Update against latest Nuclide

This commit is contained in:
Marco Cawthorne 2025-01-05 22:46:00 -08:00
parent 2aa2e39ff9
commit 41c845075e
32 changed files with 1415 additions and 352 deletions

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@ -3,3 +3,4 @@ CC=fteqcc
all: all:
cd client && $(MAKE) cd client && $(MAKE)
cd server && $(MAKE) cd server && $(MAKE)
cd rules && $(MAKE)

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@ -14,9 +14,11 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/ */
#include "../../../valve/src/shared/defs.h"
#include "../../../valve/src/client/obituary.h" #include "../../../valve/src/client/obituary.h"
#include "../../../valve/src/client/particles.h" #include "../../../valve/src/client/particles.h"
#include "../../../valve/src/client/hud_sprite.h" #include "../../../valve/src/client/hud_sprite.h"
#include "../../../valve/src/client/HLWeaponSelect.h"
var int autocvar_cl_autoweaponswitch = TRUE; var int autocvar_cl_autoweaponswitch = TRUE;
@ -61,6 +63,7 @@ struct
int m_iItemsOld; int m_iItemsOld;
float m_flDamageIndicator; float m_flDamageIndicator;
HLWeaponSelect weaponSelectionHUD;
} g_seatslocal[4], *pSeatLocal; } g_seatslocal[4], *pSeatLocal;
void HUD_DrawAmmo1(void); void HUD_DrawAmmo1(void);

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@ -148,7 +148,7 @@ void
HUD_DrawHealth(void) HUD_DrawHealth(void)
{ {
vector pos; vector pos;
NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer; ncPlayer pl = (ncPlayer)pSeat->m_ePlayer;
if (pl.health != pSeatLocal->m_iHealthOld) { if (pl.health != pSeatLocal->m_iHealthOld) {
pSeatLocal->m_flHealthAlpha = 1.0; pSeatLocal->m_flHealthAlpha = 1.0;
@ -600,7 +600,7 @@ HUD_DrawSpectator(void)
{ {
Textmenu_Draw(); Textmenu_Draw();
NSClientSpectator spec = (NSClientSpectator)pSeat->m_ePlayer; ncSpectator spec = (ncSpectator)pSeat->m_ePlayer;
drawfont = Font_GetID(FONT_20); drawfont = Font_GetID(FONT_20);
vector vecPos = [0.0f, 0.0f, 0.0f]; vector vecPos = [0.0f, 0.0f, 0.0f];

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@ -28,6 +28,8 @@ ClientGame_Init(float apilevel, string enginename, float engineversion)
registercommand("+sciscore"); registercommand("+sciscore");
registercommand("-sciscore"); registercommand("-sciscore");
registercommand("chooseteam"); registercommand("chooseteam");
pSeatLocal->weaponSelectionHUD = spawn(HLWeaponSelect);
} }
void VGUI_ShowMOTD(void); void VGUI_ShowMOTD(void);

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@ -26,6 +26,7 @@ init.qc
../../../valve/src/client/flashlight.qc ../../../valve/src/client/flashlight.qc
entities.qc entities.qc
cmds.qc cmds.qc
../../../valve/src/client/HLWeaponSelect.qc
../../../valve/src/client/game_event.qc ../../../valve/src/client/game_event.qc
../../../valve/src/client/camera.qc ../../../valve/src/client/camera.qc
../../../valve/src/client/viewmodel.qc ../../../valve/src/client/viewmodel.qc

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@ -14,9 +14,9 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/ */
static VGUIWindow winChooseTeam; static vguiWindow winChooseTeam;
class TeamButton:VGUIButton class TeamButton:vguiButton
{ {
void TeamButton(void); void TeamButton(void);
@ -65,14 +65,14 @@ void
VGUI_ChooseTeam(void) VGUI_ChooseTeam(void)
{ {
static int initialized; static int initialized;
static VGUIButton btnTeamBlue; static vguiButton btnTeamBlue;
static VGUIButton btnTeamRed; static vguiButton btnTeamRed;
static VGUIButton btnAutoAssign; static vguiButton btnAutoAssign;
static VGUIButton btnGoSpectator; static vguiButton btnGoSpectator;
static VGUIFrame frmMapInfo; static vguiFrame frmMapInfo;
static VGUILabel lblSelectTeam; static vguiLabel lblSelectTeam;
static VGUILabel lblMapName; static vguiLabel lblMapName;
static VGUILabel lblMapInfo; static vguiLabel lblMapInfo;
static void VGUI_AutoAssign(void) { static void VGUI_AutoAssign(void) {
sendevent("JoinAuto", ""); sendevent("JoinAuto", "");
@ -99,32 +99,32 @@ VGUI_ChooseTeam(void)
vector btnpos = [40,80]; vector btnpos = [40,80];
initialized = TRUE; initialized = TRUE;
winChooseTeam = spawn(VGUIWindow); winChooseTeam = spawn(vguiWindow);
winChooseTeam.SetSize('640 480'); winChooseTeam.SetSize('640 480');
winChooseTeam.SetStyleMask(VGUIWindowBorderless | VGUIWindowFullscreen); winChooseTeam.SetStyleMask(vguiWindowBorderless | vguiWindowFullscreen);
lblSelectTeam = spawn(VGUILabel); lblSelectTeam = spawn(vguiLabel);
lblSelectTeam.SetTitle("SELECT YOUR TEAM"); lblSelectTeam.SetTitle("SELECT YOUR TEAM");
lblSelectTeam.SetTextSize(19); lblSelectTeam.SetTextSize(19);
lblSelectTeam.SetPos([40, 38]); lblSelectTeam.SetPos([40, 38]);
lblSelectTeam.SetSize('400 24'); lblSelectTeam.SetSize('400 24');
frmMapInfo = spawn(VGUIFrame); frmMapInfo = spawn(vguiFrame);
frmMapInfo.SetPos('176 80'); frmMapInfo.SetPos('176 80');
frmMapInfo.SetSize('424 312'); frmMapInfo.SetSize('424 312');
lblMapName = spawn(VGUILabel); lblMapName = spawn(vguiLabel);
lblMapName.SetTitle(mapname); lblMapName.SetTitle(mapname);
lblMapName.SetTextSize(19); lblMapName.SetTextSize(19);
lblMapName.SetPos('194 105'); lblMapName.SetPos('194 105');
lblMapName.SetSize('250 312'); lblMapName.SetSize('250 312');
lblMapInfo = spawn(VGUILabel); lblMapInfo = spawn(vguiLabel);
lblMapInfo.SetTitle(VGUI_ChooseTeam_MapInfo()); lblMapInfo.SetTitle(VGUI_ChooseTeam_MapInfo());
lblMapInfo.SetPos('194 129'); lblMapInfo.SetPos('194 129');
lblMapInfo.SetSize('375 250'); lblMapInfo.SetSize('375 250');
btnTeamBlue = spawn(VGUIButton); btnTeamBlue = spawn(vguiButton);
btnTeamBlue.SetTitle("BLUE"); btnTeamBlue.SetTitle("BLUE");
btnTeamBlue.SetPos(btnpos); btnTeamBlue.SetPos(btnpos);
btnTeamBlue.SetSize('124 24'); btnTeamBlue.SetSize('124 24');
@ -132,7 +132,7 @@ VGUI_ChooseTeam(void)
btnTeamBlue.SetFunc(VGUI_JoinBlue); btnTeamBlue.SetFunc(VGUI_JoinBlue);
btnpos[1] += 32; btnpos[1] += 32;
btnTeamRed = spawn(VGUIButton); btnTeamRed = spawn(vguiButton);
btnTeamRed.SetTitle("RED"); btnTeamRed.SetTitle("RED");
btnTeamRed.SetPos(btnpos); btnTeamRed.SetPos(btnpos);
btnTeamRed.SetSize('124 24'); btnTeamRed.SetSize('124 24');
@ -140,7 +140,7 @@ VGUI_ChooseTeam(void)
btnTeamRed.SetFunc(VGUI_JoinRed); btnTeamRed.SetFunc(VGUI_JoinRed);
btnpos[1] += 32; btnpos[1] += 32;
btnAutoAssign = spawn(VGUIButton); btnAutoAssign = spawn(vguiButton);
btnAutoAssign.SetTitle("AUTO ASSIGN"); btnAutoAssign.SetTitle("AUTO ASSIGN");
btnAutoAssign.SetPos(btnpos); btnAutoAssign.SetPos(btnpos);
btnAutoAssign.SetSize('124 24'); btnAutoAssign.SetSize('124 24');
@ -148,7 +148,7 @@ VGUI_ChooseTeam(void)
btnAutoAssign.SetFunc(VGUI_AutoAssign); btnAutoAssign.SetFunc(VGUI_AutoAssign);
btnpos[1] += 32; btnpos[1] += 32;
btnGoSpectator = spawn(VGUIButton); btnGoSpectator = spawn(vguiButton);
btnGoSpectator.SetTitle("SPECTATE"); btnGoSpectator.SetTitle("SPECTATE");
btnGoSpectator.SetPos(btnpos); btnGoSpectator.SetPos(btnpos);
btnGoSpectator.SetSize('124 24'); btnGoSpectator.SetSize('124 24');

