diff --git a/progs/handheld.src b/progs/handheld.src index 218d4c6..d0e23ed 100644 --- a/progs/handheld.src +++ b/progs/handheld.src @@ -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 diff --git a/progs/quakespasm.src b/progs/quakespasm.src index 70e29c8..8a3d038 100644 --- a/progs/quakespasm.src +++ b/progs/quakespasm.src @@ -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 diff --git a/source/client/main.qc b/source/client/main.qc index a54b676..84d2949 100644 --- a/source/client/main.qc +++ b/source/client/main.qc @@ -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; } } diff --git a/source/server/clientfuncs.qc b/source/server/clientfuncs.qc index de3bfdb..80e4f5d 100644 --- a/source/server/clientfuncs.qc +++ b/source/server/clientfuncs.qc @@ -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 diff --git a/source/server/damage.qc b/source/server/damage.qc index 9d975de..518c477 100644 --- a/source/server/damage.qc +++ b/source/server/damage.qc @@ -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 { diff --git a/source/server/defs/custom.qc b/source/server/defs/custom.qc index 2f5b670..9f169c2 100644 --- a/source/server/defs/custom.qc +++ b/source/server/defs/custom.qc @@ -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; diff --git a/source/server/defs/handheld.qc b/source/server/defs/handheld.qc index 2368ea5..975be85 100644 --- a/source/server/defs/handheld.qc +++ b/source/server/defs/handheld.qc @@ -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; diff --git a/source/server/defs/quakespasm.qc b/source/server/defs/quakespasm.qc index a365a1f..46d410b 100644 --- a/source/server/defs/quakespasm.qc +++ b/source/server/defs/quakespasm.qc @@ -1,58 +1,36 @@ /* - defs.qc - - global definitions - - Copyright (C) 1996-1997 Id Software, Inc. - - 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 - -*/ - -/* -============================================================================== - - SOURCE FOR GLOBALVARS_T C STRUCTURE - -============================================================================== ++----+ +|Defs| ++----+-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ +| Scratch Http://www.admdev.com/scratch | ++=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ +| This contains necessary definitions from the original V1.06 defs.qc file. | +| This includes some basic constants, the built in function definitions, and | +| some variable's used by the Quake Engine internally. | +| Certain lines in this file are hardcoded into Quake engine, and -must- be | +| present and unchanged, in the order they are shown. Otherwise Quake will | +| refuse to run. | ++=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+ */ #define QUAKESPASM -// -// system globals -// +// These lines CANNOT be altered/moved entity self; entity other; entity world; float time; float frametime; -float force_retouch; +float force_retouch; // force all entities to touch triggers string mapname; float deathmatch; float coop; float teamplay; -float serverflags; +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; +vector v_forward, v_up, v_right; // set by makevectors() float trace_allsolid; float trace_startsolid; float trace_fraction; @@ -70,41 +48,44 @@ void() PlayerPreThink; void() PlayerPostThink; void() ClientKill; void() ClientConnect; -void() PutClientInServer; +void() PutClientInServer; // call after setting the parm1... parms void() ClientDisconnect; -void() SetNewParms; -void() SetChangeParms; -void end_sys_globals; +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; -.vector absmin, absmax; -.float ltime; +.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 origin; // *** +.vector oldorigin; // *** .vector velocity; .vector angles; .vector avelocity; -.vector punchangle; -.string classname; +.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; -.vector size; +.vector mins, maxs; // bounding box extents reletive to origin +.vector size; // maxs - mins .void() touch; .void() use; .void() think; -.void() blocked; +.void() blocked; // for doors or plats, called when can't push other .float nextthink; .entity groundentity; .float health; .float points; .float kills; -.float weapon; +.float weapon; // one of the W_COLT, etc flags .string weaponmodel; .string weapon2model; .float weaponframe; @@ -117,56 +98,59 @@ void end_sys_globals; .float primary_grenades; .float secondary_grenades; .float grenades; -.float perks; +.float perks; // bit flags .float takedamage; .entity chain; .float deadflag; -.vector view_ofs; -.float button0; -.float button1; -.float button2; -.float button3; -.float button4; -.float button5; -.float button6; -.float button7; -.float button8; -.float impulse; +.