HANDHELD/QUAKESPASM: Remove some platform specific stuff, partial merge

of sysdefs.
This commit is contained in:
Steam Deck User 2023-01-17 18:47:31 -05:00
parent c3093cd8cf
commit 59a880ce09
27 changed files with 1028 additions and 1321 deletions

View file

@ -8,7 +8,7 @@
../source/server/defs/custom.qc
../source/server/clientfuncs.qc
../source/server/psp_specifics.qc
../source/server/non_fte_specifics.qc
../source/server/dummies/generic.qc
../source/server/rounds.qc

View file

@ -8,7 +8,7 @@
../source/server/defs/custom.qc
../source/server/clientfuncs.qc
../source/server/dummies/quakespasm.qc
../source/server/non_fte_specifics.qc
../source/server/dummies/generic.qc
../source/server/rounds.qc

View file

@ -1107,11 +1107,13 @@ noref void() CSQC_Parse_Event =
W_CDUAL[wepnum] = isd;*/
break;
case EVENT_HUDUPDATE:
/*string temps;
float tempf;
G_HUD = readstring();
G_HUDHOR = readbyte();
if (G_HUD != "")
huddir = strcat("gfx/hud/", G_HUD, "/");
huddir = strcat("gfx/hud/", G_HUD, "/");*/
break;
}
}

View file

@ -27,8 +27,7 @@
void SetUpdate(entity client, float type, float val1, float val2, float val3)
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
if (type != 2)
{
@ -51,12 +50,11 @@ void SetUpdate(entity client, float type, float val1, float val2, float val3)
WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed
multicast('0 0 0', MULTICAST_ALL);
}
#endif
#endif
#endif // PC
}
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
void(entity to, float type, float cost, float weapon) useprint = {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_USEPRINT);
@ -66,42 +64,42 @@ void(entity to, float type, float cost, float weapon) useprint = {
msg_entity = to;
multicast('0 0 0', MULTICAST_ONE);
}
#endif
#endif
#endif // PC
void(vector org) CallExplosion = {
#ifndef PC
#ifndef PC
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
#else
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_EXPLOSION);
WriteCoord(MSG_MULTICAST, org_x);
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
multicast('0 0 0', MULTICAST_ALL);
#endif
#endif // PC
}
void NotifyNewRound(float to) {
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_NEWROUND);
WriteByte(MSG_MULTICAST, to);
multicast('0 0 0', MULTICAST_ALL);
#endif
#endif
#endif // PC
}
void SetRound(entity client, float to) {
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_SETROUND);
@ -109,14 +107,12 @@ void SetRound(entity client, float to) {
msg_entity = client;
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif // PC
}
void SetPerk(entity client, float to)
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PERK);
@ -124,14 +120,12 @@ void SetPerk(entity client, float to)
msg_entity = client;
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif // PC
}
void(float to) SwitchWeapon =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONCHANGE);
@ -142,14 +136,12 @@ void(float to) SwitchWeapon =
// hotfix for weapon2models not reseting
self.weapon2model = GetWeapon2Model(to);
#endif
#endif
#endif // PC
}
void(string to, float skin) UpdateVmodel =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATEVMODEL);
@ -158,14 +150,12 @@ void(string to, float skin) UpdateVmodel =
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif // PC
}
void(string to, float skin) UpdateV2model =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATEV2MODEL);
@ -173,27 +163,27 @@ void(string to, float skin) UpdateV2model =
WriteByte(MSG_MULTICAST, skin);
msg_entity = self;
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif // PC
}
void(float index, float state) ChangeReviveIconState =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVECHANGE);
WriteByte(MSG_MULTICAST, index);
WriteByte(MSG_MULTICAST, state);
multicast('0 0 0', MULTICAST_ALL);
#endif
#endif
#endif // PC
}
void(float index, vector org) EnableReviveIcon =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVEON);
WriteByte(MSG_MULTICAST, index);
@ -201,26 +191,26 @@ void(float index, vector org) EnableReviveIcon =
WriteCoord(MSG_MULTICAST, org_y);
WriteCoord(MSG_MULTICAST, org_z);
multicast('0 0 0', MULTICAST_ALL);
#endif
#endif
#endif // PC
}
void(float index) DisableReviveIcon =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_REVIVEOFF);
WriteByte(MSG_MULTICAST, index);
multicast('0 0 0', MULTICAST_ALL);
#endif
#endif
#endif // PC
}
void(entity who, float broadcast_time, float type, string str) BroadcastMessageToClient =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
WriteByte(MSG_MULTICAST, broadcast_time);
@ -228,28 +218,28 @@ void(entity who, float broadcast_time, float type, string str) BroadcastMessageT
WriteString(MSG_MULTICAST, str);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif // PC
}
void(float broadcast_time, float type, string str) BroadcastMessage =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
WriteByte(MSG_MULTICAST, broadcast_time);
WriteByte(MSG_MULTICAST, type);
WriteString(MSG_MULTICAST, str);
multicast('0 0 0', MULTICAST_ALL);
#endif
#endif
#endif // PC
}
void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
@ -272,13 +262,11 @@ void(float playernum, float points, float am, float kills, string name, entity p
multicast('0 0 0', MULTICAST_ALL);
}
#endif
#endif
#endif // PC
}
void(float count) UpdatePlayerCount = {
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
if (count == 0)
return;
else {
@ -288,14 +276,12 @@ void(float count) UpdatePlayerCount = {
multicast('0 0 0', MULTICAST_ALL);
}
#endif
#endif
#endif // PC
}
void(float newtime, float newtype, entity change) PromptLevelChange =
{
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BLACKOUT);
@ -304,16 +290,14 @@ void(float newtime, float newtype, entity change) PromptLevelChange =
msg_entity = change;
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif // PC
}
void(entity who) UpdatePunchangle =
{
#ifdef PC
// naievil -- shit logic lol...but result looks clean as fuck...
#ifndef HANDHELD
#ifndef QUAKESPASM
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PUNCHANGLE);
WriteCoord(MSG_MULTICAST, who.punchangle_x);
@ -354,12 +338,10 @@ void(entity who) UpdatePunchangle =
} else
who.punchangle_z = 0;
#endif
#endif
#endif // PC
}
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
void(string h, float h2, entity who) pushHUD = {
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -448,85 +430,116 @@ void(string chaptertitle, string location, string date, string person, entity wh
multicast('0 0 0', MULTICAST_ALL);
}
}
#endif
#endif
#endif // PC
#ifndef QUAKESPASM
void (float achievement_id, optional entity who) GiveAchievement =
{
#ifndef QUAKESPASM
#ifndef PC
// temp
if (achievement_id > 4)
return;
#endif // PC
// this is an achievement specific to an individual
if ((who && who != world) || player_count == 0) {
if (player_count == 0) who = find(world, classname, "player");
#ifndef PC
achievement(who, achievement_id);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
WriteByte(MSG_MULTICAST, achievement_id);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // PC
} else {
#ifndef PC
entity players;
players = find(world, classname, "player");
while(players != world) {
achievement(players, achievement_id);
players = find(players, classname, "player");
}
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
WriteByte(MSG_MULTICAST, achievement_id);
multicast('0 0 0', MULTICAST_ALL);
#endif // PC
}
#endif // QUAKESPASM
}
void (float achievement_id, float progress_value, optional entity who) UpdateAchievementProgress =
{
#ifndef QUAKESPASM
#ifndef PC
// temp
if (achievement_id > 4)
return;
#endif // PC
// this is a progress update specific to an individual
if ((who && who != world) || player_count == 0) {
if (player_count == 0) who = find(world, classname, "player");
#ifndef PC
//achievement_progress(who, achievement_id, progress_value);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS);
WriteByte(MSG_MULTICAST, achievement_id);
WriteFloat(MSG_MULTICAST, progress_value);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // PC
} else {
#ifndef PC
entity players;
players = find(world, classname, "player");
while(players != world) {
//achievement_progress(players, achievement_id, progress_value);
players = find(players, classname, "player");
}
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS);
WriteByte(MSG_MULTICAST, achievement_id);
WriteFloat(MSG_MULTICAST, progress_value);
multicast('0 0 0', MULTICAST_ALL);
#endif // PC
}
}
#endif // QUAKESPASM
}
// *****************************************
// Unrelated to engine, but custom functions

