Fixes against Nuclide 'Develop'
This commit is contained in:
parent
3f9a4799d8
commit
9ebc54a6f1
25 changed files with 220 additions and 1705 deletions
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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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all:
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$(CC) progs.src
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$(QCC) progs.src
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@ -16,6 +16,7 @@
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#include "../../../valve/src/client/obituary.h"
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#include "../../../valve/src/client/obituary.h"
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#include "../../../valve/src/client/particles.h"
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#include "../../../valve/src/client/particles.h"
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#include "../../../valve/src/client/hud_sprite.h"
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var int autocvar_cl_autoweaponswitch = TRUE;
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var int autocvar_cl_autoweaponswitch = TRUE;
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@ -14,25 +14,22 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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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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*/
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weapon_t w_null = {};
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int
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weapon_t g_weapons[] = {
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ClientGame_EntityUpdate(float id, float new)
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w_null,
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{
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w_crowbar,
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switch (id) {
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w_hammer,
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case ENT_TRIPMINE:
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w_chainsaw,
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NSENTITY_READENTITY(HLTripmine, new)
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w_needle,
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break;
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w_glock,
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case ENT_WEAPON:
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w_python,
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NSENTITY_READENTITY(HLWeapon, new)
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w_mp5,
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break;
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w_shotgun,
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case ENT_PLAYER:
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w_crossbow,
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NSENTITY_READENTITY(SHPlayer, new)
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w_cannon,
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break;
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w_rpg,
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default:
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w_gauss,
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return (0);
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w_egon,
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}
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w_hornetgun,
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w_handgrenade,
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return (1);
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w_satchel,
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}
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w_tripmine,
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w_snark
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};
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@ -148,7 +148,7 @@ void
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HUD_DrawHealth(void)
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HUD_DrawHealth(void)
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{
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{
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vector pos;
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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NSClientPlayer pl = (NSClientPlayer)pSeat->m_ePlayer;
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if (pl.health != pSeatLocal->m_iHealthOld) {
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if (pl.health != pSeatLocal->m_iHealthOld) {
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pSeatLocal->m_flHealthAlpha = 1.0;
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pSeatLocal->m_flHealthAlpha = 1.0;
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@ -195,7 +195,7 @@ void
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HUD_DrawArmor(void)
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HUD_DrawArmor(void)
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{
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{
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vector pos;
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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pos = g_hudmins + [198, g_hudres[1] - 42];
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pos = g_hudmins + [198, g_hudres[1] - 42];
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@ -242,7 +242,7 @@ HUD_DrawArmor(void)
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void
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void
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HUD_DrawAmmo1(void)
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HUD_DrawAmmo1(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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if (pl.a_ammo1 != pSeatLocal->m_iAmmo1Old) {
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if (pl.a_ammo1 != pSeatLocal->m_iAmmo1Old) {
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@ -265,7 +265,7 @@ HUD_DrawAmmo1(void)
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void
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void
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HUD_DrawAmmo2(void)
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HUD_DrawAmmo2(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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if (pl.a_ammo2 != pSeatLocal->m_iAmmo2Old) {
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if (pl.a_ammo2 != pSeatLocal->m_iAmmo2Old) {
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@ -287,7 +287,7 @@ HUD_DrawAmmo2(void)
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void
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void
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HUD_DrawAmmo3(void)
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HUD_DrawAmmo3(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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if (pl.a_ammo3 != pSeatLocal->m_iAmmo3Old) {
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if (pl.a_ammo3 != pSeatLocal->m_iAmmo3Old) {
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@ -323,7 +323,7 @@ void
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HUD_DrawFlashlight(void)
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HUD_DrawFlashlight(void)
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{
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{
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vector pos;
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vector pos;
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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pos = g_hudmins + [g_hudres[0] - 48, 16];
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pos = g_hudmins + [g_hudres[0] - 48, 16];
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/* both on, draw both sprites at full intensity */
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/* both on, draw both sprites at full intensity */
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@ -399,7 +399,7 @@ HUD_DrawLogo(void)
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void
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void
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HUD_DrawNotify(void)
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HUD_DrawNotify(void)
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{
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{
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player pl = (player)self;
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SHPlayer pl = (SHPlayer)self;
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vector pos;
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vector pos;
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float a;
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float a;
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@ -414,7 +414,7 @@ HUD_DrawNotify(void)
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a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
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a = bound(0.0, pSeatLocal->m_flPickupAlpha, 1.0);
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pos[1] += 48 * (1.0 - a);
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pos[1] += 48 * (1.0 - a);
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Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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//Weapons_HUDPic(pl, pSeatLocal->m_iPickupWeapon, 1, pos, a);
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HUD_ItemNotify_Draw(pos);
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HUD_ItemNotify_Draw(pos);
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HUD_AmmoNotify_Draw(pos);
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HUD_AmmoNotify_Draw(pos);
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pSeatLocal->m_flPickupAlpha -= (clframetime * 0.5);
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pSeatLocal->m_flPickupAlpha -= (clframetime * 0.5);
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@ -423,6 +423,7 @@ HUD_DrawNotify(void)
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void
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void
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HUD_WeaponPickupNotify(int w)
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HUD_WeaponPickupNotify(int w)
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{
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{
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#if 0
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#if defined (VALVE) || defined (GEARBOX)
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#if defined (VALVE) || defined (GEARBOX)
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switch (w) {
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switch (w) {
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case WEAPON_SNARK:
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case WEAPON_SNARK:
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@ -436,7 +437,7 @@ HUD_WeaponPickupNotify(int w)
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default:
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default:
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}
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}
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#endif
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#endif
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#endif
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pSeatLocal->m_iPickupWeapon = w;
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pSeatLocal->m_iPickupWeapon = w;
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pSeatLocal->m_flPickupAlpha = 2.5f;
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pSeatLocal->m_flPickupAlpha = 2.5f;
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}
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}
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@ -468,7 +469,7 @@ HUD_DrawDamageIndicator(void)
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void
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void
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HUD_DrawInsanityIcon(void)
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HUD_DrawInsanityIcon(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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float insanityalpha;
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float insanityalpha;
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pos = g_hudmins + [13, g_hudres[1] - 92];
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pos = g_hudmins + [13, g_hudres[1] - 92];
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@ -523,7 +524,7 @@ HUD_DrawInsanityIcon(void)
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void
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void
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HUD_DrawInsanityTime(void)
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HUD_DrawInsanityTime(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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vector pos;
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vector pos;
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float insanecount = floor(pl.sh_insaneactive);
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float insanecount = floor(pl.sh_insaneactive);
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@ -544,31 +545,43 @@ HUD_DrawInsanityTime(void)
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}
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}
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}
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}
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void
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HUD_TimeRemaining(void)
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{
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vector iconPos = g_hudmins + [16, g_hudres[1] - 64];
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/* display time if timelimit is being hit */
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if (serverkeyfloat("timelimit")) {
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string tempstr = strcat("Time Remaining: ", Util_GetTime());
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Font_DrawText_RGB(iconPos, tempstr, g_hud_color, FONT_20);
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}
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}
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/* main entry */
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/* main entry */
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void
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void
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HUD_Draw(void)
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HUD_Draw(void)
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{
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{
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player pl = (player)pSeat->m_ePlayer;
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SHPlayer pl = (SHPlayer)pSeat->m_ePlayer;
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#ifndef TFC
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#ifndef TFC
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g_hud_color = autocvar_con_color * (1 / 255);
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g_hud_color = autocvar_con_color * (1 / 255);
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#endif
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#endif