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; -.float idealpitch; // Naievil -- new +.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; -.float teleport_time; +.float max_health; // players maximum health is stored here +.float teleport_time; // don't back up .float armortype; .float armorvalue; -.float waterlevel; -.float watertype; +.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; +.entity goalentity; // a movetarget or an enemy +//.entity goalorigin; // a movetarget location .float spawnflags; .string target; .string targetname; .float dmg_take; .float dmg_save; -.float progress_bar; +.float bleed_out; +.float progress_bar; .entity dmg_inflictor; -.entity owner; -.vector movedir; -.string message; -.float sounds; -.string noise, noise1, noise2, noise3; -.float x2_icon; -.float insta_icon; +.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; +//.string Weapon_Name; .string Weapon_Name_Touch; .vector ADS_Offset; .vector Flash_Offset; @@ -174,493 +158,337 @@ void end_sys_globals; .float currentmag2; .float maxspeed; .float renderGrayscale; -void end_sys_fields; - -/* -============================================================================== - - VARS NOT REFERENCED BY C CODE - -============================================================================== -*/ +//.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 (float level, string s) bprint = #23; +void (entity client, float level, string s) sprint = #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; +void (entity killer, entity killee) logfrag = #79; // add to stats +float (string s) stof = #81; // 2001-09-20 QuakeC string manipulation by FrikaC +void (vector where, float set) multicast = #82; +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 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 +// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc start +float(string s) tokenize = #130; +string(float num) argv = #131; +// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end +//void (string trackname) songegg = #500; +//void () nzp_maxammo = #501; // // constants // -float FALSE = 0; -float TRUE = 1; +#define FALSE 0 +#define TRUE 1 // edict.flags -float FL_FLY = 1; -float FL_SWIM = 2; -float FL_CLIENT = 8; // set for all client edicts -float FL_INWATER = 16; // for enter / leave water splash -float FL_MONSTER = 32; -float FL_GODMODE = 64; // player cheat -float FL_NOTARGET = 128; // player cheat -float FL_ITEM = 256; // extra wide size for bonus items -float FL_ONGROUND = 512; // standing on something -float FL_PARTIALGROUND = 1024; // not all corners are valid -float FL_WATERJUMP = 2048; // player jumping out of water -float 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 -float MOVETYPE_NONE = 0; // never moves -//float MOVETYPE_ANGLENOCLIP = 1; -//float MOVETYPE_ANGLECLIP = 2; -float MOVETYPE_WALK = 3; // players only -float MOVETYPE_STEP = 4; // discrete, not real time unless fall -float MOVETYPE_FLY = 5; -float MOVETYPE_TOSS = 6; // gravity -float MOVETYPE_PUSH = 7; // no clip to world, push and crush -float MOVETYPE_NOCLIP = 8; -float MOVETYPE_FLYMISSILE = 9; // fly with extra size against monsters -float MOVETYPE_BOUNCE = 10; -float MOVETYPE_BOUNCEMISSILE = 11; // bounce with extra size +#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_FLY 5 +#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_BOUNCE 10 +#define MOVETYPE_BOUNCEMISSILE 11 // bounce with extra size +#define MOVETYPE_FOLLOW 12 + +#define MOVE_HITMODEL 0 // edict.solid values -float SOLID_NOT = 0; // no interaction with other objects -float SOLID_TRIGGER = 1; // touch on edge, but not blocking -float SOLID_BBOX = 2; // touch on edge, block -float SOLID_SLIDEBOX = 3; // touch on edge, but not an onground -float SOLID_BSP = 4; // 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 -float DEAD_NO = 0; -float DEAD_DYING = 1; -float DEAD_DEAD = 2; -float DEAD_RESPAWNABLE = 3; +// range values +#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 // takedamage values -float DAMAGE_NO = 0; -float DAMAGE_YES = 1; -float DAMAGE_AIM = 2; +#define DAMAGE_NO 0 +#define DAMAGE_YES 1 +#define DAMAGE_AIM 2 +#define DAMAGE_NOMARKER 3 // point content values -float CONTENT_EMPTY = -1; -float CONTENT_SOLID = -2; -float CONTENT_WATER = -3; -float CONTENT_SLIME = -4; -float CONTENT_LAVA = -5; -float 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 -float STATE_TOP = 