View file

@ -25,10 +25,7 @@
Boston, MA 02111-1307, USA
*/
#ifndef QUAKESPASM
void (float achievement_id, optional entity who) GiveAchievement;
#endif // QUAKESPASM
void() Barrel_Hit;
@ -429,9 +426,7 @@ void(entity victim,entity attacker, float damage, float d_style) DamageHandler =
if (victim.crawling != TRUE && !(victim.health <= 0) && crawler_num < 5 && victim.classname != "ai_dog")
{
makeCrawler(victim);
#ifndef QUAKESPASM
GiveAchievement(3, attacker);
#endif
}
else
{

View file

@ -38,6 +38,22 @@
#define STR_NOTENOUGHPOINTS "Not Enough Points\n" // To help aid consistency with these..
// Quake assumes these are defined.
string string_null;
.string killtarget;
entity activator;
float framecount;
float deathmatch;
float coop;
#ifndef PC
void(string com) SV_ParseClientCommand;
.float gravity;
.float recoil_delay;
.float mapversion;
.float ammo;
#endif
// achievement tracking
.float ach_tracker_npnp;
.float ach_tracker_abst;
@ -47,9 +63,6 @@ float ach_tracker_barr;
float ach_tracker_spin;
float ach_tracker_luck;
float framecount;
float deathmatch;
float coop;
.vector oldvelocity;
.float lastsound_time;
.float isspec;
@ -88,7 +101,6 @@ void(entity person, float expamt , float doublepoint) addmoney;
#define STATE_DOWN 3
.float /*worldtype,*/ delay, wait, lip, /*light_lev,*/ speed, style/*, skill*/;
entity activator;
.float requirespower;
//player funcs
@ -345,7 +357,6 @@ float crandom();
// Door
.string killtarget;
.void() think1;
.vector finaldest;
.vector pos1, pos2/*, mangle*/;
@ -373,11 +384,11 @@ entity boxLocations[32];
float boxCount;
vector boxOrigin;
#ifndef HANDHELD
#ifdef PC
//powerups
.float x2_icon;
.float insta_icon;
#endif // HANDHELD
#endif // PC
.string powerup_vo;
float instakill_finished;
float insta_blink;
@ -506,22 +517,22 @@ float sndActivCnt;
.entity entities[4];
// GIBBING
#ifdef PC
.entity larm;
.entity rarm;
.entity head;
.vector bbmins, bbmaxs;
.float currentHitBoxSetup;
#ifdef QUAKESPASM
.float sprintflag;
#endif
// PC Fog force
.float PC_fog;
// hl stuff
#ifdef PC
.float rendermode;
.float renderamt;
.vector rendercolor;
#endif
float revive_index;

