Initial commit, carried over from Nuclide's Git on March 8th 2021
This commit is contained in:
commit
a3ef032823
36 changed files with 2963 additions and 0 deletions
15
LICENSE
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15
LICENSE
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|
@ -0,0 +1,15 @@
|
|||
ISC License
|
||||
|
||||
Copyright (c) 2016-2021, Marco "eukara" Hladik <marco@icculus.org>
|
||||
|
||||
Permission to use, copy, modify, and/or 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 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.
|
46
README.md
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46
README.md
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@ -0,0 +1,46 @@
|
|||
# FreeSci
|
||||
Clean-room reimplementation of Scientist Hunt in QuakeC.
|
||||
|
||||
Scientist Hunt was a Half-Life mod in which you had to contain the spread
|
||||
of lab-coat wearing beings that populate like crazy.
|
||||
|
||||
The original mod was created by Rich Whitehouse.
|
||||
I'm just nostalgic for it, so I recoded the important bits to use with
|
||||
FreeHL and Nuclide.
|
||||
|
||||
It's not complete (yet).
|
||||
|
||||
![Preview 1](img/preview1.jpg)
|
||||
![Preview 2](img/preview2.jpg)
|
||||
![Preview 3](img/preview3.jpg)
|
||||
![Preview 4](img/preview4.jpg)
|
||||
|
||||
## Building
|
||||
Clone the repository into the Nuclide-SDK:
|
||||
|
||||
> git clone REPOURL scihunt
|
||||
|
||||
then either run Nuclide's ./build_game.sh shell script, or issue 'make' inside
|
||||
./scihunt/src!
|
||||
|
||||
Obviously make sure that Nuclide has fteqw and fteqcc set-up for building.
|
||||
|
||||
## Community
|
||||
Join us on #halflife or #scihunt via irc.frag-net.com and chat.
|
||||
|
||||
## License
|
||||
ISC License
|
||||
|
||||
Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
|
||||
Permission to use, copy, modify, and distribute this software for any
|
||||
purpose with or without fee is hereby granted, provided that the above
|
||||
copyright notice and this permission notice appear in all copies.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
BIN
img/preview1.jpg
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img/preview1.jpg
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img/preview2.jpg
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img/preview2.jpg
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img/preview3.jpg
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img/preview3.jpg
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img/preview4.jpg
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img/preview4.jpg
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5
src/.kdev4/src.kdev4
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5
src/.kdev4/src.kdev4
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|
|||
[Buildset]
|
||||
BuildItems=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x01\x00\x00\x00\x0b\x00\x00\x00\x00\x01\x00\x00\x00\x1c\x00S\x00c\x00i\x00e\x00n\x00t\x00i\x00s\x00t\x00 \x00H\x00u\x00n\x00t)
|
||||
|
||||
[Project]
|
||||
VersionControlSupport=kdevgit
|
5
src/Makefile
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5
src/Makefile
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|
@ -0,0 +1,5 @@
|
|||
CC=fteqcc
|
||||
|
||||
all:
|
||||
cd client && $(MAKE)
|
||||
cd server && $(MAKE)
|
4
src/client/Makefile
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4
src/client/Makefile
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|
@ -0,0 +1,4 @@
|
|||
CC=fteqcc
|
||||
|
||||
all:
|
||||
$(CC) progs.src
|
38
src/client/progs.src
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38
src/client/progs.src
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|
|||
#pragma target fte
|
||||
#pragma progs_dat "../../csprogs.dat"
|
||||
|
||||
#define CSQC
|
||||
#define CLIENT
|
||||
#define VALVE
|
||||
#define CLASSIC_VGUI
|
||||
#define GS_RENDERFX
|
||||
|
||||
#includelist
|
||||
../../../src/shared/fteextensions.qc
|
||||
../../../src/shared/defs.h
|
||||
../../../valve/src/client/defs.h
|
||||
../../../src/client/defs.h
|
||||
|
||||
../../../src/vgui/include.src
|
||||
|
||||
../../../src/gs-entbase/client.src
|
||||
../../../src/gs-entbase/shared.src
|
||||
../shared/include.src
|
||||
|
||||
../../../valve/src/client/predict.qc
|
||||
../../../valve/src/client/init.qc
|
||||
../../../valve/src/client/player.qc
|
||||
../../../valve/src/client/entities.qc
|
||||
../../../valve/src/client/cmds.qc
|
||||
../../../valve/src/client/game_event.qc
|
||||
../../../valve/src/client/view.qc
|
||||
../../../valve/src/client/obituary.qc
|
||||
../../../valve/src/client/hud.qc
|
||||
../../../valve/src/client/hud_weaponselect.qc
|
||||
../../../valve/src/client/scoreboard.qc
|
||||
../../../valve/src/client/input.qc
|
||||
../../../base/src/client/modelevent.qc
|
||||
|
||||
../../../src/client/include.src
|
||||
../../../src/shared/include.src
|
||||
#endlist
|
2
src/progs.src
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2
src/progs.src
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|
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|
|||
#pragma sourcefile client/progs.src
|
||||
#pragma sourcefile server/progs.src
|
4
src/server/Makefile
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4
src/server/Makefile
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|
@ -0,0 +1,4 @@
|
|||
CC=fteqcc
|
||||
|
||||
all:
|
||||
$(CC) progs.src
|
18
src/server/defs.h
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18
src/server/defs.h
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|
@ -0,0 +1,18 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#include "gamerules.h"
|
||||
#include "../../../valve/src/server/items.h"
|
33
src/server/gamerules.h
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33
src/server/gamerules.h
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|
@ -0,0 +1,33 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#include "../../../src/server/gamerules.h"
|
||||
|
||||
class SHMultiplayerRules:CGameRules
|
||||
{
|
||||
/* client */
|
||||
virtual void(base_player) PlayerSpawn;
|
||||
virtual void(base_player) PlayerConnect;
|
||||
virtual void(base_player) PlayerDisconnect;
|
||||
virtual void(base_player) PlayerKill;
|
||||
virtual void(base_player) PlayerDeath;
|
||||
virtual void(base_player) PlayerPostFrame;
|
||||
virtual void(base_player, entity) ScientistKill;
|
||||
|
||||
virtual void(base_player) LevelDecodeParms;
|
||||
virtual void(base_player) LevelChangeParms;
|
||||
virtual void(void) LevelNewParms;
|
||||
};
|
399
src/server/gamerules.qc
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399
src/server/gamerules.qc
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|
@ -0,0 +1,399 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
var int autocvar_sh_insanity = 10;
|
||||
var int autocvar_sv_playerkeepalive = TRUE;
|
||||
|
||||
void
|
||||
SHMultiplayerRules::PlayerDeath(base_player pl)
|
||||
{
|
||||
/* obituary networking */
|
||||
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
||||
WriteByte(MSG_MULTICAST, EV_OBITUARY);
|
||||
if (g_dmg_eAttacker.netname)
|
||||
WriteString(MSG_MULTICAST, g_dmg_eAttacker.netname);
|
||||
else
|
||||
WriteString(MSG_MULTICAST, g_dmg_eAttacker.classname);
|
||||
WriteString(MSG_MULTICAST, pl.netname);
|
||||
WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
|
||||
WriteByte(MSG_MULTICAST, 0);
|
||||
msg_entity = world;
|
||||
multicast([0,0,0], MULTICAST_ALL);
|
||||
|
||||
/* death-counter */
|
||||
pl.deaths++;
|
||||
forceinfokey(pl, "*deaths", ftos(pl.deaths));
|
||||
|
||||
/* update score-counter */
|
||||
if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
|
||||
if (g_dmg_eAttacker.flags & FL_CLIENT) {
|
||||
if (pl == g_dmg_eAttacker)
|
||||
g_dmg_eAttacker.frags--;
|
||||
else
|
||||
g_dmg_eAttacker.frags++;
|
||||
}
|
||||
|
||||
pl.movetype = MOVETYPE_NONE;
|
||||
pl.solid = SOLID_NOT;
|
||||
pl.takedamage = DAMAGE_NO;
|
||||
pl.gflags &= ~GF_FLASHLIGHT;
|
||||
pl.armor = pl.activeweapon = pl.g_items = 0;
|
||||
|
||||
pl.think = PutClientInServer;
|
||||
pl.nextthink = time + 4.0f;
|
||||
Sound_Play(pl, CHAN_AUTO, "player.die");
|
||||
|
||||
if (pl.health < -50) {
|
||||
pl.health = 0;
|
||||
FX_GibHuman(pl.origin);
|
||||
return;
|
||||
}
|
||||
|
||||
pl.health = 0;
|
||||
|
||||
/* Let's handle corpses on the clientside */
|
||||
entity corpse = spawn();
|
||||
setorigin(corpse, pl.origin + [0,0,32]);
|
||||
setmodel(corpse, pl.model);
|
||||
setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
corpse.movetype = MOVETYPE_TOSS;
|
||||
corpse.solid = SOLID_TRIGGER;
|
||||
corpse.modelindex = pl.modelindex;
|
||||
corpse.frame = ANIM_DIESIMPLE;
|
||||
corpse.angles = pl.angles;
|
||||
corpse.velocity = pl.velocity;
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::PlayerSpawn(base_player pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
/* this is where the mods want to deviate */
|
||||
entity spot;
|
||||
|
||||
pl.classname = "player";
|
||||
pl.health = pl.max_health = 100;
|
||||
pl.takedamage = DAMAGE_YES;
|
||||
pl.solid = SOLID_SLIDEBOX;
|
||||
pl.movetype = MOVETYPE_WALK;
