Rebuild against FreeHL Develop

This commit is contained in:
Marco Cawthorne 2023-07-27 23:27:57 -07:00
parent d60382f8c9
commit 1f584ac635
Signed by: eukara
GPG key ID: CE2032F0A2882A22
8 changed files with 41 additions and 141 deletions

View file

@ -55,11 +55,6 @@ ClientGame_RendererRestart(string rstr)
Obituary_Precache();
FX_Blood_Init();
FX_BreakModel_Init();
FX_Explosion_Init();
FX_GibHuman_Init();
FX_Spark_Init();
FX_Impact_Init();
FX_GaussBeam_Init();
BEAM_TRIPMINE = particleeffectnum("weapon_tripmine.beam");

View file

@ -34,6 +34,7 @@ cmds.qc
../../../valve/src/client/hud_dmgnotify.qc
../../../valve/src/client/hud_itemnotify.qc
hud.qc
../../../valve/src/client/hud_sprite.qc
../../../valve/src/client/hud_weaponselect.qc
../../../valve/src/client/scoreboard.qc
../../../valve/src/client/modelevent.qc

View file

@ -315,7 +315,9 @@ HLGameRules::PlayerDeath(NSClientPlayer pl)
/* either gib, or make a corpse */
if (pl.health < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
float gibStrength = g_dmg_iDamage * 2.0f;
BreakModel_Entity(pl, gibDir, gibStrength);
} else {
FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
}
@ -349,11 +351,12 @@ HLGameRules::PlayerSpawn(NSClientPlayer pp)
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");
@ -366,16 +369,16 @@ HLGameRules::PlayerSpawn(NSClientPlayer pp)
}
setmodel(pl, pl.model);
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
pl.velocity = [0,0,0];
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
pl.ClearVelocity();
pl.gravity = __NULL__;
pl.frame = 1;
pl.SetFrame(1);
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(pl, "*deaths", ftos(pl.deaths));
pl.SetInfoKey("*spec", "0");
pl.SetInfoKey("*dead", "0");
pl.SetInfoKey("*deaths", ftos(pl.deaths));
pl.SetPropData("actor_human");
pl.SetCanBleed(true);
/* if we have team flags set, then join a team spawn
* search for the entity though in case we're on a non scihunt map */

View file

@ -20,39 +20,6 @@ defs.h
../shared/include.src
../../../valve/src/server/monster_apache.qc
../../../valve/src/server/monster_alien_controller.qc
../../../valve/src/server/monster_alien_grunt.qc
../../../valve/src/server/monster_alien_slave.qc
../../../valve/src/server/monster_barnacle.qc
../../../valve/src/server/monster_barney.qc
../../../valve/src/server/monster_barney_dead.qc
../../../valve/src/server/monster_bigmomma.qc
../../../valve/src/server/monster_bloater.qc
../../../valve/src/server/monster_bullchicken.qc
../../../valve/src/server/monster_cockroach.qc
../../../valve/src/server/monster_flyer_flock.qc
../../../valve/src/server/monster_gargantua.qc
../../../valve/src/server/monster_gman.qc
../../../valve/src/server/monster_headcrab.qc
../../../valve/src/server/monster_babycrab.qc
../../../valve/src/server/monster_hevsuit_dead.qc
../../../valve/src/server/monster_houndeye.qc
../../../valve/src/server/monster_human_grunt.qc
../../../valve/src/server/monster_hgrunt_dead.qc
../../../valve/src/server/monster_human_assassin.qc
../../../valve/src/server/monster_ichthyosaur.qc
../../../valve/src/server/monster_leech.qc
../../../valve/src/server/monster_miniturret.qc
../../../valve/src/server/monster_nihilanth.qc
../../../valve/src/server/monster_osprey.qc
../../../valve/src/server/monster_rat.qc
../../../valve/src/server/monster_scientist_dead.qc
../../../valve/src/server/monster_sitting_scientist.qc
../../../valve/src/server/monster_sentry.qc
../../../valve/src/server/monster_tentacle.qc
../../../valve/src/server/monster_turret.qc
../../../valve/src/server/monster_zombie.qc
monster_scientist.qc
../../../valve/src/server/player.qc

