919 lines
20 KiB
C++
919 lines
20 KiB
C++
/*
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* Copyright (c) 2016-2021 Marco Cawthorne <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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/* Here's a list of bone names that we are aware of on HL player models.
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Usually we'd use skeletalobjects to share the same skeleton/anim with
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another model - but because FTEQW does not support that for HLMDL we
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are forced to manually position the bones of our attachnment
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by iterating over them and manually setting their position in 3D-space.
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*/
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string g_pbones[] =
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{
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"Bip01",
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"Bip01 Footsteps",
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"Bip01 Pelvis",
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"Bip01 L Leg",
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"Bip01 L Leg1",
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"Bip01 L Foot",
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"Bip01 L Toe0",
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"Bip01 L Toe01",
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"Bip01 L Toe02",
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"Dummy16",
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"Bip01 R Leg",
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"Bip01 R Leg1",
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"Bip01 R Foot",
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"Bip01 R Toe0",
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"Bip01 R Toe01",
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"Bip01 R Toe02",
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"Dummy11",
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"Bip01 Spine",
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"Bip01 Spine1",
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"Bip01 Spine2",
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"Bip01 Spine3",
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"Bip01 Neck",
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"Bip01 Head",
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"Dummy21",
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"Dummy08",
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"Bone02",
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"Bone03",
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"Bone04",
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"Dummy05",
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"Bone09",
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"Bone10",
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"Dummy04",
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"Bone05",
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"Bone06",
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"Dummy03",
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"Bone07",
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"Bone08",
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"Dummy09",
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"Bone11",
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"Bone12",
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"Dummy10",
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"Bone13",
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"Bone14",
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"Bone15",
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"Bip01 L Arm",
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"Bip01 L Arm1",
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"Bip01 L Arm2",
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"Bip01 L Hand",
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"Bip01 L Finger0",
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"Bip01 L Finger01",
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"Bip01 L Finger02",
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"Dummy06",
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"Bip01 L Finger1",
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"Bip01 L Finger11",
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"Bip01 L Finger12",
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"Dummy07",
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"Bip01 R Arm",
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"Bip01 R Arm1",
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"Bip01 R Arm2",
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"Bip01 R Hand",
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"Bip01 R Finger0",
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"Bip01 R Finger01",
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"Bip01 R Finger02",
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"Dummy01",
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"Bip01 R Finger1",
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"Bip01 R Finger11",
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"Bip01 R Finger12",
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"Dummy02",
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"Box02",
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"Bone08",
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"Bone15"
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};
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#endif