|
||||
pl.flags = FL_CLIENT;
|
||||
pl.viewzoom = 1.0;
|
||||
pl.model = "models/player.mdl";
|
||||
string mymodel = infokey(pl, "model");
|
||||
|
||||
if (mymodel) {
|
||||
mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
|
||||
if (whichpack(mymodel)) {
|
||||
pl.model = mymodel;
|
||||
}
|
||||
}
|
||||
setmodel(pl, pl.model);
|
||||
|
||||
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
pl.view_ofs = VEC_PLAYER_VIEWPOS;
|
||||
pl.velocity = [0,0,0];
|
||||
pl.gravity = __NULL__;
|
||||
pl.frame = 1;
|
||||
pl.SendFlags = UPDATE_ALL;
|
||||
pl.customphysics = Empty;
|
||||
pl.iBleeds = TRUE;
|
||||
forceinfokey(pl, "*spec", "0");
|
||||
forceinfokey(pl, "*deaths", ftos(pl.deaths));
|
||||
|
||||
spot = Spawn_SelectRandom("info_player_deathmatch");
|
||||
setorigin(pl, spot.origin);
|
||||
pl.angles = spot.angles;
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::LevelDecodeParms(base_player pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
g_landmarkpos[0] = parm1;
|
||||
g_landmarkpos[1] = parm2;
|
||||
g_landmarkpos[2] = parm3;
|
||||
pl.angles[0] = parm4;
|
||||
pl.angles[1] = parm5;
|
||||
pl.angles[2] = parm6;
|
||||
pl.velocity[0] = parm7;
|
||||
pl.velocity[1] = parm8;
|
||||
pl.velocity[2] = parm9;
|
||||
pl.g_items = parm10;
|
||||
pl.activeweapon = parm11;
|
||||
pl.flags = parm64;
|
||||
|
||||
pl.ammo_9mm = parm12;
|
||||
pl.ammo_357 = parm13;
|
||||
pl.ammo_buckshot = parm14;
|
||||
pl.ammo_m203_grenade = parm15;
|
||||
pl.ammo_bolt = parm16;
|
||||
pl.ammo_rocket = parm17;
|
||||
pl.ammo_uranium = parm18;
|
||||
pl.ammo_handgrenade = parm19;
|
||||
pl.ammo_satchel = parm20;
|
||||
pl.ammo_tripmine = parm21;
|
||||
pl.ammo_snark = parm22;
|
||||
pl.ammo_hornet = parm23;
|
||||
|
||||
pl.glock_mag = parm24;
|
||||
pl.mp5_mag = parm25;
|
||||
pl.python_mag = parm26;
|
||||
pl.shotgun_mag = parm27;
|
||||
pl.crossbow_mag = parm28;
|
||||
pl.rpg_mag = parm29;
|
||||
pl.satchel_chg = parm30;
|
||||
|
||||
if (pl.flags & FL_CROUCHING) {
|
||||
setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
|
||||
} else {
|
||||
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::LevelChangeParms(base_player pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
parm1 = g_landmarkpos[0];
|
||||
parm2 = g_landmarkpos[1];
|
||||
parm3 = g_landmarkpos[2];
|
||||
parm4 = pl.angles[0];
|
||||
parm5 = pl.angles[1];
|
||||
parm6 = pl.angles[2];
|
||||
parm7 = pl.velocity[0];
|
||||
parm8 = pl.velocity[1];
|
||||
parm9 = pl.velocity[2];
|
||||
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
|
||||
SHMultiplayerRules::LevelNewParms(void)
|
||||
{
|
||||
parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
|
||||
parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
|
||||
parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 =
|
||||
parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 =
|
||||
parm29 = parm30 = 0;
|
||||
parm64 = FL_CLIENT;
|
||||
}
|
||||
|
||||
/* we check what fields have changed over the course of the frame and network
|
||||
* only the ones that have actually changed */
|
||||
void
|
||||
SHMultiplayerRules::PlayerPostFrame(base_player pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
Animation_PlayerUpdate();
|
||||
|
||||
if (autocvar_sv_playerkeepalive)
|
||||
pl.SendFlags |= PLAYER_KEEPALIVE;
|
||||
|
||||
if (pl.old_modelindex != pl.modelindex)
|
||||
pl.SendFlags |= PLAYER_MODELINDEX;
|
||||
|
||||
if (pl.old_origin[0] != pl.origin[0])
|
||||
pl.SendFlags |= PLAYER_ORIGIN;
|
||||
|
||||
if (pl.old_origin[1] != pl.origin[1])
|
||||
pl.SendFlags |= PLAYER_ORIGIN;
|
||||
|
||||
if (pl.old_origin[2] != pl.origin[2])
|
||||
pl.SendFlags |= PLAYER_ORIGIN_Z;
|
||||
|
||||
if (pl.old_angles[0] != pl.v_angle[0])
|
||||
pl.SendFlags |= PLAYER_ANGLES_X;
|
||||
|
||||
if (pl.old_angles[1] != pl.angles[1])
|
||||
pl.SendFlags |= PLAYER_ANGLES_Y;
|
||||
|
||||
if (pl.old_angles[2] != pl.angles[2])
|
||||
pl.SendFlags |= PLAYER_ANGLES_Z;
|
||||
|
||||
if (pl.old_velocity[0] != pl.velocity[0])
|
||||
pl.SendFlags |= PLAYER_VELOCITY;
|
||||
|
||||
if (pl.old_velocity[1] != pl.velocity[1])
|
||||
pl.SendFlags |= PLAYER_VELOCITY;
|
||||
|
||||
if (pl.old_velocity[2] != pl.velocity[2])
|
||||
pl.SendFlags |= PLAYER_VELOCITY_Z;
|
||||
|
||||
if (pl.old_flags != pl.flags)
|
||||
pl.SendFlags |= PLAYER_FLAGS;
|
||||
|
||||
if (pl.old_gflags != pl.gflags)
|
||||
pl.SendFlags |= PLAYER_FLAGS;
|
||||
|
||||
if (pl.old_activeweapon != pl.activeweapon)
|
||||
pl.SendFlags |= PLAYER_WEAPON;
|
||||
|
||||
if (pl.old_items != pl.g_items)
|
||||
pl.SendFlags |= PLAYER_ITEMS;
|
||||
|
||||
if (pl.old_health != pl.health)
|
||||
pl.SendFlags |= PLAYER_HEALTH;
|
||||
|
||||
if (pl.old_armor != pl.armor)
|
||||
pl.SendFlags |= PLAYER_ARMOR;
|
||||
|
||||
if (pl.old_movetype != pl.movetype)
|
||||
pl.SendFlags |= PLAYER_MOVETYPE;
|
||||
|
||||
if (pl.old_viewofs != pl.view_ofs[2])
|
||||
pl.SendFlags |= PLAYER_VIEWOFS;
|
||||
|
||||
if (pl.old_baseframe != pl.baseframe)
|
||||
pl.SendFlags |= PLAYER_BASEFRAME;
|
||||
|
||||
if (pl.old_frame != pl.frame)
|
||||
pl.SendFlags |= PLAYER_FRAME;
|
||||
|
||||
if (pl.old_a_ammo1 != pl.a_ammo1)
|
||||
pl.SendFlags |= PLAYER_AMMO1;
|
||||
|
||||
if (pl.old_a_ammo2 != pl.a_ammo2)
|
||||
pl.SendFlags |= PLAYER_AMMO2;
|
||||
|
||||
if (pl.old_a_ammo3 != pl.a_ammo3)
|
||||
pl.SendFlags |= PLAYER_AMMO3;
|
||||
|
||||
pl.old_modelindex = pl.modelindex;
|
||||
pl.old_origin = pl.origin;
|
||||
pl.old_angles = pl.angles;
|
||||
pl.old_angles[0] = pl.v_angle[0];
|
||||
pl.old_velocity = pl.velocity;
|
||||
pl.old_flags = pl.flags;
|
||||
pl.old_gflags = pl.gflags;
|
||||
pl.old_activeweapon = pl.activeweapon;
|
||||
pl.old_items = pl.g_items;
|
||||
pl.old_health = pl.health;
|
||||
pl.old_armor = pl.armor;
|
||||
pl.old_movetype = pl.movetype;
|
||||
pl.old_viewofs = pl.view_ofs[2];
|
||||
pl.old_baseframe = pl.baseframe;
|
||||
pl.old_frame = pl.frame;
|
||||
pl.old_a_ammo1 = pl.a_ammo1;
|
||||
pl.old_a_ammo2 = pl.a_ammo2;
|
||||
pl.old_a_ammo3 = pl.a_ammo3;
|
||||
|
||||
pl.sh_insaneactive = bound(0.0f, pl.sh_insaneactive - frametime, pl.sh_insaneactive);
|
||||
|
||||
if (pl.sh_insaneactive > 0.0f)
|
||||
pl.flags |= FL_RESERVED1;
|
||||
else {
|
||||
if (pl.flags & FL_RESERVED1) {
|
||||
bprint(PRINT_CHAT, sprintf("%s is no longer insane!\n", pl.netname));
|
||||
}
|
||||
pl.flags &= ~FL_RESERVED1;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::PlayerConnect(base_player pl)
|
||||
{
|
||||
if (Plugin_PlayerConnect(pl) == FALSE)
|
||||
bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::PlayerDisconnect(base_player pl)
|
||||
{
|
||||
bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
|
||||
|
||||
/* Make this unusable */
|
||||
pl.solid = SOLID_NOT;
|
||||
pl.movetype = MOVETYPE_NONE;
|
||||
pl.modelindex = 0;
|
||||
pl.health = 0;
|
||||
pl.takedamage = 0;
|
||||
pl.SendFlags = PLAYER_MODELINDEX;
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::PlayerKill(base_player pp)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
|
||||
}
|
||||
|
||||
void
|
||||
SHMultiplayerRules::ScientistKill(base_player pp, entity sci)
|
||||
{
|
||||
player pl = (player)pp;
|
||||
/* obituary networking */
|
||||
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
||||
WriteByte(MSG_MULTICAST, EV_OBITUARY);
|
||||
WriteString(MSG_MULTICAST, pl.netname);
|
||||
WriteString(MSG_MULTICAST, sci.netname);
|
||||
WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
|
||||
WriteByte(MSG_MULTICAST, 0);
|
||||
msg_entity = world;
|
||||
multicast([0,0,0], MULTICAST_ALL);
|
||||
pl.frags++;
|
||||
|
||||
/*if (g_weapons[g_dmg_iWeapon].slot != 0)
|
||||
return;*/
|
||||
|
||||
/* if this is our first kill in a while, or in the timer... */
|
||||
if (pl.sh_insanecount == 0 || pl.sh_insanetime > time) {
|
||||
pl.sh_insanecount++;
|
||||
} else {
|
||||
pl.sh_insanecount = 0;
|
||||
}
|
||||
|
||||
if (pl.sh_insanecount >= autocvar_sh_insanity) {
|
||||
if (pl.sh_insaneactive <= 0.0f)
|
||||
bprint(PRINT_CHAT, sprintf("%s is going insane!\n", pl.netname));
|
||||
|
||||
pl.sh_insaneactive += 3.0f;
|
||||
|
||||
if (pl.sh_insaneactive > 60)
|
||||
pl.sh_insaneactive = 60;
|
||||
}
|
||||
|
||||
/* timer gets touched every time */
|
||||
pl.sh_insanetime = time + 2.0f;
|
||||
}
|
68
src/server/input.qc
Normal file
68
src/server/input.qc
Normal file
|
@ -0,0 +1,68 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/*
|
||||
=================
|
||||
Input_Handle
|
||||
|
||||
Handles impulse and whatnot
|
||||
=================
|
||||
*/
|
||||
void Game_Input(void)
|
||||
{
|
||||
if (input_buttons & INPUT_BUTTON0) {
|
||||
Weapons_Primary();
|
||||
} else if (input_buttons & INPUT_BUTTON4) {
|
||||
Weapons_Reload();
|
||||
} else if (input_buttons & INPUT_BUTTON3) {
|
||||
Weapons_Secondary();
|
||||
} else {
|
||||
Weapons_Release();
|
||||
}
|
||||
|
||||
if (input_buttons & INPUT_BUTTON5) {
|
||||
Player_UseDown();
|
||||
} else {
|
||||
Player_UseUp();
|
||||
}
|
||||
|
||||
if (self.impulse == 100) {
|
||||
Flashlight_Toggle();
|
||||
}
|
||||
|
||||
if (cvar("sv_cheats") == 1) {
|
||||
player pl = (player)self;
|
||||
|
||||
if (self.impulse == 102) {
|
||||