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/* little point in not drawing these, even if you don't have a suit */
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/* little point in not drawing these, even if you don't have a suit */
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Weapons_DrawCrosshair(pl);
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if (pl.m_activeWeapon)
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pl.m_activeWeapon.UpdateGUI();
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HUD_DrawDamageIndicator();
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HUD_DrawDamageIndicator();
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HUD_DrawWeaponSelect();
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HUD_DrawWeaponSelect();
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Obituary_Draw();
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Obituary_Draw();
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Textmenu_Draw();
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Textmenu_Draw();
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if (!(pl.g_items & ITEM_SUIT)) {
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HUD_TimeRemaining();
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if (pl.HasItem("item_suit") == false) {
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return;
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return;
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}
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}
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HUD_DrawInsanityIcon();
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HUD_DrawInsanityTime();
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HUD_DamageNotify_Draw();
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HUD_DamageNotify_Draw();
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HUD_DrawHealth();
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HUD_DrawHealth();
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HUD_DrawArmor();
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HUD_DrawArmor();
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@ -25,10 +25,9 @@ void
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ClientGame_Init(float apilevel, string enginename, float engineversion)
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ClientGame_Init(float apilevel, string enginename, float engineversion)
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{
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{
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Obituary_Init();
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Obituary_Init();
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registercommand("+sciscore");
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registercommand("+sciscore");
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registercommand("-sciscore");
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registercommand("-sciscore");
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registercommand("changeteam");
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registercommand("chooseteam");
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}
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}
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void VGUI_ShowMOTD(void);
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void VGUI_ShowMOTD(void);
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@ -47,10 +46,15 @@ ClientGame_RendererRestart(string rstr)
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precache_model("models/shotgunshell.mdl");
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precache_model("models/shotgunshell.mdl");
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/* there's also muzzleflash.spr, but that's just MUZZLE_SMALL again */
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/* there's also muzzleflash.spr, but that's just MUZZLE_SMALL again */
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precache_model("sprites/muzzleflash1.spr");
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precache_model("sprites/muzzleflash2.spr");
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precache_model("sprites/muzzleflash3.spr");
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MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr");
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MUZZLE_RIFLE = (int)getmodelindex("sprites/muzzleflash1.spr");
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MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
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MUZZLE_SMALL = (int)getmodelindex("sprites/muzzleflash2.spr");
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MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
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MUZZLE_WEIRD = (int)getmodelindex("sprites/muzzleflash3.spr");
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HLSprite_Init();
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Damage_Precache();
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Damage_Precache();
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Obituary_Precache();
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Obituary_Precache();
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#define CSQC
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#define CSQC
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#define CLIENT
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#define CLIENT
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#define VALVE
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#define VALVE
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#define SCIHUNT
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#define CLASSIC_VGUI
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#define CLASSIC_VGUI
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#includelist
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#includelist
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@ -23,7 +24,7 @@ defs.h
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draw.qc
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draw.qc
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init.qc
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init.qc
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../../../valve/src/client/flashlight.qc
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../../../valve/src/client/flashlight.qc
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../../../valve/src/client/entities.qc
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entities.qc
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cmds.qc
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cmds.qc
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../../../valve/src/client/game_event.qc
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../../../valve/src/client/game_event.qc
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../../../valve/src/client/camera.qc
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../../../valve/src/client/camera.qc
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@ -31,9 +32,9 @@ cmds.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/obituary.qc
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../../../valve/src/client/hud_ammonotify.qc
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../../../valve/src/client/hud_ammonotify.qc
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../../../valve/src/client/hud_dmgnotify.qc
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../../../valve/src/client/hud_dmgnotify.qc
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../../../valve/src/client/hud_sprite.qc
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../../../valve/src/client/hud_itemnotify.qc
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../../../valve/src/client/hud_itemnotify.qc
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hud.qc
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hud.qc
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../../../valve/src/client/hud_sprite.qc
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../../../valve/src/client/hud_weaponselect.qc
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../../../valve/src/client/hud_weaponselect.qc
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../../../valve/src/client/scoreboard.qc
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../../../valve/src/client/scoreboard.qc
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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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all:
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$(CC) progs.src
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$(QCC) progs.src
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@ -44,7 +44,7 @@ HLGameRules::IsMultiplayer(void)
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void
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void
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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SHPlayer pl = (SHPlayer)pp;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[1] = parm2;
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g_landmarkpos[1] = parm2;
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g_landmarkpos[2] = parm3;
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g_landmarkpos[2] = parm3;
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@ -58,38 +58,12 @@ HLGameRules::LevelDecodeParms(NSClientPlayer pp)
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pl.activeweapon = parm11;
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pl.activeweapon = parm11;
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pl.flags = parm64;
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pl.flags = parm64;
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pl.ammo_9mm = parm12;
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pl.ammo_357 = parm13;
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pl.ammo_buckshot = parm14;
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pl.ammo_m203_grenade = parm15;
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pl.ammo_bolt = parm16;
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pl.ammo_rocket = parm17;
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pl.ammo_uranium = parm18;
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pl.ammo_handgrenade = parm19;
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pl.ammo_satchel = parm20;
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pl.ammo_tripmine = parm21;
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pl.ammo_snark = parm22;
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pl.ammo_hornet = parm23;
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pl.glock_mag = parm24;
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pl.mp5_mag = parm25;
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pl.python_mag = parm26;
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pl.shotgun_mag = parm27;
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pl.crossbow_mag = parm28;
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pl.rpg_mag = parm29;
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pl.satchel_chg = parm30;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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}
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void
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void
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HLGameRules::LevelChangeParms(NSClientPlayer pp)
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HLGameRules::LevelChangeParms(NSClientPlayer pp)
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{
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{
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player pl = (player)pp;
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SHPlayer pl = (SHPlayer)pp;
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parm1 = g_landmarkpos[0];
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parm1 = g_landmarkpos[0];
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parm2 = g_landmarkpos[1];
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parm2 = g_landmarkpos[1];
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parm3 = g_landmarkpos[2];
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parm3 = g_landmarkpos[2];
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@ -100,27 +74,7 @@ HLGameRules::LevelChangeParms(NSClientPlayer pp)
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parm8 = pl.velocity[1];
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parm8 = pl.velocity[1];
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parm9 = pl.velocity[2];
|
parm9 = pl.velocity[2];
|
||||||
parm64 = pl.flags;
|
parm64 = pl.flags;
|
||||||
parm10 = pl.g_items;
|
|
||||||
parm11 = pl.activeweapon;
|
|
||||||
parm12 = pl.ammo_9mm;
|
|
||||||
parm13 = pl.ammo_357;
|
|
||||||
parm14 = pl.ammo_buckshot;
|
|
||||||
parm15 = pl.ammo_m203_grenade;
|
|
||||||
parm16 = pl.ammo_bolt;
|
|
||||||
parm17 = pl.ammo_rocket;
|
|
||||||
parm18 = pl.ammo_uranium;
|
|
||||||
parm19 = pl.ammo_handgrenade;
|
|
||||||
parm20 = pl.ammo_satchel;
|
|
||||||
parm21 = pl.ammo_tripmine;
|
|
||||||
parm22 = pl.ammo_snark;
|
|
||||||
parm23 = pl.ammo_hornet;
|
|
||||||
parm24 = pl.glock_mag;
|
|
||||||
parm25 = pl.mp5_mag;
|
|
||||||
parm26 = pl.python_mag;
|
|
||||||
parm27 = pl.shotgun_mag;
|
|
||||||
parm28 = pl.crossbow_mag;
|
|
||||||
parm29 = pl.rpg_mag;
|
|
||||||
parm30 = pl.satchel_chg;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
@ -139,7 +93,7 @@ HLGameRules::LevelNewParms(void)
|
||||||
void
|
void
|
||||||
HLGameRules::PlayerPostFrame(NSClientPlayer pp)
|
HLGameRules::PlayerPostFrame(NSClientPlayer pp)
|
||||||
{
|
{
|
||||||
player pl = (player)pp;
|
SHPlayer pl = (SHPlayer)pp;
|
||||||
|
|
||||||
pl.sh_insaneactive = bound(0.0f, pl.sh_insaneactive - frametime, pl.sh_insaneactive);
|
pl.sh_insaneactive = bound(0.0f, pl.sh_insaneactive - frametime, pl.sh_insaneactive);
|
||||||
|
|
||||||
|
@ -174,7 +128,8 @@ HLGameRules::CountScientists(void)
|
||||||
void
|
void
|
||||||
HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
|
HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
|
||||||
{
|
{
|
||||||
player pl = (player)pp;
|
SHPlayer pl = (SHPlayer)pp;
|
||||||
|
|
||||||
/* obituary networking */
|
/* obituary networking */
|
||||||
if (cvar("sh_announcescideath") == 1) {
|
if (cvar("sh_announcescideath") == 1) {
|
||||||
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
||||||
|
@ -190,9 +145,11 @@ HLGameRules::ScientistKill(NSClientPlayer pp, entity sci)
|
||||||
/* give players a frag per scientist they kill */
|
/* give players a frag per scientist they kill */
|
||||||
pl.frags++;
|
pl.frags++;
|
||||||
|
|
||||||
|
#if 0
|
||||||
/* only reward melee frags for insanity, otherwise it's a bit OP */
|
/* only reward melee frags for insanity, otherwise it's a bit OP */
|
||||||
if (g_weapons[g_dmg_iWeapon].slot != 0)
|
if (g_weapons[g_dmg_iWeapon].slot != 0)
|
||||||
return;
|
return;
|
||||||
|
#endif
|
||||||
|
|
||||||
if (cvar("sh_insanity") == 0)
|
if (cvar("sh_insanity") == 0)
|
||||||
return;
|
return;
|
||||||
|
@ -237,7 +194,7 @@ HLGameRules::FrameStart(void)
|
||||||
m_flRestockTimer = time + 120.0f;
|
m_flRestockTimer = time + 120.0f;
|
||||||
|
|
||||||
for (e = world; (e = find(e, ::classname, "player"));) {
|
for (e = world; (e = find(e, ::classname, "player"));) {
|
||||||
player pl = (player)e;
|
SHPlayer pl = (SHPlayer)e;
|
||||||
|
|
||||||
/* Don't give spectators weapons */
|
/* Don't give spectators weapons */
|
||||||
if (pl.IsFakeSpectator() == false && pl.IsRealSpectator() == false)
|
if (pl.IsFakeSpectator() == false && pl.IsRealSpectator() == false)
|
||||||
|
@ -278,7 +235,7 @@ HLGameRules::CheckRules(void)
|
||||||
void
|
void
|
||||||
HLGameRules::PlayerDeath(NSClientPlayer pl)