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
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PLAYER_BOTTOMFRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_UNUSED5,
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PLAYER_UNUSED6,
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PLAYER_UNUSED7
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};
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class player:NSClientPlayer
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{
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/* class info */
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PREDICTED_INT(classtype)
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/* animation */
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PREDICTED_INT(anim_top)
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PREDICTED_FLOAT(anim_top_time)
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PREDICTED_FLOAT(anim_top_delay)
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PREDICTED_INT(anim_bottom)
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PREDICTED_FLOAT(anim_bottom_time)
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/* ammo 1 */
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PREDICTED_INT(mag_sbs)
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PREDICTED_INT(mag_dbs)
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PREDICTED_INT(mag_rpg)
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PREDICTED_INT(mag_glauncher)
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/* ammo 2 */
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PREDICTED_INT(m_iAmmoRockets)
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PREDICTED_INT(m_iAmmoNails)
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PREDICTED_INT(m_iAmmoCells)
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PREDICTED_INT(m_iAmmoShells)
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PREDICTED_INT(m_iAmmoDetpack)
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PREDICTED_INT(m_iAmmoMedikit)
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/* ammo 3 */
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PREDICTED_INT(mode_tempstate)
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virtual void Physics_Jump(void);
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virtual float Physics_MaxSpeed(void);
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virtual void ProcessInput(void);
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nonvirtual void TFC_CookGren1(void);
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nonvirtual void TFC_CookGren2(void);
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nonvirtual void TFC_ReleaseGren1(void);
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nonvirtual void TFC_ReleaseGren2(void);
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virtual void UpdatePlayerAnimation(float);
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#ifdef CLIENT
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virtual void ReceiveEntity(float,float);
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virtual void PredictPreFrame(void);
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virtual void PredictPostFrame(void);
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virtual void UpdateAliveCam(void);
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virtual void UpdatePlayerAttachments(bool);
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#else
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NSTimer gren1;
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NSTimer gren2;
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int m_iMaxHealth;
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int m_iMaxArmor;
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int m_iMaxShells;
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int m_iMaxNails;
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int m_iMaxRockets;
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int m_iMaxCells;
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int m_iMaxDetpack;
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int m_iMaxMedikit;
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity, float);
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virtual void SpawnIntoGame(void);
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virtual void MakeClass(classtype_e);
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virtual void ServerInputFrame(void);
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nonvirtual void TFC_FragSelf(void);
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nonvirtual void TFC_FragSelf(void);
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#endif
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};
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void Animation_PlayerUpdate(player);
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void Animation_TimerUpdate(player, float);
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void
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player::UpdatePlayerAnimation(float timelength)
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{
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/* calculate our skeletal progression */
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Animation_PlayerUpdate(this);
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/* advance animation timers */
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Animation_TimerUpdate(this, timelength);
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}
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#ifdef SERVER
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void TFCNade_ThrowCaltrop(player);
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void TFCNade_ThrowHandGrenade(player);