0; -float STATE_BOTTOM = 1; -float STATE_UP = 2; -float STATE_DOWN = 3; +//doors +#define STATE_TOP 0 +#define STATE_BOTTOM 1 +#define STATE_UP 2 +#define STATE_DOWN 3 -vector VEC_ORIGIN = '0 0 0'; +#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' // protocol bytes -float SVC_TEMPENTITY = 23; -float SVC_KILLEDMONSTER = 27; -float SVC_FOUNDSECRET = 28; -float SVC_INTERMISSION = 30; -float SVC_FINALE = 31; -float SVC_CDTRACK = 32; -float SVC_SELLSCREEN = 33; -float SVC_SMALLKICK = 34; -float SVC_BIGKICK = 35; -float SVC_MUZZLEFLASH = 39; +#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_KILLEDMONSTER 27 +#define SVC_FOUNDSECRET 28 +#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_SMALLKICK 34 +#define SVC_BIGKICK 35 +//#define SVC_CUTSCENE 34 // 1998-08-08 Complete SVC list by Zhenga +//#define SVC_WEAPONFIRE 35 +#define SVC_WEAPONFIRE 35 +#define SVC_HITMARK 36 +#define SVC_LIMBUPDATE 51 // naievil -- keep me +#define SVC_BSPDECAL 50 // naievil -- keep me +#define SVC_ACHIEVEMENT 52 +#define SVC_HITMARK 36 +#define SVC_USEPRINT 38 +#define SVC_MUZZLEFLASH 39 + +#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 -float CHAN_AUTO = 0; -float CHAN_WEAPON = 1; -float CHAN_VOICE = 2; -float CHAN_ITEM = 3; -float CHAN_BODY = 4; -float CHAN_NO_PHS_ADD = 8; // ie: CHAN_BODY+CHAN_NO_PHS_ADD +// 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 CHAN_NO_PHS_ADD 8 // ie: CHAN_BODY+CHAN_NO_PHS_ADD -float ATTN_NONE = 0; -float ATTN_NORM = 1; -float ATTN_IDLE = 2; -float 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 // 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 -float MSG_BROADCAST = 0; // unreliable to all -float MSG_ONE = 1; // reliable to one (msg_entity) -float MSG_ALL = 2; // reliable to all -float MSG_INIT = 3; // write to the init string -float MSG_MULTICAST = 4; // for multicast() call +#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_MULTICASE 4 // for multicast() call // message levels -float PRINT_LOW = 0; // pickup messages -float PRINT_MEDIUM = 1; // death messages -float PRINT_HIGH = 2; // critical messages -float PRINT_CHAT = 3; // also goes to chat console +#define PRINT_LOW 0 // pickup messages +#define PRINT_MEDIUM 1 // death messages +#define PRINT_HIGH 2 // critical messages +#define PRINT_CHAT 3 // also goes to chat console + +#define AS_STRAIGHT 1 +#define AS_SLIDING 2 +#define AS_MELEE 3 +#define AS_MISSILE 4 // multicast sets -float MULTICAST_ALL = 0; // every client -float MULTICAST_PHS = 1; // within hearing -float MULTICAST_PVS = 2; // within sight -float MULTICAST_ALL_R = 3; // every client, reliable -float MULTICAST_PHS_R = 4; // within hearing, reliable -float MULTICAST_PVS_R = 5; // within sight, reliable +#define MULTICAST_ALL 0 // every client +#define MULTICAST_PHS 1 // within hearing +#define MULTICAST_PVS 2 // within sight +#define MULTICAST_ALL_R 3 // every client, reliable +#define MULTICAST_PHS_R 4 // within hearing, reliable +#define MULTICAST_PVS_R 5 // within sight, reliable +// file operations +#define FILE_READ 0 +#define FILE_APPEND 1 +#define FILE_WRITE 2 - - -//================================================ - -// -// globals -// -string string_null; // null string, nothing should be held here -entity activator; // the entity that activated a trigger or brush -float framecount; - -// -// cvars checked each frame -// -float teamplay; -float deathmatch; - -//================================================ - -// -// world fields (FIXME: make globals) -// -.string wad; -.string map; -.float worldtype; // 0=medieval 1=metal 2=base - -//================================================ - -.string killtarget; - -// -// quakeed fields -// -.float light_lev; // not used by game, but parsed by light util -.float style; - - -// -// monster ai -// -.void() th_stand; -.void() th_walk; -.void() th_run; -.void() th_missile; -.void() th_melee; -.void(entity attacker, float damage) th_pain; -.void() th_die; - -.entity oldenemy; // mad at this player before taking damage - -.float speed; - -.float lefty; - -.float search_time; -.float attack_state; - -float AS_STRAIGHT = 1; -float AS_SLIDING = 2; -float AS_MELEE = 3; -float AS_MISSILE = 4; - -// -// player only fields -// -.float voided; -.float walkframe; - -// Zoid Additions -.float gravity; // Gravity Multiplier (0 to 1.0) - - - -.float attack_finished; -.float pain_finished; - -.float invincible_finished; -.float invisible_finished; -.float super_damage_finished; -.float radsuit_finished; - -.float invincible_time, invincible_sound; -.float