quakec/source/client/main.qc

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/*
client/main.qc
main csqc code
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Copyright (C) 2021-2023 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() ToggleMenu =
{
if(serverkey("constate") != "disconnected")
{
if (player_count == 0)
localcmd("cmd pause\n");
if(in_menu == MENU_NONE)
{
in_menu = MENU_PAUSE;
time_in_menu = 0;
local float i;
for(i = 0; i < BUTTONS_COUNT; i++)
{
buttons[i].active = 1;
}
setcursormode(TRUE, cvar_string("cl_cursor"), __NULL__, cvar("cl_cursor_scale"));
}
else
{
in_menu = MENU_NONE;
setcursormode(FALSE);
}
}
else
{
in_menu = MENU_MAIN;
time_in_menu = 0;
setcursormode(TRUE, cvar_string("cl_cursor"), __NULL__, cvar("cl_cursor_scale"));
}
}
noref void(float apiver, string enginename, float enginever) CSQC_Init =
{
setwindowcaption("Nazi Zombies: Portable");
precache_sound("sounds/menu/enter.wav");
precache_sound("sounds/menu/navigate.wav");
precache_model("models/player.mdl");
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registercommand("togglemenu");
registercommand("startwalk");
registercommand("stopwalk");
registercommand("promptjoin");
registercommand("showscores");
cvar_set("sv_cheats", ftos(1));
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cvar_set("r_fb_models", ftos(0));
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autocvar(r_viewmodel_default_fov, 70);
// Runtime check if we're running this in WebASM/WebGL.
if (cvar_string("sys_platform") == "Web")
platform_is_web = true;
else
platform_is_web = false;
if (platform_is_web) {
cvar_set("com_protocolname", "NZP-REBOOT-WEB");
}
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//print("CSQC Started\n");
dummy = spawn();
if(serverkey("constate") == "disconnected")
ToggleMenu();
//bgpos = 0;
// default button binds
buttonBind[0] = "+forward";
buttonBind[1] = "+back";
buttonBind[2] = "+moveleft";
buttonBind[3] = "+moveright";
buttonBind[4] = "impulse 10";
buttonBind[5] = "+sprint";
buttonBind[6] = "impulse 30";
buttonBind[7] = "impulse 110";
buttonBind[8] = "impulse 111";
buttonBind[9] = "+button7";
buttonBind[10] = "+button5";
buttonBind[11] = "+button6";
buttonBind[12] = "+button3";
buttonBind[13] = "impulse 33";
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// default/current width and height
active_swidth = cvar("vid_width");
active_sheight = cvar("vid_height");
fullscreenval = cvar("vid_fullscreen");
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// cvars for custom settings
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autocvar(cl_adsmode, 0);
autocvar(cl_cinematic, 0);
autocvar(nzp_particles, 1);
autocvar(nzp_decals, 1);
autocvar(vid_ultrawide_limiter, 0);
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// per-channel volume
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autocvar(snd_channel1volume, 1);
autocvar(snd_channel2volume, 1);
autocvar(snd_channel3volume, 1);
autocvar(snd_channel4volume, 1);
autocvar(snd_channel5volume, 1);
autocvar(snd_channel6volume, 1);
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// force nearest filtering for hud elements to avoid blur
cvar_set("gl_texturemode2d", "gl_nearest");
cvar_set("r_font_linear", "0");
// force build date text in menu
cvar_set("cl_showbuildtime", "1");
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// in-game stopwatch
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autocvar(scr_serverstopwatch, 0);
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stopwatch_sec = stopwatch_min = stopwatch_hr = 0;
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// retrieve custom maps
Customs_Get();
//
// get the build date
//
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float file = fopen("version.txt", FILE_READ);
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if (file != -1) {
build_datetime = fgets(file);
fclose(file);
}
};
//
// Init_Particles()
// Spawns a dummy particle for each effect
// so it loads. (FIXME - is there a better
// way?)
//
void() Init_Particles =
{
for(int i = 0; i < 3; i++) {
pointparticles(particleeffectnum(strcat("muzzle.muzzle_pap_part", itos(i))), '0 0 0', '0 0 0', 0);
pointparticles(particleeffectnum(strcat("muzzle.muzzle_part", itos(i))), '0 0 0', '0 0 0', 0);
}
pointparticles(particleeffectnum("weapons.impact"), '0 0 0', '0 0 0', 0);
pointparticles(particleeffectnum("weapons.impact_decal"), '0 0 0', '0 0 0', 0);
pointparticles(particleeffectnum("weapons.explode"), '0 0 0', '0 0 0', 0);
pointparticles(particleeffectnum("blood.blood_particle"), '0 0 0', '0 0 0', 0);
}
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noref void() CSQC_WorldLoaded =
{
//precache_model("models/weapons/mg/mzl.iqm");
//precache_model("models/blood.iqm");
if(!player)
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player = findfloat(world, entnum, player_localnum);
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if(!vmodel)
vmodel = spawn();
if(!v2model)
v2model = spawn();
if(!mzlflash)
mzlflash = spawn();
v2model.renderflags = vmodel.renderflags = RF_VIEWMODEL;
v2model.origin = vmodel.origin = '24 -12 -18';
v2model_targetpos = v2model_currentpos = v2model.origin = vmodel_targetpos = vmodel_currentpos = vmodel.origin;
v2model_velocity = vmodel_velocity = '0 0 0';
//v2model_muzzleoffset = vmodel_muzzleoffset = '48 -1 2';
setmodel(vmodel,"");
setmodel(v2model,"");
mzlflash.renderflags = vmodel.renderflags;
mzlflash.origin = vmodel.origin + vmodel_muzzleoffset;
playerpoints[1] = -1;
playerpoints[2] = -1;
playerpoints[3] = -1;
Achievement_Init();
Init_Particles();
nameprint_time = time + 12;
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huddir = "gfx/hud/";
};
// This is from COW lol!