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void TFCNade_ThrowSecondary(player);
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void TFCNade_SelfExplode(player);
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void
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player::TFC_FragSelf(void)
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{
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print("Primary exploded in your hand!\n");
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TFCNade_SelfExplode(this);
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}
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void
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player::TFC_ThrowSecondary(void)
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{
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print("Secondary exploded in your hand!\n");
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TFCNade_ThrowSecondary(this);
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}
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#endif
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void
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player::TFC_CookGren1(void)
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{
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/* we're already cooking it */
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if (gflags & GF_GREN1COOK)
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return;
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if (classtype == CLASS_SCOUT) {
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/* caltrop sound */
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#ifdef SERVER
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StartSound("weapons/tink1.wav", CHAN_AUTO, 0, true);
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#endif
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} else {
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/* grenade timer sound */
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#ifdef SERVER
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StartSound("weapons/timer.wav", CHAN_AUTO, 0, true);
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gren1 = gren1.SetupTimer(this, TFC_FragSelf, 3.75f, false);
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gren1.RunTimer();
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#endif
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}
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gflags |= GF_GREN1COOK;
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}
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void
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player::TFC_ReleaseGren1(void)
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{
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if (!(gflags & GF_GREN1COOK))
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return;
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if (classtype == CLASS_SCOUT) {
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/* release caltrop */
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#ifdef SERVER
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TFCNade_ThrowCaltrop(this);
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#endif
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} else {
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/* release the nade! */
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#ifdef SERVER
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TFCNade_ThrowHandGrenade(this);
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gren1.StopTimer();
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#endif
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}
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gflags &= ~GF_GREN1COOK;
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}
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void
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player::TFC_CookGren2(void)
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{
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if (gflags & GF_GREN2COOK)
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return;
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if (classtype == CLASS_SNIPER)
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return;
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#ifdef SERVER
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StartSound("weapons/timer.wav", CHAN_AUTO, 0, true);
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gren2 = gren2.SetupTimer(this, TFC_ThrowSecondary, 3.75f, false);
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gren2.RunTimer();
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#endif
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gflags |= GF_GREN2COOK;
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}
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void
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player::TFC_ReleaseGren2(void)
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{
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if (!(gflags & GF_GREN2COOK))
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return;
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#ifdef SERVER
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TFCNade_ThrowSecondary(this);
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gren2.StopTimer();
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#endif
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gflags &= ~GF_GREN2COOK;
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}
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void
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player::ProcessInput(void)