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@ -18,11 +18,11 @@ void
VGUI_ShowMOTD(void) VGUI_ShowMOTD(void)
{ {
static int initialized; static int initialized;
static VGUIButton winMotdClose; static vguiButton winMotdClose;
// static VGUIButton winMotdMapInfo; // static vguiButton winMotdMapInfo;
static VGUIWindow winMotd; static vguiWindow winMotd;
static VGUILabel winMotdHostname; static vguiLabel winMotdHostname;
static VGUILabel winMotdBody; static vguiLabel winMotdBody;
static void VGUI_ShowMOTD_Close(void) static void VGUI_ShowMOTD_Close(void)
{ {
@ -36,12 +36,12 @@ VGUI_ShowMOTD(void)
if (!initialized) { if (!initialized) {
initialized = TRUE; initialized = TRUE;
winMotd = spawn(VGUIWindow); winMotd = spawn(vguiWindow);
winMotd.SetTitle("Message Of The Day"); winMotd.SetTitle("Message Of The Day");
winMotd.SetSize('424 312'); winMotd.SetSize('424 312');
winMotd.SetStyleMask(0); winMotd.SetStyleMask(0);
winMotdClose = spawn(VGUIButton); winMotdClose = spawn(vguiButton);
winMotdClose.SetTitle("OK"); winMotdClose.SetTitle("OK");
winMotdClose.SetPos([16, 266]); winMotdClose.SetPos([16, 266]);
winMotdClose.SetSize([160, 30]); winMotdClose.SetSize([160, 30]);
@ -50,7 +50,7 @@ VGUI_ShowMOTD(void)
/* TODO An experiment with how to display map readme /* TODO An experiment with how to display map readme
* files for non team games * files for non team games
if (serverkeyfloat("teams") < 1) { if (serverkeyfloat("teams") < 1) {
winMotdMapInfo = spawn(VGUIButton); winMotdMapInfo = spawn(vguiButton);
winMotdMapInfo.SetTitle("Map Info"); winMotdMapInfo.SetTitle("Map Info");
winMotdMapInfo.SetPos([196, 266]); winMotdMapInfo.SetPos([196, 266]);
winMotdMapInfo.SetSize([160, 30]); winMotdMapInfo.SetSize([160, 30]);
@ -58,12 +58,12 @@ VGUI_ShowMOTD(void)
} }
*/ */
winMotdHostname = spawn(VGUILabel); winMotdHostname = spawn(vguiLabel);
winMotdHostname.SetTitle(serverkey("hostname")); winMotdHostname.SetTitle(serverkey("hostname"));
winMotdHostname.SetTextSize(19); winMotdHostname.SetTextSize(19);
winMotdHostname.SetPos([16, 20]); winMotdHostname.SetPos([16, 20]);
winMotdBody = spawn(VGUILabel); winMotdBody = spawn(vguiLabel);
winMotdBody.SetTitle(MOTD_GetTextBody()); winMotdBody.SetTitle(MOTD_GetTextBody());
winMotdBody.SetPos([16, 48]); winMotdBody.SetPos([16, 48]);
winMotdBody.SetSize([392, 210]); winMotdBody.SetSize([392, 210]);

10
src/rules/Makefile Normal file
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@ -0,0 +1,10 @@
QCC=fteqcc
all:
mkdir -pv ../../zpak001.pk3dir/progs/
$(QCC) fear.qc
$(QCC) hunt.qc
$(QCC) invasion.qc
$(QCC) madness.qc
$(QCC) slaughter.qc
$(QCC) stealth.qc

80
src/rules/arsenal.h Normal file
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@ -0,0 +1,80 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
var string g_defaultArsenal = "";
var string g_mapArsenal = "";
void
SHArsenal_Init(void)
{
int c = 0i;
string line;
string lineFeed;
filestream arsHandle;
string standardArsenal = "arsenals/starteqp.txt";
string mapArsenal = cvars.GetString("sh_weapfileloc"); //strcat("arsenal/", game.GetMap(), ".txt");
g_defaultArsenal = "";
g_mapArsenal = "";
if (exists.InVFS(standardArsenal) == true) {
arsHandle = fopen(standardArsenal, FILE_READ);
if (arsHandle >= 0) {
while ((lineFeed = fgets(arsHandle))) {
c = (int)tokenize_console(lineFeed);
line = argv(0);
if (STRING_SET(line)) {
g_defaultArsenal = strcat(g_defaultArsenal, line, " ");
}
}
fclose(arsHandle);
}
}
if (exists.InVFS(mapArsenal) == true) {
arsHandle = fopen(mapArsenal, FILE_READ);
if (arsHandle >= 0) {
while ((lineFeed = fgets(arsHandle))) {
c = (int)tokenize_console(lineFeed);
line = argv(0);
if (STRING_SET(line)) {
g_mapArsenal = strcat(g_mapArsenal, line, " ");
}
}
fclose(arsHandle);
}
}
// NSWarning("Default equipment: %s\nMap equipment: %s", g_defaultArsenal, g_mapArsenal);
}
void
SHArsenal_GiveItemsToPlayer(entity targetPlayer)
{
for (int i = 0; i < (int)tokenize_console(g_defaultArsenal); i++) {
ents.Input(targetPlayer, "GiveItem", argv(i), targetPlayer);
}
for (int i = 0; i < (int)tokenize_console(g_mapArsenal); i++) {
ents.Input(targetPlayer, "GiveItem", argv(i), targetPlayer);
}
}