#define ADS_THOMPSON '-3 +5.80 +4.52'
/*vector adsOffset;
float adsAmount;
float adsDir;*/
vector weapon_bob_factor;
float weapon_bob_factor_z_coef;
vector dampening_factor;
float vaccel;
float vzaccel;
void() Update_Vmodel =
{
local vector offset, adsoffset;
local vector dir;
local float ads;
if (cvar("r_drawviewmodel") == FALSE || hide_viewmodel == true) {
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vmodel.origin = '-10000 -10000 -10000';
return;
}
//
// View Bobbing Factors.
//
// PAUSED, NO BOB
if (serverkey(SERVERKEY_PAUSESTATE) == "1") {
weapon_bob_factor = '0 0 0';
dampening_factor = weapon_bob_factor;
weapon_bob_factor_z_coef = 0;
}
// ADS
else if (getstatf(STAT_WEAPONZOOM) && getstatf(STAT_WEAPONZOOM) != 3) {
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weapon_bob_factor = '0 0 0';
dampening_factor = weapon_bob_factor;
weapon_bob_factor_z_coef = 0;
}
// SPRINT
else if (getstatf(STAT_WEAPONZOOM) == 3) {
weapon_bob_factor_x = 2;
weapon_bob_factor_y = 8;
weapon_bob_factor_z = 12;
weapon_bob_factor_z_coef = 1;
dampening_factor_x = sin(cltime*weapon_bob_factor_x);
dampening_factor_y = 9*cos(cltime*weapon_bob_factor_y);
dampening_factor_z = 0.1*sin(cltime*weapon_bob_factor_z);
}
// WALK
else if (K_FORWARDDOWN || K_BACKDOWN || K_LEFTDOWN || K_RIGHTDOWN && !getstatf(STAT_WEAPONZOOM)) {
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weapon_bob_factor_x = 8;
weapon_bob_factor_y = 8;
weapon_bob_factor_z = 13.4;
weapon_bob_factor_z_coef = 0.2;
dampening_factor_x = 0.2*sin(cltime*weapon_bob_factor_x);
dampening_factor_y = 0.2*cos(cltime*weapon_bob_factor_y);
dampening_factor_z = 0.2*sin(cltime*weapon_bob_factor_z);
}
// STILL
else if (!getstatf(STAT_WEAPONZOOM)) {
// HACK HACK
if (weapon_bob_factor_z == 12) {
weapon_bob_factor_x = 8;
weapon_bob_factor_y = 8;
weapon_bob_factor_z = 13.4;
weapon_bob_factor_z_coef = 0.2;
dampening_factor_x = 0.2*sin(cltime*weapon_bob_factor_x);
dampening_factor_y = 0.2*cos(cltime*weapon_bob_factor_y);
dampening_factor_z = 0.2*sin(cltime*weapon_bob_factor_z);
}
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// Naievil -- stupid ass calcs...
// Basically we have a dampening factor per offset and we have to decrease it back down to zero
// Problem is that we may be going in postive OR negative direction?
// Better solution: use fabs() lol
if (dampening_factor_x > 0 && sin(time*weapon_bob_factor_x) > 0) {
if ((dampening_factor_x - 0.00000068* sin(time*weapon_bob_factor_x)) < 0)
dampening_factor_x -= (0.00000068 - dampening_factor_x*sin(time*weapon_bob_factor_x));
else
dampening_factor_x -= 0.00000068* sin(time*weapon_bob_factor_x);
} else if (dampening_factor_x < 0 && sin(time*weapon_bob_factor_x) < 0) {
if ((dampening_factor_x + 0.00000068* sin(time*weapon_bob_factor_x)) > 0)
dampening_factor_x += (0.00000068 - dampening_factor_x*sin(time*weapon_bob_factor_x));
else
dampening_factor_x += 0.00000068* sin(time*weapon_bob_factor_x);
} else {
weapon_bob_factor_x = 1.2;
}
if (weapon_bob_factor_x - 0.00000068 < 1.2)
weapon_bob_factor_x = 1.2;
else
weapon_bob_factor_x -= 0.00000068;
if (dampening_factor_y > 0 && cos(time*weapon_bob_factor_y) > 0) {
if ((dampening_factor_y - 0.00000065* cos(time*weapon_bob_factor_y)) < 0)
dampening_factor_y -= (0.00000065 - dampening_factor_y*cos(time*weapon_bob_factor_y));
else
dampening_factor_y -= 0.00000065* cos(time*weapon_bob_factor_y);
} else if (dampening_factor_y < 0 && cos(time*weapon_bob_factor_y) < 0) {
if ((dampening_factor_y + 0.00000065* cos(time*weapon_bob_factor_y)) > 0)
dampening_factor_y += (0.00000065 - dampening_factor_y*cos(time*weapon_bob_factor_y));
else
dampening_factor_y += 0.00000065* cos(time*weapon_bob_factor_y);
} else {
weapon_bob_factor_y = 1.5;
}
if (weapon_bob_factor_y - 0.00000065 < 1.5)
weapon_bob_factor_y = 1.5;
else
weapon_bob_factor_y -= 0.00000065;
if (dampening_factor_z > 0 && sin(time*weapon_bob_factor_z) > 0) {
if ((dampening_factor_z - 0.00000123* sin(time*weapon_bob_factor_z)) < 0)
dampening_factor_z -= (0.00000123 - dampening_factor_z*sin(time*weapon_bob_factor_z));
else
dampening_factor_z -= 0.00000123* sin(time*weapon_bob_factor_z);
} else if (dampening_factor_z <= 0 && sin(time*weapon_bob_factor_z) < 0) {
if ((dampening_factor_z + 0.00000123* sin(time*weapon_bob_factor_z)) > 0)
dampening_factor_z += (0.00000123 - dampening_factor_z*sin(time*weapon_bob_factor_z));
else
dampening_factor_z += 0.00000123* sin(time*weapon_bob_factor_z);
} else {
weapon_bob_factor_z = 1.1;
}
if (weapon_bob_factor_z - 0.00000123 < 1.1)
weapon_bob_factor_z = 1.1;
else
weapon_bob_factor_z -= 0.00000123;
if (weapon_bob_factor_z_coef <= 0.1)