// Respawn all the entities
|
||||
for (entity a = world; (a = findfloat(a, ::identity, 1));) {
|
||||
CBaseEntity caw = (CBaseEntity)a;
|
||||
caw.Respawn();
|
||||
}
|
||||
bprint(PRINT_HIGH, "Respawning all map entities...\n");
|
||||
}
|
||||
|
||||
if (self.impulse == 103) {
|
||||
for (entity a = world; (a = find(a, classname, "func_breakable"));) {
|
||||
func_breakable caw = (func_breakable)a;
|
||||
caw.Death();
|
||||
}
|
||||
bprint(PRINT_HIGH, "BREAK EVERYTHING!\n");
|
||||
}
|
||||
}
|
||||
|
||||
self.impulse = 0;
|
||||
}
|
337
src/server/monster_scientist.qc
Normal file
337
src/server/monster_scientist.qc
Normal file
|
@ -0,0 +1,337 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
var int autocvar_sh_scialert = FALSE;
|
||||
var int autocvar_sh_scispeed = 40;
|
||||
var int autocvar_sh_sciattack = TRUE;
|
||||
|
||||
|
||||
enum
|
||||
{
|
||||
SCIA_WALK,
|
||||
SCIA_WALKSCARED,
|
||||
SCIA_RUN,
|
||||
SCIA_RUNSCARED,
|
||||
SCIA_RUNLOOK,
|
||||
SCIA_180LEFT,
|
||||
SCIA_180RIGHT,
|
||||
SCIA_FLINCH,
|
||||
SCIA_PAIN,
|
||||
SCIA_PAINLEFT,
|
||||
SCIA_PAINRIGHT,
|
||||
SCIA_PAINLEGLEFT,
|
||||
SCIA_PAINLEGRIGHT,
|
||||
SCIA_IDLE1,
|
||||
SCIA_IDLE2,
|
||||
SCIA_IDLE3,
|
||||
SCIA_IDLE4,
|
||||
SCIA_IDLE5,
|
||||
SCIA_IDLE6,
|
||||
SCIA_SCARED_END,
|
||||
SCIA_SCARED1,
|
||||
SCIA_SCARED2,
|
||||
SCIA_SCARED3,
|
||||
SCIA_SCARED4,
|
||||
SCIA_PANIC,
|
||||
SCIA_FEAR1,
|
||||
SCIA_FEAR2,
|
||||
SCIA_CRY,
|
||||
SCIA_SCI1,
|
||||
SCIA_SCI2,
|
||||
SCIA_SCI3,
|
||||
SCIA_DIE_SIMPLE,
|
||||
SCIA_DIE_FORWARD1,
|
||||
SCIA_DIE_FORWARD2,
|
||||
SCIA_DIE_BACKWARD,
|
||||
SCIA_DIE_HEADSHOT,
|
||||
SCIA_DIE_GUTSHOT,
|
||||
SCIA_LYING1,
|
||||
SCIA_LYING2,
|
||||
SCIA_DEADSIT,
|
||||
SCIA_DEADTABLE1,
|
||||
SCIA_DEADTABLE2,
|
||||
SCIA_DEADTABLE3
|
||||
};
|
||||
|
||||
class monster_scientist:CBaseNPC
|
||||
{
|
||||
void(void) monster_scientist;
|
||||
|
||||
virtual void(void) Respawn;
|
||||
virtual void(void) Pain;
|
||||
virtual void(void) Death;
|
||||
virtual void(void) OnPlayerUse;
|
||||
virtual void(void) TalkPanic;
|
||||
virtual int(void) AnimIdle;
|
||||
virtual int(void) AnimWalk;
|
||||
virtual int(void) AnimRun;
|
||||
|
||||
virtual int(void) AttackMelee;
|
||||
virtual void(void) AttackNeedle;
|
||||
};
|
||||
|
||||
int
|
||||
monster_scientist::AttackMelee(void)
|
||||
{
|
||||
/* visual */
|
||||
AnimPlay(28);
|
||||
m_flAttackThink = m_flAnimTime;
|
||||
|
||||
float r = random();
|
||||
|
||||
if (r < 0.33)
|
||||
Sentence("!SC_CUREA");
|
||||
else if (r < 0.66)
|
||||
Sentence("!SC_CUREB");
|
||||
else
|
||||
Sentence("!SC_CUREC");
|
||||
|
||||
/* functional */
|
||||
think = AttackNeedle;
|
||||
nextthink = 0.25f;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::AttackNeedle(void)
|
||||
{
|
||||
traceline(origin, m_eEnemy.origin, FALSE, this);
|
||||
|
||||
if (trace_fraction >= 1.0 || trace_ent.takedamage != DAMAGE_YES) {
|
||||
return;
|
||||
}
|
||||
|
||||
Damage_Apply(trace_ent, this, 25, 0, 0);
|
||||
AnimPlay(30);
|
||||
}
|
||||
|
||||
int
|
||||
monster_scientist::AnimIdle(void)
|
||||
{
|
||||
return SCIA_IDLE1;
|
||||
}
|
||||
|
||||
int
|
||||
monster_scientist::AnimWalk(void)
|
||||
{
|
||||
return SCIA_WALK;
|
||||
}
|
||||
|
||||
int
|
||||
monster_scientist::AnimRun(void)
|
||||
{
|
||||
return SCIA_RUN;
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::TalkPanic(void)
|
||||
{
|
||||
int r = floor(random(0,30));
|
||||
|
||||
switch (r) {
|
||||
case 1:
|
||||
Sentence("!SC_SCARED1"); //scientist/stopattacking
|
||||
break;
|
||||
case 2:
|
||||
Sentence("!SC_SCARED2"); //scientist/youinsane
|
||||
break;
|
||||
case 3:
|
||||
Sentence("!SC_PLFEAR0"); //scientist/whatyoudoing
|
||||
break;
|
||||
case 4:
|
||||
Sentence("!SC_PLFEAR2"); //scientist/madness
|
||||
break;
|
||||
case 5:
|
||||
Sentence("!SC_PLFEAR3"); //scientist/noplease
|
||||
break;
|
||||
case 6:
|
||||
Sentence("!SC_PLFEAR4"); //scientist/getoutofhere
|
||||
break;
|
||||
case 7:
|
||||
Sentence("!SC_FEAR3"); //scientist/dontwantdie
|
||||
break;
|
||||
case 8:
|
||||
Sentence("!SC_FEAR4"); //scientist/getoutalive
|
||||
break;
|
||||
case 9:
|
||||
Sentence("!SC_FEAR5"); //scientist/startle3
|
||||
break;
|
||||
case 10:
|
||||
Sentence("!SC_FEAR6"); //scientist/startle4
|
||||
break;
|
||||
case 11:
|
||||
Sentence("!SC_FEAR7"); //scientist/startle5
|
||||
break;
|
||||
case 12:
|
||||
Sentence("!SC_FEAR8"); //scientist/startle6
|
||||
break;
|
||||
case 13:
|
||||
Sentence("!SC_FEAR9"); //scientist/startle7
|
||||
break;
|
||||
case 14:
|
||||
Sentence("!SC_FEAR10"); //scientist/startle8
|
||||
break;
|
||||
case 15:
|
||||
Sentence("!SC_FEAR11"); //scientist/startle9
|
||||
break;
|
||||
case 16:
|
||||
Sentence("!SC_FEAR12"); //scientist/startle1
|
||||
break;
|
||||
default:
|
||||
Sentence("!SC_SCREAM"); //scientist/sci_fear15
|
||||
}
|
||||
|
||||
m_flNextSentence = time + 2.0 + random(0,3);
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::Pain(void)
|
||||
{
|
||||
if (autocvar_sh_sciattack)
|
||||
CBaseMonster::Pain();
|
||||
|
||||
StartleAllies();
|
||||
|
||||
if (m_flAnimTime > time) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (random() < 0.25f) {
|
||||
return;
|
||||
}
|
||||
|
||||
Sound_Speak(this, "monster_scientist.pain");
|
||||
|
||||
frame = SCIA_FLINCH + floor(random(0, 6));
|
||||
m_flAnimTime = time + 0.25f;
|
||||
m_iFlags |= MONSTER_FEAR;
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::Death(void)
|
||||
{
|
||||
WarnAllies();
|
||||
|
||||
if (style != MONSTER_DEAD) {
|
||||
SHMultiplayerRules rules = (SHMultiplayerRules)g_grMode;
|
||||
|
||||
if (g_dmg_eAttacker.flags & FL_CLIENT)
|
||||
rules.ScientistKill((player)g_dmg_eAttacker, (entity)this);
|
||||
|
||||
Plugin_PlayerObituary(g_dmg_eAttacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
|
||||
|
||||
SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
|
||||
Sound_Speak(this, "monster_scientist.die");
|
||||
}
|
||||
|
||||
/* now mark our state as 'dead' */
|
||||
CBaseNPC::Death();
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::OnPlayerUse(void)
|
||||
{
|
||||
if (m_iFlags & MONSTER_FEAR)
|
||||
return;
|
||||
|
||||
CBaseNPC::OnPlayerUse();
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::Respawn(void)
|
||||
{
|
||||
CBaseNPC::Respawn();
|
||||
m_iFlags |= MONSTER_CANFOLLOW;
|
||||
PlayerUse = OnPlayerUse;
|
||||
|
||||
if (autocvar_sh_scialert) {
|
||||
m_iFlags |= MONSTER_FEAR;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
monster_scientist::monster_scientist(void)
|
||||
{
|
||||
spawnflags |= MSF_MULTIPLAYER;
|
||||
|
||||
Sound_Precache("monster_scientist.die");
|
||||
Sound_Precache("monster_scientist.pain");
|
||||
|
||||
m_iBody = -1;
|
||||
for (int i = 1; i < (tokenize(__fullspawndata)-1); i += 2) {
|
||||
switch (argv(i)) {
|
||||
case "body":
|
||||
m_iBody = stoi(argv(i+1)) + 1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
m_talkAsk = "!SC_QUESTION";
|
||||
m_talkPlayerAsk = "!SC_PQUEST";
|
||||
m_talkPlayerGreet = "!SC_PHELLO";
|
||||
m_talkPlayerIdle = "!SC_PIDLE";
|
||||
m_talkAnswer = "!SC_ANSWER";
|
||||
m_talkAllyShot = "!SC_PLFEAR";
|
||||
m_talkGreet = "";
|
||||
m_talkIdle = "!SC_IDLE";
|
||||
m_talkHearing = "!SC_HEAR";
|
||||
m_talkSmelling = "!SC_SMELL";
|
||||
m_talkStare = "!SC_STARE";
|
||||
m_talkSurvived = "!SC_WOUND";
|
||||
m_talkWounded = "!SC_MORTAL";
|
||||
m_talkUnfollow = "!SC_WAIT";
|
||||
m_talkFollow = "!SC_OK";
|
||||
m_talkStopFollow = "!SC_STOP";
|
||||
|
||||
m_iBody = -1;
|
||||
|
||||
if (autocvar_sh_sciattack)
|
||||
m_iAlliance = MAL_ALIEN;
|
||||
|
||||
model = "models/scientist.mdl";
|
||||
base_mins = [-16,-16,0];
|
||||
base_maxs = [16,16,72];
|
||||
CBaseNPC::CBaseNPC();
|
||||
precache_model(m_oldModel);
|
||||
base_health = Skill_GetValue("scientist_health", 20);
|
||||
|
||||
if (m_iBody == -1) {
|
||||
/* This stuff needs to be persistent because we can't guarantee that
|
||||
* the client-side geomset refresh happens. Don't shove this into Respawn */
|
||||
m_iBody = floor(random(1,5));
|
||||
}
|
||||
|
||||
switch (m_iBody) {
|
||||
case 1:
|
||||
m_flPitch = 105;
|
||||
netname = "Walter";
|
||||
break;
|
||||
case 2:
|
||||
m_flPitch = 100;
|
||||
netname = "Einstein";
|
||||
break;
|
||||
case 3:
|
||||
m_flPitch = 95;
|
||||
netname = "Luther";
|
||||
skin = 1;
|
||||
break;
|
||||
default:
|
||||
m_flPitch = 100;
|
||||
netname = "Slick";
|
||||
}
|
||||
}
|
89
src/server/progs.src
Executable file
89
src/server/progs.src
Executable file
|
@ -0,0 +1,89 @@
|
|||
#pragma target fte
|
||||
#pragma progs_dat "../../progs.dat"
|
||||
|
||||
#define QWSSQC
|
||||
#define SERVER
|
||||
#define VALVE
|
||||
#define SCIHUNT
|
||||
#define GS_RENDERFX
|
||||
|
||||
#includelist
|
||||
../../../src/shared/fteextensions.qc
|
||||
../../../src/gs-entbase/server/defs.h
|
||||
../../../src/shared/defs.h
|
||||
../../../src/server/defs.h
|
||||
|
||||
../../../src/gs-entbase/server.src
|
||||
../../../src/gs-entbase/shared.src
|
||||
../shared/include.src
|
||||
|
||||
defs.h
|
||||
|
||||
../../../valve/src/server/monster_apache.qc
|
||||
../../../valve/src/server/monster_alien_controller.qc
|
||||
../../../valve/src/server/monster_alien_grunt.qc