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{
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super::ProcessInput();
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if (input_buttons & INPUT_BUTTON6)
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TFC_CookGren1();
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else
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TFC_ReleaseGren1();
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if (input_buttons & INPUT_BUTTON7)
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TFC_CookGren2();
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else
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TFC_ReleaseGren2();
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}
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#ifdef CLIENT
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.string oldmodel;
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string Weapons_GetPlayermodel(player, int);
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void
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player::UpdatePlayerAttachments(bool visible)
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{
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/* draw the flashlight */
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if (gflags & GF_FLASHLIGHT) {
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vector src;
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vector ang;
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if (entnum != player_localentnum) {
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src = origin + view_ofs;
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ang = v_angle;
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} else {
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src = pSeat->m_vecPredictedOrigin + [0,0,-8];
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ang = view_angles;
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}
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makevectors(ang);
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traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
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if (serverkeyfloat("*bspversion") == BSPVER_HL) {
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dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
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} else {
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float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
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dynamiclight_set(p, LFIELD_ANGLES, ang);
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dynamiclight_set(p, LFIELD_FLAGS, 3);
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}
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}
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/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
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if (!visible)
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return;
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/* what's the current weapon model supposed to be anyway? */
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p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
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/* we changed weapons, update skeletonindex */
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if (p_model.model != p_model.oldmodel) {
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/* free memory */
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if (p_model.skeletonindex)
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skel_delete(p_model.skeletonindex);
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/* set the new model and mark us updated */
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setmodel(p_model, p_model.oldmodel);
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p_model.model = p_model.oldmodel;
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/* set the new skeletonindex */
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p_model.skeletonindex = skel_create(p_model.modelindex);
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/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
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if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
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setcustomskin(this, "", "geomset 0 2\n");
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else
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setcustomskin(this, "", "geomset 0 1\n");
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}
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/* follow thisayer at all times */
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setorigin(p_model, origin);
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p_model.angles = angles;
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skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
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/* we have to loop through all valid bones of the weapon model and match them
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* to the thisayer one */
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for (float i = 0; i < g_pbones.length; i++) {
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vector bpos;
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float pbone = gettagindex(this, g_pbones[i]);
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float wbone = gettagindex(p_model, g_pbones[i]);
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/* if the bone doesn't ignore in either skeletal mesh, ignore */