View file

@ -16,527 +16,451 @@
#define HANDHELD
// These lines CANNOT be altered/moved
entity self;
entity other;
entity world;
float time;
float frametime;
float force_retouch; // force all entities to touch triggers
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags; // propagated from level to level, used to
float rounds;
float rounds_change;
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
vector v_forward, v_up, v_right; // set by makevectors()
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity self;
entity other;
entity world;
float time;
float frametime;
float force_retouch; // force all entities to touch triggers
string mapname;
float deathmatch;
float coop;
float teamplay;
float serverflags; // propagated from level to level, used to
float rounds;
float rounds_change;
float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
vector v_forward, v_up, v_right; // set by makevectors()
float trace_allsolid;
float trace_startsolid;
float trace_fraction;
vector trace_endpos;
vector trace_plane_normal;
float trace_plane_dist;
entity trace_ent;
float trace_inopen;
float trace_inwater;
entity msg_entity; // destination of single entity writes
void() main; // only for testing
void() StartFrame;
void() EndFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
void() SetChangeParms; // call to set parms for self so they can
void() ParseClientCommand; // special command calls
string CMD_STRING;
void() Soft_Restart;
void end_sys_globals; // flag for structure dumping
entity msg_entity; // destination of single entity writes
void() main; // only for testing
void() StartFrame;
void() EndFrame;
void() PlayerPreThink;
void() PlayerPostThink;
void() ClientKill;
void() ClientConnect;
void() PutClientInServer; // call after setting the parm1... parms
void() ClientDisconnect;
void() SetNewParms; // called when a client first connects to
void() SetChangeParms; // call to set parms for self so they can
void() ParseClientCommand; // special command calls
string CMD_STRING;
void() Soft_Restart;
void end_sys_globals; // flag for structure dumping
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle; // temp angle adjust from damage or recoil
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float iframetime;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
.float health;
.float points;
.float kills;
.float weapon; // one of the W_COLT, etc flags
.string weaponmodel;
.string weapon2model;
.float weaponframe;
.float weapon2frame;
.float currentammo;
.float currentmag;
.float zoom;
.float weaponskin;
.float weapon2skin;
.float primary_grenades;
.float secondary_grenades;
.float grenades;
.float perks; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; //
.float button1; //
.float button2; //
.float button3; //
.float button4; //
.float button5; //
.float button6; //
.float button7; //
.float button8; //
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity head;
.entity larm;
.entity rarm;
.entity goalentity; // a movetarget or an enemy
//.entity goalorigin; // a movetarget location
.float spawnflags;
.string target;
.string targetname;
.float bleed_out;
.float progress_bar;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
.float x2_icon; // double points icon
.float insta_icon;
.vector ADS_Offset;
.vector Flash_Offset;
.float Flash_Size;
.string Weapon_Name;
.string Weapon_Name_Touch;
.float currentmag2;
.float maxspeed;
.float facingenemy;
//.float scale;
void end_sys_fields; // flag for structure dumping
.float modelindex; // *** model index in the precached list
.vector absmin, absmax; // *** origin + mins / maxs
.float ltime; // local time for entity
.float movetype;
.float solid;
.vector origin; // ***
.vector oldorigin; // ***
.vector velocity;
.vector angles;
.vector avelocity;
.vector punchangle; // temp angle adjust from damage or recoil
.string classname; // spawn function
.string model;
.float frame;
.float skin;
.float iframetime;
.float effects;
.vector mins, maxs; // bounding box extents reletive to origin
.vector size; // maxs - mins
.void() touch;
.void() use;
.void() think;
.void() blocked; // for doors or plats, called when can't push other
.float nextthink;
.entity groundentity;
.float health;
.float points;
.float kills;
.float weapon; // one of the W_COLT, etc flags
.string weaponmodel;
.string weapon2model;
.float weaponframe;
.float weapon2frame;
.float currentammo;
.float currentmag;
.float zoom;
.float weaponskin;
.float weapon2skin;
.float primary_grenades;
.float secondary_grenades;
.float grenades;
.float perks; // bit flags
.float takedamage;
.entity chain;
.float deadflag;
.vector view_ofs; // add to origin to get eye point
.float button0; //
.float button1; //
.float button2; //
.float button3; //
.float button4; //
.float button5; //
.float button6; //
.float button7; //
.float button8; //
.float impulse; // weapon changes
.float fixangle;
.vector v_angle; // view / targeting angle for players
.float idealpitch; // calculated pitch angle for lookup up slopes
.string netname;
.entity enemy;
.float flags;
.float colormap;
.float team;
.float max_health; // players maximum health is stored here
.float teleport_time; // don't back up
.float waterlevel; // 0 = not in, 1 = feet, 2 = wast, 3 = eyes
.float watertype; // a contents value
.float ideal_yaw;
.float yaw_speed;
.entity aiment;
.entity head;
.entity larm;
.entity rarm;
.entity goalentity; // a movetarget or an enemy
//.entity goalorigin; // a movetarget location
.float spawnflags;
.string target;
.string targetname;
.float bleed_out;
.float progress_bar;
.entity dmg_inflictor;
.entity owner; // who launched a missile
.vector movedir; // mostly for doors, but also used for waterjump
.string message; // trigger messages
.float sounds; // either a cd track number or sound number
.string noise, noise1, noise2, noise3; // contains names of wavs to play
.float x2_icon; // double points icon
.float insta_icon;
.vector ADS_Offset;
.vector Flash_Offset;
.float Flash_Size;
.string Weapon_Name;
.string Weapon_Name_Touch;
.float currentmag2;
.float maxspeed;
.float facingenemy;
//.float scale;
void end_sys_fields; // flag for structure dumping
// End. Lines below this MAY be altered, to some extent
// Built In functions
void(vector ang) makevectors = #1; // sets v_forward, etc globals
void(entity e, vector o) setorigin = #2;
void(entity e, string m) setmodel = #3; // set movetype and solid first
void(entity e, vector min, vector max) setsize = #4;
void() break = #6;
float() random = #7; // returns 0 - 1
void(entity e, float chan, string samp, float vol, float atten) sound = #8;
vector(vector v) normalize = #9;
void(string e) error = #10;
void(string e) objerror = #11;
float(vector v) vlen = #12;
float(vector v) vectoyaw = #13;
entity() spawn = #14;
void(entity e) remove = #15;
void(vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
entity() checkclient = #17; // returns a client to look for
entity(entity start, .string fld, string match) find = #18;
string(string s) precache_sound = #19;
string(string s) precache_model = #20;
void(entity client, string s)stuffcmd = #21;
entity(vector org, float rad) findradius = #22;
void(string s) dprint = #25;
string(float f) ftos = #26;
string(vector v) vtos = #27;
void() coredump = #28; // prints all edicts
void() traceon = #29; // turns statment trace on
void() traceoff = #30;
void(entity e) eprint = #31; // prints an entire edict
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
float(entity zombie, float which, entity limb) updateLimb = #33;
float(float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
void(float style, string value) lightstyle = #35;
float(float v) rint = #36; // round to nearest int
float(float v) floor = #37; // largest integer <= v
float(float v) ceil = #38; // smallest integer >= v
float(entity e) checkbottom = #40; // true if self is on ground
float(vector v) pointcontents = #41; // returns a CONTENT_*
float(float f) fabs = #43;
vector(entity e, float speed) aim = #44; // returns the shooting vector
float(string s) cvar = #45; // return cvar.value
void(string s) localcmd = #46; // put string into local que
entity(entity e) nextent = #47; // for looping through all ents
void() ChangeYaw = #49; // turn towards self.ideal_yaw
float(string name) getSoundLen = #50;
vector(vector v) vectoangles = #51;
void(float to, float f) WriteByte = #52;
void(float to, float f) WriteChar = #53;
void(float to, float f) WriteShort = #54;
void(float to, float f) WriteLong = #55;
void(float to, float f) WriteCoord = #56;
void(float to, float f) WriteAngle = #57;
void(float to, string s) WriteString = #58;
void(float to, entity s) WriteEntity = #59;
string(entity s) etos = #65;
void(float step) movetogoal = #67;
string(string s) precache_file = #68; // no effect except for -copy