|
HLGameRules::PlayerDeath(NSClientPlayer pl)
|
||||||
{
|
{
|
||||||
player sh_pl = (player)pl;
|
SHPlayer sh_pl = (SHPlayer)pl;
|
||||||
|
|
||||||
/* obituary networking */
|
/* obituary networking */
|
||||||
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
||||||
|
@ -307,9 +264,9 @@ HLGameRules::PlayerDeath(NSClientPlayer pl)
|
||||||
|
|
||||||
#ifdef VALVE
|
#ifdef VALVE
|
||||||
/* explode all satchels */
|
/* explode all satchels */
|
||||||
s_satchel_detonate((entity)pl);
|
//s_satchel_detonate((entity)pl);
|
||||||
/* drop their posessions into a weaponbox item */
|
/* drop their posessions into a weaponbox item */
|
||||||
weaponbox_spawn((player)pl);
|
//weaponbox_spawn((SHPlayer)pl);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
/* either gib, or make a corpse */
|
/* either gib, or make a corpse */
|
||||||
|
@ -318,11 +275,11 @@ HLGameRules::PlayerDeath(NSClientPlayer pl)
|
||||||
float gibStrength = g_dmg_iDamage * 2.0f;
|
float gibStrength = g_dmg_iDamage * 2.0f;
|
||||||
BreakModel_Entity(pl, gibDir, gibStrength);
|
BreakModel_Entity(pl, gibDir, gibStrength);
|
||||||
} else {
|
} else {
|
||||||
FX_Corpse_Spawn((player)pl, ANIM_DIESIMPLE);
|
FX_Corpse_Spawn((SHPlayer)pl, ANIM_DIESIMPLE);
|
||||||
}
|
}
|
||||||
|
|
||||||
/* now let's make the real client invisible */
|
/* now let's make the real client invisible */
|
||||||
pl.Death();
|
//pl.Death();
|
||||||
pl.SetTakedamage(DAMAGE_NO);
|
pl.SetTakedamage(DAMAGE_NO);
|
||||||
pl.gflags &= ~GF_FLASHLIGHT;
|
pl.gflags &= ~GF_FLASHLIGHT;
|
||||||
pl.gflags &= ~GF_EGONBEAM;
|
pl.gflags &= ~GF_EGONBEAM;
|
||||||
|
@ -356,7 +313,7 @@ HLGameRules::PlayerRequestRespawn(NSClientPlayer bp)
|
||||||
void
|
void
|
||||||
HLGameRules::PlayerSpawn(NSClientPlayer pp)
|
HLGameRules::PlayerSpawn(NSClientPlayer pp)
|
||||||
{
|
{
|
||||||
player pl = (player)pp;
|
SHPlayer pl = (SHPlayer)pp;
|
||||||
/* this is where the mods want to deviate */
|
/* this is where the mods want to deviate */
|
||||||
entity spot;
|
entity spot;
|
||||||
|
|
||||||
|
@ -395,7 +352,7 @@ HLGameRules::PlayerSpawn(NSClientPlayer pp)
|
||||||
pl.SetInfoKey("*dead", "0");
|
pl.SetInfoKey("*dead", "0");
|
||||||
pl.SetInfoKey("*deaths", ftos(pl.deaths));
|
pl.SetInfoKey("*deaths", ftos(pl.deaths));
|
||||||
pl.SetPropData("actor_human");
|
pl.SetPropData("actor_human");
|
||||||
pl.SetCanBleed(true);
|
pl.EnableBleeding();
|
||||||
|
|
||||||
/* if we have team flags set, then join a team spawn
|
/* 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 */
|
* search for the entity though in case we're on a non scihunt map */
|
||||||
|
@ -440,24 +397,12 @@ HLGameRules::PlayerSpawn(NSClientPlayer pp)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pl.SetOrigin(spot.origin);
|
||||||
|
pl.SetAngles(spot.angles);
|
||||||
setorigin(pl, spot.origin);
|
|
||||||
pl.angles = spot.angles;
|
|
||||||
|
|
||||||
if (pl.IsScientist() == true) {
|
|
||||||
pl.g_items = ITEM_NEEDLE | ITEM_SUIT;
|
|
||||||
pl.activeweapon = WEAPON_NEEDLE;
|
|
||||||
} else {
|
|
||||||
pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
|
|
||||||
pl.activeweapon = WEAPON_GLOCK;
|
|
||||||
pl.glock_mag = 18;
|
|
||||||
pl.ammo_9mm = 44;
|
|
||||||
}
|
|
||||||
Weapons_RefreshAmmo(pl);
|
|
||||||
SHData_GetItems(pl);
|
|
||||||
|
|
||||||
Client_FixAngle(pl, pl.angles);
|
Client_FixAngle(pl, pl.angles);
|
||||||
|
|
||||||
|
pl.GiveItem("item_suit");
|
||||||
|
SHData_GetItems(pl);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
@ -500,7 +445,7 @@ HLGameRules::HLGameRules(void)
|
||||||
|
|
||||||
if (cvar("sh_levelexec") != 0) {
|
if (cvar("sh_levelexec") != 0) {
|
||||||
/* just re-read this to prevent race conditions */
|
/* just re-read this to prevent race conditions */
|
||||||
readcmd(sprintf("exec maps/%s.cfg\n", mapname));
|
//readcmd(sprintf("exec maps/%s.cfg\n", mapname));
|
||||||
}
|
}
|
||||||
|
|
||||||
/* always broadcast how many max scientists the server has set
|
/* always broadcast how many max scientists the server has set
|
||||||
|
@ -541,9 +486,8 @@ SHTeamRules::IsTeamplay(void)
|
||||||
void
|
void
|
||||||
SHTeamRules::PlayerSpawn(NSClientPlayer pp)
|
SHTeamRules::PlayerSpawn(NSClientPlayer pp)
|
||||||
{
|
{
|
||||||
player pl = (player)pp;
|
SHPlayer pl = (SHPlayer)pp;
|
||||||
|
|
||||||
print(sprintf("team: %d\n", pl.team));
|
|
||||||
if (pl.team > 0) {
|
if (pl.team > 0) {
|
||||||
super::PlayerSpawn(pl);
|
super::PlayerSpawn(pl);
|
||||||
return;
|
return;
|
||||||
|
@ -558,11 +502,12 @@ SHTeamRules::ScientistKill(NSClientPlayer cl, entity sci)
|
||||||
{
|
{
|
||||||
super::ScientistKill(cl, sci);
|
super::ScientistKill(cl, sci);
|
||||||
|
|
||||||
if (cl.team == 2)
|
if (cl.team == 2) {
|
||||||
AddTeam2Kill();
|
AddTeam2Kill();
|
||||||
else if (cl.team == 1)
|
} else if (cl.team == 1) {
|
||||||
AddTeam1Kill();
|
AddTeam1Kill();
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
SHTeamRules::AddTeam1Kill(void)
|
SHTeamRules::AddTeam1Kill(void)
|
||||||
|
@ -585,8 +530,9 @@ SHTeamRules::RegisterSciDeath(void)
|
||||||
super::RegisterSciDeath();
|
super::RegisterSciDeath();
|
||||||
|
|
||||||
/* if no scientists are left then stop */
|
/* if no scientists are left then stop */
|
||||||
if (m_iScientistsAlive > 0)
|
if (m_iScientistsAlive > 0) {
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
/* award the kill to the appropiate team */
|
/* award the kill to the appropiate team */
|
||||||
if (m_iKillsTeam1 > m_iKillsTeam2) {
|
if (m_iKillsTeam1 > m_iKillsTeam2) {
|
||||||
|
@ -644,8 +590,9 @@ SHInvasionRules::RegisterSciDeath(void)
|
||||||
super::RegisterSciDeath();
|
super::RegisterSciDeath();
|
||||||
|
|
||||||
/* if no scientists are left then we win */
|
/* if no scientists are left then we win */
|
||||||
if (m_iScientistsAlive > 0)
|
if (m_iScientistsAlive > 0) {
|
||||||
return;
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
env_message_broadcast("You have survived!\nCan you do it again?");
|
env_message_broadcast("You have survived!\nCan you do it again?");
|
||||||
|
|
||||||
|
@ -656,10 +603,8 @@ SHInvasionRules::RegisterSciDeath(void)
|
||||||
void
|
void
|
||||||
SHInvasionRules::PlayerDeath(NSClientPlayer pl)
|
SHInvasionRules::PlayerDeath(NSClientPlayer pl)
|
||||||
{
|
{
|
||||||
pl = (player)pl;
|
pl = (SHPlayer)pl;
|
||||||
|
|
||||||
super::PlayerDeath(pl);
|
super::PlayerDeath(pl);
|
||||||
|
|
||||||
pl.MakeTempSpectator();
|
pl.MakeTempSpectator();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -705,7 +650,7 @@ void
|
||||||
CSEv_JoinAuto(void)
|
CSEv_JoinAuto(void)
|
||||||
{
|
{
|
||||||
SHTeamRules rules = (SHTeamRules)g_grMode;
|
SHTeamRules rules = (SHTeamRules)g_grMode;
|
||||||
player pl = (player)self;
|
SHPlayer pl = (SHPlayer)self;
|
||||||
int red = 0;
|
int red = 0;
|
||||||
int blue = 0;
|
int blue = 0;
|
||||||
|
|
||||||
|
@ -716,22 +661,27 @@ CSEv_JoinAuto(void)
|
||||||
|
|
||||||
/* count for auto-balance */
|
/* count for auto-balance */
|
||||||
for (entity e = world; (e = find( e, ::classname, "player"));) {
|
for (entity e = world; (e = find( e, ::classname, "player"));) {
|
||||||
if (e == pl)
|
if (e == pl) {
|
||||||
continue;
|
continue;
|
||||||
if (e.team == 1)
|
}
|
||||||
|
|
||||||
|
if (e.team == 1) {
|
||||||
red++;
|
red++;
|
||||||
if (e.team == 2)
|
}
|
||||||
|
|
||||||
|
if (e.team == 2) {
|
||||||
blue++;
|
blue++;
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/* assign to whatever team has fewer players */
|
/* assign to whatever team has fewer players */
|
||||||
if (red > blue)
|
if (red > blue) {
|
||||||
pl.team = 2;
|
pl.team = 2;
|
||||||
else
|
} else {
|
||||||
pl.team = 1;
|
pl.team = 1;
|
||||||
|
}
|
||||||
|
|
||||||
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
||||||
|
|
||||||
rules.PlayerSpawn(pl);
|
rules.PlayerSpawn(pl);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -739,7 +689,7 @@ void
|
||||||
CSEv_JoinTeam_f(float teamNumber)
|
CSEv_JoinTeam_f(float teamNumber)
|
||||||
{
|
{
|
||||||
SHTeamRules rules = (SHTeamRules)g_grMode;
|
SHTeamRules rules = (SHTeamRules)g_grMode;
|
||||||
player pl = (player)self;
|
SHPlayer pl = (SHPlayer)self;
|
||||||
|
|
||||||
/* matches Game_InitRules() */
|
/* matches Game_InitRules() */
|
||||||
if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
|
if (cvar("sv_playerslots") == 1 || cvar("coop") == 1) {
|
||||||
|
@ -757,11 +707,8 @@ void
|
||||||
CSEv_JoinSpectator(void)
|
CSEv_JoinSpectator(void)
|
||||||
{
|
{
|
||||||
SHTeamRules rules = (SHTeamRules)g_grMode;
|
SHTeamRules rules = (SHTeamRules)g_grMode;
|
||||||
player pl = (player)self;
|
SHPlayer pl = (SHPlayer)self;
|
||||||
|
|
||||||
pl.team = 0;
|
pl.team = 0;
|
||||||
|
|
||||||
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
forceinfokey(pl, "*team", sprintf("%d", pl.team));
|
||||||
|
|
||||||
rules.PlayerSpawn(pl);
|
rules.PlayerSpawn(pl);
|
||||||
}
|
}
|
|
@ -8,7 +8,7 @@ SHGameFear::SHGameFear(void)
|
||||||
void
|
void
|
||||||
SHGameFear::ScientistKill(NSClientPlayer pp, entity sci)
|
SHGameFear::ScientistKill(NSClientPlayer pp, entity sci)
|
||||||
{
|
{
|
||||||
player pl = (player)pp;
|
SHPlayer pl = (SHPlayer)pp;
|
||||||
|
|
||||||
if (pl.IsScientist() == true) {
|
if (pl.IsScientist() == true) {
|
||||||
pl.frags++;
|
pl.frags++;
|
||||||
|
|
|
@ -71,25 +71,25 @@ enum
|
||||||
|
|
||||||
class SHScientist:NSTalkMonster
|
class SHScientist:NSTalkMonster
|
||||||
{
|
{
|
||||||
void(void) SHScientist;
|
void SHScientist(void);
|
||||||
|
|
||||||
/* override */
|
/* override */
|
||||||
virtual void(void) SeeThink;
|
virtual void SeeThink(void);
|
||||||
virtual float(void) GetWalkSpeed;
|
virtual float GetWalkSpeed(void);
|
||||||
virtual float(void) GetChaseSpeed;
|
virtual float GetChaseSpeed(void);
|
||||||
virtual float(void) GetRunSpeed;
|
virtual float GetRunSpeed(void);
|
||||||
virtual void(void) PanicFrame;
|
virtual void PanicFrame(void);
|
||||||
|
|
||||||
virtual void(void) Respawn;
|
virtual void Respawn(void);
|
||||||
virtual void(void) Pain;
|
virtual void Pain(entity, entity, int, vector, int);
|
||||||
virtual void(void) Death;
|
virtual void Death(entity, entity, int, vector, int);
|
||||||
virtual void(void) PlayerUse;
|
virtual void PlayerUse(void);
|
||||||
virtual void(void) TalkPanic;
|
virtual void TalkPanic(void);
|
||||||
|
|
||||||
virtual int(void) AttackMelee;
|
virtual int AttackMelee(void);
|
||||||
virtual void(void) AttackNeedle;
|
virtual void AttackNeedle(void);
|
||||||
|
|
||||||
virtual void(void) FallNoise;
|
virtual void FallNoise(void);
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -200,8 +200,9 @@ SHScientist_NeedleAttack(entity target)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (isHealed != true)
|
if (isHealed != true) {
|
||||||
Damage_Apply(target, target.poisonSource, 10, 0, DMG_POISON);
|
// Damage_Apply(target, target.poisonSource, 10, 0, DMG_POISON);
|
||||||
|
}
|
||||||
|
|
||||||
/* since corpses have "health" do an extra check */
|
/* since corpses have "health" do an extra check */
|
||||||
if (target.health <= 0)
|
if (target.health <= 0)
|
||||||
|
@ -336,7 +337,7 @@ SHScientist::PlayerUse(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
SHScientist::Pain(void)
|
SHScientist::Pain(entity inflictor, entity attacker, int damage, vector dir, int location)
|
||||||
{
|
{
|
||||||
/* make everyone on edge */
|
/* make everyone on edge */
|
||||||
WarnAllies();
|
WarnAllies();
|
||||||
|
@ -354,7 +355,7 @@ SHScientist::Pain(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
SHScientist::Death(void)
|
SHScientist::Death(entity inflictor, entity attacker, int damage, vector dir, int location)
|
||||||
{
|
{
|
||||||
bool deathcheck = false;
|
bool deathcheck = false;
|
||||||
HLGameRules rules = (HLGameRules)g_grMode;
|
HLGameRules rules = (HLGameRules)g_grMode;
|
||||||
|
@ -365,15 +366,15 @@ SHScientist::Death(void)
|
||||||
|
|
||||||
if (IsAlive() == true) {
|
if (IsAlive() == true) {
|
||||||
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
|
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
|
||||||
rules.ScientistKill((player)g_dmg_eAttacker, (entity)this);
|
rules.ScientistKill((SHPlayer)attacker, (entity)this);
|
||||||
|
|
||||||
Plugin_PlayerObituary(g_dmg_eAttacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
|
Plugin_PlayerObituary(attacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
|
||||||
Sound_Speak(this, "SHScientist.die");
|
Sound_Speak(this, "SHScientist.die");
|
||||||
deathcheck = true;
|
deathcheck = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* now mark our state as 'dead' */
|
/* now mark our state as 'dead' */
|
||||||
super::Death();
|
super::Death(inflictor, attacker, damage, dir, 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) {
|
||||||
|
|
|
@ -12,33 +12,13 @@
|
||||||
../../../src/shared/defs.h
|
../../../src/shared/defs.h
|
||||||
../../../src/server/defs.h
|
../../../src/server/defs.h
|
||||||
../../../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
|
defs.h
|
||||||
|
|
||||||
../shared/include.src
|
../shared/include.src
|
||||||
|
|
||||||
monster_scientist.qc
|
monster_scientist.qc
|
||||||
|
|
||||||
../../../valve/src/server/player.qc
|
../../../valve/src/server/player.qc
|
||||||
../../../valve/src/server/items.qc
|
|
||||||
../../../valve/src/server/item_longjump.qc
|
|
||||||
../../../valve/src/server/item_suit.qc
|
|
||||||
../../../valve/src/server/item_healthkit.qc
|
|
||||||
../../../valve/src/server/item_battery.qc
|
|
||||||
../../../valve/src/server/item_weaponbox.qc
|
|
||||||
../../../valve/src/server/world_items.qc
|
|
||||||
../../../valve/src/server/xen_spore_small.qc
|
|
||||||
../../../valve/src/server/xen_spore_medium.qc
|
|
||||||
../../../valve/src/server/xen_spore_large.qc
|
|
||||||
../../../valve/src/server/xen_hair.qc
|
|
||||||
../../../valve/src/server/xen_plantlight.qc
|
|
||||||
../../../valve/src/server/ammo.qc
|
|
||||||
|
|
||||||
../../../src/botlib/include.src
|
../../../src/botlib/include.src
|
||||||
|
|
||||||
shdata_parse.qc
|
shdata_parse.qc
|
||||||
gamerules.qc
|
gamerules.qc
|
||||||
gamerules_fear.qc
|
gamerules_fear.qc
|
||||||
|
@ -47,14 +27,9 @@ gamerules_invasion.qc
|
||||||
gamerules_madness.qc
|
gamerules_madness.qc
|
||||||
gamerules_slaughter.qc
|
gamerules_slaughter.qc
|
||||||
gamerules_stealth.qc
|
gamerules_stealth.qc
|
||||||
|
|
||||||
server.qc
|
server.qc
|
||||||
../../../valve/src/server/damage.qc
|
|
||||||
../../../valve/src/server/flashlight.qc
|
../../../valve/src/server/flashlight.qc
|
||||||
../../../valve/src/server/modelevent.qc
|
|
||||||
|
|
||||||
../../../valve/src/server/spawn.qc
|
../../../valve/src/server/spawn.qc
|
||||||
|
|
||||||
../../../src/server/include.src
|
../../../src/server/include.src
|
||||||
../../../src/shared/include.src
|
../../../src/shared/include.src
|
||||||
#endlist
|
#endlist
|
||||||
|
|
|
@ -52,7 +52,6 @@ Game_Worldspawn(void)
|
||||||
Sound_Precache("Player.FlashLightOn");
|
Sound_Precache("Player.FlashLightOn");
|
||||||
|
|
||||||
Player_Precache();
|
Player_Precache();
|
||||||
Weapons_Init();
|
|
||||||
SHData_Parse(mapname);
|
SHData_Parse(mapname);
|
||||||
FX_Corpse_Init();
|
FX_Corpse_Init();
|
||||||
}
|
}
|
||||||
|
|
|
@ -29,7 +29,8 @@ SHData_SpawnScientist(void)
|
||||||
}
|
}
|
||||||
slimit++;
|
slimit++;
|
||||||
}
|
}
|
||||||
//spawnfunc_monster_scientist();
|
|
||||||
|
EntityDef_SpawnClassname("monster_scientist");
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
@ -41,7 +42,7 @@ SHData_New(void)
|
||||||
new.origin[2] = stof(argv(3));
|
new.origin[2] = stof(argv(3));
|
||||||
|
|
||||||
if (autocvar_sh_sciyaw) {
|
if (autocvar_sh_sciyaw) {
|
||||||
new.angles[1] = Math_FixDelta(random(0,360));
|
new.angles[1] = fixAngleDelta(random(0,360));
|
||||||
}
|
}
|
||||||
|
|
||||||
setorigin(new, new.origin);
|
setorigin(new, new.origin);
|
||||||
|
@ -85,38 +86,38 @@ SHData_NewAngles(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
SHData_GetItems(player pl)
|
SHData_GetItems(SHPlayer pl)
|
||||||
{
|
{
|
||||||
if (pl.IsScientist() == true) {
|
if (pl.IsScientist() == true) {
|
||||||
Weapons_AddItem(pl, WEAPON_NEEDLE, -1);
|
pl.GiveItem("weapon_needle");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* TODO: Parse the config files */