View file

@ -10,11 +10,6 @@ pmove.qc
../../../valve/src/shared/fx_blood.qc
../../../valve/src/shared/fx_gaussbeam.qc
../../../valve/src/shared/fx_breakmodel.qc
../../../valve/src/shared/fx_explosion.qc
../../../valve/src/shared/fx_gibhuman.qc
../../../valve/src/shared/fx_spark.qc
../../../valve/src/shared/fx_impact.qc
../../../valve/src/shared/fx_corpse.qc
items.h

View file

@ -14,88 +14,8 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef CLIENT
/* Here's a list of bone names that we are aware of on HL player models.
Usually we'd use skeletalobjects to share the same skeleton/anim with
another model - but because FTEQW does not support that for HLMDL we
are forced to manually position the bones of our attachnment
by iterating over them and manually setting their position in 3D-space.
*/
string g_pbones[] =
{
"Bip01",
"Bip01 Footsteps",
"Bip01 Pelvis",
"Bip01 L Leg",
"Bip01 L Leg1",
"Bip01 L Foot",
"Bip01 L Toe0",
"Bip01 L Toe01",
"Bip01 L Toe02",
"Dummy16",
"Bip01 R Leg",
"Bip01 R Leg1",
"Bip01 R Foot",
"Bip01 R Toe0",
"Bip01 R Toe01",
"Bip01 R Toe02",
"Dummy11",
"Bip01 Spine",
"Bip01 Spine1",
"Bip01 Spine2",
"Bip01 Spine3",
"Bip01 Neck",
"Bip01 Head",
"Dummy21",
"Dummy08",
"Bone02",
"Bone03",
"Bone04",
"Dummy05",
"Bone09",
"Bone10",
"Dummy04",
"Bone05",
"Bone06",
"Dummy03",
"Bone07",
"Bone08",
"Dummy09",
"Bone11",
"Bone12",
"Dummy10",
"Bone13",
"Bone14",
"Bone15",
"Bip01 L Arm",
"Bip01 L Arm1",
"Bip01 L Arm2",
"Bip01 L Hand",
"Bip01 L Finger0",
"Bip01 L Finger01",
"Bip01 L Finger02",
"Dummy06",
"Bip01 L Finger1",
"Bip01 L Finger11",
"Bip01 L Finger12",
"Dummy07",
"Bip01 R Arm",
"Bip01 R Arm1",
"Bip01 R Arm2",
"Bip01 R Hand",
"Bip01 R Finger0",
"Bip01 R Finger01",
"Bip01 R Finger02",
"Dummy01",
"Bip01 R Finger1",
"Bip01 R Finger11",
"Bip01 R Finger12",
"Dummy02",
"Box02",
"Bone08",
"Bone15"
};
#endif
#include "../../../valve/src/shared/skeleton.h"
/* all custom SendFlags bits we can possibly send */
enumflags

View file

@ -99,7 +99,7 @@ void w_chainsaw_primary(player pl)
pl.w_attack_next = 0.2f;
} else {
int dmg;
FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal);
if (trace_ent.takedamage) {
if (trace_ent.iBleeds) {
@ -113,7 +113,7 @@ void w_chainsaw_primary(player pl)
} else {
/* well, this is in the advanced options */
if (cvar("sh_chainspark") != 1)
FX_Spark(trace_endpos, trace_plane_normal);
pointparticles(particleeffectnum("fx_spark.main"), trace_endpos, [0,0,0], 1);
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hit");
}

View file

@ -0,0 +1,19 @@
// weapon constants
WEAPON_NONE 0
WEAPON_CROWBAR 1
WEAPON_HAMMER 2
WEAPON_CHAINSAW 3
WEAPON_GLOCK 4
WEAPON_PYTHON 5
WEAPON_MP5 6
WEAPON_SHOTGUN 7
WEAPON_CROSSBOW 8
WEAPON_CANNON 9
WEAPON_RPG 10
WEAPON_GAUSS 11
WEAPON_EGON 12
WEAPON_HORNETGUN 13
WEAPON_HANDGRENADE 14
WEAPON_SATCHEL 15
WEAPON_TRIPMINE 16
WEAPON_SNARK 17