void(entity e) makestatic = #69;
void(string s) changelevel = #70;
void(float step, vector origin) movetoorigin = #71;
void(string var, string val) cvar_set = #72; // sets cvar.value
void(entity client, string s) centerprint = #73; // sprint, but in middle
void(entity client, string s, string s) centerprint2 = #73;
void(entity client, string s, string s, string s) centerprint3 = #73;
void(entity client, string s, string s, string s, string s) centerprint4 = #73;
void(entity client, string s, string s, string s, string s, string s) centerprint5 = #73;
void(entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73;
void(entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73;
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
string(string s) precache_model2 = #75; // registered version only
string(string s) precache_sound2 = #76; // registered version only
string(string s) precache_file2 = #77; // registered version only
void(entity e) setspawnparms = #78; // set parm1... to the
void(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracebox = #90;
float(vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99;
entity (entity start, .float field, float match) findfloat = #98;
float(string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC
vector(entity what) Get_Waypoint_Near = #83;
float(entity zombie, entity target) Do_Pathfind_psp = #84;
void(string s) Open_Waypoint = #85;
vector(entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
void(entity client, float type, float cost, float weapon) useprint = #87;
vector(entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
void(string s) Close_Waypoint = #89;
void(entity plr, float achievement) achievement = #79;
void(string trackname) songegg = #500;
void() nzp_maxammo = #501;
/*
type 0 = clear
type 1 = buy door
type 2 = buy debris
type 3 = Buy ammo
type 4 = buy weapon
type 5 = repair window
type 6 = use box
type 7 = use trap
type 8 = require power
*/
void (vector ang) makevectors = #1; // sets v_forward, etc globals
void (entity e, vector o) setorigin = #2;
void (entity e, string m) setmodel = #3; // set movetype and solid first
void (entity e, vector min, vector max) setsize = #4;
void () break = #6;
float () random = #7; // returns 0 - 1
void (entity e, float chan, string samp, float vol, float atten) sound = #8;
vector (vector v) normalize = #9;
void (string e) error = #10;
void (string e) objerror = #11;
float (vector v) vlen = #12;
float (vector v) vectoyaw = #13;
entity () spawn = #14;
void (entity e) remove = #15;
void (vector v1, vector v2, float nomonsters, entity forent) traceline = #16;
entity () checkclient = #17; // returns a client to look for
entity (entity start, .string fld, string match) find = #18;
string (string s) precache_sound = #19;
string (string s) precache_model = #20;
void (entity client, string s) stuffcmd = #21;
entity (vector org, float rad) findradius = #22;
void (string s) bprint_psp = #23;
void (entity client, string s) sprint_psp = #24;
void (string s) dprint = #25;
string (float f) ftos = #26;
string (vector v) vtos = #27;
void () coredump = #28; // prints all edicts
void () traceon = #29; // turns statment trace on
void () traceoff = #30;
void (entity e) eprint = #31; // prints an entire edict
float (float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
float (entity zombie, float which, entity limb) updateLimb = #33;
float (float yaw, float dist) droptofloor = #34; // TRUE if landed on floor
void (float style, string value) lightstyle = #35;
float (float v) rint = #36; // round to nearest int
float (float v) floor = #37; // largest integer <= v
float (float v) ceil = #38; // smallest integer >= v
float (entity e) checkbottom = #40; // true if self is on ground
float (vector v) pointcontents = #41; // returns a CONTENT_*
float (float f) fabs = #43;
vector (entity e, float speed) aim = #44; // returns the shooting vector
float (string s) cvar = #45; // return cvar.value
void (string s) localcmd = #46; // put string into local que
entity (entity e) nextent = #47; // for looping through all ents
void (vector o, vector d, float color, float count) particle = #48; // start a particle effect
void () ChangeYaw = #49; // turn towards self.ideal_yaw
float (string name) getSoundLen = #50;
vector (vector v) vectoangles = #51;
void (float to, float f) WriteByte = #52;
void (float to, float f) WriteChar = #53;
void (float to, float f) WriteShort = #54;
void (float to, float f) WriteLong = #55;
void (float to, float f) WriteCoord = #56;
void (float to, float f) WriteAngle = #57;
void (float to, string s) WriteString = #58;
void (float to, entity s) WriteEntity = #59;
string (entity s) etos = #65;
void (float step) movetogoal = #67;
string (string s) precache_file = #68; // no effect except for -copy
void (entity e) makestatic = #69;
void (string s) changelevel = #70;
void (float step, vector origin) movetoorigin = #71;
void (string var, string val) cvar_set = #72; // sets cvar.value
void (entity client, string s) centerprint = #73; // sprint, but in middle
void (entity client, string s, string s) centerprint2 = #73;
void (entity client, string s, string s, string s) centerprint3 = #73;
void (entity client, string s, string s, string s, string s) centerprint4 = #73;
void (entity client, string s, string s, string s, string s, string s) centerprint5 = #73;
void (entity client, string s, string s, string s, string s, string s, string s) centerprint6 = #73;
void (entity client, string s, string s, string s, string s, string s, string s, string s) centerprint7 = #73;
void (vector pos, string samp, float vol, float atten) ambientsound = #74;
string (string s) precache_model2 = #75; // registered version only
string (string s) precache_sound2 = #76; // registered version only
string (string s) precache_file2 = #77; // registered version only
void (entity e) setspawnparms = #78; // set parm1... to the
void (entity plr, float achievement) achievement = #79;
float (string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC
vector (entity what) Get_Waypoint_Near = #83;
float (entity zombie, entity target) Do_Pathfind_psp = #84;
void (string s) Open_Waypoint = #85;
vector (entity zombie,vector start,vector min, vector max) Get_Next_Waypoint = #86;
void (entity client, float type, float cost, float weapon) useprint = #87;
vector (entity zombie,vector start,vector min, vector max) Get_First_Waypoint = #88;
void (string s) Close_Waypoint = #89;
void (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracebox = #90;
entity (entity start, .float field, float match) findfloat = #98;
float (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99;
// 2001-09-20 QuakeC file access by FrikaC start
float(string filename, float mode) fopen = #110;
void(float fhandle) fclose = #111;
string(float fhandle) fgets = #112;
void(float fhandle, string s) fputs = #113;
float (string filename, float mode) fopen = #110;
void (float fhandle) fclose = #111;
string (float fhandle) fgets = #112;
void (float fhandle, string s) fputs = #113;
float (string s) strlen = #114;
string (string s1, string s2) strcat = #115;
string (string s, float start, float length) substring = #116;
vector (string s) stov = #117;
string (string s) strzone = #118;
string (string s) strunzone = #119;
string (string s) strtrim = #120;
// 2001-09-20 QuakeC file access by FrikaC end
// 2001-09-20 QuakeC string manipulation by FrikaC start
float(string s) strlen = #114;
string(string s1, string s2) strcat = #115;
string(string s, float start, float length) substring = #116;
vector(string s) stov = #117;
string(string s) strzone = #118;
string(string s) strunzone = #119;
string(string s) strtrim = #120;
// 2001-09-20 QuakeC string manipulation by FrikaC end
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc start
float(string s) tokenize = #441;
string(float num) argv = #442;
float(string s) tokenize = #441;
string(float num) argv = #442;
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
void (string trackname) songegg = #500;
void () nzp_maxammo = #501;
//
// constants
//
#define FALSE 0
#define TRUE 1
#define FALSE 0
#define TRUE 1
// edict.flags
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CLIENT 8 // set for all client edicts
#define FL_INWATER 16 // for enter / leave water splash
#define FL_MONSTER 32
#define FL_GODMODE 64 // player cheat
#define FL_NOTARGET 128 // player cheat
#define FL_ITEM 256 // extra wide size for bonus items
#define FL_ONGROUND 512 // standing on something
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
//#define FL_JUMPRELEASED 4096 // for jump debouncing
#define FL_FLY 1
#define FL_SWIM 2
#define FL_CLIENT 8 // set for all client edicts
#define FL_INWATER 16 // for enter / leave water splash
#define FL_MONSTER 32
#define FL_GODMODE 64 // player cheat