|
/* TODO: Parse the config files */
|
||||||
pl.ammo_9mm = 68;
|
pl.GiveAmmo(ammoNumForName("ammo_9mm"), 68);
|
||||||
pl.ammo_buckshot = 34;
|
pl.GiveAmmo(ammoNumForName("ammo_buckshot"), 34);
|
||||||
pl.ammo_bolt = 50;
|
pl.GiveAmmo(ammoNumForName("ammo_bolt"), 50);
|
||||||
pl.ammo_357 = 36;
|
pl.GiveAmmo(ammoNumForName("ammo_357"), 36);
|
||||||
pl.ammo_m203_grenade = 3;
|
pl.GiveAmmo(ammoNumForName("ammo_m203_grenade"), 3);
|
||||||
pl.ammo_rocket = 5;
|
pl.GiveAmmo(ammoNumForName("ammo_rocket"), 5);
|
||||||
pl.ammo_snark = 10;
|
pl.GiveAmmo(ammoNumForName("ammo_snark"), 10);
|
||||||
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
|
pl.GiveItem("weapon_crowbar");
|
||||||
Weapons_AddItem(pl, WEAPON_GLOCK, -1);
|
pl.GiveItem("weapon_9mmhandgun");
|
||||||
Weapons_AddItem(pl, WEAPON_PYTHON, -1);
|
pl.GiveItem("weapon_357");
|
||||||
Weapons_AddItem(pl, WEAPON_MP5, -1);
|
pl.GiveItem("weapon_9mmAR");
|
||||||
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
|
pl.GiveItem("weapon_shotgun");
|
||||||
Weapons_AddItem(pl, WEAPON_CROSSBOW, -1);
|
pl.GiveItem("weapon_crossbow");
|
||||||
Weapons_AddItem(pl, WEAPON_RPG, -1);
|
pl.GiveItem("weapon_rpg");
|
||||||
Weapons_AddItem(pl, WEAPON_GAUSS, -1);
|
pl.GiveItem("weapon_gauss");
|
||||||
Weapons_AddItem(pl, WEAPON_EGON, -1);
|
pl.GiveItem("weapon_egon");
|
||||||
Weapons_AddItem(pl, WEAPON_HORNETGUN, -1);
|
pl.GiveItem("weapon_hornetgun");
|
||||||
Weapons_AddItem(pl, WEAPON_HANDGRENADE, -1);
|
pl.GiveItem("weapon_handgrenade");
|
||||||
Weapons_AddItem(pl, WEAPON_SATCHEL, -1);
|
pl.GiveItem("weapon_satchel");
|
||||||
Weapons_AddItem(pl, WEAPON_TRIPMINE, -1);
|
pl.GiveItem("weapon_tripmine");
|
||||||
Weapons_AddItem(pl, WEAPON_SNARK, -1);
|
pl.GiveItem("weapon_snark");
|
||||||
Weapons_AddItem(pl, WEAPON_CANNON, -1);
|
pl.GiveItem("weapon_handcannon");
|
||||||
Weapons_AddItem(pl, WEAPON_CHAINSAW, -1);
|
pl.GiveItem("weapon_chainsaw");
|
||||||
Weapons_AddItem(pl, WEAPON_HAMMER, -1);
|
pl.GiveItem("weapon_hammer");
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
|
|
|
@ -2,36 +2,17 @@
|
||||||
../../../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/player.qc
|
||||||
player.qc
|
player.qc
|
||||||
|
../../../valve/src/shared/pmove.qc
|
||||||
pmove.qc
|
pmove.qc
|
||||||
../../../valve/src/shared/weapon_common.h
|
|
||||||
../../../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/fx_corpse.qc
|
||||||
|
../../../valve/src/shared/HLGaussBeam.qc
|
||||||
items.h
|
../../../valve/src/shared/HLWeapon.qc
|
||||||
weapons.h
|
|
||||||
../../../valve/src/shared/w_crossbow.qc
|
|
||||||
../../../valve/src/shared/w_crowbar.qc
|
|
||||||
../../../valve/src/shared/w_egon.qc
|
|
||||||
../../../valve/src/shared/w_gauss.qc
|
|
||||||
../../../valve/src/shared/w_glock.qc
|
|
||||||
../../../valve/src/shared/w_handgrenade.qc
|
|
||||||
../../../valve/src/shared/w_hornetgun.qc
|
|
||||||
../../../valve/src/shared/w_mp5.qc
|
|
||||||
../../../valve/src/shared/w_python.qc
|
|
||||||
../../../valve/src/shared/w_rpg.qc
|
|
||||||
../../../valve/src/shared/w_satchel.qc
|
|
||||||
../../../valve/src/shared/w_shotgun.qc
|
|
||||||
../../../valve/src/shared/w_snark.qc
|
|
||||||
../../../valve/src/shared/w_tripmine.qc
|
../../../valve/src/shared/w_tripmine.qc
|
||||||
w_cannon.qc
|
|
||||||
w_chainsaw.qc
|
|
||||||
w_hammer.qc
|
|
||||||
w_needle.qc
|
|
||||||
weapons.qc
|
|
||||||
../../../valve/src/shared/weapon_common.qc
|
|
||||||
#endlist
|
#endlist
|
||||||
|
|
|
@ -14,64 +14,18 @@
|
||||||
* 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/skeleton.h"
|
|
||||||
#include "scianims.h"
|
#include "scianims.h"
|
||||||
|
|
||||||
/* all custom SendFlags bits we can possibly send */
|
/* all custom SendFlags bits we can possibly send */
|
||||||
enumflags
|
enumflags
|
||||||
{
|
{
|
||||||
PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
|
PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
|
||||||
PLAYER_BOTTOMFRAME,
|
PLAYER_BOTTOMFRAME
|
||||||
PLAYER_AMMO1,
|
|
||||||
PLAYER_AMMO2,
|
|
||||||
PLAYER_AMMO3,
|
|
||||||
PLAYER_UNUSED5,
|
|
||||||
PLAYER_UNUSED6,
|
|
||||||
PLAYER_UNUSED7
|
|
||||||
};
|
};
|
||||||
|
|
||||||
class player:NSClientPlayer
|
class SHPlayer:HLPlayer
|
||||||
{
|
{
|
||||||
void(void) player;
|
void(void) SHPlayer;
|
||||||
|
|
||||||
/* animation */
|
|
||||||
PREDICTED_INT(anim_top)
|
|
||||||
PREDICTED_FLOAT(anim_top_time)
|
|
||||||
PREDICTED_FLOAT(anim_top_delay)
|
|
||||||
PREDICTED_INT(anim_bottom)
|
|
||||||
PREDICTED_FLOAT(anim_bottom_time)
|
|
||||||
|
|
||||||
/* ammo 1 */
|
|
||||||
PREDICTED_INT(glock_mag)
|
|
||||||
PREDICTED_INT(mp5_mag)
|
|
||||||
PREDICTED_INT(python_mag)
|
|
||||||
PREDICTED_INT(shotgun_mag)
|
|
||||||
PREDICTED_INT(crossbow_mag)
|
|
||||||
PREDICTED_INT(rpg_mag)
|
|
||||||
PREDICTED_INT(satchel_chg)
|
|
||||||
PREDICTED_INT(cannon_mag)
|
|
||||||
|
|
||||||
/* ammo 2 */
|
|
||||||
PREDICTED_INT(ammo_9mm)
|
|
||||||
PREDICTED_INT(ammo_357)
|
|
||||||
PREDICTED_INT(ammo_buckshot)
|
|
||||||
PREDICTED_INT(ammo_bolt)
|
|
||||||
PREDICTED_INT(ammo_rocket)
|
|
||||||
PREDICTED_INT(ammo_uranium)
|
|
||||||
PREDICTED_INT(ammo_handgrenade)
|
|
||||||
PREDICTED_INT(ammo_satchel)
|
|
||||||
PREDICTED_INT(ammo_tripmine)
|
|
||||||
PREDICTED_INT(ammo_snark)
|
|
||||||
PREDICTED_INT(ammo_hornet)
|
|
||||||
|
|
||||||
/* ammo 3 */
|
|
||||||
PREDICTED_INT(ammo_m203_grenade)
|
|
||||||
PREDICTED_INT(ammo_gauss_volume)
|
|
||||||
PREDICTED_INT(ammo_rpg_state)
|
|
||||||
PREDICTED_INT(mode_tempstate)
|
|
||||||
PREDICTED_INT(ammo_chainsaw_state)
|
|
||||||
PREDICTED_INT(ammo_hammer_state)
|
|
||||||
|
|
||||||
/* insanity */
|
/* insanity */
|
||||||
PREDICTED_FLOAT(sh_insanetime)
|
PREDICTED_FLOAT(sh_insanetime)
|
||||||
|
@ -96,7 +50,6 @@ class player:NSClientPlayer
|
||||||
virtual void ReceiveEntity(float,float);
|
virtual void ReceiveEntity(float,float);
|
||||||
virtual void PredictPreFrame(void);
|
virtual void PredictPreFrame(void);
|
||||||
virtual void PredictPostFrame(void);
|
virtual void PredictPostFrame(void);
|
||||||
virtual void UpdateAliveCam(void);
|
|
||||||
#else
|
#else
|
||||||
virtual void EvaluateEntity(void);
|
virtual void EvaluateEntity(void);
|
||||||
virtual float SendEntity(entity, float);
|
virtual float SendEntity(entity, float);
|
||||||
|
@ -107,11 +60,18 @@ class player:NSClientPlayer
|
||||||
#endif
|
#endif
|
||||||
};
|
};
|
||||||
|
|
||||||
|
void
|
||||||
|
SHPlayer::SHPlayer(void)
|
||||||
|
{
|
||||||
|
sh_insanetime = 0;
|
||||||
|
sh_insaneactive = 0;
|
||||||
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
SHSciAnim_PlayerUpdate(NSClientPlayer playerTarget)
|
SHSciAnim_PlayerUpdate(NSClientPlayer playerTarget)
|
||||||
{
|
{
|
||||||
bool useTopAnim;
|
bool useTopAnim;
|
||||||
player pl = (player)playerTarget;
|
SHPlayer pl = (SHPlayer)playerTarget;
|
||||||
|
|
||||||
if (pl.anim_top_delay <= 0.0f) {
|
if (pl.anim_top_delay <= 0.0f) {
|
||||||
useTopAnim = false;
|
useTopAnim = false;
|
||||||
|
@ -137,7 +97,7 @@ SHSciAnim_PlayerUpdate(NSClientPlayer playerTarget)
|
||||||
}
|
}
|
||||||
|
|
||||||
bool
|
bool
|
||||||
player::IsScientist(void)
|
SHPlayer::IsScientist(void)
|
||||||
{
|
{
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
float myTeam = getplayerkeyfloat(this.entnum-1, "*team");
|
float myTeam = getplayerkeyfloat(this.entnum-1, "*team");
|
||||||
|
@ -173,7 +133,7 @@ player::IsScientist(void)
|
||||||
|
|
||||||
|
|
||||||
void
|
void
|
||||||
player::Physics_Crouch(void)
|
SHPlayer::Physics_Crouch(void)
|
||||||
{
|
{
|
||||||
if (IsScientist() == true) {
|
if (IsScientist() == true) {
|
||||||
view_ofs = PHY_VIEWPOS + [0,0, 36];
|
view_ofs = PHY_VIEWPOS + [0,0, 36];
|
||||||
|
@ -184,7 +144,7 @@ player::Physics_Crouch(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
player::Physics_SetViewParms(void)
|
SHPlayer::Physics_SetViewParms(void)
|
||||||
{
|
{
|
||||||
vector bboxOffset = g_vec_null;
|
vector bboxOffset = g_vec_null;
|
||||||
|
|
||||||
|
@ -192,7 +152,7 @@ player::Physics_SetViewParms(void)
|
||||||
bboxOffset = [0, 0, 36];
|
bboxOffset = [0, 0, 36];
|
||||||
}
|
}
|
||||||
|
|
||||||
if (GetFlags() & FL_CROUCHING) {
|
if (IsCrouching()) {
|
||||||
mins = PHY_HULL_CROUCHED_MIN;
|
mins = PHY_HULL_CROUCHED_MIN;
|
||||||
maxs = PHY_HULL_CROUCHED_MAX;
|
maxs = PHY_HULL_CROUCHED_MAX;
|
||||||
view_ofs = PHY_VIEWPOS_CROUCHED;
|
view_ofs = PHY_VIEWPOS_CROUCHED;
|
||||||
|
@ -204,11 +164,8 @@ player::Physics_SetViewParms(void)
|
||||||
SetSize(mins + bboxOffset, maxs + bboxOffset);
|
SetSize(mins + bboxOffset, maxs + bboxOffset);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Animation_PlayerUpdate(player);
|
|
||||||
void Animation_TimerUpdate(player, float);
|
|
||||||
|
|
||||||
void
|
void
|
||||||
player::UpdatePlayerAnimation(float timelength)
|
SHPlayer::UpdatePlayerAnimation(float timelength)
|
||||||
{
|
{
|
||||||
if (IsScientist() == true) {
|
if (IsScientist() == true) {
|
||||||
SHSciAnim_PlayerUpdate(this);
|
SHSciAnim_PlayerUpdate(this);
|
||||||
|
@ -222,136 +179,24 @@ player::UpdatePlayerAnimation(float timelength)
|
||||||
}
|
}
|
||||||
|
|
||||||
#ifdef CLIENT
|
#ifdef CLIENT
|
||||||
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
|
|
||||||
void Camera_StrafeRoll(__inout vector camera_angle);
|
|
||||||
void Shake_Update(NSClientPlayer);
|
|
||||||
|
|
||||||
void
|
void
|
||||||
player::UpdateAliveCam(void)
|
SHPlayer::UpdatePlayerAttachments(bool visible)
|
||||||
{
|
|
||||||
vector cam_pos = GetEyePos();
|
|
||||||
Camera_RunPosBob(view_angles, cam_pos);
|
|
||||||
|
|
||||||
g_view.SetCameraOrigin(cam_pos);
|
|
||||||
Camera_StrafeRoll(view_angles);
|
|
||||||
g_view.SetCameraAngle(view_angles);
|
|
||||||
|
|
||||||
if (vehicle) {
|
|
||||||
NSVehicle veh = (NSVehicle)vehicle;
|
|
||||||
|
|
||||||
if (veh.UpdateView)
|
|
||||||
veh.UpdateView();
|
|
||||||
} else if (health) {
|
|
||||||
if (autocvar_pm_thirdPerson == TRUE) {
|
|
||||||
makevectors(view_angles);
|
|
||||||
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
|
|
||||||
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
|
|
||||||
traceline(vStart, vEnd, FALSE, this);
|
|
||||||
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
Shake_Update(this);
|
|
||||||
g_view.AddPunchAngle(punchangle);
|
|
||||||
}
|
|
||||||
|
|
||||||
.string oldmodel;
|
|
||||||
string Weapons_GetPlayermodel(player, int);
|
|
||||||
|
|
||||||
|
|
||||||
void
|
|
||||||
player::UpdatePlayerAttachments(bool visible)
|
|
||||||
{
|
{
|
||||||
if (IsScientist()) {
|
if (IsScientist()) {
|
||||||
p_model.modelindex = 0;
|
p_model.modelindex = 0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* draw the flashlight */
|
super::UpdatePlayerAttachments(visible);
|
||||||
if (gflags & GF_FLASHLIGHT) {
|
|
||||||
vector src;
|
|
||||||
vector ang;
|
|
||||||
|
|
||||||
if (entnum != player_localentnum) {
|
|
||||||
src = origin + view_ofs;
|
|
||||||
ang = v_angle;
|
|
||||||
} else {
|
|
||||||
src = pSeat->m_vecPredictedOrigin + [0,0,-8];
|
|
||||||
ang = view_angles;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
makevectors(ang);
|
|
||||||
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
|
|
||||||
|
|
||||||
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
|
|
||||||
dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
|
|
||||||
} else {
|
|
||||||
float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
|
|
||||||
dynamiclight_set(p, LFIELD_ANGLES, ang);
|
|
||||||
dynamiclight_set(p, LFIELD_FLAGS, 3);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
|
|
||||||
if (!visible)
|
|
||||||
return;
|
|
||||||
|
|
||||||
/* what's the current weapon model supposed to be anyway? */
|
|
||||||
p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
|
|
||||||
|
|
||||||
/* we changed weapons, update skeletonindex */
|
|
||||||
if (p_model.model != p_model.oldmodel) {
|
|
||||||
/* free memory */
|
|
||||||
if (p_model.skeletonindex)
|
|
||||||
skel_delete(p_model.skeletonindex);
|
|
||||||
|
|
||||||
/* set the new model and mark us updated */
|
|
||||||
setmodel(p_model, p_model.oldmodel);
|
|
||||||
p_model.model = p_model.oldmodel;
|
|
||||||
|
|
||||||
/* set the new skeletonindex */
|
|
||||||
p_model.skeletonindex = skel_create(p_model.modelindex);
|
|
||||||
|
|
||||||
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
|
|
||||||
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
|
|
||||||
setcustomskin(this, "", "geomset 0 2\n");
|
|
||||||
else
|
|
||||||
setcustomskin(this, "", "geomset 0 1\n");
|
|
||||||
}
|
|
||||||
|
|
||||||
/* follow thisayer at all times */
|
|
||||||
setorigin(p_model, origin);
|
|
||||||
p_model.angles = angles;
|
|
||||||
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
|
|
||||||
|
|
||||||
/* we have to loop through all valid bones of the weapon model and match them
|
|
||||||
* to the thisayer one */
|
|
||||||
for (float i = 0; i < g_pbones.length; i++) {
|
|
||||||
vector bpos;
|
|
||||||
float pbone = gettagindex(this, g_pbones[i]);
|
|
||||||
float wbone = gettagindex(p_model, g_pbones[i]);
|
|
||||||
|
|
||||||
/* if the bone doesn't ignore in either skeletal mesh, ignore */
|
|
||||||
if (wbone <= 0 || pbone <= 0)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
bpos = gettaginfo(this, pbone);
|
|
||||||
|
|
||||||
/* the most expensive bit */
|
|
||||||
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Weapons_AmmoUpdate(entity);
|
|
||||||
void HUD_AmmoNotify_Check(player pl);
|
|
||||||
void HUD_ItemNotify_Check(player pl);
|
|
||||||
/*
|
/*
|
||||||
=================
|
=================
|
||||||
player::ReceiveEntity
|
player::ReceiveEntity
|
||||||
=================
|
=================
|
||||||
*/
|
*/
|
||||||
void
|
void
|
||||||
player::ReceiveEntity(float new, float flChanged)
|
SHPlayer::ReceiveEntity(float new, float flChanged)
|
||||||
{
|
{
|
||||||
/* the generic client attributes */
|
/* the generic client attributes */
|
||||||
NSClientPlayer::ReceiveEntity(new, flChanged);
|
NSClientPlayer::ReceiveEntity(new, flChanged);
|
||||||
|
@ -363,35 +208,8 @@ player::ReceiveEntity(float new, float flChanged)
|
||||||
READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
||||||
READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
||||||
|
|
||||||
READENTITY_BYTE(glock_mag, PLAYER_AMMO1)
|
READENTITY_FLOAT(sh_insanetime, PLAYER_BOTTOMFRAME)
|
||||||
READENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
|
READENTITY_FLOAT(sh_insaneactive, PLAYER_BOTTOMFRAME)
|
||||||
READENTITY_BYTE(python_mag, PLAYER_AMMO1)
|
|
||||||
READENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
|
|
||||||
READENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
|
|
||||||
READENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
|
|
||||||
READENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
|
|
||||||
READENTITY_BYTE(cannon_mag, PLAYER_AMMO1)
|
|
||||||
|
|
||||||
READENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_357, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
|
|
||||||
READENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
|
|
||||||
|
|
||||||
READENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
|
|
||||||
READENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
|
|
||||||
READENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
|
|
||||||
READENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
|
|
||||||
READENTITY_BYTE(ammo_chainsaw_state, PLAYER_AMMO3)
|
|
||||||
READENTITY_BYTE(ammo_hammer_state, PLAYER_AMMO3)
|
|
||||||
READENTITY_FLOAT(sh_insanetime, PLAYER_AMMO3)
|
|
||||||
READENTITY_FLOAT(sh_insaneactive, PLAYER_AMMO3)
|
|
||||||
|
|
||||||
setorigin(this, origin);
|
setorigin(this, origin);
|
||||||
|
|
||||||
|
@ -404,8 +222,7 @@ player::ReceiveEntity(float new, float flChanged)
|
||||||
if (flChanged == UPDATE_ALL)
|
if (flChanged == UPDATE_ALL)
|
||||||
PredictPreFrame();
|
PredictPreFrame();
|
||||||
|
|
||||||
if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
|
if (flChanged & PLAYER_AMMOTYPES) {
|
||||||
Weapons_AmmoUpdate(this);
|
|
||||||
HUD_AmmoNotify_Check(this);
|
HUD_AmmoNotify_Check(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -422,44 +239,13 @@ so we can roll them back later.