213
src/rules/fear.qc Normal file
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@ -0,0 +1,213 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
#pragma PROGS_DAT "../../zpak001.pk3dir/progs/fear.dat"
#include "../../../src/server/api.h"
string g_strTeamList;
const string mp_teamlist_fallback = "scientist;hgrunt";
var string autocvar_mp_teamlist = mp_teamlist_fallback;
bool
IsTeamplay(void)
{
return cvars.GetBool("mp_teamplay");
}
bool
AllowFlashlight(void)
{
return cvars.GetBool("mp_flashlight");
}
void
CodeCallback_StartGameType(void)
{
motd.LoadDefault();
if (IsTeamplay() == true) {
int c;
/* get the segments from our cvar */
g_strTeamList = autocvar_mp_teamlist;
c = tokenizebyseparator(g_strTeamList, ";");
/* if we've got less than 2 teams, use the fallback... */
if (c < 2) {
g_strTeamList = mp_teamlist_fallback;
c = tokenizebyseparator(g_strTeamList, ";");
}
/* initialize all dem teams */
for (int i = 0; i < c; i++) {
teams.SetUp(i+1, argv(i), [255,255,255], true);
teams.SetSpawnPoint(i+1, "info_player_deathmatch");
}
} else {
game.SetSpawnPoint("info_player_deathmatch");
}
}
void
HLDM_PlayerSpawn(entity playerEntity)
{
string playerModel;
ents.ChangeToClass(playerEntity, "player_mp");
if (IsTeamplay() == true) {
float teamCount = tokenizebyseparator(g_strTeamList, ";");
float playerTeam = playerEntity.team;
string teamModel;
/* 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 = 1 + floor(random(0, teamCount)); /* teams start at 1 after all */
ents.Input(playerEntity, "SetTeam", ftos(playerTeam), playerEntity);
}
teamModel = argv(playerTeam - 1);
playerModel = sprintf("models/player/%s/%s.mdl", teamModel, teamModel);
} else {
/* interpret the 'model' InfoKey */
playerModel = userinfo.GetString(playerEntity, "model");
if (playerModel != "") {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
}
/* fallback is always models/player.mdl for Half-Life */
if (playerModel == "" || exists.InVFS(playerModel) == false) {
playerModel = "models/player.mdl";
}
playerEntity.modelindex = getmodelindex(playerModel); /* keep OG size */
game.TeleportToSpawn(playerEntity);
}
void
CodeCallback_PlayerSpawn(entity playerEntity)
{
if (IsTeamplay() == false) {
HLDM_PlayerSpawn(playerEntity);
} else {
ents.ChangeToClass(playerEntity, "spectator");
game.TeleportToSpawn(playerEntity);
}
}
void
CodeCallback_PlayerDisconnect(entity playerEntity)
{
}
bool
CodeCallback_PlayerRequestRespawn(entity playerEntity)
{
CodeCallback_PlayerSpawn(playerEntity);
return (true);
}
void
CodeCallback_PlayerDamage(entity playerEntity, entity inflictor, entity attacker)
{
}
bool
CodeCallback_CallRequestTeam(entity playerEntity, int teamNum)
{
ents.Input(playerEntity, "SetTeam", itos(teamNum), playerEntity);
ents.Input(playerEntity, "Damage", "1000", playerEntity);
return (true);
}
void
CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker, string weapon)
{
combat.Obituary(playerEntity.netname, attacker.netname, weapon, "");
/* death-counter */
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
}
}
bool
CodeCallback_ClientCommand(entity playerEntity, string command)
{
float commandArgs = tokenize(command);
switch (argv(0)) {
case "chooseteam":
string teamName = argv(1);
/* wrong mode */
if (IsTeamplay() == false) {
break;
}
/* no team defined */
if (!teamName) {
break;
}
float c = tokenizebyseparator(g_strTeamList, ";");
for (float i = 0; i < c; i++) {
if (argv(i) == teamName) {
string newTeam = ftos(i + 1);
ents.Input(playerEntity, "SetTeam", newTeam, playerEntity);
ents.Input(playerEntity, "Damage", "1000", playerEntity);
break;
}
}
break;
default:
return (false);
}
return (true);
}
bool
CodeCallback_ImpulseCommand(entity playerEntity, float impulseNum)
{
switch (impulseNum) {
case 100:
if (AllowFlashlight() == true) {
ents.Input(playerEntity, "UseItem", "item_suit", playerEntity);
}
break;
default:
return (false);
}
return (true);
}

139
src/rules/hunt.qc Normal file
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@ -0,0 +1,139 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
// SCIENTISTS DO NOT RESPAWN IN THIS MODE!
#pragma PROGS_DAT "../../zpak001.pk3dir/progs/hunt.dat"
#include "../../../src/server/api.h"
bool
AllowFlashlight(void)
{
return cvars.GetBool("mp_flashlight");
}
void
CodeCallback_StartGameType(void)
{
motd.LoadDefault();
game.SetSpawnPoint("info_player_team1");
}
void
HLDM_PlayerSpawn(entity playerEntity)
{
string playerModel;
ents.ChangeToClass(playerEntity, "player");
/* interpret the 'model' InfoKey */
playerModel = userinfo.GetString(playerEntity, "model");
if (playerModel != "") {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
/* fallback is always models/player.mdl for Half-Life */
if (playerModel == "" || exists.InVFS(playerModel) == false) {
playerModel = "models/player.mdl";
}
playerEntity.modelindex = getmodelindex(playerModel); /* keep OG size */
game.TeleportToSpawn(playerEntity);
}
void
CodeCallback_PlayerSpawn(entity playerEntity)
{
ents.ChangeToClass(playerEntity, "spectator");
game.TeleportToSpawn(playerEntity);
}
void
CodeCallback_PlayerDisconnect(entity playerEntity)
{
}
bool
CodeCallback_PlayerRequestRespawn(entity playerEntity)
{
CodeCallback_PlayerSpawn(playerEntity);
return (true);
}
void
CodeCallback_PlayerDamage(entity playerEntity, entity inflictor, entity attacker)
{
}
bool
CodeCallback_CallRequestTeam(entity playerEntity, int teamNum)
{
return (false);
}
void
CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker, string weapon)
{
combat.Obituary(playerEntity.netname, attacker.netname, weapon, "");
/* death-counter */
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
}
}
bool
CodeCallback_ClientCommand(entity playerEntity, string command)
{
float commandArgs = tokenize(command);
switch (argv(0)) {
default:
return (false);
}
return (true);
}
bool
CodeCallback_ImpulseCommand(entity playerEntity, float impulseNum)
{
switch (impulseNum) {
case 100:
if (AllowFlashlight() == true) {
ents.Input(playerEntity, "UseItem", "item_suit", playerEntity);
}
break;
default:
return (false);
}
return (true);
}

215
src/rules/invasion.qc Normal file
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@ -0,0 +1,215 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
// SCIENTISTS DO NOT RESPAWN IN THIS MODE!
#pragma PROGS_DAT "../../zpak001.pk3dir/progs/invasion.dat"
#include "../../../src/server/api.h"
string g_strTeamList;
const string mp_teamlist_fallback = "scientist;hgrunt";
var string autocvar_mp_teamlist = mp_teamlist_fallback;
bool
IsTeamplay(void)
{
return cvars.GetBool("mp_teamplay");
}
bool
AllowFlashlight(void)
{
return cvars.GetBool("mp_flashlight");
}
void
CodeCallback_StartGameType(void)
{
motd.LoadDefault();
if (IsTeamplay() == true) {
int c;
/* get the segments from our cvar */
g_strTeamList = autocvar_mp_teamlist;
c = tokenizebyseparator(g_strTeamList, ";");
/* if we've got less than 2 teams, use the fallback... */
if (c < 2) {
g_strTeamList = mp_teamlist_fallback;
c = tokenizebyseparator(g_strTeamList, ";");
}
/* initialize all dem teams */
for (int i = 0; i < c; i++) {
teams.SetUp(i+1, argv(i), [255,255,255], true);
teams.SetSpawnPoint(i+1, "info_player_deathmatch");
}
} else {
game.SetSpawnPoint("info_player_deathmatch");
}
}
void
HLDM_PlayerSpawn(entity playerEntity)
{
string playerModel;
ents.ChangeToClass(playerEntity, "player_mp");
if (IsTeamplay() == true) {
float teamCount = tokenizebyseparator(g_strTeamList, ";");
float playerTeam = playerEntity.team;
string teamModel;
/* 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 = 1 + floor(random(0, teamCount)); /* teams start at 1 after all */
ents.Input(playerEntity, "SetTeam", ftos(playerTeam), playerEntity);
}
teamModel = argv(playerTeam - 1);
playerModel = sprintf("models/player/%s/%s.mdl", teamModel, teamModel);
} else {
/* interpret the 'model' InfoKey */
playerModel = userinfo.GetString(playerEntity, "model");
if (playerModel != "") {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
}
/* fallback is always models/player.mdl for Half-Life */
if (playerModel == "" || exists.InVFS(playerModel) == false) {
playerModel = "models/player.mdl";
}
playerEntity.modelindex = getmodelindex(playerModel); /* keep OG size */
game.TeleportToSpawn(playerEntity);
}
void
CodeCallback_PlayerSpawn(entity playerEntity)
{
if (IsTeamplay() == false) {
HLDM_PlayerSpawn(playerEntity);
} else {
ents.ChangeToClass(playerEntity, "spectator");
game.TeleportToSpawn(playerEntity);
}
}
void
CodeCallback_PlayerDisconnect(entity playerEntity)
{
}
bool
CodeCallback_PlayerRequestRespawn(entity playerEntity)
{
CodeCallback_PlayerSpawn(playerEntity);
return (true);
}
void
CodeCallback_PlayerDamage(entity playerEntity, entity inflictor, entity attacker)
{
}
bool
CodeCallback_CallRequestTeam(entity playerEntity, int teamNum)
{
ents.Input(playerEntity, "SetTeam", itos(teamNum), playerEntity);
ents.Input(playerEntity, "Damage", "1000", playerEntity);
return (true);
}
void
CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker, string weapon)
{
combat.Obituary(playerEntity.netname, attacker.netname, weapon, "");
/* death-counter */
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
}
}
bool
CodeCallback_ClientCommand(entity playerEntity, string command)
{
float commandArgs = tokenize(command);
switch (argv(0)) {
case "chooseteam":
string teamName = argv(1);
/* wrong mode */
if (IsTeamplay() == false) {
break;
}
/* no team defined */
if (!teamName) {
break;
}
float c = tokenizebyseparator(g_strTeamList, ";");
for (float i = 0; i < c; i++) {
if (argv(i) == teamName) {
string newTeam = ftos(i + 1);
ents.Input(playerEntity, "SetTeam", newTeam, playerEntity);
ents.Input(playerEntity, "Damage", "1000", playerEntity);
break;
}
}
break;
default:
return (false);
}
return (true);
}
bool
CodeCallback_ImpulseCommand(entity playerEntity, float impulseNum)
{
switch (impulseNum) {
case 100:
if (AllowFlashlight() == true) {
ents.Input(playerEntity, "UseItem", "item_suit", playerEntity);
}
break;
default:
return (false);
}
return (true);
}