#define FL_NOTARGET 128 // player cheat
#define FL_ITEM 256 // extra wide size for bonus items
#define FL_ONGROUND 512 // standing on something
#define FL_PARTIALGROUND 1024 // not all corners are valid
#define FL_WATERJUMP 2048 // player jumping out of water
// edict.movetype values
#define MOVETYPE_NONE 0 // never moves
#define MOVETYPE_NONE 0 // never moves
#define MOVETYPE_ANGLENOCLIP 1
#define MOVETYPE_ANGLECLIP 2
#define MOVETYPE_WALK 3 // players only
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
#define MOVETYPE_WALK 3 // players only
#define MOVETYPE_STEP 4 // discrete, not real time unless fall
#define MOVETYPE_FLY 5
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_TOSS 6 // gravity
#define MOVETYPE_PUSH 7 // no clip to world, push and crush
#define MOVETYPE_NOCLIP 8
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
#define MOVETYPE_FLYMISSILE 9 // fly with extra size against monsters
#define MOVETYPE_BOUNCE 10
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
#define MOVETYPE_FOLLOW 12
#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size
#define MOVETYPE_FOLLOW 12
#define MOVE_HITMODEL 0
// edict.solid values
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
#define SOLID_CORPSE 5 // bsp clip, touch on edge, block
#define SOLID_NOT 0 // no interaction with other objects
#define SOLID_TRIGGER 1 // touch on edge, but not blocking
#define SOLID_BBOX 2 // touch on edge, block
#define SOLID_SLIDEBOX 3 // touch on edge, but not an onground
#define SOLID_BSP 4 // bsp clip, touch on edge, block
#define SOLID_CORPSE 5 // bsp clip, touch on edge, block
// range values
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
#define RANGE_MELEE 0
#define RANGE_NEAR 1
#define RANGE_MID 2
#define RANGE_FAR 3
// deadflag values
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
#define DEAD_NO 0
#define DEAD_DYING 1
#define DEAD_DEAD 2
#define DEAD_RESPAWNABLE 3
// takedamage values
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
#define DAMAGE_NOMARKER 3
/*.void() th_stand;
.void() th_walk;
.void() th_run;
.void(entity attacker, float damage) th_pain;*/
.void() th_die;
//.void() th_missile;
.void() th_melee;
#define DAMAGE_NO 0
#define DAMAGE_YES 1
#define DAMAGE_AIM 2
#define DAMAGE_NOMARKER 3
// point content values
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
#define CONTENT_EMPTY -1
#define CONTENT_SOLID -2
#define CONTENT_WATER -3
#define CONTENT_SLIME -4
#define CONTENT_LAVA -5
#define CONTENT_SKY -6
//doors
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
#define VEC_ORIGIN '0 0 0'
//Standard Quake View Offset
//vector VEC_VIEW_OFS = '0 0 22';
//Half Life View Offset is 64
//64 units above ground, for our purposes it's, 64 - (how low bounding box goes)
//vector VEC_VIEW_OFS = '0 0 32';
//Standard Quake Hull
//vector VEC_HULL_MIN = '-16 -16 -24';
//vector VEC_HULL_MAX = '16 16 32';
#define VEC_ORIGIN '0 0 0'
//Half Life 1 Hull Sizes ADDED BY BLUBS, COMMENTED ORIGINAL QUAKE BBOX SIZS OUT
#define VEC_HULL_MIN '-16 -16 -32'
#define VEC_HULL_MAX '16 16 40'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
#define VEC_HULL_MIN '-16 -16 -32'
#define VEC_HULL_MAX '16 16 40'
#define VEC_HULL2_MIN '-32 -32 -24'
#define VEC_HULL2_MAX '32 32 64'
// protocol bytes
#define SVC_BAD 0
#define SVC_NOP 1
#define SVC_DISCONNECT 2
#define SVC_UPDATESTAT 3
#define SVC_VERSION 4
#define SVC_SETVIEW 5
#define SVC_SOUND 6
#define SVC_TIME 7
#define SVC_PRINT 8
#define SVC_STUFFTEXT 9
#define SVC_SETANGLE 10
#define SVC_SERVERINFO 11
#define SVC_LIGHTSTYLE 12
#define SVC_UPDATENAME 13
#define SVC_UPDATEPOINTS 14
#define SVC_CLIENTDATA 15
#define SVC_STOPSOUND 16
#define SVC_PARTICLE 18
#define SVC_DAMAGE 19
#define SVC_SPAWNSTATIC 20
#define SVC_SPAWNBINARY 21
#define SVC_SPAWNBASELINE 22
#define SVC_TEMPENTITY 23
#define SVC_SETPAUSE 24
#define SVC_SIGNONNUM 25
#define SVC_CENTERPRINT 26
#define SVC_SPAWNSTATICSOUND 29 // 1998-08-08 Complete SVC list by Zhenga
#define SVC_INTERMISSION 30
#define SVC_FINALE 31
#define SVC_CDTRACK 32
#define SVC_SELLSCREEN 33
#define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga
#define SVC_WEAPONFIRE 35
#define SVC_HITMARK 36
#define SVC_USEPRINT 38
#define SVC_BAD 0
#define SVC_NOP 1
#define SVC_DISCONNECT 2
#define SVC_UPDATESTAT 3
#define SVC_VERSION 4
#define SVC_SETVIEW 5
#define SVC_SOUND 6
#define SVC_TIME 7
#define SVC_PRINT 8
#define SVC_STUFFTEXT 9
#define SVC_SETANGLE 10
#define SVC_SERVERINFO 11
#define SVC_LIGHTSTYLE 12
#define SVC_UPDATENAME 13
#define SVC_UPDATEPOINTS 14
#define SVC_CLIENTDATA 15
#define SVC_STOPSOUND 16
#define SVC_PARTICLE 18
#define SVC_DAMAGE 19
#define SVC_SPAWNSTATIC 20
#define SVC_SPAWNBINARY 21
#define SVC_SPAWNBASELINE 22
#define SVC_TEMPENTITY 23
#define SVC_SETPAUSE 24
#define SVC_SIGNONNUM 25
#define SVC_CENTERPRINT 26
#define SVC_SPAWNSTATICSOUND 29 // 1998-08-08 Complete SVC list by Zhenga
#define SVC_INTERMISSION 30
#define SVC_FINALE 31
#define SVC_CDTRACK 32
#define SVC_SELLSCREEN 33
#define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga
#define SVC_WEAPONFIRE 35
#define SVC_HITMARK 36
#define SVC_USEPRINT 38
#define TE_SPIKE 0
#define TE_SUPERSPIKE 1
#define TE_GUNSHOT 2
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7
#define TE_KNIGHTSPIKE 8
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_RAYSPLASHGREEN 14
#define TE_RAYSPLASHRED 15
#define TE_SPIKE 0
#define TE_SUPERSPIKE 1
#define TE_GUNSHOT 2
#define TE_EXPLOSION 3
#define TE_TAREXPLOSION 4
#define TE_LIGHTNING1 5
#define TE_LIGHTNING2 6
#define TE_WIZSPIKE 7
#define TE_KNIGHTSPIKE 8
#define TE_LIGHTNING3 9
#define TE_LAVASPLASH 10
#define TE_TELEPORT 11
#define TE_RAYSPLASHGREEN 14
#define TE_RAYSPLASHRED 15
// sound channels
// channel 0 never willingly overrides
// other channels (1-7) allways override a playing sound on that channel
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
//Player uses channel 5 for all weapon reload sfx
// Player uses channel 5 for all weapon reload sfx
#define CHAN_AUTO 0
#define CHAN_WEAPON 1
#define CHAN_VOICE 2
#define CHAN_ITEM 3
#define CHAN_BODY 4
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_IDLE 2
#define ATTN_STATIC 3
// update types
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
#define UPDATE_GENERAL 0
#define UPDATE_STATIC 1
#define UPDATE_BINARY 2
#define UPDATE_TEMP 3
// entity effects
#define EF_BLUE 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_RED 8
#define EF_ORANGELIGHT 16
#define EF_GREEN 32
#define EF_LIGHT 64
#define EF_NODRAW 128
#define EF_BRIGHTFIELD 256
#define EF_FULLBRIGHT 512
#define EF_DARKLIGHT 1024
#define EF_DARKFIELD 2048
#define EF_PURPLELIGHT 4096
#define EF_RAYRED 8196
#define EF_RAYGREEN 16384
#define EF_BLUE 1
#define EF_MUZZLEFLASH 2
#define EF_BRIGHTLIGHT 4
#define EF_RED 8
#define EF_ORANGELIGHT 16
#define EF_GREEN 32
#define EF_LIGHT 64
#define EF_NODRAW 128
#define EF_BRIGHTFIELD 256
#define EF_FULLBRIGHT 512
#define EF_DARKLIGHT 1024
#define EF_DARKFIELD 2048
#define EF_PURPLELIGHT 4096
#define EF_RAYRED 8196
#define EF_RAYGREEN 16384
// messages
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define MSG_BROADCAST 0 // unreliable to all
#define MSG_ONE 1 // reliable to one (msg_entity)
#define MSG_ALL 2 // reliable to all
#define MSG_INIT 3 // write to the init string
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
// message levels
#define PRINT_HIGH 0
// Quake assumes these are defined.
#define AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
//.string wad, map;
.float /*worldtype,*/ delay, wait, lip, /*light_lev,*/ speed, style/*, skill*/;
.string killtarget;
.void() think1;
.vector finaldest;
.vector pos1, pos2/*, mangle*/;
void(vector o, vector d, float color, float count) particle = #48;// start a particle effect
void(string s) bprint_psp = #23;
void(entity client, string s) sprint_psp = #24;
// End
// file operations
#define FILE_READ 0
#define FILE_APPEND 1
#define FILE_WRITE 2
void(string s) println = {bprint_psp(s);} //just when brain decided to think this is c
void(float ignore, string s) bprint = {bprint_psp(s);};
void(entity client, float type, string s) sprint = {sprint_psp(client, s);};
void(string s) print = {bprint_psp(s);};
//doors
.float state;
#define STATE_TOP 0
#define STATE_BOTTOM 1
#define STATE_UP 2
#define STATE_DOWN 3
string mappath;
#define PRINT_HIGH 0
.float isspec;
#define FILE_READ 0
#define FILE_APPEND 1
#define FILE_WRITE 2
#define MOVE_HITMODEL 0 // must be different for this engine!
.float recoil_delay;
.float gravity;
.float renderamt;
.float rendermode;
.vector rendercolor;
.string mapversion;
.float ammo;
void(string com) SV_ParseClientCommand;
.float currentHitBoxSetup;
.vector bbmins, bbmaxs; // Used for zombie hitboxes
.float achievements;