|
||||
../../../valve/src/server/monster_alien_slave.qc
|
||||
../../../valve/src/server/monster_barnacle.qc
|
||||
../../../valve/src/server/monster_barney.qc
|
||||
../../../valve/src/server/monster_barney_dead.qc
|
||||
../../../valve/src/server/monster_bigmomma.qc
|
||||
../../../valve/src/server/monster_bloater.qc
|
||||
../../../valve/src/server/monster_bullchicken.qc
|
||||
../../../valve/src/server/monster_cockroach.qc
|
||||
../../../valve/src/server/monster_flyer_flock.qc
|
||||
../../../valve/src/server/monster_gargantua.qc
|
||||
../../../valve/src/server/monster_gman.qc
|
||||
../../../valve/src/server/monster_headcrab.qc
|
||||
../../../valve/src/server/monster_babycrab.qc
|
||||
../../../valve/src/server/monster_hevsuit_dead.qc
|
||||
../../../valve/src/server/monster_houndeye.qc
|
||||
../../../valve/src/server/monster_human_grunt.qc
|
||||
../../../valve/src/server/monster_hgrunt_dead.qc
|
||||
../../../valve/src/server/monster_human_assassin.qc
|
||||
../../../valve/src/server/monster_ichthyosaur.qc
|
||||
../../../valve/src/server/monster_leech.qc
|
||||
../../../valve/src/server/monster_miniturret.qc
|
||||
../../../valve/src/server/monster_nihilanth.qc
|
||||
../../../valve/src/server/monster_osprey.qc
|
||||
../../../valve/src/server/monster_rat.qc
|
||||
../../../valve/src/server/monster_scientist_dead.qc
|
||||
../../../valve/src/server/monster_sitting_scientist.qc
|
||||
../../../valve/src/server/monster_sentry.qc
|
||||
../../../valve/src/server/monster_tentacle.qc
|
||||
../../../valve/src/server/monster_turret.qc
|
||||
../../../valve/src/server/monster_zombie.qc
|
||||
monster_scientist.qc
|
||||
|
||||
../../../valve/src/server/player.qc
|
||||
../../../valve/src/server/spectator.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
|
||||
|
||||
shdata_parse.qc
|
||||
gamerules.qc
|
||||
../../../valve/src/server/client.qc
|
||||
server.qc
|
||||
../../../valve/src/server/damage.qc
|
||||
../../../valve/src/server/rules.qc
|
||||
../../../valve/src/server/flashlight.qc
|
||||
../../../base/src/server/modelevent.qc
|
||||
|
||||
../../../src/botlib/include.src
|
||||
|
||||
input.qc
|
||||
../../../valve/src/server/spawn.qc
|
||||
|
||||
../../../src/server/include.src
|
||||
../../../src/shared/include.src
|
||||
#endlist
|
34
src/server/server.qc
Normal file
34
src/server/server.qc
Normal file
|
@ -0,0 +1,34 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
void
|
||||
Game_InitRules(void)
|
||||
{
|
||||
g_grMode = spawn(SHMultiplayerRules);
|
||||
}
|
||||
|
||||
void Game_Worldspawn(void)
|
||||
{
|
||||
precache_model("models/player.mdl");
|
||||
precache_model("models/w_weaponbox.mdl");
|
||||
Sound_Precache("player.die");
|
||||
Sound_Precache("player.fall");
|
||||
Sound_Precache("player.lightfall");
|
||||
|
||||
Player_Precache();
|
||||
Weapons_Init();
|
||||
SHData_Parse(mapname);
|
||||
}
|
138
src/server/shdata_parse.qc
Normal file
138
src/server/shdata_parse.qc
Normal file
|
@ -0,0 +1,138 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/* If only origin parameters are applied, make something up */
|
||||
var int autocvar_sh_sciyaw = TRUE;
|
||||
|
||||
/* Limit the amount of scientists spawned */
|
||||
var int autocvar_sh_scimax = 30;
|
||||
|
||||
void SHData_SpawnScientist(void)
|
||||
{
|
||||
static int slimit = 0;
|
||||
if (autocvar_sh_scimax) {
|
||||
if (slimit >= autocvar_sh_scimax) {
|
||||
dprint("shdata: scientist limit hit. ignored\n");
|
||||
remove(self);
|
||||
return;
|
||||
}
|
||||
slimit++;
|
||||
}
|
||||
spawnfunc_monster_scientist();
|
||||
}
|
||||
|
||||
void SHData_New(void)
|
||||
{
|
||||
entity new = spawn();
|
||||
new.origin[0] = stof(argv(1));
|
||||
new.origin[1] = stof(argv(2));
|
||||
new.origin[2] = stof(argv(3));
|
||||
|
||||
if (autocvar_sh_sciyaw) {
|
||||
new.angles[1] = Math_FixDelta(random(0,360));
|
||||
}
|
||||
|
||||
setorigin(new, new.origin);
|
||||
|
||||
entity oldself = self;
|
||||
self = new;
|
||||
|
||||
if (argv(0) == "monster_scientist") {
|
||||
SHData_SpawnScientist();
|
||||
} else if (argv(0) == "info_player_team1") {
|
||||
self.classname = "info_player_deathmatch";
|
||||
} else if (argv(0) == "info_player_team2") {
|
||||
self.classname = "info_player_deathmatch";
|
||||
}
|
||||
self = oldself;
|
||||
}
|
||||
|
||||
void SHData_NewAngles(void)
|
||||
{
|
||||
entity new = spawn();
|
||||
new.origin[0] = stof(argv(1));
|
||||
new.origin[1] = stof(argv(2));
|
||||
new.origin[2] = stof(argv(3));
|
||||
new.angles[0] = stof(argv(4));
|
||||
new.angles[1] = stof(argv(5));
|
||||
new.angles[2] = stof(argv(6));
|
||||
setorigin(new, new.origin);
|
||||
|
||||
entity oldself = self;
|
||||
self = new;
|
||||
|
||||
if (argv(0) == "monster_scientist") {
|
||||
SHData_SpawnScientist();
|
||||
} else if (argv(0) == "info_player_team1") {
|
||||
self.classname = "info_player_deathmatch";
|
||||
} else if (argv(0) == "info_player_team2") {
|
||||
self.classname = "info_player_deathmatch";
|
||||
}
|
||||
self = oldself;
|
||||
}
|
||||
|
||||
void SHData_GetItems(player pl)
|
||||
{
|
||||
/* TODO: Parse the config files */
|
||||
pl.ammo_9mm = 68;
|
||||
pl.ammo_buckshot = 34;
|
||||
pl.ammo_bolt = 50;
|
||||
pl.ammo_357 = 36;
|
||||
pl.ammo_m203_grenade = 3;
|
||||
pl.ammo_rocket = 5;
|
||||
pl.ammo_snark = 10;
|
||||
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
|
||||
Weapons_AddItem(pl, WEAPON_GLOCK, -1);
|
||||
Weapons_AddItem(pl, WEAPON_PYTHON, -1);
|
||||
Weapons_AddItem(pl, WEAPON_MP5, -1);
|
||||
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
|
||||
Weapons_AddItem(pl, WEAPON_CROSSBOW, -1);
|
||||
Weapons_AddItem(pl, WEAPON_RPG, -1);
|
||||
Weapons_AddItem(pl, WEAPON_GAUSS, -1);
|
||||
Weapons_AddItem(pl, WEAPON_EGON, -1);
|
||||
Weapons_AddItem(pl, WEAPON_HORNETGUN, -1);
|
||||
Weapons_AddItem(pl, WEAPON_HANDGRENADE, -1);
|
||||
Weapons_AddItem(pl, WEAPON_SATCHEL, -1);
|
||||
Weapons_AddItem(pl, WEAPON_TRIPMINE, -1);
|
||||
Weapons_AddItem(pl, WEAPON_SNARK, -1);
|
||||
Weapons_AddItem(pl, WEAPON_CANNON, -1);
|
||||
Weapons_AddItem(pl, WEAPON_CHAINSAW, -1);
|
||||
Weapons_AddItem(pl, WEAPON_HAMMER, -1);
|
||||
}
|
||||
|
||||
void SHData_Parse(string map)
|
||||
{
|
||||
int c;
|
||||
string temp;
|
||||
filestream shdfile = fopen(sprintf("SH_Data/%s.shd", map), FILE_READ);
|
||||
|
||||
if (shdfile < 0) {
|
||||
dprint(sprintf("^1WARNING^7: Could not load SH_Data/%s.shd\n", map));
|
||||
return;
|
||||
}
|
||||
|
||||
if (shdfile >= 0) {
|
||||
while ((temp = fgets(shdfile))) {
|
||||
c = tokenize(temp);
|
||||
|
||||
if (c == 4) {
|
||||
SHData_New();
|
||||
} else if (c == 7) {
|
||||
SHData_NewAngles();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
39
src/shared/include.src
Normal file
39
src/shared/include.src
Normal file
|
@ -0,0 +1,39 @@
|
|||
#includelist
|
||||
../../../valve/src/shared/entities.h
|
||||
../../../valve/src/shared/flags.h
|
||||
player.qc
|
||||
../../../valve/src/shared/weapon_common.h
|
||||
../../../valve/src/shared/animations.h
|
||||
../../../valve/src/shared/animations.qc
|
||||
pmove.qc
|
||||
../../../valve/src/shared/pmove_water.qc
|
||||
|
||||
../../../valve/src/shared/fx_blood.qc
|
||||
../../../valve/src/shared/fx_breakmodel.qc
|
||||
../../../valve/src/shared/fx_explosion.qc
|
||||
../../../valve/src/shared/fx_gibhuman.qc
|
||||
../../../valve/src/shared/fx_spark.qc
|
||||
../../../valve/src/shared/fx_impact.qc
|
||||
|
||||
items.h
|
||||
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
|
||||
w_cannon.qc
|
||||
w_chainsaw.qc
|
||||
w_hammer.qc
|
||||
weapons.qc
|
||||
../../../valve/src/shared/weapon_common.qc
|
||||
#endlist
|
51
src/shared/items.h
Normal file
51
src/shared/items.h
Normal file
|
@ -0,0 +1,51 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#define ITEM_CROWBAR 0x00000001
|
||||
#define ITEM_GLOCK 0x00000002
|
||||
#define ITEM_PYTHON 0x00000004
|
||||
#define ITEM_MP5 0x00000008
|
||||
#define ITEM_CROSSBOW 0x00000010
|
||||
#define ITEM_SHOTGUN 0x00000020
|
||||
#define ITEM_RPG 0x00000040
|
||||
#define ITEM_GAUSS 0x00000080
|
||||
|
||||
#define ITEM_EGON 0x00000100
|
||||
#define ITEM_HORNETGUN 0x00000200
|
||||
#define ITEM_HANDGRENADE 0x00000400
|
||||
#define ITEM_TRIPMINE 0x00000800
|
||||
#define ITEM_SATCHEL 0x00001000
|
||||
#define ITEM_SNARK 0x00002000
|
||||
#define ITEM_SUIT 0x00004000
|
||||
#define ITEM_LONGJUMP 0x00008000
|
||||
|
||||
#define ITEM_HEALTHKIT 0x00010000
|
||||
#define ITEM_BATTERY 0x00020000
|
||||
#define ITEM_CANNON 0x00040000
|
||||
#define ITEM_CHAINSAW 0x00080000
|
||||
#define ITEM_HAMMER 0x00100000
|
||||
#define ITEM_UNUSED22 0x00200000
|
||||
#define ITEM_UNUSED23 0x00400000
|
||||
#define ITEM_UNUSED24 0x00800000
|
||||
|
||||
#define ITEM_UNUSED25 0x01000000
|
||||
#define ITEM_UNUSED26 0x02000000
|
||||
#define ITEM_UNUSED27 0x04000000
|
||||
#define ITEM_UNUSED28 0x08000000
|
||||
#define ITEM_UNUSED29 0x10000000
|
||||
#define ITEM_UNUSED30 0x20000000
|
||||
#define ITEM_UNUSED31 0x40000000
|
||||
#define ITEM_UNUSED32 0x80000000
|
710
src/shared/player.qc
Normal file
710
src/shared/player.qc
Normal file
|
@ -0,0 +1,710 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/* all potential SendFlags bits we can possibly send */