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@ -0,0 +1,172 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
// SCIENTISTS WILL ATTACK EACH OTHER AS WELL AS
// PLAYERS. THEY ARE BASICALLY ALL ROGUE.
//
// IF A SCIENTIST KILLS NPCS OR PLAYERS
// IT WILL PLAY SH/HIDE_LAUGH.WAV
//
// THEY CAN ALSO RESPAWN
#pragma PROGS_DAT "../../zpak001.pk3dir/progs/madness.dat"
#include "../../../src/server/api.h"
#include "arsenal.h"
#include "scimanager.h"
#include "shared.h"
/* Slaughter is the default game mode. */
void
CodeCallback_Input(entity activator, string inputName, string dataString)
{
switch (inputName) {
#if 0
case "CountScientists":
int livingScientists = 0i;
for (entity s = world; (s = find(s, ::classname, "monster_scientist"));) {
if (s.solid == SOLID_BBOX || s.solid == SOLID_SLIDEBOX) {
livingScientists++;
}
}
serverinfo.SetInteger("sci_count", livingScientists);
break;
#endif
case "ScientistKilled":
activator.frags += 1;
break;
case "ScientistDied":
ScientistManager::RespawnSingle(activator, 10.0f);
break;
}
}
void
CodeCallback_StartGameType(void)
{
SHArsenal_Init();
motd.LoadDefault();
teams.SetUp(1, "Players", [153, 204, 255], true);
teams.SetSpawnPoint(1, "info_player_team1");
teams.SetUp(4, "Scientists", [153, 204, 255], true);
teams.SetSpawnPoint(2, "monster_scientist");
precache_sound("sh/hide_laugh.wav");
// game.SetSpawnPoint("info_player_team1");
ScientistManager::PopulateLevel(cvars.GetInteger("sh_scimax"), "sh_scientist_madness");
}
void
CodeCallback_PlayerSpawn(entity playerEntity)
{
string playerModel;
ents.ChangeToClass(playerEntity, "player_slaughter");
ents.Input(playerEntity, "SetTeam", "1", playerEntity);
/* interpret the 'model' InfoKey */
playerModel = userinfo.GetString(playerEntity, "model");
if (playerModel != "") {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
/* fallback is always models/player.mdl for Half-Life */
if (playerModel == "" || exists.InVFS(playerModel) == false) {
playerModel = "models/player.mdl";
}
playerEntity.modelindex = getmodelindex(playerModel); /* keep OG size */
game.TeleportToSpawn(playerEntity);
SHArsenal_GiveItemsToPlayer(playerEntity);
}
void
CodeCallback_PlayerDisconnect(entity playerEntity)
{
}
bool
CodeCallback_PlayerRequestRespawn(entity playerEntity)
{
CodeCallback_PlayerSpawn(playerEntity);
return (true);
}
void
CodeCallback_PlayerDamage(entity playerEntity, entity inflictor, entity attacker)
{
}
void
CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker, string weapon)
{
/* Only laugh when the target wasn't poisoned, TODO */
if (attacker.classname == "sh_scientist_madness" && playerEntity.WASPOISONED == false) {
sound(attacker, CHAN_AUTO, "sh/hide_laugh.wav", 1.0, ATTN_NORM);
}
combat.Obituary(playerEntity.netname, attacker.netname, weapon, "");
/* death-counter */
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
}
}
bool
CodeCallback_ClientCommand(entity playerEntity, string command)
{
float commandArgs = tokenize(command);
switch (argv(0)) {
default:
return (false);
}
return (true);
}
bool
CodeCallback_ImpulseCommand(entity playerEntity, float impulseNum)
{
switch (impulseNum) {
case 100:
if (AllowFlashlight() == true) {
ents.Input(playerEntity, "UseItem", "item_suit", playerEntity);
}
break;
default:
return (false);
}
return (true);
}

78
src/rules/scimanager.h Normal file
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@ -0,0 +1,78 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
/* Utility class that handles sh_scientist entities across all game modes */
class
ScientistManager
{
const void PopulateLevel(int sciNum, string decl);
const void ClearScientists(string decl);
const void RespawnSingle(entity scientistEntity, float waitTime);
const void TeleportToSpot(entity scientistEntity);
};
static void
_RespawnTimerFinished(void)
{
ents.Input(self.owner, "Respawn", "", self.owner);
ScientistManager::TeleportToSpot(self.owner);
remove(self);
}
void
ScientistManager::RespawnSingle(entity scientistEntity, float waitTime)
{
entity timer = spawn();
timer.owner = scientistEntity;
timer.think = _RespawnTimerFinished;
timer.nextthink = time + waitTime;
}
void
ScientistManager::TeleportToSpot(entity scientistEntity)
{
entity spawnPoint = game.FindRandomClassObject("monster_scientist");
setorigin(scientistEntity, spawnPoint.origin);
scientistEntity.angles = spawnPoint.angles;
}
void
ScientistManager::PopulateLevel(int sciNum, string decl)
{
int newMax = 0i;
for (entity s = world; (s = find(s, ::classname, "monster_scientist"));) {
newMax += 1i;
}
if (sciNum > newMax) {
NSWarning("Scientists spawns for %i desired, can only deliver %i", sciNum, newMax);
sciNum = newMax;
}
for (int i = 0; i < sciNum; i++) {
entity scientistEntity = ents.Create(decl, g_vec_null);
TeleportToSpot(scientistEntity);
}
}
void
ScientistManager::ClearScientists(string decl)
{
for (entity s = world; (s = find(s, ::classname, decl));) {
remove(s);
}
}

7
src/rules/shared.h Normal file
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@ -0,0 +1,7 @@
bool
AllowFlashlight(void)
{
return cvars.GetBool("mp_flashlight");
}

151
src/rules/slaughter.qc Normal file
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@ -0,0 +1,151 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
#pragma PROGS_DAT "../../zpak001.pk3dir/progs/slaughter.dat"
#include "../../../src/server/api.h"
#include "arsenal.h"
#include "scimanager.h"
#include "shared.h"
/* Slaughter is the default game mode. */
void
CodeCallback_Input(entity activator, string inputName, string dataString)
{
switch (inputName) {
#if 0
case "CountScientists":
int livingScientists = 0i;
for (entity s = world; (s = find(s, ::classname, "monster_scientist"));) {
if (s.solid == SOLID_BBOX || s.solid == SOLID_SLIDEBOX) {
livingScientists++;
}
}
serverinfo.SetInteger("sci_count", livingScientists);
break;
#endif
case "ScientistKilled":
activator.frags += 1;
break;
case "ScientistDied":
ScientistManager::RespawnSingle(activator, 10.0f);
break;
}
}
void
CodeCallback_StartGameType(void)
{
SHArsenal_Init();
motd.LoadDefault();
game.SetSpawnPoint("info_player_team1");
ScientistManager::PopulateLevel(cvars.GetInteger("sh_scimax"), "sh_scientist");
}
void
CodeCallback_PlayerSpawn(entity playerEntity)
{
string playerModel;
ents.ChangeToClass(playerEntity, "player_slaughter");
/* interpret the 'model' InfoKey */
playerModel = userinfo.GetString(playerEntity, "model");
if (playerModel != "") {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
/* fallback is always models/player.mdl for Half-Life */
if (playerModel == "" || exists.InVFS(playerModel) == false) {
playerModel = "models/player.mdl";
}
playerEntity.modelindex = getmodelindex(playerModel); /* keep OG size */
game.TeleportToSpawn(playerEntity);
SHArsenal_GiveItemsToPlayer(playerEntity);
}
void
CodeCallback_PlayerDisconnect(entity playerEntity)
{
}
bool
CodeCallback_PlayerRequestRespawn(entity playerEntity)
{
CodeCallback_PlayerSpawn(playerEntity);
return (true);
}
void
CodeCallback_PlayerDamage(entity playerEntity, entity inflictor, entity attacker)
{
}
void
CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker, string weapon)
{
combat.Obituary(playerEntity.netname, attacker.netname, weapon, "");
/* death-counter */
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
}
}
bool
CodeCallback_ClientCommand(entity playerEntity, string command)
{
float commandArgs = tokenize(command);
switch (argv(0)) {
default:
return (false);
}
return (true);
}
bool
CodeCallback_ImpulseCommand(entity playerEntity, float impulseNum)
{
switch (impulseNum) {
case 100:
if (AllowFlashlight() == true) {
ents.Input(playerEntity, "UseItem", "item_suit", playerEntity);
}
break;
default:
return (false);
}
return (true);
}