File diff suppressed because it is too large Load diff

View file

@ -77,7 +77,7 @@ void() change_frame =
self.nextthink = time + 1;
}
#ifdef HANDHELD
#ifndef PC
void LoadWaypointData() = {};
#endif
@ -86,4 +86,4 @@ void LoadWaypointData() = {};
.float MaxRange;
void() trigger_teleport = {remove(self);};
void() tigger_mainframe = {remove(self);}; //lol this typo is in their old fgd too, apparently.
void() trigger_teleport_area = {remove(self);};
void() trigger_teleport_area = {remove(self);};

View file

@ -26,11 +26,8 @@
*/
// Dummys that should be here
void GiveAchievement(float achievement_id, optional entity who) = {};
void print(string s) = {};
float (vector start, vector min, vector max, vector end, float nomonsters, entity forent) tracemove = #99; //sB adding tracemove to quakespasm
void(vector o, vector d, float color, float count) particle = {};
#define MOVE_HITMODEL 0

View file

@ -44,9 +44,7 @@ float DOOR_SILVER_KEY = 16;
float DOOR_TOGGLE = 32;
float DOOR_POWER = 64;
entity activator;
.float delay;
.string killtarget;
.void() think1;
.vector finaldest;
.float dmg;
@ -55,7 +53,6 @@ entity activator;
.float speed;
.vector pos1;
.vector pos2;
string string_null;
.float cost;
.float attack_delay;
.float lip;
@ -605,7 +602,7 @@ void() func_door =
void() func_door_nzp =
{
#ifdef HANDHELD
#ifndef PC
if (!self.renderamt)
self.renderamt = 255;
@ -701,4 +698,4 @@ void() func_door_nzp =
#ifdef PC
HalfLife_DoRender();
#endif
};
};

View file

@ -225,10 +225,12 @@ void() place_fire =
void() place_model =
{
#ifdef HANDHELD
#ifdef HANDHELD
if (self.spawnflags & 2)
remove(self);
#endif
#endif // HANDHELD
self.model = convert_old_asset_path(self.model);

View file

@ -220,11 +220,9 @@ void() PU_NukeFinalize =
entity players;
// give 'The F Bomb'
#ifndef QUAKESPASM
if (self.kills == 1) {
GiveAchievement(4);
}
#endif
// award points
players = find(world,classname,"player");

View file

@ -69,7 +69,7 @@ void () ambient_generic =
{
local string link;
// moto - FIXME: typically this is set to upper-case but QUAKESPASM and HANDHELD lack strtoupper(); assume lower-case!
// moto - FIXME: typically this is set to upper-case but only FTE has strtoupper(); assume lower-case!
link = self.message;
if (link == "nolink") {
@ -128,4 +128,4 @@ void() ambient_bgm =
self.message = self.noise2;
// call ambient_generic()
ambient_generic();
}
}

View file

@ -124,10 +124,13 @@ void zapper_play () {
local vector targetorg = zents.origin;
if (zents) {
#ifdef PC
#ifdef PC
te_lightning2(self, self.origin, zents.origin);
#endif
#ifdef HANDHELD
#else
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
@ -137,7 +140,9 @@ void zapper_play () {
WriteCoord (MSG_BROADCAST, targetorg_x);
WriteCoord (MSG_BROADCAST, targetorg_y);
WriteCoord (MSG_BROADCAST, targetorg_z);
#endif
#endif // PC
}
zents.touch = zapper_do_damage;
@ -320,4 +325,4 @@ void() trigger_electro =
self.classname = "zapper_field";
InitTrigger ();
self.solid = SOLID_TRIGGER;
};
};

