131,8 @@ hologram_damage::Respawn(void)
|
|||
{
|
||||
super::Respawn();
|
||||
|
||||
SetModel(GetSpawnModel());
|
||||
SetOrigin(GetSpawnOrigin());
|
||||
SetModel(m_strHoloModel);
|
||||
SetOrigin(GetSpawnVector("origin"));
|
||||
SetSolid(SOLID_CORPSE);
|
||||
SetMovetype(MOVETYPE_NONE);
|
||||
SetRenderMode(RM_ADDITIVE);
|
||||
|
@ -153,9 +153,10 @@ hologram_damage::Fail(void)
|
|||
}
|
||||
|
||||
void
|
||||
hologram_damage::Pain(void)
|
||||
hologram_damage::Pain(entity inflictor, entity attacker, int damage, vector dir, int location)
|
||||
{
|
||||
entity_digitgod digitGod = (entity_digitgod)find(world, ::targetname, target);
|
||||
string weaponName = "";
|
||||
|
||||
if (!target || !digitGod) {
|
||||
EntError("entity_digitgod %S not found!", target);
|
||||
|
@ -168,13 +169,13 @@ hologram_damage::Pain(void)
|
|||
case HOLOFILTER_GAUSSCHARGED:
|
||||
case HOLOFILTER_GAUSSRAPID:
|
||||
case HOLOFILTER_GAUSSSNIPER:
|
||||
if (g_dmg_iWeapon != WEAPON_GAUSSPISTOL) {
|
||||
if (weaponName != "weapon_gausspistol") {
|
||||
Fail();
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case HOLOFILTER_BULLET:
|
||||
if (!(g_dmg_iWeapon == WEAPON_SHOTGUN || g_dmg_iWeapon == WEAPON_MINIGUN)) {
|
||||
if (!(weaponName == "weapon_shotgun" || weaponName == "weapon_minigun")) {
|
||||
Fail();
|
||||
return;
|
||||
}
|
||||
|
@ -183,7 +184,7 @@ hologram_damage::Pain(void)
|
|||
case HOLOFILTER_CHEMGUNBASE:
|
||||
case HOLOFILTER_CHEMGUNEXPLOSIVE:
|
||||
case HOLOFILTER_CHEMGUNSMOKE:
|
||||
if (g_dmg_iWeapon != WEAPON_GAUSSPISTOL) {
|
||||
if (weaponName != "weapon_gausspistol") {
|
||||
Fail();
|
||||
return;
|
||||
}
|
||||
|
@ -192,7 +193,7 @@ hologram_damage::Pain(void)
|
|||
return;
|
||||
}
|
||||
|
||||
EntLog("Hologram informing %S about %i damage taken", target, g_dmg_iRealDamage);
|
||||
digitGod.AddToCounter(g_dmg_iRealDamage);
|
||||
EntLog("Hologram informing %S about %i damage taken", target, damage);
|
||||
digitGod.AddToCounter(damage);
|
||||
SetHealth(1000);
|
||||
}
|
|
@ -44,41 +44,42 @@ player_giveitems:NSPointTrigger
|
|||
void
|
||||
player_giveitems::Trigger(entity eAct, triggermode_t iState)
|
||||
{
|
||||
player pl = (player)eAct;
|
||||
HLPlayer pl = (HLPlayer)eAct;
|
||||
|
||||
if (!(eAct.flags & FL_CLIENT))
|
||||
return;
|
||||
|
||||
if (HasSpawnFlags(GIFL_FISTS))
|
||||
Weapons_AddItem(pl, WEAPON_FISTS, -1);
|
||||
pl.GiveItem("weapon_fists");
|
||||
|
||||
if (HasSpawnFlags(GIFL_PISTOL))
|
||||
Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
pl.GiveItem("weapon_gausspistol");
|
||||
|
||||
if (HasSpawnFlags(GIFL_SNIPER))
|