|
||||||
=================
|
=================
|
||||||
*/
|
*/
|
||||||
void
|
void
|
||||||
player::PredictPreFrame(void)
|
SHPlayer::PredictPreFrame(void)
|
||||||
{
|
{
|
||||||
/* the generic client attributes */
|
/* the generic client attributes */
|
||||||
NSClientPlayer::PredictPreFrame();
|
super::PredictPreFrame();
|
||||||
|
|
||||||
SAVE_STATE(anim_top)
|
SAVE_STATE(sh_insanetime)
|
||||||
SAVE_STATE(anim_top_delay)
|
SAVE_STATE(sh_insaneactive)
|
||||||
SAVE_STATE(anim_top_time)
|
|
||||||
SAVE_STATE(anim_bottom)
|
|
||||||
SAVE_STATE(anim_bottom_time)
|
|
||||||
|
|
||||||
SAVE_STATE(glock_mag)
|
|
||||||
SAVE_STATE(mp5_mag)
|
|
||||||
SAVE_STATE(python_mag)
|
|
||||||
SAVE_STATE(shotgun_mag)
|
|
||||||
SAVE_STATE(crossbow_mag)
|
|
||||||
SAVE_STATE(rpg_mag)
|
|
||||||
SAVE_STATE(satchel_chg)
|
|
||||||
SAVE_STATE(cannon_mag)
|
|
||||||
|
|
||||||
SAVE_STATE(ammo_9mm)
|
|
||||||
SAVE_STATE(ammo_357)
|
|
||||||
SAVE_STATE(ammo_buckshot)
|
|
||||||
SAVE_STATE(ammo_bolt)
|
|
||||||
SAVE_STATE(ammo_rocket)
|
|
||||||
SAVE_STATE(ammo_uranium)
|
|
||||||
SAVE_STATE(ammo_handgrenade)
|
|
||||||
SAVE_STATE(ammo_satchel)
|
|
||||||
SAVE_STATE(ammo_tripmine)
|
|
||||||
SAVE_STATE(ammo_snark)
|
|
||||||
SAVE_STATE(ammo_hornet)
|
|
||||||
|
|
||||||
SAVE_STATE(ammo_m203_grenade)
|
|
||||||
SAVE_STATE(ammo_gauss_volume)
|
|
||||||
SAVE_STATE(ammo_rpg_state)
|
|
||||||
SAVE_STATE(mode_tempstate)
|
|
||||||
SAVE_STATE(ammo_chainsaw_state)
|
|
||||||
SAVE_STATE(ammo_hammer_state)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -470,192 +256,30 @@ Where we roll back our values to the ones last sent/verified by the server.
|
||||||
=================
|
=================
|
||||||
*/
|
*/
|
||||||
void
|
void
|
||||||
player::PredictPostFrame(void)
|
SHPlayer::PredictPostFrame(void)
|
||||||
{
|
{
|
||||||
/* the generic client attributes */
|
/* the generic client attributes */
|
||||||
NSClientPlayer::PredictPostFrame();
|
super::PredictPostFrame();
|
||||||
|
|
||||||
ROLL_BACK(anim_top)
|
ROLL_BACK(sh_insanetime)
|
||||||
ROLL_BACK(anim_top_delay)
|
ROLL_BACK(sh_insaneactive)
|
||||||
ROLL_BACK(anim_top_time)
|
|
||||||
ROLL_BACK(anim_bottom)
|
|
||||||
ROLL_BACK(anim_bottom_time)
|
|
||||||
|
|
||||||
ROLL_BACK(glock_mag)
|
|
||||||
ROLL_BACK(mp5_mag)
|
|
||||||
ROLL_BACK(python_mag)
|
|
||||||
ROLL_BACK(shotgun_mag)
|
|
||||||
ROLL_BACK(crossbow_mag)
|
|
||||||
ROLL_BACK(rpg_mag)
|
|
||||||
ROLL_BACK(satchel_chg)
|
|
||||||
ROLL_BACK(cannon_mag)
|
|
||||||
|
|
||||||
ROLL_BACK(ammo_9mm)
|
|
||||||
ROLL_BACK(ammo_357)
|
|
||||||
ROLL_BACK(ammo_buckshot)
|
|
||||||
ROLL_BACK(ammo_m203_grenade)
|
|
||||||
ROLL_BACK(ammo_bolt)
|
|
||||||
ROLL_BACK(ammo_rocket)
|
|
||||||
ROLL_BACK(ammo_uranium)
|
|
||||||
ROLL_BACK(ammo_handgrenade)
|
|
||||||
ROLL_BACK(ammo_satchel)
|
|
||||||
ROLL_BACK(ammo_tripmine)
|
|
||||||
ROLL_BACK(ammo_snark)
|
|
||||||
ROLL_BACK(ammo_hornet)
|
|
||||||
|
|
||||||
ROLL_BACK(ammo_m203_grenade)
|
|
||||||
ROLL_BACK(ammo_gauss_volume)
|
|
||||||
ROLL_BACK(ammo_rpg_state)
|
|
||||||
ROLL_BACK(mode_tempstate)
|
|
||||||
ROLL_BACK(ammo_chainsaw_state)
|
|
||||||
ROLL_BACK(ammo_hammer_state)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#else
|
#else
|
||||||
void
|
void
|
||||||
player::Save(float handle)
|
SHPlayer::Save(float handle)
|
||||||
{
|
{
|
||||||
super::Save(handle);
|
super::Save(handle);
|
||||||
|
|
||||||
SaveInt(handle, "anim_top", anim_top);
|
|
||||||
SaveFloat(handle, "anim_top_time", anim_top_time);
|
|
||||||
SaveFloat(handle, "anim_top_delay", anim_top_delay);
|
|
||||||
SaveInt(handle, "anim_bottom", anim_bottom);
|
|
||||||
SaveFloat(handle, "anim_bottom_time", anim_bottom_time);
|
|
||||||
|
|
||||||
/* ammo 1 */
|
|
||||||
SaveInt(handle, "glock_mag", glock_mag);
|
|
||||||
SaveInt(handle, "mp5_mag", mp5_mag);
|
|
||||||
SaveInt(handle, "python_mag", python_mag);
|
|
||||||
SaveInt(handle, "shotgun_mag", shotgun_mag);
|
|
||||||
SaveInt(handle, "crossbow_mag", crossbow_mag);
|
|
||||||
SaveInt(handle, "rpg_mag", rpg_mag);
|
|
||||||
SaveInt(handle, "satchel_chg", satchel_chg);
|
|
||||||
SaveInt(handle, "cannon_mag", satchel_chg);
|
|
||||||
|
|
||||||
/* ammo 2 */
|
|
||||||
SaveInt(handle, "ammo_9mm", ammo_9mm);
|
|
||||||
SaveInt(handle, "ammo_357", ammo_357);
|
|
||||||
SaveInt(handle, "ammo_buckshot", ammo_buckshot);
|
|
||||||
SaveInt(handle, "ammo_bolt", ammo_bolt);
|
|
||||||
SaveInt(handle, "ammo_rocket", ammo_rocket);
|
|
||||||
SaveInt(handle, "ammo_uranium", ammo_uranium);
|
|
||||||
SaveInt(handle, "ammo_handgrenade", ammo_handgrenade);
|
|
||||||
SaveInt(handle, "ammo_satchel", ammo_satchel);
|
|
||||||
SaveInt(handle, "ammo_tripmine", ammo_tripmine);
|
|
||||||
SaveInt(handle, "ammo_snark", ammo_snark);
|
|
||||||
SaveInt(handle, "ammo_hornet", ammo_hornet);
|
|
||||||
|
|
||||||
/* ammo 3 */
|
|
||||||
SaveInt(handle, "ammo_m203_grenade", ammo_m203_grenade);
|
|
||||||
SaveInt(handle, "ammo_gauss_volume", ammo_gauss_volume);
|
|
||||||
SaveInt(handle, "ammo_rpg_state", ammo_rpg_state);
|
|
||||||
SaveInt(handle, "mode_tempstate", mode_tempstate);
|
|
||||||
SaveInt(handle, "ammo_chainsaw_state", ammo_chainsaw_state);
|
|
||||||
SaveInt(handle, "ammo_hammer_state", ammo_hammer_state);
|
|
||||||
|
|
||||||
/* insanity */
|
/* insanity */
|
||||||
SaveFloat(handle, "sh_insanetime", sh_insanetime);
|
SaveFloat(handle, "sh_insanetime", sh_insanetime);
|
||||||
SaveFloat(handle, "sh_insaneactive", sh_insaneactive);
|
SaveFloat(handle, "sh_insaneactive", sh_insaneactive);
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
player::Restore(string strKey, string strValue)
|
SHPlayer::Restore(string strKey, string strValue)
|
||||||
{
|
{
|
||||||
switch (strKey) {
|
switch (strKey) {
|
||||||
case "anim_top":
|
|
||||||
anim_top = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "anim_top_time":
|
|
||||||
anim_top_time = ReadFloat(strValue);
|
|
||||||
break;
|
|
||||||
case "anim_top_delay":
|
|
||||||
anim_top_delay = ReadFloat(strValue);
|
|
||||||
break;
|
|
||||||
case "anim_bottom":
|
|
||||||
anim_bottom = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "anim_bottom_time":
|
|
||||||
anim_bottom_time = ReadFloat(strValue);
|
|
||||||
break;
|
|
||||||
/* AMMO 1 */
|
|
||||||
case "glock_mag":
|
|
||||||
glock_mag = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "mp5_mag":
|
|
||||||
mp5_mag = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "python_mag":
|
|
||||||
python_mag = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "shotgun_mag":
|
|
||||||
shotgun_mag = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "crossbow_mag":
|
|
||||||
crossbow_mag = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "rpg_mag":
|
|
||||||
rpg_mag = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "satchel_chg":
|
|
||||||
satchel_chg = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "cannon_mag":
|
|
||||||
satchel_chg = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
/* AMMO 2 */
|
|
||||||
case "ammo_9mm":
|
|
||||||
ammo_9mm = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_357":
|
|
||||||
ammo_357 = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_buckshot":
|
|
||||||
ammo_buckshot = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_bolt":
|
|
||||||
ammo_bolt = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_rocket":
|
|
||||||
ammo_rocket = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_uranium":
|
|
||||||
ammo_uranium = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_handgrenade":
|
|
||||||
ammo_handgrenade = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_satchel":
|
|
||||||
ammo_satchel = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_tripmine":
|
|
||||||
ammo_tripmine = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_snark":
|
|
||||||
ammo_snark = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_hornet":
|
|
||||||
ammo_hornet = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
/* AMMO 3 */
|
|
||||||
case "ammo_m203_grenade":
|
|
||||||
ammo_m203_grenade = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_gauss_volume":
|
|
||||||
ammo_gauss_volume = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_rpg_state":
|
|
||||||
ammo_rpg_state = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "mode_tempstate":
|
|
||||||
mode_tempstate = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_chainsaw_state":
|
|
||||||
ammo_chainsaw_state = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "ammo_hammer_state":
|
|
||||||
ammo_hammer_state = ReadInt(strValue);
|
|
||||||
break;
|
|
||||||
case "sh_insanetime":
|
case "sh_insanetime":
|
||||||
sh_insanetime = ReadFloat(strValue);
|
sh_insanetime = ReadFloat(strValue);
|
||||||
break;
|
break;
|
||||||
|
@ -668,46 +292,13 @@ player::Restore(string strKey, string strValue)
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
player::EvaluateEntity(void)
|
SHPlayer::EvaluateEntity(void)
|
||||||
{
|
{
|
||||||
/* the generic client attributes */
|
/* the generic client attributes */
|
||||||
NSClientPlayer::EvaluateEntity();
|
super::EvaluateEntity();
|
||||||
|
|
||||||
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
|
EVALUATE_FIELD(sh_insanetime, PLAYER_BOTTOMFRAME)
|
||||||
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
|
EVALUATE_FIELD(sh_insaneactive, PLAYER_BOTTOMFRAME)
|
||||||
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
|
|
||||||
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
|
|
||||||
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
|
||||||
|
|
||||||
EVALUATE_FIELD(glock_mag, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(mp5_mag, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(python_mag, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(shotgun_mag, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(crossbow_mag, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(rpg_mag, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(satchel_chg, PLAYER_AMMO1)
|
|
||||||
EVALUATE_FIELD(cannon_mag, PLAYER_AMMO1)
|
|
||||||
|
|
||||||
EVALUATE_FIELD(ammo_9mm, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_357, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_buckshot, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_bolt, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_rocket, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_uranium, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_handgrenade, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_satchel, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_tripmine, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_snark, PLAYER_AMMO2)
|
|
||||||
EVALUATE_FIELD(ammo_hornet, PLAYER_AMMO2)
|
|
||||||
|
|
||||||
EVALUATE_FIELD(ammo_m203_grenade, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(ammo_gauss_volume, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(ammo_rpg_state, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(mode_tempstate, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(ammo_chainsaw_state, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(ammo_hammer_state, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(sh_insanetime, PLAYER_AMMO3)
|
|
||||||
EVALUATE_FIELD(sh_insaneactive, PLAYER_AMMO3)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -716,7 +307,7 @@ player::SendEntity
|
||||||
=================
|