invisible_time, invisible_sound; -.float super_time, super_sound; -.float rad_time; -.float fly_sound; - -.float axhitme; - -.float show_hostile; // set to time+0.2 whenever a client fires a - // weapon or takes damage. Used to alert - // monsters that otherwise would let the player go -.float jump_flag; // player jump flag -.float swim_flag; // player swimming sound flag -.float air_finished; // when time > air_finished, start drowning -.float bubble_count; // keeps track of the number of bubbles -.string deathtype; // keeps track of how the player died - -// -// object stuff -// -.string mdl; -.vector mangle; // angle at start - -.vector oldorigin; // only used by secret door - -.float t_length, t_width; - - -// -// doors, etc -// -.vector dest, dest1, dest2; -.float wait; // time from firing to restarting -.float delay; // time from activation to firing -.entity trigger_field; // door's trigger entity -.string noise4; - -// -// monsters -// -.float pausetime; -.entity movetarget; - - -// -// doors -// -.float aflag; -.float dmg; // damage done by door when hit - -// -// misc -// -.float cnt; // misc flag - -// -// subs -// -.void() think1; -.vector finaldest, finalangle; - -// -// triggers -// -.float count; // for counting triggers - - -// -// plats / doors / buttons -// -.float lip; -.float state; -.vector pos1, pos2; // top and bottom positions -.float height; - -// -// sounds -// -.float waitmin, waitmax; -.float distance; -.float volume; - -.float sprintflag; - -// -// builtin 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(float level, string s) bprint = #23; -void(entity client, float level, string s) sprint = #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() ChangeYaw = #49; // turn towards self.ideal_yaw -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; -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(string var, string val) cvar_set = #72; // sets cvar.value -void(entity client, string s) centerprint = #73; // sprint, but in middle -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 killer, entity killee) logfrag = #79; // add to stats -string(entity e, string key) infokey = #80; // get a key value (world = serverinfo) -float(string s) stof = #81; // convert string to float -void(vector where, float set) multicast = #82; -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; -entity (entity start, .float field, float match) findfloat = #98; - -// New NZP custom ones -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; -float(string s) tokenize = #130; // Was #441 -string(float num) argv = #131; // Was #442 - -float(entity targ, entity inflictor) CanDamage; - - -#define FILE_READ 0 -#define FILE_APPEND 1 -#define FILE_WRITE 2 -#define SVC_WEAPONFIRE 35 -#define SVC_HITMARK 36 -#define SVC_LIMBUPDATE 51 // naievil -- keep me -#define SVC_BSPDECAL 50 // naievil -- keep me -#define SVC_ACHIEVEMENT 52 - -#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'; - -//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' - -.string fog; -//string world_fog; - -.float button3; -.float button4; -.float button5; -.float button6; -.float button7; -.float button8; - -.float x2_icon; // double points icon -.float insta_icon; -.vector Flash_Offset; -.float Flash_Size; .string Weapon_Name; - -.float currentHitBoxSetup; -.vector bbmins, bbmaxs; // Used for zombie hitboxes - -.entity head; -.entity larm; -.entity rarm; - -#define SOLID_CORPSE 5 // bsp clip, touch on edge, block -#define TE_EXPLOSION 3 -#define TE_GUNSHOT 2 -entity windows[32]; -float wincnt; - -.float recoil_delay; - -float pow(float base, float n) = { - float temp = base; - if (n == 0) { - return 1; - } else { - while (n > 0) { - temp = temp * base; - n = n - 1; - } - return temp; - } - return 0; -}; - -void enableGrayscale(void) = { - self.renderGrayscale = 1; -} - -void disableGrayscale(void) = { - self.renderGrayscale = 0; -} \ No newline at end of file +string CMD_STRING; +void (vector o, vector d, float color, float count) particle = {}; diff --git a/source/server/dummies/generic.qc b/source/server/dummies/generic.qc index b18d107..31968f8 100644 --- a/source/server/dummies/generic.qc +++ b/source/server/dummies/generic.qc @@ -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);}; \ No newline at end of file +void() trigger_teleport_area = {remove(self);}; diff --git a/source/server/dummies/quakespasm.qc b/source/server/dummies/quakespasm.qc index 04b694c..50f8d94 100644 --- a/source/server/dummies/quakespasm.qc +++ b/source/server/dummies/quakespasm.qc @@ -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 