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if (wbone <= 0 || pbone <= 0)
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continue;
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bpos = gettaginfo(this, pbone);
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/* the most expensive bit */
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skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
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}
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}
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void Weapons_AmmoUpdate(entity);
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void HUD_AmmoNotify_Check(player pl);
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void HUD_ItemNotify_Check(player pl);
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void Camera_RunPosBob(vector angles, __inout vector camera_pos);
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void Camera_StrafeRoll(__inout vector camera_angle);
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void Shake_Update(NSClientPlayer);
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void
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player::UpdateAliveCam(void)
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{
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vector cam_pos = GetEyePos();
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Camera_RunPosBob(view_angles, cam_pos);
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g_view.SetCameraOrigin(cam_pos);
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Camera_StrafeRoll(view_angles);
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g_view.SetCameraAngle(view_angles);
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if (vehicle) {
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NSVehicle veh = (NSVehicle)vehicle;
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if (veh.UpdateView)
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veh.UpdateView();
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} else if (health) {
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if (autocvar_pm_thirdPerson == TRUE) {
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makevectors(view_angles);
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vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
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vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
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traceline(vStart, vEnd, FALSE, this);
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g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
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}
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}
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Shake_Update(this);
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g_view.AddPunchAngle(punchangle);
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}
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new, float fl)
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{
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/* the generic client attributes */
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NSClientPlayer::ReceiveEntity(new, fl);
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/* animation */
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if (fl & PLAYER_TOPFRAME) {
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anim_top = readbyte();
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anim_top_time = readfloat();
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anim_top_delay = readfloat();
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}
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if (fl & PLAYER_BOTTOMFRAME) {
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anim_bottom = readbyte();
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anim_bottom_time = readfloat();
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}
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if (fl & PLAYER_AMMO1) {
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mag_sbs = readbyte();
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mag_dbs = readbyte();
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mag_rpg = readbyte();
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mag_glauncher = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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m_iAmmoRockets = readbyte();
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m_iAmmoNails = readbyte();
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m_iAmmoCells = readbyte();
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m_iAmmoShells = readbyte();
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m_iAmmoDetpack = readbyte();
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m_iAmmoMedikit = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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mode_tempstate = readbyte();
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classtype = readbyte();
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}
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setorigin(this, origin);
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/* these only concern the current player */
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CSQC_UpdateSeat();
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if (this != pSeat->m_ePlayer)
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return;
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/* do not notify us of updates when spawning initially */
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if (fl == UPDATE_ALL)
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PredictPreFrame();