||||
Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
//if (HasSpawnFlags(GIFL_SNIPER))
|
||||
// Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
|
||||
if (HasSpawnFlags(GIFL_SHOTGUN))
|
||||
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
|
||||
pl.GiveItem("weapon_shotgun");
|
||||
|
||||
if (HasSpawnFlags(GIFL_MECHAGUN))
|
||||
Weapons_AddItem(pl, WEAPON_MINIGUN, -1);
|
||||
pl.GiveItem("weapon_minigun");
|
||||
|
||||
if (HasSpawnFlags(GIFL_COOLERS))
|
||||
Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
//if (HasSpawnFlags(GIFL_COOLERS))
|
||||
// Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
|
||||
if (HasSpawnFlags(GIFL_BEAMGUN))
|
||||
Weapons_AddItem(pl, WEAPON_BEAMGUN, -1);
|
||||
pl.GiveItem("weapon_beamgun");
|
||||
|
||||
if (HasSpawnFlags(GIFL_DML))
|
||||
Weapons_AddItem(pl, WEAPON_DML, -1);
|
||||
pl.GiveItem("weapon_dml");
|
||||
|
||||
if (HasSpawnFlags(GIFL_CHEMGUN))
|
||||
Weapons_AddItem(pl, WEAPON_CHEMICALGUN, -1);
|
||||
pl.GiveItem("weapon_SPchemicalgun");
|
||||
|
||||
if (HasSpawnFlags(GIFL_AICORE))
|
||||
Weapons_AddItem(pl, WEAPON_AICORE, -1);
|
||||
pl.GiveItem("weapon_aicore");
|
||||
|
||||
/*
|
||||
if (HasSpawnFlags(GIFL_ARMOR))
|
||||
Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
|
||||
|
@ -93,6 +94,7 @@ player_giveitems::Trigger(entity eAct, triggermode_t iState)
|
|||
|
||||
if (HasSpawnFlags(GIFL_HEALTHKIT4))
|
||||
Weapons_AddItem(pl, WEAPON_GAUSSPISTOL, -1);
|
||||
*/
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -32,8 +32,6 @@ button_aiwallplug.qc
|
|||
|
||||
../../../valve/src/server/player.qc
|
||||
|
||||
../../../valve/src/server/items.qc
|
||||
|
||||
../../../src/botlib/include.src
|
||||
|
||||
gamerules.qc
|
||||
|
@ -42,9 +40,7 @@ gamerules_multiplayer.qc
|
|||
|
||||
|
||||
../../../valve/src/server/server.qc
|
||||
../../../valve/src/server/damage.qc
|
||||
../../../valve/src/server/flashlight.qc
|
||||
../../../valve/src/server/modelevent.qc
|
||||
|
||||
../../../valve/src/server/spawn.qc
|
||||
|
||||
|
|
|
@ -67,7 +67,7 @@ sphere_explosion::Trigger(entity eAct, triggermode_t iState)
|
|||
void
|
||||
sphere_explosion::Respawn(void)
|
||||
{
|
||||
SetOrigin(GetSpawnOrigin());
|
||||
SetOrigin(GetSpawnVector("origin"));
|
||||
SetSize([0,0,0], [0,0,0]);
|
||||
}
|
||||
|
||||
|
|
10
src/shared/GCWeapon.qc
Normal file
10
src/shared/GCWeapon.qc
Normal file
|
@ -0,0 +1,10 @@
|
|||
/*! \brief Gunman Chronicles weapon base class. */
|
||||
/*!QUAKED HLWeapon (0 0.8 0.8) (-16 -16 0) (16 16 72)
|
||||
# OVERVIEW
|
||||
Gunman Chronicles specific weapon based on HLWeapon.