|
||||
enumflags
|
||||
{
|
||||
PLAYER_KEEPALIVE,
|
||||
PLAYER_MODELINDEX,
|
||||
PLAYER_ORIGIN,
|
||||
PLAYER_ORIGIN_Z,
|
||||
PLAYER_ANGLES_X,
|
||||
PLAYER_ANGLES_Y,
|
||||
PLAYER_ANGLES_Z,
|
||||
PLAYER_VELOCITY,
|
||||
PLAYER_VELOCITY_Z,
|
||||
PLAYER_FLAGS,
|
||||
PLAYER_WEAPON,
|
||||
PLAYER_ITEMS,
|
||||
PLAYER_HEALTH,
|
||||
PLAYER_ARMOR,
|
||||
PLAYER_MOVETYPE,
|
||||
PLAYER_VIEWOFS,
|
||||
PLAYER_BASEFRAME,
|
||||
PLAYER_FRAME,
|
||||
PLAYER_AMMO1,
|
||||
PLAYER_AMMO2,
|
||||
PLAYER_AMMO3,
|
||||
PLAYER_UNUSED1,
|
||||
PLAYER_UNUSED2
|
||||
};
|
||||
|
||||
/* ammo 1 type updates */
|
||||
enumflags
|
||||
{
|
||||
AMMO1_GLOCK,
|
||||
AMMO1_MP5,
|
||||
AMMO1_PYTHON,
|
||||
AMMO1_SHOTGUN,
|
||||
AMMO1_CROSSBOW,
|
||||
AMMO1_RPG,
|
||||
AMMO1_SATCHEL,
|
||||
AMMO1_CANNON
|
||||
};
|
||||
|
||||
/* ammo 2 type updates */
|
||||
enumflags
|
||||
{
|
||||
AMMO2_9MM,
|
||||
AMMO2_357,
|
||||
AMMO2_BUCKSHOT,
|
||||
AMMO2_BOLT,
|
||||
AMMO2_ROCKET,
|
||||
AMMO2_URANIUM,
|
||||
AMMO2_HANDGRENADE,
|
||||
AMMO2_SATCHEL,
|
||||
AMMO2_TRIPMINE,
|
||||
AMMO2_SNARK,
|
||||
AMMO2_HORNET
|
||||
};
|
||||
|
||||
enumflags
|
||||
{
|
||||
AMMO3_M203_GRENADE,
|
||||
AMMO3_SHOTGUN_STATE,
|
||||
AMMO3_GAUSS_STATE,
|
||||
AMMO3_GAUSS_VOLUME,
|
||||
AMMO3_EGON_STATE,
|
||||
AMMO3_RPG_STATE,
|
||||
AMMO3_HANDGRENADE_STATE,
|
||||
AMMO3_CHAINSAW_STATE,
|
||||
AMMO3_HAMMER_STATE
|
||||
};
|
||||
|
||||
noref int input_sequence;
|
||||
class player:base_player
|
||||
{
|
||||
/* Weapon specific */
|
||||
int glock_mag;
|
||||
int glock_mag_net;
|
||||
int mp5_mag;
|
||||
int mp5_mag_net;
|
||||
int python_mag;
|
||||
int python_mag_net;
|
||||
int shotgun_mag;
|
||||
int shotgun_mag_net;
|
||||
int crossbow_mag;
|
||||
int crossbow_mag_net;
|
||||
int rpg_mag;
|
||||
int rpg_mag_net;
|
||||
int satchel_chg;
|
||||
int satchel_chg_net;
|
||||
int cannon_mag;
|
||||
int cannon_mag_net;
|
||||
|
||||
int ammo_9mm;
|
||||
int ammo_9mm_net;
|
||||
int ammo_357;
|
||||
int ammo_357_net;
|
||||
int ammo_buckshot;
|
||||
int ammo_buckshot_net;
|
||||
int ammo_bolt;
|
||||
int ammo_bolt_net;
|
||||
int ammo_rocket;
|
||||
int ammo_rocket_net;
|
||||
int ammo_uranium;
|
||||
int ammo_uranium_net;
|
||||
int ammo_handgrenade;
|
||||
int ammo_handgrenade_net;
|
||||
int ammo_satchel;
|
||||
int ammo_satchel_net;
|
||||
int ammo_tripmine;
|
||||
int ammo_tripmine_net;
|
||||
int ammo_snark;
|
||||
int ammo_snark_net;
|
||||
int ammo_hornet;
|
||||
int ammo_hornet_net;
|
||||
|
||||
int ammo_m203_grenade;
|
||||
int ammo_m203_grenade_net;
|
||||
int ammo_shotgun_state;
|
||||
int ammo_shotgun_state_net;
|
||||
int ammo_gauss_state;
|
||||
int ammo_gauss_state_net;
|
||||
int ammo_gauss_volume;
|
||||
int ammo_gauss_volume_net;
|
||||
int ammo_egon_state;
|
||||
int ammo_egon_state_net;
|
||||
int ammo_rpg_state;
|
||||
int ammo_rpg_state_net;
|
||||
int mode_tempstate;
|
||||
int mode_tempstate_net;
|
||||
int ammo_chainsaw_state;
|
||||
int ammo_chainsaw_state_net;
|
||||
int ammo_hammer_state;
|
||||
int ammo_hammer_state_net;
|
||||
|
||||
#ifdef CLIENT
|
||||
/* External model */
|
||||
entity p_model;
|
||||
int p_hand_bone;
|
||||
int p_model_bone;
|
||||
float lastweapon;
|
||||
|
||||
virtual void(void) gun_offset;
|
||||
virtual void(void) draw;
|
||||
virtual float() predraw;
|
||||
virtual void(void) postdraw;
|
||||
virtual void(float) ReceiveEntity;
|
||||
virtual void(void) PredictPreFrame;
|
||||
virtual void(void) PredictPostFrame;
|
||||
#else
|
||||
virtual void(void) EvaluateEntity;
|
||||
virtual float(entity, float) SendEntity;
|
||||
|
||||
int sh_insanecount;
|
||||
float sh_insanetime;
|
||||
float sh_insaneactive;
|
||||
#endif
|
||||
};
|
||||
|
||||
#ifdef CLIENT
|
||||
void Weapons_AmmoUpdate(entity);
|
||||
/*
|
||||
=================
|
||||
player::ReceiveEntity
|
||||
=================
|
||||
*/
|
||||
void
|
||||
player::ReceiveEntity(float new)
|
||||
{
|
||||
float fl;
|
||||
if (new == FALSE) {
|
||||
/* Go through all the physics code between the last received frame
|
||||
* and the newest frame and keep the changes this time around instead
|
||||
* of rolling back, because we'll apply the new server-verified values
|
||||
* right after anyway. */
|
||||
/* FIXME: splitscreen */
|
||||
if (entnum == player_localentnum) {
|
||||
/* FIXME: splitscreen */
|
||||
pSeat = &g_seats[0];
|
||||
|
||||
for (int i = sequence+1; i <= servercommandframe; i++) {
|
||||
/* ...maybe the input state is too old? */
|
||||
if (!getinputstate(i)) {
|
||||
break;
|
||||
}
|
||||
input_sequence = i;
|
||||
PMove_Run();
|
||||
}
|
||||
|
||||
/* any differences in things that are read below are now
|
||||
* officially from prediction misses. */
|
||||
}
|
||||
}
|
||||
|
||||
/* seed for our prediction table */
|
||||
sequence = servercommandframe;
|
||||
|
||||
fl = readfloat();
|
||||
|
||||
/* HACK: we need to make this more reliable */
|
||||
if (fl == UPDATE_ALL) {
|
||||
/* we respawned */
|
||||
gravity = __NULL__;
|
||||
}
|
||||
|
||||
if (fl & PLAYER_MODELINDEX)
|
||||
modelindex = readshort();
|
||||
|
||||
if (fl & PLAYER_ORIGIN) {
|
||||
origin[0] = readcoord();
|
||||
origin[1] = readcoord();
|
||||
}
|
||||
|
||||
if (fl & PLAYER_ORIGIN_Z)
|
||||
origin[2] = readcoord();
|
||||
if (fl & PLAYER_ANGLES_X)
|
||||
pitch = readfloat();
|
||||
if (fl & PLAYER_ANGLES_Y)
|
||||
angles[1] = readfloat();
|
||||
if (fl & PLAYER_ANGLES_Z)
|
||||
angles[2] = readfloat();
|
||||
|
||||
if (fl & PLAYER_VELOCITY) {
|
||||
velocity[0] = readcoord();
|
||||
velocity[1] = readcoord();
|
||||
}
|
||||
|
||||
if (fl & PLAYER_VELOCITY_Z)
|
||||
velocity[2] = readcoord();
|
||||
if (fl & PLAYER_FLAGS) {
|
||||
flags = readfloat();
|
||||
gflags = readfloat();
|
||||
}
|
||||
if (fl & PLAYER_WEAPON)
|
||||
activeweapon = readbyte();
|
||||
if (fl & PLAYER_ITEMS)
|
||||
g_items = (__variant)readfloat();
|
||||
if (fl & PLAYER_HEALTH)
|
||||
health = readbyte();
|
||||
if (fl & PLAYER_ARMOR)
|
||||
armor = readbyte();
|
||||
if (fl & PLAYER_MOVETYPE)
|
||||
movetype = readbyte();
|
||||
if (fl & PLAYER_VIEWOFS)
|
||||
view_ofs[2] = readfloat();
|
||||
if (fl & PLAYER_BASEFRAME)
|
||||
baseframe = readbyte();
|
||||
if (fl & PLAYER_FRAME) {
|
||||
frame = readbyte();
|
||||
frame1time = 0.0f;
|
||||
frame2time = 0.0f;
|
||||
}
|
||||
|
||||
if (fl & PLAYER_AMMO1) {
|
||||
glock_mag = readbyte();
|
||||
mp5_mag = readbyte();
|
||||
python_mag = readbyte();
|
||||
shotgun_mag = readbyte();
|
||||
crossbow_mag = readbyte();
|
||||
rpg_mag = readbyte();
|
||||
satchel_chg = readbyte();
|
||||
cannon_mag = readbyte();
|
||||
}
|
||||
|
||||
if (fl & PLAYER_AMMO2) {
|
||||
ammo_9mm = readbyte();
|
||||
ammo_357 = readbyte();
|
||||
ammo_buckshot = readbyte();
|
||||
ammo_bolt = readbyte();
|
||||
ammo_rocket = readbyte();
|
||||
ammo_uranium = readbyte();
|
||||
ammo_handgrenade = readbyte();
|
||||
ammo_satchel = readbyte();
|
||||
ammo_tripmine = readbyte();
|
||||
ammo_snark = readbyte();
|
||||
ammo_hornet = readbyte();
|
||||
}
|
||||
|
||||
if (fl & PLAYER_AMMO3) {
|
||||
ammo_m203_grenade = readbyte();
|
||||
ammo_shotgun_state = readbyte();
|
||||
ammo_gauss_state = readbyte();
|
||||
ammo_gauss_volume = readbyte();
|
||||
ammo_egon_state = readbyte();
|
||||
ammo_rpg_state = readbyte();
|
||||
mode_tempstate = readbyte();
|
||||
ammo_chainsaw_state = readbyte();
|
||||
ammo_hammer_state = readbyte();
|
||||
}
|
||||
|
||||
if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
|
||||
Weapons_AmmoUpdate(this);
|
||||
|
||||
setorigin(this, origin);
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
player::PredictPostFrame
|
||||
|
||||
Save the last valid server values away in the _net variants of each field
|
||||
so we can roll them back later.
|
||||
=================
|
||||
*/
|
||||
void
|
||||
player::PredictPreFrame(void)
|
||||
{
|
||||
glock_mag_net = glock_mag;
|
||||
mp5_mag_net = mp5_mag;
|
||||
python_mag_net = python_mag;
|
||||
shotgun_mag_net = shotgun_mag;
|
||||
crossbow_mag_net = crossbow_mag;
|
||||
rpg_mag_net = rpg_mag;
|
||||
satchel_chg_net = satchel_chg;
|
||||
cannon_mag_net = cannon_mag;
|
||||
ammo_9mm_net = ammo_9mm;
|
||||
ammo_357_net = ammo_357;
|
||||
ammo_buckshot_net = ammo_buckshot;
|
||||
ammo_bolt_net = ammo_bolt;
|
||||
ammo_rocket_net = ammo_rocket;
|
||||
ammo_uranium_net = ammo_uranium;
|
||||
ammo_handgrenade_net = ammo_handgrenade;
|
||||
ammo_satchel_net = ammo_satchel;
|
||||
ammo_tripmine_net = ammo_tripmine;
|
||||
ammo_snark_net = ammo_snark;
|
||||
ammo_hornet_net = ammo_hornet;
|
||||
|
||||
ammo_m203_grenade_net = ammo_m203_grenade;
|
||||
ammo_shotgun_state_net = ammo_shotgun_state;
|
||||
ammo_gauss_state_net = ammo_gauss_state;
|
||||
ammo_gauss_volume_net = ammo_gauss_volume;
|
||||
ammo_egon_state_net = ammo_egon_state;
|
||||
ammo_rpg_state_net = ammo_rpg_state;
|
||||
mode_tempstate_net = mode_tempstate;
|
||||
ammo_chainsaw_state_net = ammo_chainsaw_state;
|
||||
ammo_hammer_state_net = ammo_hammer_state;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
player::PredictPostFrame
|
||||
|
||||
Where we roll back our values to the ones last sent/verified by the server.