weapon_bob_factor_z_coef = 0.1;
else
weapon_bob_factor_z_coef -= 0.0000001*sin(time*weapon_bob_factor_z);
}
offset_x = 0.2 * (sin(cltime * weapon_bob_factor_x) + dampening_factor_x);
offset_y = 0.2 * (cos(cltime * weapon_bob_factor_y) + dampening_factor_y);
offset_z = weapon_bob_factor_z_coef * (sin(weapon_bob_factor_z*cltime + 0.5) + dampening_factor_z);
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vector tempv;
tempv_x = 0.2 * (sin(cltime * weapon_bob_factor_x));
tempv_y = 0.2 * (cos(cltime * weapon_bob_factor_y));
tempv_z = weapon_bob_factor_z_coef * (sin(weapon_bob_factor_z*cltime + 0.5));
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dir = vmodel_targetpos - vmodel_currentpos;
if(vlen(dir) < (0.15 * 128 * frametime))
vmodel_currentpos = vmodel_targetpos;
else
vmodel_currentpos += (dir * 0.15 * 128) * frametime;
if(vlen(vmodel.angles) < (0.1 * 128 * frametime))
vmodel.angles = '0 0 0';
else
vmodel.angles += (-vmodel.angles * 0.2 * 128) * frametime;
vmodel_currentpos += (vmodel_velocity * 128) * frametime;
vmodel_velocity *= 1 - frametime * 30;
vmodel.angles += (vmodel_avelocity * 128) * frametime;
vmodel_avelocity *= 1 - frametime * 30;
adsoffset = GetWeaponADSPos(weapon);
ads = getstatf(STAT_WEAPONZOOM); //get the zoomtoggle value
if(ads == 1 || ads == 2 && serverkey(SERVERKEY_PAUSESTATE) == "0")
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{
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vmodel_currentpos += (adsoffset * 0.15 * 128) * frametime;
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vmodel.origin = vmodel_currentpos + adsoffset;
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}
else
{
switch(getstatf(STAT_PLAYERSTANCE)) {
case 2:
break;
case 1:
vmodel_currentpos = '0 0.6 -0.3';
break;
case 0:
vmodel_currentpos = '1.5 0.6 -0.3';
break;
default: break;
}
vmodel.origin = vmodel_currentpos + offset;
vmodel.origin_y += vaccel;
vmodel.origin_z += vzaccel;
if (in_menu != MENU_NONE)
return;
if (K_LEFTDOWN) {
vaccel -= 0.01;
if (vaccel < -0.8)
vaccel = -0.8;
} else if (K_RIGHTDOWN) {
vaccel += 0.01;
if (vaccel > 0.8)
vaccel = 0.8;
} else if (vaccel != 0) {
if (vaccel > 0)
vaccel -= 0.01;
else
vaccel += 0.01;
}
//black ops -0.01 till -0.6 (looks better)
if (K_BACKDOWN || K_FORWARDDOWN) {
if (ads == 3) {
vzaccel -= 0.1;
if (vzaccel < -1.2)
vzaccel = -1.2;
} else {
vzaccel -= 0.01;
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if (vzaccel < -0.6)
vzaccel = -0.6;
}
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} else if (vzaccel != 0) {
if (vzaccel > 0)
vzaccel -= 0.02;
else
vzaccel += 0.02;
}
}
if(weapon == 1)
{
if(mzlflash.scale < 1)
mzlflash.scale += (10 * random()) * frametime;
}
else if(weapon == 2)
{
if(mzlflash.scale < 1.5)
mzlflash.scale += (20 * random()) * frametime;
}
mzlflash.origin = vmodel.origin + vmodel_muzzleoffset;
mzlflash.alpha -= (0.15 * 100) * frametime;
if(mzlflash.alpha < 0.1)
mzlflash.alpha = 0.01;
}
float Player_PreDraw() =
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{
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self.lerpfrac -= frametime*10;
while(self.lerpfrac < 0) {
self.frame2 = self.frame;
self.lerpfrac += 1;
}
if (self.entnum == player_localentnum) {
self.movetype = MOVETYPE_WALK;
// Prepare rollback
vector vOldOrigin = self.origin;
vector vOldVelocity = self.velocity;
float fOldPMoveFlags = self.pmove_flags;
// Apply physics for every single input-frame that has not yet been
// acknowledged by the server (servercommandframe = last acknowledged frame)
for (int i = servercommandframe + 1; i <= clientcommandframe; i++) {
float flSuccess = getinputstate(i);
if (flSuccess == FALSE) {
continue;
}
// Partial frames are the worst
if (input_timelength == 0) {
break;
}
runstandardplayerphysics(self);
}
// Smooth stair stepping, this has to be done manually!
playerOriginOld = playerOrigin;
if ((self.flags & FL_ONGROUND) && (self.origin_z - playerOriginOld_z > 0)) {
playerOriginOld_z += frametime * 150;
if (playerOriginOld_z > self.origin_z) {
playerOriginOld_z = self.origin_z;
}
if (self.origin_z - playerOriginOld_z > 18) {
playerOriginOld_z = self.origin_z - 18;
}
playerOrigin_z += playerOriginOld_z - self.origin_z;
} else {
playerOriginOld_z = self.origin_z;
}
playerOrigin = [self.origin_x, self.origin_y, playerOriginOld_z];
playerVelocity = self.velocity;
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addentity(self);
// Time to roll back
self.origin = vOldOrigin;
setorigin(self, self.origin);
self.velocity = vOldVelocity;
self.pmove_flags = fOldPMoveFlags;
self.movetype = MOVETYPE_NONE;
// Set renderflag for mirrors!