=================
|
||||||
*/
|
*/
|
||||||
float
|
float
|
||||||
player::SendEntity(entity ePEnt, float flChanged)
|
SHPlayer::SendEntity(entity ePEnt, float flChanged)
|
||||||
{
|
{
|
||||||
/* don't broadcast invisible players */
|
/* don't broadcast invisible players */
|
||||||
if (IsFakeSpectator() && ePEnt != this)
|
if (IsFakeSpectator() && ePEnt != this)
|
||||||
|
@ -726,9 +317,6 @@ player::SendEntity(entity ePEnt, float flChanged)
|
||||||
|
|
||||||
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
||||||
|
|
||||||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
||||||
WriteFloat(MSG_ENTITY, flChanged);
|
|
||||||
|
|
||||||
/* the generic client attributes */
|
/* the generic client attributes */
|
||||||
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
||||||
|
|
||||||
|
@ -738,73 +326,9 @@ player::SendEntity(entity ePEnt, float flChanged)
|
||||||
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
|
||||||
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
|
||||||
|
|
||||||
SENDENTITY_BYTE(glock_mag, PLAYER_AMMO1)
|
SENDENTITY_FLOAT(sh_insanetime, PLAYER_BOTTOMFRAME)
|
||||||
SENDENTITY_BYTE(mp5_mag, PLAYER_AMMO1)
|
SENDENTITY_FLOAT(sh_insaneactive, PLAYER_BOTTOMFRAME)
|
||||||
SENDENTITY_BYTE(python_mag, PLAYER_AMMO1)
|
|
||||||
SENDENTITY_BYTE(shotgun_mag, PLAYER_AMMO1)
|
|
||||||
SENDENTITY_BYTE(crossbow_mag, PLAYER_AMMO1)
|
|
||||||
SENDENTITY_BYTE(rpg_mag, PLAYER_AMMO1)
|
|
||||||
SENDENTITY_BYTE(satchel_chg, PLAYER_AMMO1)
|
|
||||||
SENDENTITY_BYTE(cannon_mag, PLAYER_AMMO1)
|
|
||||||
|
|
||||||
SENDENTITY_BYTE(ammo_9mm, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_357, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_buckshot, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_bolt, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_rocket, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_uranium, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_handgrenade, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_satchel, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_tripmine, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_snark, PLAYER_AMMO2)
|
|
||||||
SENDENTITY_BYTE(ammo_hornet, PLAYER_AMMO2)
|
|
||||||
|
|
||||||
SENDENTITY_BYTE(ammo_m203_grenade, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_BYTE(ammo_gauss_volume, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_BYTE(ammo_rpg_state, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_BYTE(ammo_chainsaw_state, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_BYTE(ammo_hammer_state, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_FLOAT(sh_insanetime, PLAYER_AMMO3)
|
|
||||||
SENDENTITY_FLOAT(sh_insaneactive, PLAYER_AMMO3)
|
|
||||||
|
|
||||||
return (1);
|
return (1);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void
|
|
||||||
player::player(void)
|
|
||||||
{
|
|
||||||
anim_top = 0;
|
|
||||||
anim_top_time = 0;
|
|
||||||
anim_top_delay = 0;
|
|
||||||
anim_bottom = 0;
|
|
||||||
anim_bottom_time = 0;
|
|
||||||
glock_mag = 0;
|
|
||||||
mp5_mag = 0;
|
|
||||||
python_mag = 0;
|
|
||||||
shotgun_mag = 0;
|
|
||||||
crossbow_mag = 0;
|
|
||||||
rpg_mag = 0;
|
|
||||||
satchel_chg = 0;
|
|
||||||
cannon_mag = 0;
|
|
||||||
ammo_9mm = 0;
|
|
||||||
ammo_357 = 0;
|
|
||||||
ammo_buckshot = 0;
|
|
||||||
ammo_bolt = 0;
|
|
||||||
ammo_rocket = 0;
|
|
||||||
ammo_uranium = 0;
|
|
||||||
ammo_handgrenade = 0;
|
|
||||||
ammo_satchel = 0;
|
|
||||||
ammo_tripmine = 0;
|
|
||||||
ammo_snark = 0;
|
|
||||||
ammo_hornet = 0;
|
|
||||||
ammo_m203_grenade = 0;
|
|
||||||
ammo_gauss_volume = 0;
|
|
||||||
ammo_rpg_state = 0;
|
|
||||||
mode_tempstate = 0;
|
|
||||||
ammo_chainsaw_state = 0;
|
|
||||||
ammo_hammer_state = 0;
|
|
||||||
sh_insanetime = 0;
|
|
||||||
sh_insaneactive = 0;
|
|
||||||
}
|
|
||||||
|
|
|
@ -34,7 +34,7 @@
|
||||||
/* insanity changes player move and attack speed
|
/* insanity changes player move and attack speed
|
||||||
* so lets override some base player functions */
|
* so lets override some base player functions */
|
||||||
void
|
void
|
||||||
player::Physics_InputPreMove(void)
|
SHPlayer::Physics_InputPreMove(void)
|
||||||
{
|
{
|
||||||
float insanecooldown;
|
float insanecooldown;
|
||||||
|
|
||||||
|
@ -51,7 +51,7 @@ player::Physics_InputPreMove(void)
|
||||||
* easier to do this to every weapon, plus it's more fun
|
* easier to do this to every weapon, plus it's more fun
|
||||||
* FIXME reloading is borked when active */
|
* FIXME reloading is borked when active */
|
||||||
void
|
void
|
||||||
player::Physics_InputPostMove(void)
|
SHPlayer::Physics_InputPostMove(void)
|
||||||
{
|
{
|
||||||
super::Physics_InputPostMove();
|
super::Physics_InputPostMove();
|
||||||
if (gflags & GF_MADNESS) {
|
if (gflags & GF_MADNESS) {
|
||||||
|
@ -60,7 +60,7 @@ player::Physics_InputPostMove(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
float
|
float
|
||||||
player::Physics_MaxSpeed(void)
|
SHPlayer::Physics_MaxSpeed(void)
|
||||||
{
|
{
|
||||||
if (gflags & GF_MADNESS) {
|
if (gflags & GF_MADNESS) {
|
||||||
return 1000.0f;
|
return 1000.0f;
|
||||||
|
@ -70,7 +70,7 @@ player::Physics_MaxSpeed(void)
|
||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
player::Physics_Jump(void)
|
SHPlayer::Physics_Jump(void)
|
||||||
{
|
{
|
||||||
if (waterlevel >= 2) {
|
if (waterlevel >= 2) {
|
||||||
if (watertype == CONTENT_WATER) {
|
if (watertype == CONTENT_WATER) {
|
||||||
|
@ -82,7 +82,7 @@ player::Physics_Jump(void)
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
/* Half-Life: Longjump module */
|
/* Half-Life: Longjump module */
|
||||||
if (flags & FL_CROUCHING && g_items & 0x00008000i) {
|
if (IsCrouching() && g_items & 0x00008000i) {
|
||||||
makevectors([0, v_angle[1], 0]);
|
makevectors([0, v_angle[1], 0]);
|
||||||
velocity = v_forward * 512;
|
velocity = v_forward * 512;
|
||||||
velocity[2] += 100;
|
velocity[2] += 100;
|
||||||
|
|
|
@ -1,296 +0,0 @@
|
||||||
/*
|
|
||||||
* Copyright (c) 2016-2021 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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifdef CLIENT
|
|
||||||
var string g_cannon_spr;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
typedef enum
|
|
||||||
{
|
|
||||||
CANNON_FIREBOTH,
|
|
||||||
CANNON_FIRELEFT,
|
|
||||||
CANNON_FIRERIGHT,
|
|
||||||
CANNON_RELOAD,
|
|
||||||
CANNON_DEPLOY,
|
|
||||||
CANNON_PUTAWAY,
|
|
||||||
CANNON_IDLE1,
|
|
||||||
CANNON_IDLE2
|
|
||||||
} cannonAnims_t;
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_precache(void)
|
|
||||||
{
|
|
||||||
#ifdef SERVER
|
|
||||||
Sound_Precache("weapon_cannon.shoot");
|
|
||||||
#else
|
|
||||||
precache_model("models/v_cannon.mdl");
|
|
||||||
precache_model("models/p_cannon.mdl");
|
|
||||||
g_cannon_spr = spriteframe("sprites/w_cannon.spr", 0, 0.0f);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_updateammo(player pl)
|
|
||||||
{
|
|
||||||
Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, -1);
|
|
||||||
}
|
|
||||||
|
|
||||||
string
|
|
||||||
w_cannon_pmodel(player pl)
|
|
||||||
{
|
|
||||||
return "models/p_cannon.mdl";
|
|
||||||
}
|
|
||||||
|
|
||||||
string
|
|
||||||
w_cannon_deathmsg(void)
|
|
||||||
{
|
|
||||||
return "%s killed %s with handcannon.";
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_reload(player pl)
|
|
||||||
{
|
|
||||||
if (pl.w_attack_next > 0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (pl.cannon_mag >= 2) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
if (!pl.ammo_buckshot) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_RELOAD);
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
Weapons_ReloadWeapon(pl, player::cannon_mag, player::ammo_buckshot, 2);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
pl.w_attack_next = 3.0f;
|
|
||||||
pl.w_idle_next = 3.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
int
|
|
||||||
w_cannon_pickup(player pl, int new, int startammo)
|
|
||||||
{
|
|
||||||
#ifdef SERVER
|
|
||||||
|
|
||||||
if (new) {
|
|
||||||
pl.cannon_mag = 2;
|
|
||||||
} else {
|
|
||||||
if (pl.ammo_buckshot < 125) {
|
|
||||||
pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 2, 125);
|
|
||||||
} else {
|
|
||||||
return (0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
return (1);
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_draw(player pl)
|
|
||||||
{
|
|
||||||
Weapons_SetModel("models/v_cannon.mdl");
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_DEPLOY);
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_holster(player pl)
|
|
||||||
{
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_PUTAWAY);
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_primary(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (pl.w_attack_next > 0.0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pl.cannon_mag != 2 && cvar("sh_hchorror") != 1) {
|
|
||||||
w_cannon_reload(pl);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
#ifdef CLIENT
|
|
||||||
View_SetMuzzleflash(MUZZLE_SMALL);
|
|
||||||
#else
|
|
||||||
int dmg;
|
|
||||||
dmg = Skill_GetValue("plr_cannon", 5);
|
|
||||||
TraceAttack_FireBullets(20, pl.origin + pl.view_ofs, dmg, [0.08716,0.04362], WEAPON_CANNON);
|
|
||||||
|
|
||||||
if (cvar("sh_hchorror") != 1)
|
|
||||||
pl.cannon_mag -= 2;
|
|
||||||
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_cannon.shoot");
|
|
||||||
Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, __NULL__);
|
|
||||||
#endif
|
|
||||||
Weapons_ViewPunchAngle(pl, [-5,0,0]);
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_FIREBOTH);
|
|
||||||
|
|
||||||
if (cvar("sh_hchorror") != 1) {
|
|
||||||
pl.w_attack_next = 1.5f;
|
|
||||||
pl.w_idle_next = 2.5f;
|
|
||||||
} else {
|
|
||||||
pl.w_attack_next = 0.5f;
|
|
||||||
pl.w_idle_next = 0.5f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
|
||||||
else
|
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_secondary(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (pl.w_attack_next > 0.0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!pl.cannon_mag && cvar("sh_hchorror") != 1) {
|
|
||||||
w_cannon_reload(pl);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Weapons_ViewPunchAngle(pl, [-5,0,0]);
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
int dmg;
|
|
||||||
dmg = Skill_GetValue("plr_cannon", 5);
|
|
||||||
TraceAttack_FireBullets(10, pl.origin + pl.view_ofs, dmg, [0.08716,0.04362], WEAPON_CANNON);
|
|
||||||
|
|
||||||
if (cvar("sh_hchorror") != 1)
|
|
||||||
pl.cannon_mag--;
|
|
||||||
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_cannon.shoot");
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (pl.cannon_mag == 2) {
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_FIRELEFT);
|
|
||||||
} else {
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_FIRERIGHT);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (cvar("sh_hchorror") != 1) {
|
|
||||||
pl.w_attack_next = 1.5f;
|
|
||||||
pl.w_idle_next = 2.5f;
|
|
||||||
} else {
|
|
||||||
pl.w_attack_next = 0.5f;
|
|
||||||
pl.w_idle_next = 0.5f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTSHOTGUN, 0.41f);
|
|
||||||
else
|
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTSHOTGUN, 0.5f);
|
|
||||||
}
|
|
||||||
void
|
|
||||||
w_cannon_release(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
/* auto-reload if need be */
|
|
||||||
if (pl.w_attack_next <= 0.0)