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3) {
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Weapons_AmmoUpdate(this);
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HUD_AmmoNotify_Check(this);
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}
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if (fl & PLAYER_ITEMS || fl & PLAYER_HEALTH)
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HUD_ItemNotify_Check(this);
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_delay);
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(mag_sbs);
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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SAVE_STATE(mag_glauncher);
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SAVE_STATE(m_iAmmoRockets);
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SAVE_STATE(m_iAmmoNails);
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SAVE_STATE(m_iAmmoCells);
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SAVE_STATE(m_iAmmoShells);
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SAVE_STATE(m_iAmmoDetpack);
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SAVE_STATE(m_iAmmoMedikit);
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SAVE_STATE(mode_tempstate);
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SAVE_STATE(classtype);
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}
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|
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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|
=================
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*/
|
|
void
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player::PredictPostFrame(void)
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{
|
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/* the generic client attributes */
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_delay);
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ROLL_BACK(anim_top_time);
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ROLL_BACK(anim_bottom);
|
|
ROLL_BACK(anim_bottom_time);
|
|
|
|
ROLL_BACK(mag_sbs);
|
|
ROLL_BACK(mag_dbs);
|
|
ROLL_BACK(mag_rpg);
|
|
ROLL_BACK(mag_glauncher);
|
|
|
|
ROLL_BACK(m_iAmmoRockets);
|
|
ROLL_BACK(m_iAmmoNails);
|
|
ROLL_BACK(m_iAmmoCells);
|
|
ROLL_BACK(m_iAmmoShells);
|
|
ROLL_BACK(m_iAmmoDetpack);
|
|
ROLL_BACK(m_iAmmoMedikit);
|
|
|
|
ROLL_BACK(mode_tempstate);
|
|
ROLL_BACK(classtype);
|
|
}
|
|
|
|
#else
|
|
void
|
|
player::ServerInputFrame(void)
|
|
{
|
|
super::ServerInputFrame();
|
|
gflags &= ~GF_NOBUILDZONE;
|
|
gflags &= ~GF_NOGRENADEZONE;
|
|
}
|
|
|
|
void
|
|
player::EvaluateEntity(void)
|
|
{
|
|
/* the generic client attributes */
|
|
NSClientPlayer::EvaluateEntity();
|
|
|
|
/* animation */
|
|
if (ATTR_CHANGED(anim_bottom) || ATTR_CHANGED(anim_bottom_time))
|
|
SendFlags |= PLAYER_BOTTOMFRAME;
|
|
if (ATTR_CHANGED(anim_top) || ATTR_CHANGED(anim_top_time) || ATTR_CHANGED(anim_top_delay))
|
|
SendFlags |= PLAYER_TOPFRAME;
|
|
|
|
/* ammo 1 type updates */
|
|
if (ATTR_CHANGED(mag_sbs))
|
|
SendFlags |= PLAYER_AMMO1;
|
|
else if (ATTR_CHANGED(mag_dbs))
|
|
SendFlags |= PLAYER_AMMO1;
|
|
else if (ATTR_CHANGED(mag_rpg))
|
|
SendFlags |= PLAYER_AMMO1;
|
|
else if (ATTR_CHANGED(mag_glauncher))
|
|
SendFlags |= PLAYER_AMMO1;
|
|
|
|
/* ammo 2 type updates */
|
|
if (ATTR_CHANGED(m_iAmmoRockets))
|
|
SendFlags |= PLAYER_AMMO2;
|
|
else if (ATTR_CHANGED(m_iAmmoNails))
|
|
SendFlags |= PLAYER_AMMO2;
|
|
else if (ATTR_CHANGED(m_iAmmoCells))
|
|
SendFlags |= PLAYER_AMMO2;
|
|
else if (ATTR_CHANGED(m_iAmmoShells))
|
|
SendFlags |= PLAYER_AMMO2;
|
|
else if (ATTR_CHANGED(m_iAmmoDetpack))
|
|
SendFlags |= PLAYER_AMMO2;
|
|
else if (ATTR_CHANGED(m_iAmmoMedikit))
|
|
SendFlags |= PLAYER_AMMO2;
|
|
|
|
if (ATTR_CHANGED(mode_tempstate))
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
if (ATTR_CHANGED(classtype))
|
|
SendFlags |= PLAYER_AMMO3;
|
|
|
|
SAVE_STATE(mag_sbs);
|
|
SAVE_STATE(mag_dbs);
|
|
SAVE_STATE(mag_rpg);
|
|
SAVE_STATE(mag_glauncher);
|
|
|
|
SAVE_STATE(m_iAmmoRockets);
|
|
SAVE_STATE(m_iAmmoNails);
|
|
SAVE_STATE(m_iAmmoCells);
|
|
SAVE_STATE(m_iAmmoShells);
|
|
SAVE_STATE(m_iAmmoDetpack);
|
|
SAVE_STATE(m_iAmmoMedikit);
|
|
|
|
SAVE_STATE(mode_tempstate);
|
|
SAVE_STATE(classtype);
|
|
|
|
SAVE_STATE(anim_top);
|
|
SAVE_STATE(anim_top_delay);
|
|
SAVE_STATE(anim_top_time);
|
|
SAVE_STATE(anim_bottom);
|
|
SAVE_STATE(anim_bottom_time);
|
|
}
|
|
|
|
void
|
|
player::SpawnIntoGame(void)
|
|
{
|
|
entity spot = world;
|
|
|
|
/* spawn into the world */
|
|
switch (team) {
|
|
case 1:
|
|
spot = Spawn_SelectRandom("info_teamspawn_blue");
|
|
break;
|
|
case 2:
|
|
spot = Spawn_SelectRandom("info_teamspawn_red");
|
|
break;
|
|
case 3:
|
|
spot = Spawn_SelectRandom("info_teamspawn_yellow");
|
|
break;
|
|
case 4:
|
|
spot = Spawn_SelectRandom("info_teamspawn_green");
|
|
break;
|
|
}
|
|
|
|
setorigin(this, spot.origin);
|
|
angles = spot.angles;
|
|
fixangle = TRUE;
|
|
}
|
|
|
|
void
|
|
player::MakeClass(classtype_e class)
|
|
{
|
|
health = self.max_health = 100;
|
|
takedamage = DAMAGE_YES;
|
|
solid = SOLID_SLIDEBOX;
|
|
movetype = MOVETYPE_WALK;
|
|
flags = FL_CLIENT;
|
|
viewzoom = 1.0;
|
|
|
|
/* select our class model */
|
|
model = g_teammodels[classtype];
|
|
setmodel(this, model);
|
|
setsize(this, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
velocity = [0,0,0];
|
|
gravity = __NULL__;
|
|
|
|
armor = activeweapon = g_items = 0;
|
|
iBleeds = TRUE;
|
|
forceinfokey(this, "*spec", "0");
|
|
forceinfokey(this, "*team", ftos(team));
|
|
|
|
switch (classtype) {
|
|
case CLASS_SCOUT:
|
|
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
|
|
Weapons_AddItem(this, WEAPON_SBS, -1);
|
|
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
|
|
m_iAmmoShells = 17;
|
|
m_iAmmoNails = 100;
|
|
|
|
m_iMaxHealth = 75;
|
|