View file

@ -133,7 +133,6 @@ void() InitTrigger =
self.model = "";
};
#ifndef HANDHELD
entity last_act_trigger;
void() trigger_activator_touch =
{
@ -240,7 +239,6 @@ void() trigger_activator =
InitTrigger ();
self.touch = trigger_activator_touch;
}
#endif
void() use_wall_weapon =
{
@ -358,4 +356,4 @@ void() trigger_once =
self.wait = -1;
trigger_multiple();
}
}

View file

@ -50,13 +50,18 @@ void() screen_shake =
else
zoom_factor = 1;
#ifdef HANDHELD
#ifndef PC
self.enemy.punchangle_y = r * 8 * zoom_factor;
self.enemy.punchangle_x = (4 + (s * 4)) * zoom_factor;
#else
#else
self.enemy.punchangle_y = r * 4 * zoom_factor;
self.enemy.punchangle_x = (4 + (s * 2)) * zoom_factor;
#endif
#endif // PC
};
void() Window_repaired =
@ -376,4 +381,4 @@ void() item_barricade =
#endif
};
void() item_cover = {item_barricade();};
void() item_cover = {item_barricade();};

View file

@ -128,12 +128,12 @@ void() precaches =
{
precache_model ("models/player.mdl");
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
if (world.song != "")
precache_sound (world.song);
#endif
#endif
#endif // PC
//
// Models

View file

@ -1,9 +1,9 @@
/*
server/psp_specifics.qc
server/non_fte_specifics.qc
stuff only for psp, remove later
Some of the misc. non-FTE QC functions.
Copyright (C) 2021 NZ:P Team
Copyright (C) 2021-2022 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
@ -36,7 +36,7 @@ void () CL_SendWeaponFire =
{
float return_time;
vector Wep_Recoil;
Wep_Recoil = GetWeaponRecoil(self.weapon);
msg_entity = self;
@ -50,10 +50,7 @@ void () CL_SendWeaponFire =
self.recoil_delay = 60/return_time + time;
}
void() trigger_activator = {};
void() ParseClientCommand = {SV_ParseClientCommand(CMD_STRING);}
void() PutClientInServer;
void() InitRounds;
@ -184,4 +181,4 @@ void() Soft_Restart = {
InitRounds();
self.isspec = false;
PutClientInServer();
}
}

View file

@ -244,135 +244,7 @@ void(string weaponFile) nzd_defineweapon = {
fclose(f);
}
//basically copying the waypoint code.. yikes
void() load_nzd = {
#ifndef QUAKESPASM
float file, point;
string h;
float loop;
float wepdata = 0;
h = strcat(mappath, ".nzd");
file = fopen (h, FILE_READ);
if (file == -1)
{
if (cvar("developer"))
dprint(".NZD file not found, using default settings..\n");
return;
}
point = 0;
loop = 1;
while(loop) {
string line;
line = fgets(file);
if not (line) {
bprint(PRINT_HIGH, "End of file\n");
loop = 0;
break;
}
h = strtrim(line);
//print(h, "\n");
if (h == "") {
continue;
}
switch (point) {
case 0:
//switch-ception!
switch(h) {
case "mech": point = 1; break;
default: bprint(PRINT_HIGH, strcat("Error: unknown variable ", strcat(h, "\n")));
}
break;
case 1:
if (h == "{") {
point = 2;
} else {
bprint(PRINT_HIGH, strcat("Error: unknown variable ", strcat(h, " expected {\n")));
}
break;
case 2:
tokenize(h);
string value, variable;
variable = strtrim(argv(0));
value = strtrim(argv(2));
switch (variable) {
case "proneperkpoints":
G_PRONEPOINTS = stof(value);
break;
case "spawnpoints":
G_STARTPOINTS = stof(value);
break;
case "round":
G_STARTROUND = stof(value);
break;
case "worldtext":
G_WORLDTEXT = stof(value);
break;
case "perkpower":
G_PERKPOWER = stof(value);
break;
case "includeweapon":
nzd_defineweapon(value);
break;
case "hud":
G_HUD = value;
break;
case "hudhor":
G_HUDHOR = stof(value);
break;
case "wep":
point = 3;
break;
case "perk":
point = 5;
break;
case "}":
loop = 0;
break;
default:
bprint(PRINT_HIGH, strcat("Error: unknown variable ", strcat(h, " expected }\n")));
break;
}
break;
case 3:
if (h == "[") {
point = 4;
} else {
bprint(PRINT_HIGH, strcat("Error: unknown variable ", strcat(h, " expected [\n")));
}
break;
case 4:
if (h == "]") {
point = 2;
} else {
G_STARTWEAPON[wepdata] = stof(h);
wepdata++;
}
break;
case 5:
if (h == "[") {
point = 6;
} else {
bprint(PRINT_HIGH, strcat("Error: unknown variable ", strcat(h, " expected [\n")));
}
break;
case 6:
if (h == "]") {
point = 2;
} else {
G_PERKS = G_PERKS | stof(h);
}
break;
}
}
fclose(file);
#endif
}
}

View file

@ -429,19 +429,25 @@ void() PlayerPostThink =
// Perform a traceline to keep track of entities directly
// in front of the player.
#ifndef QUAKESPASM
#ifndef QUAKESPASM
vector source;
makevectors (self.v_angle);
source = self.origin + self.view_ofs;
#ifdef PC
self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
#endif // PC
traceline (source, source + v_forward*800*1.2, 0, self);
#ifdef PC
self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
#endif // PC
traceline (source, source + v_forward*800*1.2, 0, self);
#ifdef PC
self.dimension_hit = HITBOX_DIM_ZOMBIES;
self.dimension_hit = HITBOX_DIM_ZOMBIES;
#endif // PC
@ -456,7 +462,8 @@ void() PlayerPostThink =
self.facingenemy = true;
else
self.facingenemy = false;
#endif
#endif // QUAKESPASM
};
void() ClientKill = {};

View file

@ -232,26 +232,28 @@ void() NewRound =
roundtype = 1;
if (world.fog) {
#ifdef HANDHELD
#ifndef PC
localcmd(strcat("fog ", world.fog));
#else
#ifdef PC
#else
localcmd(strcat("fog ", world_fog));
#endif
#endif
#endif // PC
}
}
Remaining_Zombies = Total_Zombies = getZombieTotal();
#ifndef QUAKESPASM
switch(rounds) {
case 5: GiveAchievement(0); break;
case 10: GiveAchievement(1); break;
case 15: GiveAchievement(2); break;
default: break;
}
#endif // QUAKESPASM
// Set up delay for zombie spawning
local float spawndelay;