self.renderflags = RF_EXTERNALMODEL;
} else {
addentity(self);
}
return PREDRAW_NEXT;
}
noref void(float isnew) CSQC_Ent_Update =
{
float ent_type = readbyte();
if (ent_type == 1) {
if (isnew == TRUE) {
self.classname = "player";
self.solid = SOLID_SLIDEBOX;
self.predraw = Player_PreDraw;
self.drawmask = MASK_ENGINE;
setmodel(self, "models/player.mdl");
}
self.origin_x = readcoord();
self.origin_y = readcoord();
self.origin_z = readcoord();
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self.angles_x = readangle();
self.angles_y = readangle();
self.angles_z = readangle();
self.velocity_x = readshort();
self.velocity_y = readshort();
self.velocity_z = readshort();
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self.playernum = readbyte();
self.modelindex = readshort();
self.frame = readbyte();
self.movetype = readshort();
self.flags = readfloat();
self.stance = readbyte();
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setmodelindex(self, self.modelindex);
if (self.stance == 2)
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setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
else
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setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
} else {
if(isnew)
addentity(self);
}
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}
float(__inout vector v) VectorNormalize =
{
float length = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if (length)
{
float ilength = 1 / length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
return length;
}
void() DropRecoilKick =
{
float len;
if (crosshair_spread_time > time)
return;
len = VectorNormalize(gun_kick);
len = len - frametime*5;
if (len < 0)
len = 0;
gun_kick[0] *= len;
gun_kick[1] *= len;
gun_kick[2] *= len;
}
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string() LoadScreen_GiveTip =
{
float index = rint((random() * (80 - 1))) + 1;
switch(index)
{
case 1:
return "Released in 1996, Quake is over 25 years old!";
case 2:
return "Use the Kar98k to be the hero we need!";
case 3:
return "Lots of modern engines are based on Quake!";
case 4:
return "NZ:P began development on September 27 2009!";
case 5:
return "NZ:P was first released on December 25, 2010!";
case 6:
return "NZ:P Beta 1.1 has over 300,000 downloads!";
case 7:
return "NZ:P has been downloaded over 500,000 times!";
case 8:
return "A lot of people have worked on NZ:P!";
case 9:
return "Blubswillrule, or \"blubs\", is from the US.";
case 10:
return "Jukki is from Finland.";
case 11:
return "Ju[s]tice, or \"tom\" is from Lithuania.";
case 12:
return "This game has given us bad sleeping habits!";
case 13:
return "We had a lot of fun making this game!";
case 14:
return "Pro Tip: you can make your own custom map!";
case 15:
return "Try Retro Mode, it's in the Graphics Settings!";
case 16:
return "Tired of our maps? Go make your own!";
case 17:
return "Slay zombies & be grateful.";
case 18:
return "Custom maps, CUSTOM MAPS!";
case 19:
return "Go outside & build a snowman!";
case 20:
return "Please surround yourself with zombies!";
case 21:
return "Don't play for too long.. zombies may eat you.";
case 22:
return "That was epic... EPIC FOR THE WIIIN!"; //why
case 23:
return "FTEQW is an awesome Quake Engine!";
case 24:
return "You dead yet?";
case 25:
return "Now 21% cooler!";
case 26:
return "your lg is nothink on the lan!"; //what
case 27:
return "I'm not your chaotic on dm6!";
case 28:
return "Shoot or knife zombies to kill them, up to you!";
case 29:
return "How many people forgot to Compile today?";
case 30:
return "ggnore";
case 31:
return "NZ:P is also on PC, Switch, Vita, and PSP!";
case 32:
return "Submerge your device in water for godmode!";
case 33:
return "10/10/10 was a good day.";
case 34:
return "Also check out \"FreeCS\" by eukara!";
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case 35:
return "CypressImplex, or \"Ivy\", is from the USA.";
case 36:
return "Zombies don't like bullets.";
case 37:
return "Thanks for being an awesome fan!";
case 38:
return "Removed Herobrine";
case 39:
return "Pack-a-Punch the Kar98k to get to round 100000.";
case 40:
return "I feel like I'm being gaslit.";
case 41:
return "Heads up! You will die if you are killed!";
case 42:
return "Zombies legally can't kill you if you say no!";
case 43:
return "Please help me find the meaning of . Thanks.";
case 44:
return "Discord is ONLY for Thomas the Tank Engine RP!";
case 45:
return "\"Get rid of the 21% tip, it's an MLP reference.\"";
case 46:
return "You're playing on FTE!";
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case 47:
return "Don't leak the beta!";
case 48:
return "Jugger-Nog increases your health!";
case 49:
return "greg was here";
case 50:
return "Where the hell is the Mystery Box?!";
case 51:
return "Zombies like getting shot.. I think.";
case 52:
return "pro tip: aiming helps";
case 53:
return "\"my mom gave me plunger money\"";
case 54:
return "dolphin dive on top of your friend for god mode";
case 55:
return "no free rides. ass, grass, or cash!";
case 56:
return "https://nzp.gay/";
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case 57:
return "im an mlg gamer girl so its pretty guaranteed";
case 58:
return "this is a w because you cant have enough fnaf";
case 59:
return "i hope santa drops bombs on the uk";
case 60:
return "Hoyl shit, bro! You fucking ported fortnite!";
case 61:
return "icarly feet futtishist.";
case 62:
return "Well, it's impossible to play, I'm disgusted.";
case 63:
return "I like my women to not be cartoons";
case 64:
return "Plot twist: NZP was always broken";
case 65:
return "testing some think.";
case 66:
return "fnaf is older than gay marriage in the us";
case 67:
return "i want that twink Obliterated";
case 68:
return "i think he started the femboy transition process";
case 69:
return "nice";
case 70:
return "He's FUCKING annoying";
case 71:
return "yeah pog female bikers";
case 72:
return "Its either a stroke of genius or just a stroke";
case 73:
return "Play some Custom Maps!";
case 74:
return "Real OGs play on Win9X Machines!";
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case 75:
return "Adding this tip improved framerate by 39%!";
case 76:
return "The NZ in NZP stands for New Zealand!";
case 77:
return "The P in NZP stands for Professional!";
case 78:
return "Remember to stay hydrated!";
case 79:
return "cofe";
}
return "wut wut";
};
noref void(float width, float height, float notmenu) CSQC_UpdateViewLoading =
{
if (loadscreen_mapname != "") {
drawpic([0, 0], strcat("gfx/lscreen/", loadscreen_mapname), [width, height], [1, 1, 1], 1);
}
drawfill ([0, 0], [width, 32, 1], [0, 0, 0], 0.68, 0);
drawfill ([0, height - 32], [width, 32, 1], [0, 0, 0], 0.68, 0);
drawstring([width/2 - (stringwidth(loadscreen_tip, 0, [12, 12])/2), height - 16, 0], loadscreen_tip, [12, 12], [1, 1, 1], 1, 0);
drawstring([6, 6], loadscreen_maptitle, [24, 24], TEXT_ORANGE, 1, 0);
drawfill ([width/2 - 160, height - 42], [320, 18, 1], [0.27, 0.27, 0.27], 1, 0);
drawfill ([width/2 - 164, height - 46], [328, 26, 1], [0, 0, 0], 0.77, 0);
drawstring([width/2 - (stringwidth("Loading...", 0, [14, 14])/2), height - 40, 0], "Loading...", [14, 14], [1, 1, 1], 1, 0);
};
#define SCALE_CONSTANT 8
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// CALLED EVERY CLIENT RENDER FRAME
float pap_flash_alternate;
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noref void(float width, float height, float menushown) CSQC_UpdateView =
{
//clear and update our global screen resolution vars
clearscene();
g_width = width;
g_height = height;
// camang is controlled by our punchangles
camang = getproperty(VF_ANGLES);
//disable quake status bar and quake crosshair
setviewprop(VF_DRAWENGINESBAR, 0);
setviewprop(VF_DRAWCROSSHAIR, 0);
setsensitivityscaler((1 + SCALE_CONSTANT * getstatf(STAT_VIEWZOOM)) / (1 + SCALE_CONSTANT));
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setviewprop(VF_AFOV, autocvar(fov,90)*getstatf(STAT_VIEWZOOM));
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cvar_set("r_viewmodel_fov", ftos(cvar("r_viewmodel_default_fov")*getstatf(STAT_VIEWZOOM)));
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// Increment the stopwatch
// FIXME: I don't really liket his being in UpdateView.. this has nothing to do with rendering.
stopwatch_sec = time - (stopwatch_min * 60 + (stopwatch_hr * 3600));
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if (stopwatch_sec >= 60) {
stopwatch_min += stopwatch_sec/60;
}
if (stopwatch_min >= 60) {
stopwatch_hr += stopwatch_min/60;
stopwatch_min = 0;
}
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//autoadd entities received from servers for drawing
addentities(MASK_ENGINE);
setproperty(VF_ORIGIN, playerOrigin + [ 0, 0, getstatf(STAT_VIEWHEIGHT)]);
//setproperty(VF_ANGLES, view_angles);
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//do viewmodel manipulation, purely cosmetic stuff
if(vmodel)
{
Update_Vmodel();
local vector vorg;
local vector vang;
vorg = getviewprop(VF_ORIGIN);
vang = getviewprop(VF_ANGLES);
//vmodel.origin += vorg;
//vmodel.angles += vang;
addentity(vmodel);
addentity(v2model);
//vmodel.origin -= vorg;
//vmodel.angles -= vang;
//addentity(vmodel);
float weaponframe, weapon2frame;
weaponframe = getstatf(STAT_WEAPONFRAME);
float duration = getstatf(STAT_WEAPONDURATION);
if (!duration) {
duration = 0.1;
}
if (curweaponframe != weaponframe) {
interpolating = TRUE;
vmodel.lerpfrac = 0;
oldweaponframe = curweaponframe;
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curweaponframe = weaponframe;
}
if (interpolating == TRUE) {
vmodel.lerpfrac += frametime * (1/duration);
if (vmodel.lerpfrac >= 1.0) {
oldweaponframe = curweaponframe;
vmodel.lerpfrac = 0;
interpolating = FALSE;
}
}
vmodel.frame = oldweaponframe;
vmodel.frame2 = curweaponframe;
if (IsDualWeapon(getstatf(STAT_ACTIVEWEAPON))) {
float duration2 = getstatf(STAT_WEAPON2DURATION);
if (!duration2) {
duration2 = 0.1;
}
weapon2frame = getstatf(STAT_WEAPON2FRAME);
if (curweapon2frame != weapon2frame) {
interpolating2 = TRUE;
v2model.lerpfrac = 0;
oldweapon2frame = curweapon2frame;
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curweapon2frame = weapon2frame;
}
if (interpolating2 == TRUE) {
v2model.lerpfrac += frametime * (1/duration2);
if (v2model.lerpfrac >= 1.0) {
oldweapon2frame = curweapon2frame;
v2model.lerpfrac = 0;
interpolating2 = FALSE;
}
}
v2model.frame = oldweapon2frame;
v2model.frame2 = curweapon2frame;
} else {
//v2model.frame = getstatf(STAT_WEAPON2FRAME);
v2model.lerpfrac = vmodel.lerpfrac;
v2model.frame = oldweaponframe;