|
||||
*/
|
||||
class
|
||||
GCWeapon:HLWeapon
|
||||
{
|
||||
|
||||
};
|
|
@ -1,27 +1,15 @@
|
|||
#includelist
|
||||
../../../valve/src/shared/flags.h
|
||||
../../../valve/src/shared/events.h
|
||||
player.qc
|
||||
../../../valve/src/shared/weapon_common.h
|
||||
../../../valve/src/shared/player.qc
|
||||
../../../valve/src/shared/animations.h
|
||||
../../../valve/src/shared/animations.qc
|
||||
../../../valve/src/shared/pmove.qc
|
||||
|
||||
../../../valve/src/shared/fx_blood.qc
|
||||
fx_gaussbeam.qc
|
||||
../../../valve/src/shared/fx_gaussbeam.qc
|
||||
../../../valve/src/shared/fx_corpse.qc
|
||||
|
||||
items.h
|
||||
weapons.h
|
||||
w_fists.qc
|
||||
w_gausspistol.qc
|
||||
w_grenade.qc
|
||||
w_shotgun.qc
|
||||
w_beamgun.qc
|
||||
w_chemicalgun.qc
|
||||
w_dml.qc
|
||||
w_minigun.qc
|
||||
w_aicore.qc
|
||||
weapons.qc
|
||||
../../../valve/src/shared/weapon_common.qc
|
||||
../../../valve/src/shared/HLWeapon.qc
|
||||
GCWeapon.qc
|
||||
#endlist
|
||||
|
|
|
@ -29,7 +29,7 @@ enumflags
|
|||
PLAYER_UNUSED7
|
||||
};
|
||||
|
||||
class player:NSClientPlayer
|
||||
class GCPlayer:HLPlayer
|
||||
{
|
||||
PREDICTED_INT(anim_top)
|
||||
PREDICTED_FLOAT(anim_top_time)
|
||||
|
|
1
zpak001.pk3dir/PAK_NAME
Normal file
1
zpak001.pk3dir/PAK_NAME
Normal file
|
@ -0,0 +1 @@
|
|||
package_rewolf.pk3
|
38
zpak001.pk3dir/decls/def/ammo.def
Normal file
38
zpak001.pk3dir/decls/def/ammo.def
Normal file
|
@ -0,0 +1,38 @@
|
|||
#include "ammo/beamgunclip.def"
|
||||
#include "ammo/buckshot.def"
|
||||
#include "ammo/dmlclip.def"
|
||||
#include "ammo/dmlsingle.def"
|
||||
#include "ammo/gaussclip.def"
|
||||
#include "ammo/minigunclip.def"
|
||||
#include "ammo/chemical.def"
|
||||
|
||||
// these have to be defined by the game.
|
||||
entityDef ammo_types {
|
||||
"ammo_none" "0"
|
||||
"ammo_battery" "1"
|
||||
"ammo_chem" "2"
|
||||
"ammo_rocket" "3"
|
||||
"ammo_gauss" "4"
|
||||
"ammo_minigun" "5"
|
||||
"ammo_buckshot" "6"
|
||||
}
|
||||
|
||||
entityDef ammo_names {
|
||||
"ammo_none" "None"
|
||||
"ammo_battery" "Battery"
|
||||
"ammo_chem" "Chem"
|
||||
"ammo_rocket" "Rockets"
|
||||
"ammo_gauss" "Gauss"
|
||||
"ammo_minigun" "Minigun"
|
||||
"ammo_buckshot" "Buckshot"
|
||||
}
|
||||
|
||||
entityDef ammo_max {
|
||||
"ammo_none" "0"
|
||||
"ammo_battery" "-1"
|
||||
"ammo_chem" "50"
|
||||
"ammo_rocket" "100"
|
||||
"ammo_gauss" "150"
|
||||
"ammo_minigun" "100"
|
||||
"ammo_buckshot" "90"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef ammo_beamgunclip
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/beamgunammo.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_battery" "5"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef ammo_buckshot
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/shotgunammo.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_buckshot" "5"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef ammo_chemical
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/chem_ammo.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_chem" "5"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef ammo_dmlclip
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/dmlammo.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_rocket" "5"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef ammo_dmlsingle
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/dmlrocket.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_rocket" "1"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef ammo_gaussclip
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/guassammo.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_gauss" "5"
|
||||
}
|
|
@ -8,12 +8,12 @@ entityDef ammo_minigunClip
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/mechammo.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_ammo_minigun" "5"
|
||||
}
|
||||
|
||||
entityDef ammo_mechgunClip
|
||||
{
|
||||
"spawnclass" "ammo_minigunClip"
|
||||
}
|
||||
}
|
31
zpak001.pk3dir/decls/def/decore.def
Normal file
31
zpak001.pk3dir/decls/def/decore.def
Normal file