|
||||
=================
|
||||
*/
|
||||
void
|
||||
player::PredictPostFrame(void)
|
||||
{
|
||||
glock_mag = glock_mag_net;
|
||||
mp5_mag = mp5_mag_net;
|
||||
python_mag = python_mag_net;
|
||||
shotgun_mag = shotgun_mag_net;
|
||||
crossbow_mag = crossbow_mag_net;
|
||||
rpg_mag = rpg_mag_net;
|
||||
satchel_chg = satchel_chg_net;
|
||||
cannon_mag = cannon_mag_net;
|
||||
|
||||
ammo_9mm = ammo_9mm_net;
|
||||
ammo_357 = ammo_357_net;
|
||||
ammo_buckshot = ammo_buckshot_net;
|
||||
ammo_m203_grenade = ammo_m203_grenade_net;
|
||||
ammo_bolt = ammo_bolt_net;
|
||||
ammo_rocket = ammo_rocket_net;
|
||||
ammo_uranium = ammo_uranium_net;
|
||||
ammo_handgrenade = ammo_handgrenade_net;
|
||||
ammo_satchel = ammo_satchel_net;
|
||||
ammo_tripmine = ammo_tripmine_net;
|
||||
ammo_snark = ammo_snark_net;
|
||||
ammo_hornet = ammo_hornet_net;
|
||||
|
||||
ammo_m203_grenade = ammo_m203_grenade_net;
|
||||
ammo_shotgun_state = ammo_shotgun_state_net;
|
||||
ammo_gauss_state = ammo_gauss_state_net;
|
||||
ammo_gauss_volume = ammo_gauss_volume_net;
|
||||
ammo_egon_state = ammo_egon_state_net;
|
||||
ammo_rpg_state = ammo_rpg_state_net;
|
||||
mode_tempstate = mode_tempstate_net;
|
||||
ammo_chainsaw_state = ammo_chainsaw_state_net;
|
||||
ammo_hammer_state = ammo_hammer_state_net;
|
||||
}
|
||||
|
||||
#else
|
||||
void
|
||||
player::EvaluateEntity(void)
|
||||
{
|
||||
SendFlags |= PLAYER_KEEPALIVE;
|
||||
|
||||
if (old_modelindex != modelindex)
|
||||
SendFlags |= PLAYER_MODELINDEX;
|
||||
|
||||
if (old_origin[0] != origin[0])
|
||||
SendFlags |= PLAYER_ORIGIN;
|
||||
|
||||
if (old_origin[1] != origin[1])
|
||||
SendFlags |= PLAYER_ORIGIN;
|
||||
|
||||
if (old_origin[2] != origin[2])
|
||||
SendFlags |= PLAYER_ORIGIN_Z;
|
||||
|
||||
if (old_angles[0] != v_angle[0])
|
||||
SendFlags |= PLAYER_ANGLES_X;
|
||||
|
||||
if (old_angles[1] != angles[1])
|
||||
SendFlags |= PLAYER_ANGLES_Y;
|
||||
|
||||
if (old_angles[2] != angles[2])
|
||||
SendFlags |= PLAYER_ANGLES_Z;
|
||||
|
||||
if (old_velocity[0] != velocity[0])
|
||||
SendFlags |= PLAYER_VELOCITY;
|
||||
|
||||
if (old_velocity[1] != velocity[1])
|
||||
SendFlags |= PLAYER_VELOCITY;
|
||||
|
||||
if (old_velocity[2] != velocity[2])
|
||||
SendFlags |= PLAYER_VELOCITY_Z;
|
||||
|
||||
if (old_flags != flags)
|
||||
SendFlags |= PLAYER_FLAGS;
|
||||
|
||||
if (old_gflags != gflags)
|
||||
SendFlags |= PLAYER_FLAGS;
|
||||
|
||||
if (old_activeweapon != activeweapon)
|
||||
SendFlags |= PLAYER_WEAPON;
|
||||
|
||||
if (old_items != g_items)
|
||||
SendFlags |= PLAYER_ITEMS;
|
||||
|
||||
if (old_health != health)
|
||||
SendFlags |= PLAYER_HEALTH;
|
||||
|
||||
if (old_armor != armor)
|
||||
SendFlags |= PLAYER_ARMOR;
|
||||
|
||||
if (old_movetype != movetype)
|
||||
SendFlags |= PLAYER_MOVETYPE;
|
||||
|
||||
if (old_viewofs != view_ofs[2])
|
||||
SendFlags |= PLAYER_VIEWOFS;
|
||||
|
||||
if (old_baseframe != baseframe)
|
||||
SendFlags |= PLAYER_BASEFRAME;
|
||||
|
||||
if (old_frame != frame)
|
||||
SendFlags |= PLAYER_FRAME;
|
||||
|
||||
/* ammo 1 type updates */
|
||||
if (glock_mag != glock_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (mp5_mag != mp5_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (python_mag != python_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (shotgun_mag != shotgun_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (crossbow_mag != crossbow_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (rpg_mag != rpg_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (satchel_chg != satchel_chg_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
if (cannon_mag != cannon_mag_net) {
|
||||
SendFlags |= PLAYER_AMMO1;
|
||||
}
|
||||
|
||||
/* ammo 2 type updates */
|
||||
if (ammo_9mm != ammo_9mm_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_357 != ammo_357_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_buckshot != ammo_buckshot_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_bolt != ammo_bolt_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_rocket != ammo_rocket_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_uranium != ammo_uranium_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_handgrenade != ammo_handgrenade_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_satchel != ammo_satchel_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_tripmine != ammo_tripmine_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_snark != ammo_snark_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
if (ammo_hornet != ammo_hornet_net) {
|
||||
SendFlags |= PLAYER_AMMO2;
|
||||
}
|
||||
|
||||
if (ammo_m203_grenade != ammo_m203_grenade_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_shotgun_state != ammo_shotgun_state_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_gauss_state != ammo_gauss_state_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_gauss_volume != ammo_gauss_volume_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_egon_state != ammo_egon_state_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_rpg_state != ammo_rpg_state_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (mode_tempstate != mode_tempstate_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_chainsaw_state != ammo_chainsaw_state_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
if (ammo_hammer_state != ammo_hammer_state_net) {
|
||||
SendFlags |= PLAYER_AMMO3;
|
||||
}
|
||||
|
||||
old_modelindex = modelindex;
|
||||
old_origin = origin;
|
||||
old_angles = angles;
|
||||
old_angles[0] = v_angle[0];
|
||||
old_velocity = velocity;
|
||||
old_flags = flags;
|
||||
old_gflags = gflags;
|
||||
old_activeweapon = activeweapon;
|
||||
old_items = g_items;
|
||||
old_health = health;
|
||||
old_armor = armor;
|
||||
old_movetype = movetype;
|
||||
old_viewofs = view_ofs[2];
|
||||
old_baseframe = baseframe;
|
||||
old_frame = frame;
|
||||
|
||||
glock_mag_net = glock_mag;
|
||||
mp5_mag_net = mp5_mag;
|
||||
python_mag_net = python_mag;
|
||||
shotgun_mag_net = shotgun_mag;
|
||||
crossbow_mag_net = crossbow_mag;
|
||||
rpg_mag_net = rpg_mag;
|
||||
satchel_chg_net = satchel_chg;
|
||||
cannon_mag_net = cannon_mag;
|
||||
|
||||
ammo_9mm_net = ammo_9mm;
|
||||
ammo_357_net = ammo_357;
|
||||
ammo_buckshot_net = ammo_buckshot;
|
||||
ammo_m203_grenade_net = ammo_m203_grenade;
|
||||
ammo_bolt_net = ammo_bolt;
|
||||
ammo_rocket_net = ammo_rocket;
|
||||
ammo_uranium_net = ammo_uranium;
|
||||
ammo_handgrenade_net = ammo_handgrenade;
|
||||
ammo_satchel_net = ammo_satchel;
|
||||
ammo_tripmine_net = ammo_tripmine;
|
||||
ammo_snark_net = ammo_snark;
|
||||
ammo_hornet_net = ammo_hornet;
|
||||
|
||||
ammo_m203_grenade_net = ammo_m203_grenade;
|
||||
ammo_shotgun_state_net = ammo_shotgun_state;
|
||||
ammo_gauss_state_net = ammo_gauss_state;
|
||||
ammo_gauss_volume_net = ammo_gauss_volume;
|
||||
ammo_egon_state_net = ammo_egon_state;
|
||||
ammo_rpg_state_net = ammo_rpg_state;
|
||||
mode_tempstate_net = mode_tempstate;
|
||||
ammo_chainsaw_state_net = ammo_chainsaw_state;
|
||||
ammo_hammer_state_net = ammo_hammer_state;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
player::SendEntity
|
||||
=================
|
||||
*/
|
||||
float
|
||||
player::SendEntity(entity ePEnt, float fChanged)
|
||||
{
|
||||
if (health <= 0 && ePEnt != this) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (ePEnt != self) {
|
||||
fChanged &= ~PLAYER_ITEMS;
|
||||
fChanged &= ~PLAYER_HEALTH;
|
||||
fChanged &= ~PLAYER_ARMOR;
|
||||
fChanged &= ~PLAYER_VIEWOFS;
|
||||
fChanged &= ~PLAYER_AMMO1;
|
||||
fChanged &= ~PLAYER_AMMO2;
|
||||
fChanged &= ~PLAYER_AMMO3;
|
||||
}
|
||||
|
||||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||||
WriteFloat(MSG_ENTITY, fChanged);
|
||||
|
||||
/* really trying to get our moneys worth with 23 bits of mantissa */
|
||||
if (fChanged & PLAYER_MODELINDEX)
|
||||
WriteShort(MSG_ENTITY, modelindex);
|
||||
if (fChanged & PLAYER_ORIGIN) {
|
||||
WriteCoord(MSG_ENTITY, origin[0]);
|
||||
WriteCoord(MSG_ENTITY, origin[1]);
|
||||
}
|
||||
if (fChanged & PLAYER_ORIGIN_Z)
|
||||
WriteCoord(MSG_ENTITY, origin[2]);
|
||||
if (fChanged & PLAYER_ANGLES_X)
|
||||
WriteFloat(MSG_ENTITY, v_angle[0]);
|
||||
if (fChanged & PLAYER_ANGLES_Y)
|
||||
WriteFloat(MSG_ENTITY, angles[1]);
|
||||
if (fChanged & PLAYER_ANGLES_Z)
|
||||
WriteFloat(MSG_ENTITY, angles[2]);
|
||||
if (fChanged & PLAYER_VELOCITY) {
|
||||
WriteCoord(MSG_ENTITY, velocity[0]);
|
||||
WriteCoord(MSG_ENTITY, velocity[1]);
|
||||
}
|
||||
if (fChanged & PLAYER_VELOCITY_Z)
|
||||
WriteCoord(MSG_ENTITY, velocity[2]);
|
||||
if (fChanged & PLAYER_FLAGS) {
|
||||
WriteFloat(MSG_ENTITY, flags);
|
||||
WriteFloat(MSG_ENTITY, gflags);
|
||||
}
|
||||
if (fChanged & PLAYER_WEAPON)
|
||||
WriteByte(MSG_ENTITY, activeweapon);
|
||||
if (fChanged & PLAYER_ITEMS)
|
||||
WriteFloat(MSG_ENTITY, (__variant)g_items);
|
||||
if (fChanged & PLAYER_HEALTH)
|
||||
WriteByte(MSG_ENTITY, bound(0, health, 255));
|
||||
if (fChanged & PLAYER_ARMOR)
|
||||
WriteByte(MSG_ENTITY, armor);
|
||||
if (fChanged & PLAYER_MOVETYPE)
|
||||
WriteByte(MSG_ENTITY, movetype);