213
src/rules/stealth.qc Normal file
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@ -0,0 +1,213 @@
/*
* Copyright (c) 2024 Marco Cawthorne <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.
*/
#pragma PROGS_DAT "../../zpak001.pk3dir/progs/stealth.dat"
#include "../../../src/server/api.h"
string g_strTeamList;
const string mp_teamlist_fallback = "scientist;hgrunt";
var string autocvar_mp_teamlist = mp_teamlist_fallback;
bool
IsTeamplay(void)
{
return cvars.GetBool("mp_teamplay");
}
bool
AllowFlashlight(void)
{
return cvars.GetBool("mp_flashlight");
}
void
CodeCallback_StartGameType(void)
{
motd.LoadDefault();
if (IsTeamplay() == true) {
int c;
/* get the segments from our cvar */
g_strTeamList = autocvar_mp_teamlist;
c = tokenizebyseparator(g_strTeamList, ";");
/* if we've got less than 2 teams, use the fallback... */
if (c < 2) {
g_strTeamList = mp_teamlist_fallback;
c = tokenizebyseparator(g_strTeamList, ";");
}
/* initialize all dem teams */
for (int i = 0; i < c; i++) {
teams.SetUp(i+1, argv(i), [255,255,255], true);
teams.SetSpawnPoint(i+1, "info_player_deathmatch");
}
} else {
game.SetSpawnPoint("info_player_deathmatch");
}
}
void
HLDM_PlayerSpawn(entity playerEntity)
{
string playerModel;
ents.ChangeToClass(playerEntity, "player_mp");
if (IsTeamplay() == true) {
float teamCount = tokenizebyseparator(g_strTeamList, ";");
float playerTeam = playerEntity.team;
string teamModel;
/* 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 = 1 + floor(random(0, teamCount)); /* teams start at 1 after all */
ents.Input(playerEntity, "SetTeam", ftos(playerTeam), playerEntity);
}
teamModel = argv(playerTeam - 1);
playerModel = sprintf("models/player/%s/%s.mdl", teamModel, teamModel);
} else {
/* interpret the 'model' InfoKey */
playerModel = userinfo.GetString(playerEntity, "model");
if (playerModel != "") {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
}
/* fallback is always models/player.mdl for Half-Life */
if (playerModel == "" || exists.InVFS(playerModel) == false) {
playerModel = "models/player.mdl";
}
playerEntity.modelindex = getmodelindex(playerModel); /* keep OG size */
game.TeleportToSpawn(playerEntity);
}
void
CodeCallback_PlayerSpawn(entity playerEntity)
{
if (IsTeamplay() == false) {
HLDM_PlayerSpawn(playerEntity);
} else {
ents.ChangeToClass(playerEntity, "spectator");
game.TeleportToSpawn(playerEntity);
}
}
void
CodeCallback_PlayerDisconnect(entity playerEntity)
{
}
bool
CodeCallback_PlayerRequestRespawn(entity playerEntity)
{
CodeCallback_PlayerSpawn(playerEntity);
return (true);
}
void
CodeCallback_PlayerDamage(entity playerEntity, entity inflictor, entity attacker)
{
}
bool
CodeCallback_CallRequestTeam(entity playerEntity, int teamNum)
{
ents.Input(playerEntity, "SetTeam", itos(teamNum), playerEntity);
ents.Input(playerEntity, "Damage", "1000", playerEntity);
return (true);
}
void
CodeCallback_PlayerKilled(entity playerEntity, entity inflictor, entity attacker, string weapon)
{
combat.Obituary(playerEntity.netname, attacker.netname, weapon, "");
/* death-counter */
playerEntity.deaths++;
/* update score-counter */
if (ents.isPlayer(attacker)) {
if (playerEntity == attacker) {
attacker.frags--;
} else {
attacker.frags++;
}
}
}
bool
CodeCallback_ClientCommand(entity playerEntity, string command)
{
float commandArgs = tokenize(command);
switch (argv(0)) {
case "chooseteam":
string teamName = argv(1);
/* wrong mode */
if (IsTeamplay() == false) {
break;
}
/* no team defined */
if (!teamName) {
break;
}
float c = tokenizebyseparator(g_strTeamList, ";");
for (float i = 0; i < c; i++) {
if (argv(i) == teamName) {
string newTeam = ftos(i + 1);
ents.Input(playerEntity, "SetTeam", newTeam, playerEntity);
ents.Input(playerEntity, "Damage", "1000", playerEntity);
break;
}
}
break;
default:
return (false);
}
return (true);
}
bool
CodeCallback_ImpulseCommand(entity playerEntity, float impulseNum)
{
switch (impulseNum) {
case 100:
if (AllowFlashlight() == true) {
ents.Input(playerEntity, "UseItem", "item_suit", playerEntity);
}
break;
default:
return (false);
}
return (true);
}

View file

@ -1,19 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <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.
*/
#include "gamerules.h"
#include "../../../valve/src/server/items.h"
#include "../../../valve/src/server/flashlight.h"

View file

@ -14,126 +14,6 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/ */
class HLGameRules:CGameRules
{
int m_iScientistsAlive;
float m_flRestockTimer;
float m_flBreakRespawnTimer;
/* client */
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerDeath;
virtual bool PlayerRequestRespawn(NSClientPlayer);
virtual bool ImpulseCommand(NSClient, float);
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer, entity) ScientistKill;
virtual void(void) RegisterSciDeath;
virtual bool(NSClientPlayer, string) ConsoleCommand;
virtual void(NSClientPlayer) LevelDecodeParms;
virtual void(NSClientPlayer) LevelChangeParms;
virtual void(void) LevelNewParms;
virtual void(void) FrameStart;
virtual void(void) CheckRules;
virtual bool(void) IsMultiplayer;
virtual void(void) RestartRound;
virtual void(void) CountScientists;
void(void) HLGameRules;
virtual void(void) InitPostEnts;
};
class SHTeamRules:HLGameRules
{
int m_iKillsTeam1;
int m_iKillsTeam2;
int m_iScoreTeam1;
int m_iScoreTeam2;
void(void) SHTeamRules;
virtual void(void) RestartRound;
virtual void(NSClientPlayer) PlayerSpawn;
virtual bool(void) IsTeamplay;
virtual void(void) AddTeam1Kill;
virtual void(void) AddTeam2Kill;
virtual void(void) RegisterSciDeath;
virtual void(NSClientPlayer, entity) ScientistKill;
virtual void(void) InitPostEnts;
};
class SHInvasionRules:HLGameRules
{
void(void) SHInvasionRules;
virtual void(void) RegisterSciDeath;
virtual string Title(void);
};
/* Standard Hunting (0):
Round-based competitive killing where scientists are always running around. Scientists don't respawn.
*/
class SHGameHunt:SHTeamRules
{
void(void) SHGameHunt;
virtual string Title(void);
};
/* Stealth Hunting (1):
Round-based competitive killing where scientists stand or walk around, but will run in fear if they see the player. Similar to deer hunting. Scientists don't respawn.
*/
class SHGameStealth:SHTeamRules
{
void(void) SHGameStealth;
virtual string Title(void);
};
/* Traditional Slaughter (2):
Casual killing where scientists behave the same as they were in Half-Life. Scientists respawn.
*/
class SHGameSlaughter:HLGameRules
{
void(void) SHGameSlaughter;
virtual string Title(void);
};
/* Live in Fear (3):
Unique round-based gamemode where players have to only kill an evil randomly selected player controlled scientist causing chaos. Those who kill good scientists are punished with lost points. The evil scientist gains one point from every kill (NPC or Players). Scientists respawn.
*/
class SHGameFear:SHTeamRules
{
void(void) SHGameFear;
virtual void(NSClientPlayer, entity) ScientistKill;
virtual string Title(void);
};
/* Madness (4):
Unique gamemode where scientists attack themselves and the players. Scientists inject players and NPCs only once with a poison that slowly drains their health to 0. The scientists also play a sound (sh/hide_laugh.wav) when they get a sucessful kill and are still alive. Scientists respawn.
*/
class SHGameMadness:HLGameRules
{
void(void) SHGameMadness;
virtual string Title(void);
};
/* Invasion (5):
Unique new round-based gamemode where scientists attack similar to madness but work together to kill everyone else. If players eleminate all scientists, then they win the round and have to do it all over again. Heavy WIP. Scientists and players don't respawn.
*/
class SHGameInvasion:SHInvasionRules
{
void(void) SHGameInvasion;
virtual string Title(void);
};
typedef enum typedef enum
{ {
SHMODE_STANDARD = 0, SHMODE_STANDARD = 0,
@ -170,4 +50,4 @@ var int autocvar_sh_announcescideath = 1;
var int autocvar_sh_announcescinum = 1; var int autocvar_sh_announcescinum = 1;
/* default kills required for insanity */ /* default kills required for insanity */
var int autocvar_sh_insanity = 5; var int autocvar_sh_insanity = 5;