|
|
||||||
if (pl.cannon_mag == 0 && pl.ammo_buckshot > 0) {
|
|
||||||
Weapons_Reload(pl);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pl.w_idle_next > 0.0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int r = floor(random(0,2));
|
|
||||||
switch (r) {
|
|
||||||
case 0:
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_IDLE1);
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
Weapons_ViewAnimation(pl, CANNON_IDLE2);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
pl.w_idle_next = 8.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_crosshair(player pl)
|
|
||||||
{
|
|
||||||
#ifdef CLIENT
|
|
||||||
static vector cross_pos;
|
|
||||||
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
|
|
||||||
drawsubpic(cross_pos, [24,24], g_cross_spr, [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
|
|
||||||
HUD_DrawAmmo1();
|
|
||||||
HUD_DrawAmmo2();
|
|
||||||
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
|
|
||||||
drawsubpic(aicon_pos, [24,24], g_hud7_spr, [72/256,72/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
float
|
|
||||||
w_cannon_aimanim(player pl)
|
|
||||||
{
|
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
|
||||||
}
|
|
||||||
|
|
||||||
void
|
|
||||||
w_cannon_hudpic(player pl, int s, vector pos, float a)
|
|
||||||
{
|
|
||||||
#ifdef CLIENT
|
|
||||||
vector hud_col;
|
|
||||||
|
|
||||||
if (pl.cannon_mag == 0 && pl.ammo_buckshot == 0)
|
|
||||||
hud_col = [1,0,0];
|
|
||||||
else
|
|
||||||
hud_col = g_hud_color;
|
|
||||||
|
|
||||||
if (s) {
|
|
||||||
drawsubpic(pos, [170,45], g_cannon_spr, [0,48/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
} else {
|
|
||||||
drawsubpic(pos, [170,45], g_cannon_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
}
|
|
||||||
|
|
||||||
HUD_DrawAmmoBar(pos, pl.ammo_buckshot, MAX_A_BUCKSHOT, a);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
weapon_t
|
|
||||||
w_cannon =
|
|
||||||
{
|
|
||||||
.name = "handcannon",
|
|
||||||
.id = ITEM_CANNON,
|
|
||||||
.slot = 2,
|
|
||||||
.slot_pos = 3,
|
|
||||||
.draw = w_cannon_draw,
|
|
||||||
.holster = w_cannon_holster,
|
|
||||||
.primary = w_cannon_primary,
|
|
||||||
.secondary = w_cannon_secondary,
|
|
||||||
.reload = w_cannon_reload,
|
|
||||||
.release = w_cannon_release,
|
|
||||||
.postdraw = w_cannon_crosshair,
|
|
||||||
.precache = w_cannon_precache,
|
|
||||||
.pickup = w_cannon_pickup,
|
|
||||||
.updateammo = w_cannon_updateammo,
|
|
||||||
.wmodel = __NULL__,
|
|
||||||
.pmodel = w_cannon_pmodel,
|
|
||||||
.deathmsg = w_cannon_deathmsg,
|
|
||||||
.aimanim = w_cannon_aimanim,
|
|
||||||
.hudpic = w_cannon_hudpic
|
|
||||||
};
|
|
|
@ -1,202 +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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifdef CLIENT
|
|
||||||
var string g_chainsaw_spr;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
CHAINSAW_STARTFIRE,
|
|
||||||
CHAINSAW_CONTINUEFIRE,
|
|
||||||
CHAINSAW_STOPFIRE,
|
|
||||||
CHAINSAW_DEPLOY,
|
|
||||||
CHAINSAW_HOLSTER,
|
|
||||||
CHAINSAW_IDLE1,
|
|
||||||
CHAINSAW_IDLE2,
|
|
||||||
};
|
|
||||||
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
CHAINSAWSTATE_IDLE,
|
|
||||||
CHAINSAWSTATE_ATTACKING,
|
|
||||||
};
|
|
||||||
|
|
||||||
void w_chainsaw_precache(void)
|
|
||||||
{
|
|
||||||
#ifdef SERVER
|
|
||||||
Sound_Precache("weapon_chainsaw.attack");
|
|
||||||
Sound_Precache("weapon_chainsaw.hit");
|
|
||||||
Sound_Precache("weapon_chainsaw.hitflesh");
|
|
||||||
Sound_Precache("weapon_chainsaw.idle");
|
|
||||||
Sound_Precache("weapon_chainsaw.startup");
|
|
||||||
#else
|
|
||||||
precache_model("models/v_chainsaw.mdl");
|
|
||||||
precache_model("models/p_saw.mdl");
|
|
||||||
g_chainsaw_spr = spriteframe("sprites/chainsaw.spr", 0, 0.0f);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_chainsaw_updateammo(player pl)
|
|
||||||
{
|
|
||||||
Weapons_UpdateAmmo(pl, -1, -1, -1);
|
|
||||||
}
|
|
||||||
string w_chainsaw_pmodel(player pl)
|
|
||||||
{
|
|
||||||
return "models/p_saw.mdl";
|
|
||||||
}
|
|
||||||
string w_chainsaw_deathmsg(void)
|
|
||||||
{
|
|
||||||
return "%s killed %s with chainsaw.";
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_chainsaw_draw(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
Weapons_SetModel("models/v_chainsaw.mdl");
|
|
||||||
Weapons_ViewAnimation(pl, CHAINSAW_DEPLOY);
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.startup");
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_chainsaw_holster(player pl)
|
|
||||||
{
|
|
||||||
Weapons_ViewAnimation(pl, CHAINSAW_HOLSTER);
|
|
||||||
}
|
|
||||||
void w_chainsaw_primary(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
/* only do it in the attack state */
|
|
||||||
if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING)
|
|
||||||
if (pl.w_attack_next)
|
|
||||||
return;
|
|
||||||
|
|
||||||
pl.ammo_chainsaw_state = CHAINSAWSTATE_ATTACKING;
|
|
||||||
Weapons_ViewAnimation(pl, CHAINSAW_CONTINUEFIRE);
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
Weapons_MakeVectors(pl);
|
|
||||||
vector src = pl.origin + pl.view_ofs;
|
|
||||||
traceline(src, src + (v_forward * 32), FALSE, pl);
|
|
||||||
|
|
||||||
if (trace_fraction >= 1.0) {
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.attack");
|
|
||||||
pl.w_attack_next = 0.2f;
|
|
||||||
} else {
|
|
||||||
int dmg;
|
|
||||||
SurfData_Impact(trace_ent, trace_endpos, trace_plane_normal);
|
|
||||||
|
|
||||||
if (trace_ent.takedamage) {
|
|
||||||
if (trace_ent.iBleeds) {
|
|
||||||
FX_Blood(trace_endpos, [1,0,0]);
|
|
||||||
/* Push the player towards the victim */
|
|
||||||
pl.velocity = normalize(trace_ent.origin - pl.origin) * 240;
|
|
||||||
}
|
|
||||||
dmg = Skill_GetValue("plr_chainsaw", 10);
|
|
||||||
Damage_Apply(trace_ent, self, dmg, WEAPON_CHAINSAW, DMG_BLUNT);
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hitflesh");
|
|
||||||
} else {
|
|
||||||
/* well, this is in the advanced options */
|
|
||||||
if (cvar("sh_chainspark") != 1)
|
|
||||||
pointparticles(particleeffectnum("fx_spark.main"), trace_endpos, [0,0,0], 1);
|
|
||||||
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.hit");
|
|
||||||
}
|
|
||||||
pl.w_attack_next = 0.1f;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
pl.w_idle_next = 0.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_chainsaw_release(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (pl.w_idle_next)
|
|
||||||
return;
|
|
||||||
|
|
||||||
if (pl.ammo_chainsaw_state == CHAINSAWSTATE_ATTACKING) {
|
|
||||||
pl.ammo_chainsaw_state = CHAINSAWSTATE_IDLE;
|
|
||||||
Weapons_ViewAnimation(pl, CHAINSAW_STOPFIRE);
|
|
||||||
#ifdef SERVER
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
|
|
||||||
#endif
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (pl.ammo_chainsaw_state == CHAINSAWSTATE_IDLE) {
|
|
||||||
if (pl.w_idle_next <= 0.0f) {
|
|
||||||
/* Loop idle sound */
|
|
||||||
#ifdef SERVER
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, "weapon_chainsaw.idle");
|
|
||||||
#endif
|
|
||||||
pl.w_idle_next = 1.45f;
|
|
||||||
}
|
|
||||||
if (pl.w_attack_next <= 0.0f) {
|
|
||||||
if (random() < 0.5) {
|
|
||||||
Weapons_ViewAnimation(pl, CHAINSAW_IDLE1);
|
|
||||||
} else {
|
|
||||||
Weapons_ViewAnimation(pl, CHAINSAW_IDLE2);
|
|
||||||
}
|
|
||||||
pl.w_attack_next = 5.3333f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
float w_chainsaw_aimanim(player pl)
|
|
||||||
{
|
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMEGON : ANIM_AIMEGON;
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_chainsaw_hudpic(player pl, int s, vector pos, float a)
|
|
||||||
{
|
|
||||||
#ifdef CLIENT
|
|
||||||
if (s) {
|
|
||||||
drawsubpic(pos, [170,45], g_chainsaw_spr,
|
|
||||||
[0,48/256], [170/256,45/256],
|
|
||||||
g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
} else {
|
|
||||||
drawsubpic(pos, [170,45], g_chainsaw_spr,
|
|
||||||
[0,0], [170/256,45/256],
|
|
||||||
g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
weapon_t w_chainsaw =
|
|
||||||
{
|
|
||||||
.name = "chainsaw",
|
|
||||||
.id = ITEM_CHAINSAW,
|
|
||||||
.slot = 0,
|
|
||||||
.slot_pos = 2,
|
|
||||||
.draw = w_chainsaw_draw,
|
|
||||||
.holster = w_chainsaw_holster,
|
|
||||||
.primary = w_chainsaw_primary,
|
|
||||||
.secondary = w_chainsaw_release,
|
|
||||||
.reload = w_chainsaw_release,
|
|
||||||
.release = w_chainsaw_release,
|
|
||||||
.postdraw = __NULL__,
|
|
||||||
.precache = w_chainsaw_precache,
|
|
||||||
.pickup = __NULL__,
|
|
||||||
.updateammo = w_chainsaw_updateammo,
|
|
||||||
.wmodel = __NULL__,
|
|
||||||
.pmodel = w_chainsaw_pmodel,
|
|
||||||
.deathmsg = w_chainsaw_deathmsg,
|
|
||||||
.aimanim = w_chainsaw_aimanim,
|
|
||||||
.hudpic = w_chainsaw_hudpic
|
|
||||||
};
|
|
|
@ -1,247 +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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifdef CLIENT
|
|
||||||
var string g_hammer_spr;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
HAMMER_IDLE1,
|
|
||||||
HAMMER_DRAW,
|
|
||||||
HAMMER_HOLSTER,
|
|
||||||
HAMMER_ATTACK1,
|
|
||||||
HAMMER_ATTACK2,
|
|
||||||
HAMMER_IDLE2,
|
|
||||||
HAMMER_IDLE3,
|
|
||||||
HAMMER_HOLSTER2,
|
|
||||||
HAMMER_HOLSTER3
|
|
||||||
};
|
|
||||||
|
|
||||||
void w_hammer_precache(void)
|
|
||||||
{
|
|
||||||
#ifdef SERVER
|
|
||||||
Sound_Precache("weapon_hammer.hit");
|
|
||||||
Sound_Precache("weapon_hammer.hitflesh");
|
|
||||||
Sound_Precache("weapon_hammer.miss");
|
|
||||||
#else
|
|
||||||
precache_model("models/p_hammer.mdl");
|
|
||||||
precache_model("models/v_hammer.mdl");
|
|
||||||
g_hammer_spr = spriteframe("sprites/hammer.spr", 0, 0.0f);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_hammer_updateammo(player pl)
|
|
||||||
{
|
|
||||||
Weapons_UpdateAmmo(pl, -1, -1, -1);
|
|
||||||
}
|
|
||||||
string w_hammer_pmodel(player pl)
|
|
||||||
{
|
|
||||||
return "models/p_hammer.mdl";
|
|
||||||
}
|
|
||||||
string w_hammer_deathmsg(void)
|
|
||||||
{
|
|
||||||
return "%s killed %s with hammer.";
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_hammer_draw(player pl)
|
|
||||||
{
|
|
||||||
Weapons_SetModel("models/v_hammer.mdl");
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_DRAW);
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_hammer_holster(player pl)
|
|
||||||
{
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_HOLSTER);
|
|
||||||
}
|
|
||||||
void w_hammer_primary(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (!pl.w_attack_next) {
|
|
||||||
/* Hack */
|
|
||||||
if (pl.ammo_hammer_state != 1) {
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_HOLSTER2);
|
|
||||||
pl.ammo_hammer_state = 1;
|
|
||||||
pl.w_attack_next = 0.5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
pl.w_idle_next = 2.5f;
|
|
||||||
}
|
|
||||||
void w_hammer_secondary(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (!pl.w_attack_next) {
|
|
||||||
/* Hack */
|
|
||||||
if (pl.ammo_hammer_state != 2) {
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_HOLSTER3);
|
|
||||||
pl.ammo_hammer_state = 2;
|
|
||||||
pl.w_attack_next = 0.5f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
pl.w_idle_next = 2.5f;
|
|
||||||
}
|
|
||||||
void w_hammer_reload(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
void w_hammer_release(player pl)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (pl.w_attack_next) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