|
||||
if (fChanged & PLAYER_VIEWOFS)
|
||||
WriteFloat(MSG_ENTITY, view_ofs[2]);
|
||||
if (fChanged & PLAYER_BASEFRAME)
|
||||
WriteByte(MSG_ENTITY, baseframe);
|
||||
if (fChanged & PLAYER_FRAME)
|
||||
WriteByte(MSG_ENTITY, frame);
|
||||
|
||||
if (fChanged & PLAYER_AMMO1) {
|
||||
WriteByte(MSG_ENTITY, glock_mag);
|
||||
WriteByte(MSG_ENTITY, mp5_mag);
|
||||
WriteByte(MSG_ENTITY, python_mag);
|
||||
WriteByte(MSG_ENTITY, shotgun_mag);
|
||||
WriteByte(MSG_ENTITY, crossbow_mag);
|
||||
WriteByte(MSG_ENTITY, rpg_mag);
|
||||
WriteByte(MSG_ENTITY, satchel_chg);
|
||||
WriteByte(MSG_ENTITY, cannon_mag);
|
||||
}
|
||||
|
||||
if (fChanged & PLAYER_AMMO2) {
|
||||
WriteByte(MSG_ENTITY, ammo_9mm);
|
||||
WriteByte(MSG_ENTITY, ammo_357);
|
||||
WriteByte(MSG_ENTITY, ammo_buckshot);
|
||||
WriteByte(MSG_ENTITY, ammo_bolt);
|
||||
WriteByte(MSG_ENTITY, ammo_rocket);
|
||||
WriteByte(MSG_ENTITY, ammo_uranium);
|
||||
WriteByte(MSG_ENTITY, ammo_handgrenade);
|
||||
WriteByte(MSG_ENTITY, ammo_satchel);
|
||||
WriteByte(MSG_ENTITY, ammo_tripmine);
|
||||
WriteByte(MSG_ENTITY, ammo_snark);
|
||||
WriteByte(MSG_ENTITY, ammo_hornet);
|
||||
}
|
||||
|
||||
if (fChanged & PLAYER_AMMO3) {
|
||||
WriteByte(MSG_ENTITY, ammo_m203_grenade);
|
||||
WriteByte(MSG_ENTITY, ammo_shotgun_state);
|
||||
WriteByte(MSG_ENTITY, ammo_gauss_state);
|
||||
WriteByte(MSG_ENTITY, ammo_gauss_volume);
|
||||
WriteByte(MSG_ENTITY, ammo_egon_state);
|
||||
WriteByte(MSG_ENTITY, ammo_rpg_state);
|
||||
WriteByte(MSG_ENTITY, mode_tempstate);
|
||||
WriteByte(MSG_ENTITY, ammo_chainsaw_state);
|
||||
WriteByte(MSG_ENTITY, ammo_hammer_state);
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
73
src/shared/pmove.qc
Normal file
73
src/shared/pmove.qc
Normal file
|
@ -0,0 +1,73 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#define PHY_JUMP_CHAINWINDOW 0.5
|
||||
#define PHY_JUMP_CHAIN 100
|
||||
#define PHY_JUMP_CHAINDECAY 50
|
||||
|
||||
.float waterlevel;
|
||||
.float watertype;
|
||||
|
||||
float GamePMove_Maxspeed(player target)
|
||||
{
|
||||
if (target.flags & FL_RESERVED1)
|
||||
return (target.flags & FL_CROUCHING) ? 135 : 500;
|
||||
else
|
||||
return (target.flags & FL_CROUCHING) ? 135 : 270;
|
||||
}
|
||||
|
||||
void GamePMove_Fall(player target, float impactspeed)
|
||||
{
|
||||
if (impactspeed > 580) {
|
||||
#ifdef SERVER
|
||||
float fFallDamage = (impactspeed - 580) * (100 / (1024 - 580));
|
||||
Damage_Apply(self, world, fFallDamage, 0, DMG_FALL);
|
||||
Sound_Play(self, CHAN_AUTO, "player.fall");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void GamePMove_Jump(player target)
|
||||
{
|
||||
float flJumptimeDelta;
|
||||
float flChainBonus;
|
||||
|
||||
if (target.waterlevel >= 2) {
|
||||
if (target.watertype == CONTENT_WATER) {
|
||||
target.velocity[2] = 100;
|
||||
} else if (target.watertype == CONTENT_SLIME) {
|
||||
target.velocity[2] = 80;
|
||||
} else {
|
||||
target.velocity[2] = 50;
|
||||
}
|
||||
} else {
|
||||
/* Half-Life: Longjump module */
|
||||
#ifdef VALVE
|
||||
if (target.flags & FL_CROUCHING && target.g_items & 0x00008000i) {
|
||||
target.velocity = v_forward * 512;
|
||||
target.velocity[2] += 100;
|
||||
}
|
||||
#endif
|
||||
target.velocity[2] += 240;
|
||||
}
|
||||
|
||||
if (target.jumptime > 0) {
|
||||
flJumptimeDelta = 0 - (target.jumptime - PHY_JUMP_CHAINWINDOW);
|
||||
flChainBonus = PHY_JUMP_CHAIN - (((PHY_JUMP_CHAINWINDOW - (PHY_JUMP_CHAINWINDOW - flJumptimeDelta)) * 2) * PHY_JUMP_CHAINDECAY);
|
||||
target.velocity[2] += flChainBonus;
|
||||
}
|
||||
target.jumptime = PHY_JUMP_CHAINWINDOW;
|
||||
}
|
279
src/shared/w_cannon.qc
Normal file
279
src/shared/w_cannon.qc
Normal file
|
@ -0,0 +1,279 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#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
|
||||
precache_sound("cannon/cin.wav");
|
||||
precache_sound("cannon/close.wav");
|
||||
precache_sound("cannon/cout.wav");
|
||||
precache_sound("cannon/fire.wav");
|
||||
precache_sound("cannon/open.wav");
|
||||
#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(void)
|
||||
{
|
||||
return "models/p_cannon.mdl";
|
||||
}
|
||||
|
||||
string
|
||||
w_cannon_deathmsg(void)
|
||||
{
|
||||
return "%s killed %s with handcannon.";
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_reload(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next > 0) {
|
||||
return;
|
||||
}
|
||||
if (pl.cannon_mag >= 2) {
|
||||
return;
|
||||
}
|
||||
if (!pl.ammo_buckshot) {
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewAnimation(CANNON_RELOAD);
|
||||
#else
|
||||
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(int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
||||
if (new) {
|
||||
pl.cannon_mag = 2;
|
||||
} else {
|
||||
if (pl.ammo_buckshot < 125) {
|
||||
pl.ammo_buckshot = bound(0, pl.ammo_buckshot + 2, 125);
|
||||
} else {
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_draw(void)
|
||||
{
|
||||
Weapons_SetModel("models/v_cannon.mdl");
|
||||
Weapons_ViewAnimation(CANNON_DEPLOY);
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_holster(void)
|
||||
{
|
||||
Weapons_ViewAnimation(CANNON_PUTAWAY);
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_primary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (pl.cannon_mag != 2) {
|
||||
w_cannon_reload();
|
||||
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);
|
||||
pl.cannon_mag -= 2;
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, "cannon/fire.wav", 1, ATTN_NORM);
|
||||
Weapons_UpdateAmmo(pl, pl.cannon_mag, pl.ammo_buckshot, __NULL__);
|
||||
#endif
|
||||
Weapons_ViewPunchAngle([-5,0,0]);
|
||||
Weapons_ViewAnimation(CANNON_FIREBOTH);
|
||||
pl.w_attack_next = 1.5f;
|
||||
pl.w_idle_next = 2.5f;
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_secondary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!pl.cannon_mag) {
|
||||
w_cannon_reload();
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef CLIENT
|
||||
Weapons_ViewPunchAngle([-5,0,0]);
|
||||
#else
|
||||
int dmg;
|
||||
dmg = Skill_GetValue("plr_cannon", 5);
|
||||
TraceAttack_FireBullets(10, pl.origin + pl.view_ofs, dmg, [0.08716,0.04362], WEAPON_CANNON);
|
||||
pl.cannon_mag--;
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, "cannon/fire.wav", 1, ATTN_NORM);
|
||||
#endif
|
||||
|
||||
if (pl.cannon_mag == 2) {
|
||||
Weapons_ViewAnimation(CANNON_FIRELEFT);
|
||||
} else {
|
||||
Weapons_ViewAnimation(CANNON_FIRERIGHT);
|
||||
}
|
||||
|
||||
pl.w_attack_next = 1.5f;
|
||||
pl.w_idle_next = 2.5f;
|
||||
}
|
||||
void
|
||||
w_cannon_release(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
/* auto-reload if need be */
|
||||
if (pl.w_attack_next <= 0.0)
|
||||
if (pl.cannon_mag == 0 && pl.ammo_buckshot > 0) {
|
||||
Weapons_Reload();
|
||||
return;
|
||||
}
|
||||
|
||||
if (pl.w_idle_next > 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
int r = floor(random(0,2));
|
||||
switch (r) {
|
||||
case 0:
|
||||
Weapons_ViewAnimation(CANNON_IDLE1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(CANNON_IDLE2);
|
||||
break;
|
||||
}
|
||||
|
||||
pl.w_idle_next = 8.0f;
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_crosshair(void)
|
||||
{
|
||||
#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, pSeat->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);
|
||||
#endif
|
||||
}
|
||||
|
||||
float
|
||||
w_cannon_aimanim(void)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
||||
}
|
||||
|
||||
void
|
||||
w_cannon_hudpic(int s, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
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,
|
||||
.crosshair = 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
|
||||
};
|
178
src/shared/w_chainsaw.qc
Normal file
178
src/shared/w_chainsaw.qc
Normal file
|
@ -0,0 +1,178 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#ifdef CLIENT
|
||||
var string g_chainsaw_spr;
|
||||
#endif
|
||||
|
||||
enum
|
||||
{
|
||||
CHAINSAW_STARTFIRE,
|
||||
CHAINSAW_CONTINUEFIRE,
|
||||
CHAINSAW_STOPFIRE,
|
||||
CHAINSAW_DEPLOY,
|
||||
CHAINSAW_HOLSTER,
|
||||
CHAINSAW_IDLE1,
|
||||
CHAINSAW_IDLE2,
|
||||
};
|
||||
|
||||
void w_chainsaw_precache(void)
|
||||
{
|
||||
#ifdef SERVER
|
||||
precache_sound("sh/chainsaw_cutinto.wav");
|
||||
precache_sound("sh/chainsaw_cutintoflesh.wav");
|
||||
precache_sound("sh/chainsaw_idle.wav");
|
||||
precache_sound("sh/chainsaw_idle2.wav");
|
||||
precache_sound("sh/chainsaw_pullout.wav");
|
||||
precache_sound("sh/chainsaw_startup.wav");
|
||||
#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(void)
|
||||
{
|
||||
return "models/p_saw.mdl";
|
||||
}
|
||||
string w_chainsaw_deathmsg(void)
|
||||
{
|
||||
return "%s killed %s with chainsaw.";
|
||||
}
|
||||
|
||||
void w_chainsaw_draw(void)
|
||||
{
|
||||
Weapons_SetModel("models/v_chainsaw.mdl");
|
||||
Weapons_ViewAnimation(CHAINSAW_DEPLOY);
|
||||
}
|
||||
|
||||
void w_chainsaw_holster(void)
|
||||
{
|
||||
Weapons_ViewAnimation(CHAINSAW_HOLSTER);
|
||||
}
|
||||
void w_chainsaw_primary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_attack_next) {
|
||||
return;