v2model.frame2 = curweaponframe;
}
v2model.angles = vmodel.angles;
v2model.origin = vmodel.origin;
if(mzlflash.alpha > 0.09)
{
makevectors(view_angles);
local vector offset = vmodel.origin + vmodel_muzzleoffset;
local vector muzzlepos;
muzzlepos = getviewprop(VF_ORIGIN);
muzzlepos += v_forward * offset_x;
muzzlepos -= v_right * offset_y;
muzzlepos += v_up * (offset_z + 6);
if (cvar("r_drawviewmodel")) {
if (IsPapWeapon(getstatf(STAT_ACTIVEWEAPON))) {
if (pap_flash_alternate)
dynamiclight_add(muzzlepos, 128 * mzlflash.alpha, '0.7 0 0' * mzlflash.alpha);
else
dynamiclight_add(muzzlepos, 128 * mzlflash.alpha, '0 0 0.7' * mzlflash.alpha);
pap_flash_alternate = !pap_flash_alternate;
}
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else
dynamiclight_add(muzzlepos, 128 * mzlflash.alpha, '1.2 0.7 0.2' * mzlflash.alpha);
addentity(mzlflash);
}
}
}
//deltalisten makes engine call the "add_outline" func for each entity with the set model every frame
/*deltalisten("models/mg_ammo.iqm", add_outline, 0);
deltalisten("models/weapons/mg/mg.iqm", add_outline, 0);
deltalisten("models/weapons/pistol/pistol.iqm", add_outline, 0);*/
//deltalisten("models/humanoid_simplerig.iqm", add_outline, 0);
DropRecoilKick();
camang[0] += gun_kick[0];
camang[1] += gun_kick[1];
camang[2] += gun_kick[2];
setviewprop(VF_ANGLES, camang);
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//does what you think it does
renderscene();
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if (in_loadscreen)
{
in_loadscreen = false;
localcmd(strcat("map ", loadscreen_mapname, "\n"));
}
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if(in_menu)
{
//in menu.qc
Draw_Menu();
}
else
{
HUD_Draw(g_width, g_height);
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Chat_Draw();
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}
};
noref float(string cmd) CSQC_ConsoleCommand =
{
//self = theplayer;
//if (!self)
// return FALSE;
tokenize(cmd);
switch(argv(0))
{
case "togglemenu":
ToggleMenu();
return TRUE;
case "map":
return FALSE;
case "startwalk":
walk = TRUE;
return FALSE;
case "stopwalk":
walk = FALSE;
return FALSE;
case "promptjoin":
menu_join();
return TRUE;
case "showscores":
if (score_show)
score_show = FALSE;
else
score_show = TRUE;
return TRUE;
default:
return FALSE;
}
return FALSE;
};
//**********************************************************************//
// Input_Movecheck //
// //
// Called at InputEvent and allows to set var if key is at that state //
// NOTE: ALL movekeys are called in order to prevent unsetting keys //
//**********************************************************************//
void(float scanx, float setval) Input_Movecheck =
{
tokenize(findkeysforcommand("+moveleft"));
if (scanx == stof(argv(0)))
K_LEFTDOWN = setval;
tokenize(findkeysforcommand("+moveright"));
if (scanx == stof(argv(0)))
K_RIGHTDOWN = setval;
tokenize(findkeysforcommand("+forward"));
if (scanx == stof(argv(0)))
K_FORWARDDOWN = setval;
tokenize(findkeysforcommand("+back"));
if (scanx == stof(argv(0)))
K_BACKDOWN = setval;
}
void(float button, string key) setToBind =
{
local string fullbind, unbind, oldkey;
local string btn;
editBind[button] = FALSE;
btn = buttonBind[button];
tokenize(findkeysforcommand(btn));
oldkey = keynumtostring(stof(argv(0)));
unbind = strcat("bind ", oldkey, " null\n");
fullbind = strcat("bind ", key, " \"", btn, "\"\n");
localcmd(unbind);
localcmd(fullbind);
}
noref float(float evtype, float scanx, float chary, float devid) CSQC_InputEvent =
{
switch(evtype)
{
case IE_KEYDOWN:
if(in_menu != MENU_NONE)
{
if(scanx == K_MOUSE1) {
Menu_Click(0);
if (in_menu == MENU_CUSTOMS)
Menu_Click_Custom();
return TRUE;
} else if (scanx == K_MOUSE2) {
Menu_Click(1);
return TRUE;
}
if (in_menu == MENU_CSETTINGS) {
for (int i = 0; i < MAX_BINDS; i += 1) {
if (editBind[i] == TRUE)
setToBind(i, keynumtostring(scanx));
}
}
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if (in_menu == MENU_MULTI) {
// GO AWAY!
if (scanx == K_ENTER || scanx == K_ESCAPE) {
editing_player_name = editing_server_id = editing_password = editing_hostname = false;
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return FALSE;
}
if (editing_player_name == true) {
// Update the temp string.
temp_player_name = GetUserInput(temp_player_name, scanx, chary, 18);
// Always append.
cvar_set("name", temp_player_name);
// No, I don't want to read binds. Thanks.
return TRUE;
}
} else if (in_menu == MENU_CREATE || in_menu == MENU_JOIN) {
// GO AWAY!
if (scanx == K_ENTER || scanx == K_ESCAPE) {
editing_player_name = editing_server_id = editing_password = false;
return FALSE;
}
// Server IP
if (editing_server_id == true) {
// Update the temp string.
temp_server_name = GetUserInput(temp_server_name, scanx, chary, 18);
// No, I don't want to read binds. Thanks.
return TRUE;
}
// Password
if (editing_password == true) {
// Update the temp string.
temp_password = GetUserInput(temp_password, scanx, chary, 18);
// Always append.
cvar_set("password", temp_password);
// No, I don't want to read binds. Thanks.
return TRUE;
}
// Hostname
if (editing_hostname == true) {
// Update the temp string.
temp_hostname = GetUserInput(temp_hostname, scanx, chary, 18);
// Always append.
cvar_set("hostname", temp_hostname);
// No, I don't want to read binds. Thanks.
