quakec/source/server/non_fte_specifics.qc

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/*
server/non_fte_specifics.qc
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Some of the misc. non-FTE QC functions.
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Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
void() Do_Zombie_A = {};
void() func_door_nzp;
void() mystery_box;
entity windows[32];
float wincnt;
void () CL_SendWeaponFire =
{
float return_time;
vector Wep_Recoil;
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Wep_Recoil = GetWeaponRecoil(self.weapon);
msg_entity = self;
WriteByte(MSG_ONE, SVC_WEAPONFIRE);
return_time = getWeaponRecoilReturn(self.weapon);
WriteLong(MSG_ONE, return_time);
WriteCoord (MSG_ONE, Wep_Recoil_x);
WriteCoord (MSG_ONE, Wep_Recoil_y);
WriteCoord (MSG_ONE, Wep_Recoil_z);
//self.punchangle = Wep_Recoil;
self.recoil_delay = 60/return_time + time;
}
void() ParseClientCommand = {SV_ParseClientCommand(CMD_STRING);}
void() PutClientInServer;
void() InitRounds;
//moto -- put this here because it keeps soft_restart somewhat clean..
void(entity door) reclose_door = {
entity oldself;
oldself = self;
self = door;
setmodel(self, self.oldmodel);
self.solid = SOLID_BSP;
setorigin(self, self.oldorigin);
self.isopen = 0;
func_door_nzp();
//Close_Waypoint(self.wayTarget);
self = oldself;
}
void() Soft_Restart = {
entity who, oldself, doors, box, revive, endgame;
self = find(world,classname,"player");
oldself = self;
//remove all zombies
who = find(world,classname,"ai_zombie");
while(who != world)
{
if(who.health)
{
self = who;
self.th_die();
// hide bodies
setmodel(self, "");
if (self.head)
setmodel(self.head, "");
if (self.larm)
setmodel(self.larm, "");
if (self.rarm)
setmodel(self.rarm, "");
self = oldself;
}
who = find(who,classname,"ai_zombie");
}
//repair all windows
for(float i = 0; i < wincnt; i++) {
if (windows[i].health != -10) {
windows[i].health = 6;
windows[i].frame = 0;
}
}
//close doors
doors = findfloat(world, isopen, 1);
while (doors) {
if (doors.isopen)
reclose_door(doors);
doors = findfloat(world, isopen, 1);
}
//revert mystery box
box = find(world, classname, "mystery");
if (box) {
box.boxstatus = 0;
box.frame = 0;
box.goaldummy.frame = 0;
boxCount = 0;
box.origin = boxOrigin;
//self = box;
if (box.boxweapon)
remove(box.boxweapon);
//mystery_box();
//self = oldself;
}
//reset quick revive
revive = find(world, classname, "perk_revive");
if (revive) {
setmodel(revive, revive.model);
oldself.revivesoda = 0;
}
//reset buyable ending
endgame = find(world, classname, "func_ending");
if (endgame) {
endgame.activated = false;
}
//reset teleporters
local entity tp;
tp = find(world, classname, "func_teleporter_entrance");
if (tp) {
tp.activated = false;
tp.isLinked = false;
tp.cooldown = false;
tp.waitLink = false;
tp.think = SUB_Null;
}
local entity power;
power = find(world, classname, "power_switch");
if(power) {
isPowerOn = false;
power.frame = 0;
}
self = oldself;
self.downed = 0;
game_over = false;
rounds = 0;
self.score = 0;
self.points = 0;
self.secondaryweapon = 0;
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// naievil -- clear betty
self.secondary_grenades = 0;
self.grenades = 1;
self.pri_grenade_state = 0;
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InitRounds();
self.isspec = false;
PutClientInServer();
}