m_iMaxArmor = 50;
|
|
health = m_iMaxHealth;
|
|
armor = 25;
|
|
|
|
m_iMaxShells = 50;
|
|
m_iMaxNails = 200;
|
|
m_iMaxCells = 100;
|
|
m_iMaxRockets = 25;
|
|
env_message_single(this, "HELP_SCOUT");
|
|
break;
|
|
case CLASS_SNIPER:
|
|
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
|
|
Weapons_AddItem(this, WEAPON_SNIPER, -1);
|
|
Weapons_AddItem(this, WEAPON_AUTORIFLE, -1);
|
|
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
|
|
m_iAmmoShells = 60; /* sniper rifles use shells */
|
|
m_iAmmoNails = 50;
|
|
|
|
m_iMaxHealth = 90;
|
|
m_iMaxArmor = 50;
|
|
health = m_iMaxHealth;
|
|
armor = 0;
|
|
|
|
m_iMaxShells = 75;
|
|
m_iMaxNails = 100;
|
|
m_iMaxCells = 50;
|
|
m_iMaxRockets = 25;
|
|
env_message_single(this, "HELP_SNIPER");
|
|
break;
|
|
case CLASS_SOLDIER:
|
|
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
|
|
Weapons_AddItem(this, WEAPON_SBS, -1);
|
|
Weapons_AddItem(this, WEAPON_DBS, -1);
|
|
Weapons_AddItem(this, WEAPON_RPG, -1);
|
|
m_iAmmoShells = 26;
|
|
m_iAmmoRockets = 6;
|
|
|
|
m_iMaxHealth = 100;
|
|
m_iMaxArmor = 200;
|
|
health = m_iMaxHealth;
|
|
armor = 100;
|
|
|
|
m_iMaxShells = 100;
|
|
m_iMaxNails = 100;
|
|
m_iMaxCells = 50;
|
|
m_iMaxRockets = 50;
|
|
env_message_single(this, "HELP_SOLDIER");
|
|
break;
|
|
case CLASS_DEMO:
|
|
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
|
|
Weapons_AddItem(this, WEAPON_SBS, -1);
|
|
Weapons_AddItem(this, WEAPON_GLAUNCHER, -1);
|
|
Weapons_AddItem(this, WEAPON_PIPEBOMB, -1);
|
|
m_iAmmoShells = 22;
|
|
m_iAmmoRockets = 14;
|
|
|
|
m_iMaxHealth = 90;
|
|
m_iMaxArmor = 100;
|
|
health = m_iMaxHealth;
|
|
armor = 50;
|
|
|
|
m_iMaxShells = 75;
|
|
m_iMaxNails = 50;
|
|
m_iMaxCells = 50;
|
|
m_iMaxRockets = 50;
|
|
env_message_single(this, "HELP_DEMOMAN");
|
|
break;
|
|
case CLASS_MEDIC:
|
|
Weapons_AddItem(this, WEAPON_MEDKIT, -1);
|
|
Weapons_AddItem(this, WEAPON_SBS, -1);
|
|
Weapons_AddItem(this, WEAPON_DBS, -1);
|
|
Weapons_AddItem(this, WEAPON_SUPERNAIL, -1);
|
|
m_iAmmoShells = 26;
|
|
m_iAmmoNails = 50;
|
|
|
|
m_iMaxHealth = 90;
|
|
m_iMaxArmor = 100;
|
|
health = m_iMaxHealth;
|
|
armor = 50;
|
|
|
|
m_iMaxShells = 75;
|
|
m_iMaxNails = 150;
|
|
m_iMaxCells = 50;
|
|
m_iMaxRockets = 25;
|
|
env_message_single(this, "HELP_MEDIC");
|
|
break;
|
|
case CLASS_HVYWEAPON:
|
|
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
|
|
Weapons_AddItem(this, WEAPON_SBS, -1);
|
|
Weapons_AddItem(this, WEAPON_DBS, -1);
|
|
Weapons_AddItem(this, WEAPON_ASSCAN, -1);
|
|
m_iAmmoShells = 176; /* all of the heavy's weapons use shells */
|
|
|
|
m_iMaxHealth = 100;
|
|
m_iMaxArmor = 300;
|
|
health = m_iMaxHealth;
|
|
armor = 150;
|
|
|
|
m_iMaxShells = 200;
|
|
m_iMaxNails = 200;
|
|
m_iMaxCells = 50;
|
|
m_iMaxRockets = 25;
|
|
env_message_single(this, "HELP_HWGUY");
|
|
break;
|
|
case CLASS_PYRO:
|
|
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
|
|
Weapons_AddItem(this, WEAPON_SBS, -1);
|
|
Weapons_AddItem(this, WEAPON_FLAMER, -1);
|
|
Weapons_AddItem(this, WEAPON_INCENDIARY, -1);
|
|
m_iAmmoShells = 12;
|
|
m_iAmmoCells = 120;
|
|
m_iAmmoRockets = 5;
|
|
|
|
m_iMaxHealth = 100;
|
|
m_iMaxArmor = 150;
|
|
health = m_iMaxHealth;
|
|
armor = 50;
|
|
|
|
m_iMaxShells = 40;
|
|
m_iMaxNails = 50;
|
|
m_iMaxCells = 200;
|
|
m_iMaxRockets = 60;
|
|
env_message_single(this, "HELP_PYRO");
|
|
break;
|
|
case CLASS_SPY:
|
|
Weapons_AddItem(this, WEAPON_KNIFE, -1);
|
|
Weapons_AddItem(this, WEAPON_TRANQUIL, -1);
|
|
Weapons_AddItem(this, WEAPON_DBS, -1);
|
|
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
|
|
m_iAmmoShells = 24; /* tranquil and dbs use shells */
|
|
m_iAmmoNails = 50;
|
|
|
|
m_iMaxHealth = 90;
|
|
m_iMaxArmor = 100;
|
|
health = m_iMaxHealth;
|
|
armor = 25;
|
|
|
|
m_iMaxShells = 40;
|
|
m_iMaxNails = 50;
|
|
m_iMaxCells = 30;
|
|
m_iMaxRockets = 15;
|
|
env_message_single(this, "HELP_SPY");
|
|
break;
|
|
case CLASS_ENGINEER:
|
|
Weapons_AddItem(this, WEAPON_WRENCH, -1);
|
|
Weapons_AddItem(this, WEAPON_RAILGUN, -1);
|
|
Weapons_AddItem(this, WEAPON_DBS, -1);
|
|
m_iAmmoCells = 100;
|
|
m_iAmmoNails = 25;
|
|
m_iAmmoShells = 4;
|
|
|
|
m_iMaxHealth = 80;
|
|
m_iMaxArmor = 50;
|
|
health = m_iMaxHealth;
|
|
armor = 25;
|
|
|
|
m_iMaxShells = 50;
|
|
m_iMaxNails = 50;
|
|
m_iMaxCells = 200;
|
|
m_iMaxRockets = 30;
|
|
env_message_single(this, "HELP_ENGINEER");
|
|
break;
|
|
}
|
|
|
|
g_items |= ITEM_SUIT;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
player::SendEntity
|
|
=================
|
|
*/
|
|
float
|
|
player::SendEntity(entity ePEnt, float flChanged)
|
|
{
|
|
/* don't broadcast invisible players */
|
|
if (IsFakeSpectator() && ePEnt != this)
|
|
return (0);
|
|
if (!GetModelindex() && ePEnt != this)
|
|
return (0);
|
|
|
|
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
WriteFloat(MSG_ENTITY, flChanged);
|
|
|
|
/* the generic client attributes */
|
|
NSClientPlayer::SendEntity(ePEnt, flChanged);
|
|
|
|
if (flChanged & PLAYER_TOPFRAME) {
|
|
WriteByte(MSG_ENTITY, anim_top);
|
|
WriteFloat(MSG_ENTITY, anim_top_time);
|
|
WriteFloat(MSG_ENTITY, anim_top_delay);
|
|
}
|
|
if (flChanged & PLAYER_BOTTOMFRAME) {
|
|
WriteByte(MSG_ENTITY, anim_bottom);
|
|
WriteFloat(MSG_ENTITY, anim_bottom_time);
|
|
}
|
|
|
|
if (flChanged & PLAYER_AMMO1) {
|
|
WriteByte(MSG_ENTITY, mag_sbs);
|
|
WriteByte(MSG_ENTITY, mag_dbs);
|
|
WriteByte(MSG_ENTITY, mag_rpg);
|
|
WriteByte(MSG_ENTITY, mag_glauncher);
|
|
}
|
|
|
|
if (flChanged & PLAYER_AMMO2) {
|
|
WriteByte(MSG_ENTITY, m_iAmmoRockets);
|
|
WriteByte(MSG_ENTITY, m_iAmmoNails);
|
|
WriteByte(MSG_ENTITY, m_iAmmoCells);
|
|
WriteByte(MSG_ENTITY, m_iAmmoShells);
|
|
WriteByte(MSG_ENTITY, m_iAmmoDetpack);
|
|
WriteByte(MSG_ENTITY, m_iAmmoMedikit);
|
|
}
|
|
|
|
if (flChanged & PLAYER_AMMO3) {
|
|
WriteByte(MSG_ENTITY, mode_tempstate);
|
|
WriteByte(MSG_ENTITY, classtype);
|
|
}
|
|
|
|
return (1);
|
|
}
|
|
#endif
|