View file

@ -20,10 +20,10 @@ HLGameRules::RestartRound(void)
{ {
/* respawn all players and scientists */ /* respawn all players and scientists */
for (entity e = world; (e = find( e, ::classname, "player"));) { for (entity e = world; (e = find( e, ::classname, "player"));) {
PlayerSpawn((NSClientPlayer)e); PlayerSpawn((ncPlayer)e);
} }
for (entity e = world; (e = find( e, ::classname, "monster_scientist"));) { for (entity e = world; (e = find( e, ::classname, "monster_scientist"));) {
NSEntity sci = (NSEntity)e; ncEntity sci = (ncEntity)e;
sci.Respawn(); sci.Respawn();
} }
env_message_broadcast("New round, let's go!"); env_message_broadcast("New round, let's go!");
@ -42,7 +42,7 @@ HLGameRules::IsMultiplayer(void)
} }
void void
HLGameRules::LevelDecodeParms(NSClientPlayer pp) HLGameRules::LevelDecodeParms(ncPlayer pp)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;
g_landmarkpos[0] = parm1; g_landmarkpos[0] = parm1;
@ -61,7 +61,7 @@ HLGameRules::LevelDecodeParms(NSClientPlayer pp)
} }
void void
HLGameRules::LevelChangeParms(NSClientPlayer pp) HLGameRules::LevelChangeParms(ncPlayer pp)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;
parm1 = g_landmarkpos[0]; parm1 = g_landmarkpos[0];
@ -91,7 +91,7 @@ HLGameRules::LevelNewParms(void)
/* we check what fields have changed over the course of the frame and network /* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */ * only the ones that have actually changed */
void void
HLGameRules::PlayerPostFrame(NSClientPlayer pp) HLGameRules::PlayerPostFrame(ncPlayer pp)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;
@ -126,7 +126,7 @@ HLGameRules::CountScientists(void)
} }
void void
HLGameRules::ScientistKill(NSClientPlayer pp, entity sci) HLGameRules::ScientistKill(ncPlayer pp, entity sci)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;
@ -233,7 +233,7 @@ HLGameRules::CheckRules(void)
} }
void void
HLGameRules::PlayerDeath(NSClientPlayer pl) HLGameRules::PlayerDeath(ncPlayer pl)
{ {
SHPlayer sh_pl = (SHPlayer)pl; SHPlayer sh_pl = (SHPlayer)pl;
@ -300,7 +300,7 @@ HLGameRules::PlayerDeath(NSClientPlayer pl)
} }
bool bool
HLGameRules::PlayerRequestRespawn(NSClientPlayer bp) HLGameRules::PlayerRequestRespawn(ncPlayer bp)
{ {
if (bp.TimeSinceDeath() > 0.5f) { if (bp.TimeSinceDeath() > 0.5f) {
bp.ScheduleThink(PutClientInServer, 0.0f); bp.ScheduleThink(PutClientInServer, 0.0f);
@ -311,7 +311,7 @@ HLGameRules::PlayerRequestRespawn(NSClientPlayer bp)
} }
void void
HLGameRules::PlayerSpawn(NSClientPlayer pp) HLGameRules::PlayerSpawn(ncPlayer pp)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;
/* this is where the mods want to deviate */ /* this is where the mods want to deviate */
@ -457,7 +457,7 @@ HLGameRules::HLGameRules(void)
} }
bool bool
HLGameRules::ConsoleCommand(NSClientPlayer pp, string cmd) HLGameRules::ConsoleCommand(ncPlayer pp, string cmd)
{ {
tokenize(cmd); tokenize(cmd);
@ -482,7 +482,7 @@ SHTeamRules::IsTeamplay(void)
} }
void void
SHTeamRules::PlayerSpawn(NSClientPlayer pp) SHTeamRules::PlayerSpawn(ncPlayer pp)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;
@ -496,7 +496,7 @@ SHTeamRules::PlayerSpawn(NSClientPlayer pp)
} }
void void
SHTeamRules::ScientistKill(NSClientPlayer cl, entity sci) SHTeamRules::ScientistKill(ncPlayer cl, entity sci)
{ {
super::ScientistKill(cl, sci); super::ScientistKill(cl, sci);
@ -599,7 +599,7 @@ SHInvasionRules::RegisterSciDeath(void)
} }
void void
SHInvasionRules::PlayerDeath(NSClientPlayer pl) SHInvasionRules::PlayerDeath(ncPlayer pl)
{ {
pl = (SHPlayer)pl; pl = (SHPlayer)pl;
super::PlayerDeath(pl); super::PlayerDeath(pl);
@ -622,7 +622,7 @@ SHInvasionRules::SHInvasionRules(void)
void void
TriggerFlashlight(NSClient target) TriggerFlashlight(ncClient target)
{ {
entity oldself = self; entity oldself = self;
self = target; self = target;
@ -631,7 +631,7 @@ TriggerFlashlight(NSClient target)
} }
bool bool
HLGameRules::ImpulseCommand(NSClient bp, float num) HLGameRules::ImpulseCommand(ncClient bp, float num)
{ {
switch (num) { switch (num) {
case 100: case 100:

View file

@ -6,7 +6,7 @@ SHGameFear::SHGameFear(void)
void void
SHGameFear::ScientistKill(NSClientPlayer pp, entity sci) SHGameFear::ScientistKill(ncPlayer pp, entity sci)
{ {
SHPlayer pl = (SHPlayer)pp; SHPlayer pl = (SHPlayer)pp;