|
@ -0,0 +1,31 @@
|
|||
#include "decore/aicore.def"
|
||||
#include "decore/bodygib.def"
|
||||
#include "decore/butterflyflock.def"
|
||||
#include "decore/foot.def"
|
||||
#include "decore/cam.def"
|
||||
#include "decore/camflare.def"
|
||||
#include "decore/corpse.def"
|
||||
#include "decore/eagle.def"
|
||||
#include "decore/goldskull.def"
|
||||
#include "decore/gutspile.def"
|
||||
#include "decore/hatgib.def"
|
||||
#include "decore/ice.def"
|
||||
#include "decore/icebeak.def"
|
||||
#include "decore/labstuff.def"
|
||||
#include "decore/mushroom.def"
|
||||
#include "decore/mushroom2.def"
|
||||
#include "decore/nest.def"
|
||||
#include "decore/pipes.def"
|
||||
#include "decore/prickle.def"
|
||||
#include "decore/pteradon.def"
|
||||
#include "decore/sack.def"
|
||||
#include "decore/scripted_boulder.def"
|
||||
#include "decore/sittingtubemortar.def"
|
||||
#include "decore/spacedebris.def"
|
||||
#include "decore/swampplants.def"
|
||||
#include "decore/torch.def"
|
||||
#include "decore/torchflame.def"
|
||||
#include "decore/baboon.def"
|
||||
#include "decore/asteroid.def"
|
||||
#include "decore/cactus.def"
|
||||
#include "decore/explodable.def"
|
1
zpak001.pk3dir/decls/def/hologram.def
Normal file
1
zpak001.pk3dir/decls/def/hologram.def
Normal file
|
@ -0,0 +1 @@
|
|||
#include "hologram/beak.def"
|
3
zpak001.pk3dir/decls/def/items.def
Normal file
3
zpak001.pk3dir/decls/def/items.def
Normal file
|
@ -0,0 +1,3 @@
|
|||
#include "items/armor.def"
|
||||
#include "items/gascan.def"
|
||||
#include "items/healthkit.def"
|
|
@ -8,7 +8,7 @@ entityDef item_armor
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/w_armor.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"inv_armor" "100"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef item_gascan
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/gastank.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
}
|
||||
"inv_carry" "1"
|
||||
}
|
|
@ -8,7 +8,7 @@ entityDef item_healthkit
|
|||
|
||||
"spawnclass" "NSItem"
|
||||
"model" "models/w_medkit.mdl"
|
||||
"inv_item" "$WEAPON_AICORE"
|
||||
"snd_acquire" "weapon.pickup"
|
||||
"snd_respawn" "item.respawn"
|
||||
"inv_health" "15"
|
||||
}
|
40
zpak001.pk3dir/decls/def/monsters.def
Normal file
40
zpak001.pk3dir/decls/def/monsters.def
Normal file
|
@ -0,0 +1,40 @@
|
|||
#include "monsters/beak.def"
|
||||
#include "monsters/cricket.def"
|
||||
#include "monsters/critter.def"
|
||||
#include "monsters/darttrap.def"
|
||||
#include "monsters/dragonfly.def"
|
||||
#include "monsters/endboss.def"
|
||||
#include "monsters/gator.def"
|
||||
#include "monsters/gunner_friendly.def"
|
||||
#include "monsters/hatchetfish.def"
|
||||
#include "monsters/hiveback.def"
|
||||
#include "monsters/human_bandit.def"
|
||||
#include "monsters/human_chopper.def"
|
||||
#include "monsters/human_demoman.def"
|
||||
#include "monsters/human_gunman.def"
|
||||
#include "monsters/human_unarmed.def"
|
||||
#include "monsters/largescorpion.def"
|
||||
#include "monsters/manta.def"
|
||||
#include "monsters/microraptor.def"
|
||||
#include "monsters/ourano.def"
|
||||
#include "monsters/penta.def"
|
||||
#include "monsters/raptor.def"
|
||||
#include "monsters/rustbattery.def"
|
||||
#include "monsters/rustbit.def"
|
||||
#include "monsters/rustbit_friendly.def"
|
||||
#include "monsters/rustbot.def"
|
||||
#include "monsters/rustbot_friendly.def"
|
||||
#include "monsters/rustflier.def"
|
||||
#include "monsters/rustgunr.def"
|
||||
#include "monsters/scientist.def"
|
||||
#include "monsters/scorpion.def"
|
||||
#include "monsters/sentry.def"
|
||||
#include "monsters/sentry_mini.def"
|
||||
#include "monsters/sitting_scientist.def"
|
||||
#include "monsters/tank.def"
|
||||
#include "monsters/targetrocket.def"
|
||||
#include "monsters/trainingbot.def"
|
||||
#include "monsters/tube.def"
|
||||
#include "monsters/tube_embryo.def"
|
||||
#include "monsters/xenome.def"
|
||||
#include "monsters/xenome_embryo.def"
|
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