diff --git a/source/server/entities/doors.qc b/source/server/entities/doors.qc index b0be49c..017104f 100644 --- a/source/server/entities/doors.qc +++ b/source/server/entities/doors.qc @@ -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 -}; \ No newline at end of file +}; diff --git a/source/server/entities/map_entities.qc b/source/server/entities/map_entities.qc index df73527..4e8288d 100644 --- a/source/server/entities/map_entities.qc +++ b/source/server/entities/map_entities.qc @@ -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); diff --git a/source/server/entities/powerups.qc b/source/server/entities/powerups.qc index ab3b5b1..408dc3f 100644 --- a/source/server/entities/powerups.qc +++ b/source/server/entities/powerups.qc @@ -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"); diff --git a/source/server/entities/sounds.qc b/source/server/entities/sounds.qc index 6c67cf2..1bab946 100644 --- a/source/server/entities/sounds.qc +++ b/source/server/entities/sounds.qc @@ -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(); -} \ No newline at end of file +} diff --git a/source/server/entities/traps.qc b/source/server/entities/traps.qc index 7f9fb9b..067251b 100644 --- a/source/server/entities/traps.qc +++ b/source/server/entities/traps.qc @@ -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; -}; \ No newline at end of file +}; diff --git a/source/server/entities/triggers.qc b/source/server/entities/triggers.qc index 423a833..987d34b 100644 --- a/source/server/entities/triggers.qc +++ b/source/server/entities/triggers.qc @@ -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(); -} \ No newline at end of file +} diff --git a/source/server/entities/window.qc b/source/server/entities/window.qc index 2c44d65..c40d836 100644 --- a/source/server/entities/window.qc +++ b/source/server/entities/window.qc @@ -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();}; \ No newline at end of file +void() item_cover = {item_barricade();}; diff --git a/source/server/main.qc b/source/server/main.qc index 300de84..2421704 100644 --- a/source/server/main.qc +++ b/source/server/main.qc @@ -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 diff --git a/source/server/psp_specifics.qc b/source/server/non_fte_specifics.qc similarity index 96% rename from source/server/psp_specifics.qc rename to source/server/non_fte_specifics.qc index 1e478e6..a35f7e8 100644 --- a/source/server/psp_specifics.qc +++ b/source/server/non_fte_specifics.qc @@ -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(); -} \ No newline at end of file +} diff --git a/source/server/nzdparser.qc b/source/server/nzdparser.qc index 1fa81b3..3c042c7 100644 --- a/source/server/nzdparser.qc +++ b/source/server/nzdparser.qc @@ -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 -} \ No newline at end of file +} diff --git a/source/server/player.qc b/source/server/player.qc index c897977..a6eebf8 100644 --- a/source/server/player.qc +++ b/source/server/player.qc @@ -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 = {}; diff --git a/source/server/rounds.qc b/source/server/rounds.qc index e41efe5..821e708 100644 --- a/source/server/rounds.qc +++ b/source/server/rounds.qc @@ -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; diff --git a/source/server/weapons/ray_gun.qc b/source/server/weapons/ray_gun.qc index 8920ccb..4571f27 100644 --- a/source/server/weapons/ray_gun.qc +++ b/source/server/weapons/ray_gun.qc @@ -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 } diff --git a/source/server/weapons/weapon_core.qc b/source/server/weapons/weapon_core.qc index c9cfe13..148c731 100644 --- a/source/server/weapons/weapon_core.qc +++ b/source/server/weapons/weapon_core.qc @@ -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; } diff --git a/source/shared/defs/custom.qc b/source/shared/defs/custom.qc index 270ceee..d9c9980 100644 --- a/source/shared/defs/custom.qc +++ b/source/shared/defs/custom.qc @@ -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; diff --git a/source/shared/sound_enhanced.qc b/source/shared/sound_enhanced.qc index 605d869..ffdb233 100644 --- a/source/shared/sound_enhanced.qc +++ b/source/shared/sound_enhanced.qc @@ -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 \ No newline at end of file +#endif // PC diff --git a/source/shared/weapon_defines.qc b/source/shared/weapon_defines.qc index 3588012..56ed234 100644 --- a/source/shared/weapon_defines.qc +++ b/source/shared/weapon_defines.qc @@ -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;