|
||||
}
|
||||
|
||||
pl.ammo_chainsaw_state = 1;
|
||||
Weapons_ViewAnimation(CHAINSAW_CONTINUEFIRE);
|
||||
|
||||
#ifdef SERVER
|
||||
Weapons_MakeVectors();
|
||||
vector src = pl.origin + pl.view_ofs;
|
||||
traceline(src, src + (v_forward * 32), FALSE, pl);
|
||||
|
||||
if (trace_fraction >= 1.0) {
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_idle2.wav", 1, ATTN_NORM);
|
||||
pl.w_attack_next = 0.2f;
|
||||
} else {
|
||||
int dmg;
|
||||
FX_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
|
||||
|
||||
if (trace_ent.takedamage) {
|
||||
if (trace_ent.iBleeds) {
|
||||
/* 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);
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutintoflesh.wav", 1, ATTN_NORM);
|
||||
} else {
|
||||
FX_Spark(trace_endpos, trace_plane_normal);
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, "sh/chainsaw_cutinto.wav", 1, ATTN_NORM);
|
||||
}
|
||||
pl.w_attack_next = 0.1f;
|
||||
}
|
||||
#endif
|
||||
|
||||
pl.w_idle_next = 0.0f;
|
||||
}
|
||||
|
||||
void w_chainsaw_release(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (pl.w_idle_next) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (pl.ammo_chainsaw_state == 1) {
|
||||
pl.ammo_chainsaw_state = 0;
|
||||
pl.w_idle_next = 1.0f;
|
||||
Weapons_ViewAnimation(CHAINSAW_STOPFIRE);
|
||||
return;
|
||||
} else {
|
||||
pl.w_idle_next = 10.0f;
|
||||
}
|
||||
|
||||
if (random() < 0.5) {
|
||||
Weapons_ViewAnimation(CHAINSAW_IDLE1);
|
||||
} else {
|
||||
Weapons_ViewAnimation(CHAINSAW_IDLE2);
|
||||
}
|
||||
}
|
||||
|
||||
float w_chainsaw_aimanim(void)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSQUEAK : ANIM_AIMSQUEAK;
|
||||
}
|
||||
|
||||
void w_chainsaw_hudpic(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,
|
||||
.crosshair = __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
|
||||
};
|
244
src/shared/w_hammer.qc
Normal file
244
src/shared/w_hammer.qc
Normal file
|
@ -0,0 +1,244 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
#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
|
||||
precache_sound("sh/ham_hitbod1.wav");
|
||||
precache_sound("sh/ham_hitbod2.wav");
|
||||
precache_sound("sh/ham_hitbod3.wav");
|
||||
precache_sound("sh/ham_hitw.wav");
|
||||
precache_sound("sh/ham_swing.wav");
|
||||
#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(void)
|
||||
{
|
||||
return "models/p_hammer.mdl";
|
||||
}
|
||||
string w_hammer_deathmsg(void)
|
||||
{
|
||||
return "%s killed %s with hammer.";
|
||||
}
|
||||
|
||||
void w_hammer_draw(void)
|
||||
{
|
||||
Weapons_SetModel("models/v_hammer.mdl");
|
||||
Weapons_ViewAnimation(HAMMER_DRAW);
|
||||
}
|
||||
|
||||
void w_hammer_holster(void)
|
||||
{
|
||||
Weapons_ViewAnimation(HAMMER_HOLSTER);
|
||||
}
|
||||
void w_hammer_primary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (!pl.w_attack_next) {
|
||||
/* Hack */
|
||||
if (pl.ammo_hammer_state != 1) {
|
||||
Weapons_ViewAnimation(HAMMER_HOLSTER2);
|
||||
pl.ammo_hammer_state = 1;
|
||||
pl.w_attack_next = 0.5f;
|
||||
}
|
||||
}
|
||||
pl.w_idle_next = 2.5f;
|
||||
}
|
||||
void w_hammer_secondary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
if (!pl.w_attack_next) {
|
||||
/* Hack */
|
||||
if (pl.ammo_hammer_state != 2) {
|
||||
Weapons_ViewAnimation(HAMMER_HOLSTER3);
|
||||
pl.ammo_hammer_state = 2;
|
||||
pl.w_attack_next = 0.5f;
|
||||
}
|
||||
}
|
||||
pl.w_idle_next = 2.5f;
|
||||
}
|
||||
void w_hammer_reload(void)
|
||||
{
|
||||
|
||||
}
|
||||
void w_hammer_release(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
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) {
|
||||
hitsound = floor(random(1, 4));
|
||||
|
||||
/* players only take half damage */
|
||||
if (trace_ent.classname == "player")
|
||||
hdmg = Skill_GetValue("plr_hammer", 100) / 2;
|
||||
else
|
||||
hdmg = Skill_GetValue("plr_hammer", 100);
|
||||
|
||||
Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
|
||||
|
||||
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 = 4;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Weapons_ViewAnimation(HAMMER_ATTACK1);
|
||||
pl.w_attack_next = 1.0f;
|
||||
} else if (pl.ammo_hammer_state == 2) {
|
||||
#ifdef SERVER
|
||||
if (trace_ent.takedamage) {
|
||||
hitsound = floor(random(1, 4));
|
||||
hdmg = Skill_GetValue("plr_hammeralt", 200);
|
||||
Damage_Apply(trace_ent, self, hdmg, WEAPON_HAMMER, DMG_BLUNT);
|
||||
} else {
|
||||
if (trace_fraction < 1.0) {
|
||||
hitsound = 4;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Weapons_ViewAnimation(HAMMER_ATTACK2);
|
||||
pl.w_attack_next = 0.75f;
|
||||
}
|
||||
|
||||
#ifdef SERVER
|
||||
if (pl.ammo_hammer_state > 0) {
|
||||
string snd = "sh/ham_swing.wav";
|
||||
switch (hitsound) {
|
||||
case 1:
|
||||
snd = "sh/ham_hitbod1.wav";
|
||||
break;
|
||||
case 2:
|
||||
snd = "sh/ham_hitbod2.wav";
|
||||
break;
|
||||
case 3:
|
||||
snd = "sh/ham_hitbod3.wav";
|
||||
break;
|
||||
case 4:
|
||||
snd = "sh/ham_hitw.wav";
|
||||
break;
|
||||
}
|
||||
Weapons_PlaySound(pl, CHAN_WEAPON, snd, 1.0f, ATTN_NORM);
|
||||
}
|
||||
#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(HAMMER_IDLE1);
|
||||
break;
|
||||
case 1:
|
||||
Weapons_ViewAnimation(HAMMER_IDLE2);
|
||||
break;
|
||||
case 2:
|
||||
Weapons_ViewAnimation(HAMMER_IDLE3);
|
||||
break;
|
||||
}
|
||||
pl.w_idle_next = 10.0f;
|
||||
}
|
||||
|
||||
float w_hammer_aimanim(void)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CR_AIMCROWBAR : ANIM_AIMCROWBAR;
|
||||
}
|
||||
|
||||
void w_hammer_hudpic(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,
|
||||
.crosshair = __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
|
||||
};
|
51
src/shared/weapons.h
Normal file
51
src/shared/weapons.h
Normal file
|
@ -0,0 +1,51 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/* weapon Indices for the weapon table */
|
||||
enum
|
||||
{
|
||||
WEAPON_NONE,
|
||||
WEAPON_CROWBAR,
|
||||
WEAPON_HAMMER,
|
||||
WEAPON_CHAINSAW,
|
||||
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
|
37
src/shared/weapons.qc
Normal file
37
src/shared/weapons.qc
Normal file
|
@ -0,0 +1,37 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
weapon_t w_null = {};
|
||||
weapon_t g_weapons[] = {
|
||||
w_null,
|
||||
w_crowbar,
|
||||
w_hammer,
|
||||
w_chainsaw,
|
||||
w_glock,
|
||||
w_python,
|
||||
w_mp5,
|
||||
w_shotgun,
|
||||
w_crossbow,
|
||||
w_cannon,
|
||||
w_rpg,
|
||||
w_gauss,
|
||||
w_egon,
|
||||
w_hornetgun,
|
||||
w_handgrenade,
|
||||
w_satchel,
|
||||
w_tripmine,
|
||||
w_snark
|
||||
};
|
4
src/src.kdev4
Normal file
4
src/src.kdev4
Normal file
|
@ -0,0 +1,4 @@
|
|||
[Project]
|
||||
CreatedFrom=Makefile
|
||||
Manager=KDevCustomMakeManager
|
||||
Name=Scientist Hunt
|
BIN
zpak001.pk3dir/csprogs.dat
Normal file
BIN
zpak001.pk3dir/csprogs.dat
Normal file
Binary file not shown.
BIN
zpak001.pk3dir/csprogs.lno
Normal file
BIN
zpak001.pk3dir/csprogs.lno
Normal file
Binary file not shown.
45
zpak001.pk3dir/default.cfg
Normal file
45
zpak001.pk3dir/default.cfg
Normal file
|
@ -0,0 +1,45 @@
|
|||
// Generic Binds
|
||||
bind "ESC" "togglemenu"
|
||||
bind "w" "+forward"
|
||||
bind "s" "+back"
|
||||
bind "a" "+moveleft"
|
||||
bind "d" "+moveright"
|
||||
bind "SPACE" "+jump"
|
||||
bind "CTRL" "+duck"
|
||||
bind "SHIFT" "+speed"
|
||||
bind "0" "slot10"
|
||||
bind "1" "slot1"
|
||||
bind "2" "slot2"
|
||||
bind "3" "slot3"
|
||||
bind "4" "slot4"
|
||||
bind "5" "slot5"
|
||||
bind "6" "slot6"
|
||||
bind "7" "slot7"
|
||||
bind "8" "slot8"
|
||||
bind "9" "slot9"
|
||||
bind "UPARROW" "+forward"
|
||||
bind "DOWNARROW" "+back"
|
||||
bind "LEFTARROW" "+left"
|
||||
bind "RIGHTARROW" "+right"
|
||||
bind "MOUSE1" "+attack"
|
||||
bind "MOUSE2" "+attack2"
|
||||
bind "MWHEELDOWN" "invnext"
|
||||
bind "MWHEELUP" "invprev"
|
||||
bind "r" "+reload"
|
||||
bind "e" "+use"
|
||||
bind "TAB" "+showscores"
|
||||
bind "y" "messagemode"
|
||||
bind "u" "messagemode2"
|
||||
bind "t" "impulse 201"
|
||||
bind "f" "impulse 100"
|
||||
bind "f1" "vote yes"
|
||||
bind "f2" "vote no"
|
||||
|
||||
// Game Variables
|
||||
seta "hostname" "FreeSH Server"
|
||||
seta "maxplayers" "8"
|
||||
|
||||
// 2D/HUD Variables
|
||||
seta "con_color" "255 255 215"
|
||||
seta "vgui_color" "255 255 215"
|
||||
seta "cross_color" "0 255 0"
|
BIN
zpak001.pk3dir/progs.dat
Normal file
BIN
zpak001.pk3dir/progs.dat
Normal file
Binary file not shown.
BIN
zpak001.pk3dir/progs.lno
Normal file
BIN
zpak001.pk3dir/progs.lno
Normal file
Binary file not shown.
17
zpak001.pk3dir/skill_scihunt.cfg
Normal file
17
zpak001.pk3dir/skill_scihunt.cfg
Normal file
|
@ -0,0 +1,17 @@
|
|||
exec skill_valve.cfg
|
||||
|
||||
set sk_plr_hammer1 "100"
|
||||
set sk_plr_hammer2 "100"
|
||||
set sk_plr_hammer3 "100"
|
||||
|
||||
set sk_plr_hammeralt1 "200"
|
||||
set sk_plr_hammeralt2 "200"
|
||||
set sk_plr_hammeralt3 "200"
|
||||
|
||||
set sk_plr_chainsaw1 "10"
|
||||
set sk_plr_chainsaw2 "10"
|
||||
set sk_plr_chainsaw3 "10"
|
||||
|
||||
set sk_plr_cannon1 "5"
|
||||
set sk_plr_cannon2 "5"
|
||||
set sk_plr_cannon3 "5"
|
Loading…
Reference in a new issue