View file

@ -69,20 +69,16 @@ enum
SCIA_DEADTABLE3 SCIA_DEADTABLE3
}; };
class SHScientist:NSTalkMonster class SHScientist:ncTalkMonster
{ {
void SHScientist(void); void SHScientist(void);
/* override */ /* override */
virtual void SeeThink(void); virtual void SeeThink(void);
virtual float GetWalkSpeed(void);
virtual float GetChaseSpeed(void);
virtual float GetRunSpeed(void);
virtual void PanicFrame(void); virtual void PanicFrame(void);
virtual void Respawn(void); virtual void Respawn(void);
virtual void Pain(entity, entity, int, vector, int); virtual void Death(entity, entity, int, vector, vector, int);
virtual void Death(entity, entity, int, vector, int);
virtual void PlayerUse(void); virtual void PlayerUse(void);
virtual void TalkPanic(void); virtual void TalkPanic(void);
@ -93,6 +89,12 @@ class SHScientist:NSTalkMonster
}; };
void
SHScientist::SHScientist(void)
{
}
/* Players scare scientists if they see them in Stealth Hunting */ /* Players scare scientists if they see them in Stealth Hunting */
void void
SHScientist::SeeThink(void) SHScientist::SeeThink(void)
@ -126,27 +128,6 @@ SHScientist::PanicFrame(void)
input_movevalues = [6 * cvar("sh_scispeed"), 0, 0]; input_movevalues = [6 * cvar("sh_scispeed"), 0, 0];
} }
float
SHScientist::GetWalkSpeed(void)
{
super::GetWalkSpeed();
return 1.6 * cvar("sh_scispeed");
}
float
SHScientist::GetChaseSpeed(void)
{
super:: GetChaseSpeed();
return 6 * cvar("sh_scispeed");
}
float
SHScientist::GetRunSpeed(void)
{
super::GetRunSpeed();
return 3.5 * cvar("sh_scispeed");
}
void void
SHScientist::FallNoise(void) SHScientist::FallNoise(void)
@ -180,7 +161,7 @@ SHScientist::AttackMelee(void)
/* set these globals for scientist's poison /* set these globals for scientist's poison
* a little messy but it works */ * a little messy but it works */
.NSTimer poisonTimer; .ncTimer poisonTimer;
.entity poisonSource; .entity poisonSource;
.float OldTargetHealth; .float OldTargetHealth;
@ -337,30 +318,9 @@ SHScientist::PlayerUse(void)
} }
void void
SHScientist::Pain(entity inflictor, entity attacker, int damage, vector dir, int location) SHScientist::Death(entity inflictor, entity attacker, int damage, vector dir, vector absImpactPos, int location)
{
super::Pain(inflictor, attacker, damage, dir, location);
/* make everyone on edge */
WarnAllies();
if (m_flAnimTime > time) {
return;
}
if (IsAlive() == true) {
Sound_Speak(this, "monster_scientist.pain");
SetFrame(SCIA_FLINCH + floor(random(0, 6)));
m_iFlags |= MONSTER_FEAR;
m_flAnimTime = time + 0.25f;
}
}
void
SHScientist::Death(entity inflictor, entity attacker, int damage, vector dir, int location)
{ {
bool deathcheck = false; bool deathcheck = false;
HLGameRules rules = (HLGameRules)g_grMode;
/* upset everyone */ /* upset everyone */
if not (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION) if not (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION)
@ -368,61 +328,32 @@ SHScientist::Death(entity inflictor, entity attacker, int damage, vector dir, in
if (IsAlive() == true) { if (IsAlive() == true) {
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6))); SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
rules.ScientistKill((SHPlayer)attacker, (entity)this); g_grMode.Input(attacker, "ScientistKilled", "");
Plugin_PlayerObituary(attacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
Sound_Speak(this, "monster_scientist.die");
deathcheck = true; deathcheck = true;
} }
/* now mark our state as 'dead' */ /* now mark our state as 'dead' */
super::Death(inflictor, attacker, damage, dir, location); super::Death(inflictor, attacker, damage, dir, absImpactPos, location);
/* now we'll tell our kill function about it, since we're now legally dead */ /* now we'll tell our kill function about it, since we're now legally dead */
if (deathcheck == true) { if (deathcheck == true) {
rules.RegisterSciDeath(); g_grMode.Input(this, "ScientistDied", "");
} }
/* will not respawn by themselves in these modes */
if (g_chosen_mode == SHMODE_STANDARD || g_chosen_mode == SHMODE_STEALTH || g_chosen_mode == SHMODE_INVASION)
return;
ScheduleThink(Respawn, 10.0f);
} }
void void
SHScientist::Respawn(void) SHScientist::Respawn(void)
{ {
HLGameRules rules = (HLGameRules)g_grMode;
/* don't spawn if we're hitting scimax */
if (serverkeyfloat("sci_count") >= serverkeyfloat("sv_scimax"))
return;
super::Respawn(); super::Respawn();
/* unset notarget for attacking scientists
* TODO in the future we shouldn't have to mess with flags this way */
flags &= ~FL_NOTARGET;
if not (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION)
m_iFlags |= MONSTER_CANFOLLOW;
/* attack EVERYONE */
if (g_chosen_mode == SHMODE_MADNESS)
m_iAlliance = MAL_ROGUE;
/* attack anyone but aliens */
if (g_chosen_mode == SHMODE_INVASION)
m_iAlliance = MAL_ALIEN;
/* scientists are always afraid in these modes */ /* scientists are always afraid in these modes */
if (g_chosen_mode == SHMODE_STANDARD || g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION) { if (g_chosen_mode == SHMODE_STANDARD || g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION) {
m_iFlags |= MONSTER_FEAR; m_iFlags |= MONSTER_FEAR;
} }
if (m_iBody <= 0i) if (m_iBody <= 0i) {
m_iBody = 0i; m_iBody = 0i;
}
if ((cvar("sh_scirand") == 1) || (m_iBody == 0i)) { if ((cvar("sh_scirand") == 1) || (m_iBody == 0i)) {
m_iBody = floor(random(1,5)); m_iBody = floor(random(1,5));
@ -452,13 +383,4 @@ SHScientist::Respawn(void)
SetBodyInGroup(1, 4); SetBodyInGroup(1, 4);
} }
} }
/* recount to update sciscore and so on */
rules.CountScientists();
}
void
SHScientist::SHScientist(void)
{
} }

View file

@ -14,22 +14,14 @@
../../../src/botlib/botinfo.h ../../../src/botlib/botinfo.h
../../../src/gs-entbase/server.src ../../../src/gs-entbase/server.src
../../../src/gs-entbase/shared.src ../../../src/gs-entbase/shared.src
defs.h ../../../valve/src/server/defs.h
../shared/include.src ../shared/include.src
gamerules.h
monster_scientist.qc monster_scientist.qc
../../../valve/src/server/player.qc
../../../src/botlib/include.src ../../../src/botlib/include.src
shdata_parse.qc shdata_parse.qc
gamerules.qc
gamerules_fear.qc
gamerules_hunt.qc
gamerules_invasion.qc
gamerules_madness.qc
gamerules_slaughter.qc
gamerules_stealth.qc
server.qc server.qc
../../../valve/src/server/flashlight.qc ../../../valve/src/server/HLSuit.qc
../../../valve/src/server/spawn.qc
../../../src/server/include.src ../../../src/server/include.src
../../../src/shared/include.src ../../../src/shared/include.src
#endlist #endlist

View file

@ -20,26 +20,24 @@ Game_InitRules(void)
g_chosen_mode = autocvar_sh_realistic; g_chosen_mode = autocvar_sh_realistic;
switch (autocvar_sh_realistic) { switch (autocvar_sh_realistic) {
case SHMODE_STANDARD:
g_grMode = spawn(SHGameHunt);
break;
case SHMODE_STEALTH: case SHMODE_STEALTH:
g_grMode = spawn(SHGameStealth); g_grMode = ncGameRules::InitFromProgs("progs/stealth.dat");
break; break;
case SHMODE_SLAUGHTER: case SHMODE_SLAUGHTER:
g_grMode = spawn(SHGameSlaughter); g_grMode = ncGameRules::InitFromProgs("progs/slaughter.dat");
break; break;
case SHMODE_LIVEINFEAR: case SHMODE_LIVEINFEAR:
g_grMode = spawn(SHGameFear); g_grMode = ncGameRules::InitFromProgs("progs/fear.dat");
break; break;
case SHMODE_MADNESS: case SHMODE_MADNESS:
g_grMode = spawn(SHGameMadness); g_grMode = ncGameRules::InitFromProgs("progs/madness.dat");
break; break;
case SHMODE_INVASION: case SHMODE_INVASION:
g_grMode = spawn(SHGameInvasion); g_grMode = ncGameRules::InitFromProgs("progs/invasion.dat");
break; break;
case SHMODE_STANDARD:
default: default:
g_grMode = spawn(HLGameRules); g_grMode = ncGameRules::InitFromProgs("progs/hunt.dat");
} }
} }
@ -70,7 +68,5 @@ Game_Worldspawn(void)
EntityDef_Precache("weapon_chainsaw"); EntityDef_Precache("weapon_chainsaw");
EntityDef_Precache("weapon_hammer"); EntityDef_Precache("weapon_hammer");
Player_Precache();
SHData_Parse(mapname); SHData_Parse(mapname);
FX_Corpse_Init();
} }