return TRUE;
}
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}
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// Controller Menu Navigation
if (scanx == K_JOY2) {
GPActive[0] = TRUE;
}
if (scanx == K_JOY4) {
GPActive[1] = TRUE;
}
if (scanx == K_JOY1) {
GPActive[2] = TRUE;
}
}
Input_Movecheck(scanx, 1);
return FALSE;
case IE_KEYUP:
// Controller Menu Navigation
if(in_menu != MENU_NONE) {
if (scanx == K_JOY2) {
GPActive[0] = FALSE;
}
if (scanx == K_JOY4) {
GPActive[1] = FALSE;
}
if (scanx == K_JOY1) {
GPActive[2] = FALSE;
}
}
Input_Movecheck(scanx, 0);
return FALSE;
case IE_MOUSEDELTA:
return FALSE;
case IE_MOUSEABS:
//if(devid != 0 && devid != 1)
// return FALSE;
cursor_pos_x = scanx;
cursor_pos_y = chary;
return FALSE;
}
return FALSE;
};
noref void() CSQC_Input_Frame =
{
input_angles += gun_kick;
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}
#define DEG2RAD(x) (x * M_PI / 180.f)
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noref void() CSQC_Parse_Event =
{
local float first = readbyte();
switch (first) {
case EVENT_PISTOLFIRE:
local float entnum, traceent, side;
local vector pos, norm;
entnum = readentitynum();
side = readfloat();
pos_x = readcoord();
pos_y = readcoord();
pos_z = readcoord();
norm_x = readcoord();
norm_y = readcoord();
norm_z = readcoord();
traceent = readentitynum();
if(entnum == player_localentnum)
{
// originally was view_angles, but thats only what is reported
// to the server, weapon kick is NOT reported, so offset continued
// to grow.
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getinputstate(servercommandframe);
makevectors(input_angles);
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local vector offset = vmodel.origin + vmodel_muzzleoffset;
local vector muzzlepos, muzzle_offset;
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muzzlepos = getviewprop(VF_ORIGIN);
muzzle_offset = GetWeaponFlash_Offset(getstatf(STAT_ACTIVEWEAPON))/1000;
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// Firing from the left? Use the other position instead
if (side == 0 && IsDualWeapon(getstatf(STAT_ACTIVEWEAPON)))
muzzle_offset = WepDef_GetLeftFlashOffset(getstatf(STAT_ACTIVEWEAPON))/1000;
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// ADS offset
if(getstatf(STAT_WEAPONZOOM) == 1) {
muzzle_offset += GetWeaponADSOfs_PSP(weapon)/1000;
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}
muzzlepos += v_forward * muzzle_offset_z;
muzzlepos += v_right * muzzle_offset_x;
muzzlepos += v_up * muzzle_offset_y;
mzlflash.alpha = 1;
// Scale the muzzleflash to meet viewmodel FOV
// FTE doesnt support vector scaling :(
// float afov = cvar("fov");
// float vfov = cvar("r_viewmodel_default_fov");
// float ascale = 1.0 / tan(DEG2RAD(afov/2.0)) * vfov / 90.0;
// mzlflash.scale = ascale;
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if (cvar("nzp_particles") && cvar("r_drawviewmodel")) {
float index = rint(random() * 2);
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if (IsPapWeapon(getstatf(STAT_ACTIVEWEAPON)))
pointparticles(particleeffectnum(strcat("muzzle.muzzle_pap_part", ftos(index))), muzzlepos, norm*24, 1);
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else
pointparticles(particleeffectnum(strcat("muzzle.muzzle_part", ftos(index))), muzzlepos, norm*24, 1);
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}
}
if (GetFiretype(getstatf(STAT_ACTIVEWEAPON)) == FIRETYPE_GRENADE)
return;
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if(traceent == 0)
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{
if (cvar("nzp_particles"))
pointparticles(particleeffectnum("weapons.impact"), pos, norm*24, 1);
if (cvar("nzp_decals"))
pointparticles(particleeffectnum("weapons.impact_decal"), pos, '0 0 0', 1);
}
break;
case EVENT_WEAPONRECOIL:
local vector rec;
rec_x = readcoord()/5;
rec_y = readcoord()/5;
rec_z = readcoord()/5;
gun_kick += rec;
break;
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case EVENT_EXPLOSION:
local vector org;
org_x = readcoord();
org_y = readcoord();
org_z = readcoord();
if (cvar("nzp_decals"))
pointparticles(particleeffectnum("weapons.explode"), org, '0 0 0', 1);
break;
case EVENT_BLOOD:
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vector loc;
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loc_x = readcoord();
loc_y = readcoord();
loc_z = readcoord();
if (cvar("nzp_particles"))
pointparticles(particleeffectnum("blood.blood_particle"), loc, '0 0 0', 1);
break;
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case EVENT_FLAME:
vector floc;
floc_x = readcoord();
floc_y = readcoord();
floc_z = readcoord();
if (cvar("nzp_particles")) {
pointparticles(particleeffectnum("flames.flame_particle"), floc, '0 0 0', 1);
}
break;
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case EVENT_LIMBGIB:
vector gloc;
gloc_x = readcoord();
gloc_y = readcoord();
gloc_z = readcoord();
if (cvar("nzp_particles")) {
pointparticles(particleeffectnum("blood.blood_particle"), gloc, '0 0 0', 1);
pointparticles(particleeffectnum("blood.gibs"), gloc, '0 0 0', 1);
}
break;
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case EVENT_CHATMESSAGE:
int sender = readbyte();
int player_id = readbyte();
string message = readstring();
Chat_Register(sender, player_id, message);
break;
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case EVENT_WEAPONCHANGE:
local float to;
to = readbyte();
setmodel(vmodel,GetWeaponModel(to, FALSE));
if (to == W_KAR_SCOPE && vmodel.model == "models/weapons/kar/v_kar.mdl") {