View file

@ -159,23 +159,41 @@ void() W_FireRay =
// Prepare trail effects.
if (IsPapWeapon(porter.weapon)) {
#ifdef HANDHELD
porter.effects = EF_RAYRED;
#endif // HANDHELD
#ifdef QUAKESPASM
porter.effects = EF_RED;
#endif // QUAKESPASM
#ifdef PC
Light_Custom(porter, false, 75, 2, 0.25, 0.25);
#endif // PC
} else {
#ifdef HANDHELD
porter.effects = EF_RAYGREEN;
#endif // HANDHELD
#ifdef QUAKESPASM
porter.effects = EF_GREEN;
#endif // QUAKESPASM
#ifdef PC
Light_Custom(porter, false, 75, 0.25, 2, 0.25);
#endif // PC
}

View file

@ -60,18 +60,24 @@ void() W_AimIn =
return;
}
#ifndef PC
#ifndef PC
self.ADS_Offset = GetWeaponADSOfs_PSP(self.weapon);
#endif
#endif // PC
if (self.weapon == W_KAR_SCOPE || self.weapon == W_PTRS ||
self.weapon == W_HEADCRACKER || self.weapon == W_PENETRATOR) {
SetUpdate(self, UT_ZOOM2, 0, 0, 0);
#ifdef QUAKESPASM
#ifdef QUAKESPASM
self.zoom = 1;
#else
#else
self.zoom = 2;
#endif
#endif // QUAKESPASM
self.scopetime = time + 0.3;
} else {
self.zoom = 1;
@ -79,7 +85,6 @@ void() W_AimIn =
if (!self.downed)
playaim();
}
void() W_AimOut =
@ -146,9 +151,11 @@ void W_SprintStart () {
self.sprint_duration -= self.sprint_rest_time;
#ifdef QUAKESPASM
if (!self.sprintflag) {
return;
}
#endif
if (self.fire_delay > time ||
@ -726,9 +733,13 @@ void Parse_Damage () = // DO NOT TOUCH
body_ent.usedent = self;
body_ent.bleedingtime = time + 2;
#ifdef HANDHELD
#ifndef PC
updateLimb (body_ent.head.owner, 0, world);
#endif
#endif // PC
}
}
@ -750,9 +761,13 @@ void Parse_Damage () = // DO NOT TOUCH
body_ent.larm.solid = SOLID_NOT;
setmodel(body_ent.larm,"");
body_ent.larm.frame = 0;
#ifdef HANDHELD
#ifndef PC
updateLimb (body_ent.larm.owner, 1, world);
#endif
#endif // PC
}
body_ent.larm.washit = 0;
@ -772,9 +787,13 @@ void Parse_Damage () = // DO NOT TOUCH
body_ent.rarm.solid = SOLID_NOT;
setmodel(body_ent.rarm,"");
body_ent.rarm.frame = 0;
#ifdef HANDHELD
#ifndef PC
updateLimb (body_ent.rarm.owner, 2, world);
#endif
#endif // PC
}
body_ent.rarm.washit = 0;
@ -1169,18 +1188,26 @@ void() W_FireTesla =
source = self.origin + self.view_ofs;
#ifdef PC
self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
#endif // PC
FireTrace(1, 0, 0, 0);
#ifdef PC
self.dimension_hit = HITBOX_DIM_ZOMBIES;
self.dimension_hit = HITBOX_DIM_ZOMBIES;
#endif // PC
#ifdef PC
#ifdef PC
te_lightning2(self, source, trace_endpos);
#endif
#ifdef HANDHELD
#else
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
@ -1190,7 +1217,8 @@ void() W_FireTesla =
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
#endif
#endif // PC
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
}
@ -2057,11 +2085,17 @@ void () Impulse_Functions =
W_SprintStop();
break;
case 25:
#ifdef HANDHELD
#ifdef HANDHELD
switch_nade();
#else
#else
W_Betty();
#endif
#endif // HANDHELD
break;
case 26:
case 30:
@ -2070,14 +2104,16 @@ void () Impulse_Functions =
else
Change_Stance();
break;
#ifdef QUAKESPASM
#ifdef QUAKESPASM
case 31:
self.sprintflag = 0;
break;
case 32:
self.sprintflag = 1;
break;
#endif
#endif // QUAKESPASM
case 110:
case 111:
W_PutOut();
@ -2187,9 +2223,11 @@ void() CheckPlayer =
CheckRevive(self);
#ifdef QUAKESPASM
if (!self.sprintflag && self.sprinting) {
W_SprintStop();
}
#endif
// FIXME - can't do frame independent stance changing.. ofs starts spazzing..
@ -2310,17 +2348,21 @@ void () Weapon_Logic =
W_Frame_Update ();
Impulse_Functions();
#ifndef PC
// For HANDHELD only to tell our engine to display the scope
#ifndef PC
// For HANDHELD/QUAKESPASM only to tell our engine to display the scope
if ((self.scopetime < time) && self.scopetime) {
self.scopetime = 0;
self.zoom = 2;
self.weapon2model = "";
self.weaponmodel = "";
}
#else
#else
UpdatePunchangle(self);
#endif
#endif // PC
//
// Fire Button Logic
@ -2469,12 +2511,14 @@ void () Weapon_Logic =
if (self.button6 && !self.semiknife)
{
#ifdef HANDHELD
#ifdef HANDHELD
if (self.sprinting) {
dolphin_dive();
return;
}
#endif
#endif // HANDHELD
W_Knife();
self.semiknife = true;
}

View file

@ -230,12 +230,6 @@ float invertfloat(float input) {
return (1 - input);
}
//elements
#ifndef QUAKESPASM
string G_HUD;
float G_HUDHOR;
#endif
// custom weapon defs
// now 90% slimmed down
float currentWeaponTracker;

View file

@ -29,8 +29,7 @@
#define CHAN_MUSIC 1
#define CHAN_SFX 2
#ifndef HANDHELD
#ifndef QUAKESPASM
#ifdef PC
void(string soundname, optional float channel, optional float volume) localsound_enhanced =
{
if (!volume)
@ -48,5 +47,4 @@ void(string soundname, optional float channel, optional float volume) localsound
localsound(soundname, channel, volume);
}
#endif
#endif
#endif // PC

View file

@ -4006,21 +4006,21 @@ vector(float wep) GetWeaponRecoil =
temp1 = change_1 + change_2;
temp2 = change_1 + change_2 + change_3;
#ifndef HANDHELD
#ifdef PC
if (r < change_1)
final_kick_y = kick_change_x*0.25;
else if (r < temp1)
final_kick_x = kick_change_y*-1*.25;
else if (r < temp2)
final_kick_y = kick_change_z*-1*0.25;
#else
#else
if (r < change_1)
final_kick_y = kick_change_x;
else if (r < temp1)
final_kick_x = kick_change_y*-1;
else if (r < temp2)
final_kick_y = kick_change_z*-1;
#endif
#endif // PC
final_kick_y = final_kick_y + guaranteed_x;
final_kick_x = final_kick_x - guaranteed_y;