View file

@ -2,16 +2,15 @@
../../../valve/src/shared/entities.h ../../../valve/src/shared/entities.h
../../../valve/src/shared/events.h ../../../valve/src/shared/events.h
../../../valve/src/shared/flags.h ../../../valve/src/shared/flags.h
../../../valve/src/shared/skeleton.h
../../../valve/src/shared/player.qc ../../../valve/src/shared/player.qc
player.qc player.qc
../../../valve/src/shared/pmove.qc
pmove.qc pmove.qc
../../../valve/src/shared/animations.h ../../../valve/src/shared/animations.h
../../../valve/src/shared/animations.qc ../../../valve/src/shared/animations.qc
../../../valve/src/shared/fx_blood.qc ../../../valve/src/shared/fx_blood.qc
../../../valve/src/shared/fx_gaussbeam.qc ../../../valve/src/shared/fx_gaussbeam.qc
../../../valve/src/shared/fx_corpse.qc
../../../valve/src/shared/HLGaussBeam.qc ../../../valve/src/shared/HLGaussBeam.qc
../../../valve/src/shared/HLWeapon.qc ../../../valve/src/shared/HLWeapon.qc
../../../valve/src/shared/w_tripmine.qc ../../../valve/src/shared/w_tripmine.qc

View file

@ -68,7 +68,7 @@ SHPlayer::SHPlayer(void)
} }
void void
SHSciAnim_PlayerUpdate(NSClientPlayer playerTarget) SHSciAnim_PlayerUpdate(ncPlayer playerTarget)
{ {
bool useTopAnim; bool useTopAnim;
SHPlayer pl = (SHPlayer)playerTarget; SHPlayer pl = (SHPlayer)playerTarget;
@ -199,7 +199,7 @@ void
SHPlayer::ReceiveEntity(float new, float flChanged) SHPlayer::ReceiveEntity(float new, float flChanged)
{ {
/* the generic client attributes */ /* the generic client attributes */
NSClientPlayer::ReceiveEntity(new, flChanged); ncPlayer::ReceiveEntity(new, flChanged);
/* animation */ /* animation */
READENTITY_BYTE(anim_top, PLAYER_TOPFRAME) READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
@ -318,7 +318,7 @@ SHPlayer::SendEntity(entity ePEnt, float flChanged)
flChanged = OptimiseChangedFlags(ePEnt, flChanged); flChanged = OptimiseChangedFlags(ePEnt, flChanged);
/* the generic client attributes */ /* the generic client attributes */
NSClientPlayer::SendEntity(ePEnt, flChanged); ncPlayer::SendEntity(ePEnt, flChanged);
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME) SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME) SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)

View file

@ -1,4 +1,13 @@
entityDef monster_scientist entityDef monster_scientist
{
"editor_mins" "-16 -16 -36"
"editor_maxs" "16 16 36"
"editor_description" "Scientist Spawn Point"
"editor_color" "1 0 0"
"spawnclass" "ncSpawnPoint"
}
entityDef sh_scientist
{ {
"spawnclass" "SHScientist" "spawnclass" "SHScientist"
"model" "models/scientist.mdl" "model" "models/scientist.mdl"
@ -11,12 +20,11 @@ entityDef monster_scientist
"propdata" "actor_human" "propdata" "actor_human"
"follow_on_use" "1" "follow_on_use" "1"
"speed_walk" "64" "speed_walk" "64"
"speed_run" "364" "speed_run" "364"
"snd_pain" "monster_scientist.pain" "snd_pain" "Scientist.Pain"
"snd_death" "monster_scientist.die" "snd_death" "Scientist.Die"
"snd_thud" "monster_scientist.thud"
"talk_answer" "!SC_ANSWER" "talk_answer" "!SC_ANSWER"
"talk_ask" "!SC_QUESTION" "talk_ask" "!SC_QUESTION"
@ -37,38 +45,23 @@ entityDef monster_scientist
"talk_follow" "!SC_OK" "talk_follow" "!SC_OK"
"talk_stop_follow" "!SC_STOP" "talk_stop_follow" "!SC_STOP"
"talk_deny_follow" "!SC_POK" "talk_deny_follow" "!SC_POK"
}
when "body" equals "1" {
"pitch" "105"
"netname" "Walter"
"body1" "1"
}
when "body" equals "2" { entityDef sh_scientist_madness
"pitch" "100" {
"netname" "Einstein" "inherit" "sh_scientist"
"body1" "2" "def_attack_melee" "scientist_syringe_poison"
} "melee_range" "96"
"act_meleeAttack1" "61"
"act_meleeAttack2" "61"
"team" "4"
}
when "body" equals "3" { entityDef scientist_syringe_poison
"pitch" "95" {
"netname" "Luther" "damage" "15"
"skin" "1" "delay" "0.5"
"body1" "3" "wait" "0.5"
} "attempts" "2"
}
when "body" equals "4" {
"pitch" "105"
"netname" "Slick"
"body1" "4"
}
// pre-disaster
when "spawnflags" equals "256" {
"talk_ask" ""
"talk_player_ask" "!SC_PQUEST"
"talk_player_greet" "!SC_PHELLO"
"talk_player_idle" "!SC_PIDLE"
"follow_on_use" "0"
}
}

View file

@ -2,3 +2,13 @@ entityDef player
{ {
"spawnclass" "SHPlayer" "spawnclass" "SHPlayer"
} }
entityDef player_slaughter
{
"inherit" "player"
"ammo_9mm" "44"
"item" "item_suit"
"weapon" "weapon_crowbar,weapon_9mmhandgun"
"current_weapon" "1"
}

View file

@ -4,7 +4,7 @@ entityDef info_player_start
"editor_maxs" "16 16 36" "editor_maxs" "16 16 36"
"editor_description" "Singleplayer Spawn Point" "editor_description" "Singleplayer Spawn Point"
"editor_color" "1 0 0" "editor_color" "1 0 0"
"spawnclass" "NSSpawnPoint" "spawnclass" "ncSpawnPoint"
} }
entityDef info_player_deathmatch entityDef info_player_deathmatch
@ -13,7 +13,7 @@ entityDef info_player_deathmatch
"editor_maxs" "16 16 36" "editor_maxs" "16 16 36"
"editor_description" "Deathmatch Spawn Point" "editor_description" "Deathmatch Spawn Point"
"editor_color" "1 0 0" "editor_color" "1 0 0"
"spawnclass" "NSSpawnPoint" "spawnclass" "ncSpawnPoint"
} }
entityDef info_player_coop entityDef info_player_coop
@ -22,7 +22,7 @@ entityDef info_player_coop
"editor_maxs" "16 16 36" "editor_maxs" "16 16 36"
"editor_description" "Cooperative Spawn Point" "editor_description" "Cooperative Spawn Point"
"editor_color" "1 0 0" "editor_color" "1 0 0"
"spawnclass" "NSSpawnPoint" "spawnclass" "ncSpawnPoint"
} }
entityDef info_player_team1 entityDef info_player_team1
@ -31,7 +31,7 @@ entityDef info_player_team1
"editor_maxs" "16 16 36" "editor_maxs" "16 16 36"
"editor_description" "Red Team Spawn Point" "editor_description" "Red Team Spawn Point"
"editor_color" "1 0 0" "editor_color" "1 0 0"
"spawnclass" "NSSpawnPoint" "spawnclass" "ncSpawnPoint"
} }
entityDef info_player_team2 entityDef info_player_team2
@ -40,5 +40,5 @@ entityDef info_player_team2
"editor_maxs" "16 16 36" "editor_maxs" "16 16 36"
"editor_description" "Blue Team Spawn Point" "editor_description" "Blue Team Spawn Point"
"editor_color" "0 0 1" "editor_color" "0 0 1"
"spawnclass" "NSSpawnPoint" "spawnclass" "ncSpawnPoint"
} }

View file

@ -42,7 +42,7 @@ entityDef damage_hammerCharged
entityDef projectile_hammer entityDef projectile_hammer
{ {
"spawnclass" "NSProjectile" "spawnclass" "ncProjectile"
"damage" "skill:plr_hammer" "damage" "skill:plr_hammer"
"is_bullet" "1" "is_bullet" "1"
"decal_impact" "Impact.Shot" "decal_impact" "Impact.Shot"
@ -52,7 +52,7 @@ entityDef projectile_hammer
entityDef projectile_hammerCharged entityDef projectile_hammerCharged
{ {
"spawnclass" "NSProjectile" "spawnclass" "ncProjectile"
"def_damage" "damage_hammerCharged" "def_damage" "damage_hammerCharged"
"is_bullet" "1" "is_bullet" "1"
"decal_impact" "Impact.Shot" "decal_impact" "Impact.Shot"

5
zpak001.pk3dir/quake.rc Normal file
View file

@ -0,0 +1,5 @@
exec default_controls.cfg
exec default_cvar.cfg
exec default_video.cfg
exec default_valve.cfg
exec default_scihunt.cfg