setmodel(v2model,"models/weapons/kar/v_karscope.mdl");
} else {
setmodel(v2model,"");
}
v2model.origin = vmodel.origin = '0 0 0';
v2model.angles = vmodel.angles = '-60 0 0';
v2model_currentpos = vmodel_currentpos = vmodel.origin + '0 0 -24';
v2model_targetpos = vmodel_targetpos = vmodel.origin;
v2model_muzzleoffset = vmodel_muzzleoffset = '12 0 1';
weapon = to;
HUD_Change_time = time + 6;
break;
case EVENT_UPDATEVMODEL:
local string new;
local float skin2;
new = readstring();
setmodel(vmodel,new);
vmodel.skin = readbyte();
break;
case EVENT_UPDATEV2MODEL:
local string new2;
new2 = readstring();
setmodel(v2model,new2);
v2model.skin = readbyte();
break;
case EVENT_USEPRINT:
useprint_type = readbyte();
useprint_cost = readshort();
useprint_weapon = readbyte();
useprint_time = time + 0.1;
break;
case EVENT_NEWROUND:
rounds = readbyte();
HUD_Change_time = time + 6;
break;
case EVENT_SETROUND:
rounds = readbyte();
break;
case EVENT_PERK:
float newperks;
newperks = readlong();
UpdatePerks(newperks);
break;
case EVENT_DOUBLETAPUPDATE:
double_tap_version = readbyte();
break;
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case EVENT_UPDATE:
float updatetype = readbyte();
float var_1 = readbyte();
float var_2 = readbyte();
float var_3 = readbyte();
switch (updatetype)
{
case 1:
HUD_Change_time = time + var_1;
break;
case 2:
rounds_change = var_1;
break;
case 3:
if (Hitmark_time < time)
Hitmark_time = time + 0.2;
break;
case 4:
zoom_2_time = time + 0.05;
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break;
case 5:
crosshair_spread_time = time + 70/getWeaponRecoilReturn(getstatf(STAT_ACTIVEWEAPON));
break;
default:
break;
}
break;
case EVENT_BROADCAST:
broadcast_time = readbyte();
broadcast_type = readbyte();
broadcast_string = readstring();
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break;
case EVENT_REVIVECHANGE:
float revivechange_id = readbyte();
float state = readbyte();
revive_icons[revivechange_id].state = state;
break;
case EVENT_REVIVEON:
float reviveon_id = readbyte();
revive_icons[reviveon_id].org[0] = readcoord();
revive_icons[reviveon_id].org[1] = readcoord();
revive_icons[reviveon_id].org[2] = readcoord();
revive_icons[reviveon_id].state = 1;
revive_icons[reviveon_id].draw = true;
active_revive_icons++;
break;
case EVENT_REVIVEOFF:
float reviveoff_id = readbyte();
revive_icons[reviveoff_id].org[0] = 0;
revive_icons[reviveoff_id].org[1] = 0;
revive_icons[reviveoff_id].org[2] = 0;
revive_icons[reviveoff_id].state = 0;
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revive_icons[reviveoff_id].timer = 0;
revive_icons[reviveoff_id].draw = false;
active_revive_icons--;
break;
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case EVENT_POINTUPDATE:
float playernum = readbyte();
float temppoints = readlong();
RegisterPointChange(readlong(), playernum);
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float tempkills = readlong();
string tempname = readstring();
switch(playernum) {
case 1: playerpoints[0] = temppoints; playerkills[0] = tempkills; playernames[0] = tempname; break;
case 2: playerpoints[1] = temppoints; playerkills[1] = tempkills; playernames[1] = tempname; break;
case 3: playerpoints[2] = temppoints; playerkills[2] = tempkills; playernames[2] = tempname; break;
case 4: playerpoints[3] = temppoints; playerkills[3] = tempkills; playernames[3] = tempname; break;
}
break;
case EVENT_BLACKOUT:
fade_time = readbyte();
fade_type = readbyte();
break;
case EVENT_PUNCHANGLE:
vector changetest;
changetest_x = readcoord();
changetest_y = readcoord();
changetest_z = readcoord();
break;
case EVENT_SCROLLTEXT:
scrolltext = readstring();
stext = TRUE;
break;
case EVENT_WORLDDATA:
chaptertitle = readstring();
location = readstring();
date = readstring();
person = readstring();
if (chaptertitle == "")
chaptertitle = "'Nazi Zombies'";
break;
case EVENT_SONGPLAY:
string track_name = readstring();
localsound_enhanced(strcat("tracks/", track_name, ".ogg"), CHAN_MUSIC, 1);
break;
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case EVENT_ACHIEVEMENT:
float ach = readbyte();
if (achievements[ach].unlocked == true)
return;
Achievement_Unlock(ach);
break;
case EVENT_ACHIEVEMENTPROGRESS:
float id = readbyte();
float pg = readfloat();
if (achievements[id].unlocked == true)
return;
Achievement_UpdateProgress(id, pg);
break;
case EVENT_PLAYERUPDATE:
player_count = readbyte();
break;
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case EVENT_GRENADEPULSE:
crosshair_pulse_grenade = true;
break;
case EVENT_BETTYPROMPT:
bettyprompt_time = time + 4;
break;
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case EVENT_WEAPONUPDATE:
float wepnum = readbyte();
string wepname = readstring();
string wvmodel = readstring();
float mag = readbyte();
float reserve = readbyte();
vector cads = stov(readstring());
float cmin = readbyte();
float cmax = readbyte();
vector flash = stov(readstring());
float flashsize = readbyte();
string v2 = readstring();
float isd = readbyte();
/*W_CUSTOMNAME[wepnum] = wepname;
W_CVMODEL[wepnum] = wvmodel;
W_CMAG[wepnum] = mag;
W_CRESERVE[wepnum] = reserve;
W_CCROSSMIN[wepnum] = cmin;
W_CCROSSMAX[wepnum] = cmax;
W_CADS[wepnum] = cads;
W_CFLASHSIZE[wepnum] = flashsize;
W_CVMODEL2[wepnum] = v2;
W_CDUAL[wepnum] = isd;*/
break;
case EVENT_HUDUPDATE:
/*string temps;
float tempf;
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G_HUD = readstring();
G_HUDHOR = readbyte();
if (G_HUD != "")
huddir = strcat("gfx/hud/", G_HUD, "/");*/
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break;
}
}