int hdmg;
|
|
||||||
int hitsound = 0;
|
|
||||||
vector src = pl.origin + pl.view_ofs;
|
|
||||||
makevectors(pl.v_angle);
|
|
||||||
traceline(src, src + v_forward * 64, FALSE, self);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
if (pl.ammo_hammer_state == 1) {
|
|
||||||
#ifdef SERVER
|
|
||||||
if (trace_ent.takedamage) {
|
|
||||||
if (trace_ent.iBleeds) {
|
|
||||||
FX_Blood(trace_endpos, [1,0,0]);
|
|
||||||
}
|
|
||||||
hitsound = floor(random(1, 2));
|
|
||||||
|
|
||||||
/* players only take half damage */
|
|
||||||
hdmg = Skill_GetValue("plr_hammer", 50);
|
|
||||||
|
|
||||||
Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
|
|
||||||
|
|
||||||
makevectors(pl.v_angle);
|
|
||||||
if (trace_ent.classname == "monster_scientist") {
|
|
||||||
trace_ent.movetype = MOVETYPE_TOSS;
|
|
||||||
trace_ent.velocity = v_forward * 768 + v_up * 256;
|
|
||||||
} else if (trace_ent.classname == "player") {
|
|
||||||
trace_ent.velocity = v_forward * 768 + v_up * 256;
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
if (trace_fraction < 1.0) {
|
|
||||||
hitsound = 2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_ATTACK1);
|
|
||||||
pl.w_attack_next = 1.0f;
|
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
|
||||||
else
|
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
|
||||||
} else if (pl.ammo_hammer_state == 2) {
|
|
||||||
#ifdef SERVER
|
|
||||||
if (trace_ent.takedamage) {
|
|
||||||
if (trace_ent.iBleeds) {
|
|
||||||
FX_Blood(trace_endpos, [1,0,0]);
|
|
||||||
}
|
|
||||||
hitsound = floor(random(1, 2));
|
|
||||||
hdmg = Skill_GetValue("plr_hammeralt", 200);
|
|
||||||
Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
|
|
||||||
} else {
|
|
||||||
if (trace_fraction < 1.0) {
|
|
||||||
hitsound = 2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_ATTACK2);
|
|
||||||
pl.w_attack_next = 0.75f;
|
|
||||||
|
|
||||||
if (self.flags & FL_CROUCHING)
|
|
||||||
Animation_PlayerTop(pl, ANIM_CR_SHOOTCROWBAR, 0.41f);
|
|
||||||
else
|
|
||||||
Animation_PlayerTop(pl, ANIM_SHOOTCROWBAR, 0.5f);
|
|
||||||
}
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
if (pl.ammo_hammer_state > 0) {
|
|
||||||
string snd = "weapon_hammer.miss";
|
|
||||||
switch (hitsound) {
|
|
||||||
case 1:
|
|
||||||
snd = "weapon_hammer.hitflesh";
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
snd = "weapon_hammer.hit";
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
Sound_Play(pl, CHAN_WEAPON, snd);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
/* Reset the hack */
|
|
||||||
pl.ammo_hammer_state = 0;
|
|
||||||
|
|
||||||
/* Pure cosmetics start here */
|
|
||||||
if (pl.w_idle_next) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
int r = floor(random(0,3));
|
|
||||||
switch (r) {
|
|
||||||
case 0:
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_IDLE1);
|
|
||||||
break;
|
|
||||||
case 1:
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_IDLE2);
|
|
||||||
break;
|
|
||||||
case 2:
|
|
||||||
Weapons_ViewAnimation(pl, HAMMER_IDLE3);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
pl.w_idle_next = 10.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
float w_hammer_aimanim(player pl)
|
|
||||||
{
|
|
||||||
return pl.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_hammer_hudpic(player pl, int s, vector pos, float a)
|
|
||||||
{
|
|
||||||
#ifdef CLIENT
|
|
||||||
if (s) {
|
|
||||||
drawsubpic(pos, [170,45], g_hammer_spr, [0,48/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
} else {
|
|
||||||
drawsubpic(pos, [170,45], g_hammer_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
weapon_t w_hammer =
|
|
||||||
{
|
|
||||||
.name = "hammer",
|
|
||||||
.id = ITEM_HAMMER,
|
|
||||||
.slot = 0,
|
|
||||||
.slot_pos = 1,
|
|
||||||
.draw = w_hammer_draw,
|
|
||||||
.holster = w_hammer_holster,
|
|
||||||
.primary = w_hammer_primary,
|
|
||||||
.secondary = w_hammer_secondary,
|
|
||||||
.reload = w_hammer_reload,
|
|
||||||
.release = w_hammer_release,
|
|
||||||
.postdraw = __NULL__,
|
|
||||||
.precache = w_hammer_precache,
|
|
||||||
.pickup = __NULL__,
|
|
||||||
.updateammo = w_hammer_updateammo,
|
|
||||||
.wmodel = __NULL__,
|
|
||||||
.pmodel = w_hammer_pmodel,
|
|
||||||
.deathmsg = w_hammer_deathmsg,
|
|
||||||
.aimanim = w_hammer_aimanim,
|
|
||||||
.hudpic = w_hammer_hudpic
|
|
||||||
};
|
|
|
@ -1,123 +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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
void w_needle_precache(void)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_needle_updateammo(player pl)
|
|
||||||
{
|
|
||||||
Weapons_UpdateAmmo(pl, -1, -1, -1);
|
|
||||||
}
|
|
||||||
string w_needle_pmodel(player pl)
|
|
||||||
{
|
|
||||||
return __NULL__;
|
|
||||||
}
|
|
||||||
string w_needle_deathmsg(void)
|
|
||||||
{
|
|
||||||
return "%s poisoned %s.";
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_needle_draw(player pl)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_needle_holster(player pl)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_needle_primary(player pl)
|
|
||||||
{
|
|
||||||
if (pl.w_attack_next > 0.0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
vector startTrace = pl.GetEyePos();
|
|
||||||
vector endTrace;
|
|
||||||
|
|
||||||
makevectors(pl.v_angle);
|
|
||||||
endTrace = startTrace + (v_forward * 96);
|
|
||||||
traceline(startTrace, endTrace, MOVE_NORMAL, pl);
|
|
||||||
pl.w_attack_next = 1.0f;
|
|
||||||
Animation_PlayerTop(pl, SCIANIM_PUSH_BUTTON, 1.0f);
|
|
||||||
|
|
||||||
#ifdef SERVER
|
|
||||||
if (trace_fraction >= 1.0) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (trace_ent.takedamage == DAMAGE_NO) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if not (trace_ent.flags & FL_CLIENT || trace_ent.flags & FL_MONSTER) {
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
Damage_Apply(trace_ent, pl, 7, WEAPON_NEEDLE, DMG_POISON);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_needle_secondary(player pl)
|
|
||||||
{
|
|
||||||
/* TODO: switch between first/third person */
|
|
||||||
}
|
|
||||||
|
|
||||||
float w_needle_aimanim(player pl)
|
|
||||||
{
|
|
||||||
return 0; /* not used */
|
|
||||||
}
|
|
||||||
|
|
||||||
void w_needle_hudpic(player pl, int s, vector pos, float a)
|
|
||||||
{
|
|
||||||
#ifdef CLIENT
|
|
||||||
if (s) {
|
|
||||||
drawsubpic(pos, [170,45], g_hammer_spr, [0,48/256], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
} else {
|
|
||||||
drawsubpic(pos, [170,45], g_hammer_spr, [0,0], [170/256,45/256], g_hud_color, a, DRAWFLAG_ADDITIVE);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
bool
|
|
||||||
w_needle_isempty(player pl)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
weapon_t w_needle =
|
|
||||||
{
|
|
||||||
.name = "needle",
|
|
||||||
.id = ITEM_NEEDLE,
|
|
||||||
.slot = 0,
|
|
||||||
.slot_pos = 2,
|
|
||||||
.draw = w_needle_draw,
|
|
||||||
.holster = w_needle_holster,
|
|
||||||
.primary = w_needle_primary,
|
|
||||||
.secondary = w_needle_secondary,
|
|
||||||
.reload = __NULL__,
|
|
||||||
.release = __NULL__,
|
|
||||||
.postdraw = __NULL__,
|
|
||||||
.precache = w_needle_precache,
|
|
||||||
.pickup = __NULL__,
|
|
||||||
.updateammo = w_needle_updateammo,
|
|
||||||
.wmodel = __NULL__,
|
|
||||||
.pmodel = w_needle_pmodel,
|
|
||||||
.deathmsg = w_needle_deathmsg,
|
|
||||||
.aimanim = w_needle_aimanim,
|
|
||||||
.isempty = w_needle_isempty,
|
|
||||||
.hudpic = w_needle_hudpic
|
|
||||||
};
|
|
|
@ -1,52 +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.
|
|
||||||
*/
|
|
||||||
|
|
||||||
/* weapon Indices for the weapon table */
|
|
||||||
enum
|
|
||||||
{
|
|
||||||
WEAPON_NONE,
|
|
||||||
WEAPON_CROWBAR,
|
|
||||||
WEAPON_HAMMER,
|
|
||||||
WEAPON_CHAINSAW,
|
|
||||||
WEAPON_NEEDLE,
|
|
||||||
WEAPON_GLOCK,
|
|
||||||
WEAPON_PYTHON,
|
|
||||||
WEAPON_MP5,
|
|
||||||
WEAPON_SHOTGUN,
|
|
||||||
WEAPON_CROSSBOW,
|
|
||||||
WEAPON_CANNON,
|
|
||||||
WEAPON_RPG,
|
|
||||||
WEAPON_GAUSS,
|
|
||||||
WEAPON_EGON,
|
|
||||||
WEAPON_HORNETGUN,
|
|
||||||
WEAPON_HANDGRENADE,
|
|
||||||
WEAPON_SATCHEL,
|
|
||||||
WEAPON_TRIPMINE,
|
|
||||||
WEAPON_SNARK
|
|
||||||
};
|
|
||||||
|
|
||||||
#define MAX_A_9MM 250
|
|
||||||
#define MAX_A_357 36
|
|
||||||
#define MAX_A_BUCKSHOT 125
|
|
||||||
#define MAX_A_M203_GRENADE 10
|
|
||||||
#define MAX_A_BOLT 50
|
|
||||||
#define MAX_A_ROCKET 5
|
|
||||||
#define MAX_A_URANIUM 100
|
|
||||||
#define MAX_A_HANDGRENADE 10
|
|
||||||
#define MAX_A_SATCHEL 5
|
|
||||||
#define MAX_A_TRIPMINE 10
|
|
||||||
#define MAX_A_SNARK 10
|
|
||||||
#define MAX_A_HORNET 8
|
|
1
zpak001.pk3dir/PAK_NAME
Normal file
1
zpak001.pk3dir/PAK_NAME
Normal file
|
@ -0,0 +1 @@
|
||||||
|
package_scihunt.pk3
|
|
@ -12,6 +12,6 @@ set sk_plr_chainsaw1 "10"
|
||||||
set sk_plr_chainsaw2 "10"
|
set sk_plr_chainsaw2 "10"
|
||||||
set sk_plr_chainsaw3 "10"
|
set sk_plr_chainsaw3 "10"
|
||||||
|
|
||||||
set sk_plr_cannon1 "5"
|
set sk_plr_handcannon1 "5"
|
||||||
set sk_plr_cannon2 "5"
|
set sk_plr_handcannon2 "5"
|
||||||
set sk_plr_cannon3 "5"
|
set sk_plr_handcannon3 "5"
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
entityDef player
|
entityDef player
|
||||||
{
|
{
|
||||||
"spawnclass" "HLPlayer"
|
"spawnclass" "SHPlayer"
|
||||||
}
|
}
|
||||||
|
|
|
@ -17,6 +17,9 @@ entityDef weapon_handcannon
|
||||||
"def_altFireInfo" "fireInfo_altCannon"
|
"def_altFireInfo" "fireInfo_altCannon"
|
||||||
"inv_name" "Hand Cannon"
|
"inv_name" "Hand Cannon"
|
||||||
"clipSize" "2"
|
"clipSize" "2"
|
||||||
|
"ammoType" "ammo_buckshot"
|
||||||
|
"ammoRequired" "1"
|
||||||
|
"model_flash" "sprites/muzzleflash2.spr"
|
||||||
|
|
||||||
"actHolster" "5"
|
"actHolster" "5"
|
||||||
"actReload" "3"
|
"actReload" "3"
|
||||||
|
@ -50,38 +53,25 @@ entityDef projectile_handcannon
|
||||||
|
|
||||||
entityDef fireInfo_handcannon
|
entityDef fireInfo_handcannon
|
||||||
{
|
{
|
||||||
"def_projectile" "projectile_handcannon"
|
"def_onFire" "projectile_handcannon"
|
||||||
"ammoType" "ammo_buckshot"
|
|
||||||
"ammoRequired" "2"
|
|
||||||
"ammoPerShot" "2"
|
"ammoPerShot" "2"
|
||||||
"fireRate" "1.5"
|
"fireRate" "1.5"
|
||||||
"actFire" "0"
|
"actFire" "0"
|
||||||
"model_flash" "sprites/muzzleflash2.spr"
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
entityDef fireInfo_altCannon
|
entityDef fireInfo_altCannon
|
||||||
{
|
{
|
||||||
"def_projectile" "projectile_handcannon_single"
|
"def_onFire" "projectile_handcannon_single"
|
||||||
"ammoType" "ammo_buckshot"
|
|
||||||
"ammoRequired" "1"
|
|
||||||
"ammoPerShot" "1"
|
"ammoPerShot" "1"
|
||||||
"fireRate" "1.5"
|
"fireRate" "1.5"
|
||||||
"actFire" "1,2"
|
"actFire" "1,2"
|
||||||
"model_flash" "sprites/muzzleflash2.spr"
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// TODO respect sh_hchorror = 1
|
// TODO respect sh_hchorror = 1
|
||||||
|
|
||||||
entityDef fireInfo_handcannonHorror
|
entityDef fireInfo_handcannonHorror
|
||||||
{
|
{
|
||||||
"def_projectile" "projectile_handcannon"
|
"def_onFire" "projectile_handcannon"
|
||||||
"ammoType" "ammo_buckshot"
|
|
||||||
"ammoRequired" "0"
|
|
||||||
"ammoPerShot" "0"
|
|
||||||
"fireRate" "0.5"
|
"fireRate" "0.5"
|
||||||
"actFire" "0"
|
"actFire" "0"
|
||||||
"model_flash" "sprites/muzzleflash2.spr"
|
"ammoRequired" "0"
|
||||||
|
|
||||||
}
|
}
|
Loading…
Reference in a new issue