mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-10 06:31:44 +00:00
NX/VITA: Merge QuakeC sources
This commit is contained in:
parent
d4efbef54a
commit
76213de449
23 changed files with 67 additions and 798 deletions
20
.github/workflows/compile-and-release.yml
vendored
20
.github/workflows/compile-and-release.yml
vendored
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@ -17,8 +17,7 @@ jobs:
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run: |
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zip -r -j pc-nzp-qc.zip pc/*
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zip -r -j handheld-nzp-qc.zip handheld/*
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zip -r -j nx-nzp-qc.zip nx/*
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zip -r -j vita-nzp-qc.zip vita/*
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zip -r -j quakespasm-nzp-qc.zip quakespasm/*
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- name: Generate Build Date
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id: date
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run: echo "::set-output name=date::$(date +'%Y-%m-%d-%H-%M-%S')"
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@ -41,18 +40,18 @@ jobs:
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This is a **bleeding edge** NZ:P QuakeC release, stability is not guarenteed and you may need to grab an updated asset release if this update depends on new models/textures/etc.
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To install:
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- Grab the .ZIP archive for your desired platform below (*-nzp-qc.zip, use `handheld-nzp-qc.zip` for 3DS and PSP).
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- Grab the .ZIP archive for your desired platform below (*-nzp-qc.zip, use `handheld-nzp-qc.zip` for 3DS/PSP and `quakespasm-nzp-qc.zip` for Switch/VITA).
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- Extract the contents of the .ZIP archive to your nzp folder (Example: copy `progs.dat` and `progs.lno` to `PSP/GAME/nzportable/nzp`).
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draft: true
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prerelease: false
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- name: Upload NX QC
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- name: Upload QUAKESPASM QC
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uses: actions/upload-release-asset@v1
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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with:
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upload_url: ${{ steps.create_release.outputs.upload_url }}
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asset_path: ./build/nx-nzp-qc.zip
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asset_name: nx-nzp-qc.zip
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asset_path: ./build/quakespasm-nzp-qc.zip
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asset_name: quakespasm-nzp-qc.zip
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asset_content_type: application/zip
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- name: Upload PC QC
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uses: actions/upload-release-asset@v1
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@ -72,15 +71,6 @@ jobs:
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asset_path: ./build/handheld-nzp-qc.zip
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asset_name: handheld-nzp-qc.zip
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asset_content_type: application/zip
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- name: Upload VITA QC
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uses: actions/upload-release-asset@v1
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env:
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GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
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with:
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upload_url: ${{ steps.create_release.outputs.upload_url }}
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asset_path: ./build/vita-nzp-qc.zip
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asset_name: vita-nzp-qc.zip
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asset_content_type: application/zip
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- name: Publish Release
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uses: StuYarrow/publish-release@v1
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env:
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@ -23,4 +23,4 @@ Before you can build the NZ:P QuakeC, you must either [download](https://github.
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To build, simply navigate to the `tools` directory and run the `qc-compiler-*` script for your platform. If unfamiliar with executing shell (`.sh`) scripts on Linux systems, give this [itsFOSS article](https://itsfoss.com/run-shell-script-linux/) a read.
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After having done this, a `build` directory will have been created, and inside of it will be more directories named after every platform. Copy the contents of the platform directories into your `nzp` game directory. (Example: copy `progs.dat` and `progs.lno` from `build/psp` to `PSP/GAME/nzportable/nzp`).
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After having done this, a `build` directory will have been created, and inside of it will be more directories named after every platform. Copy the contents of the platform directories into your `nzp` game directory. (Example: For PSP, copy `progs.dat` and `progs.lno` from `build/handheld` to `PSP/GAME/nzportable/nzp`).
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@ -1,14 +1,14 @@
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../../build/nx/progs.dat
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../../build/quakespasm/progs.dat
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#pragma warning disable Q208
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../source/server/defs/nx.qc
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../source/server/defs/quakespasm.qc
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../source/shared/defs/custom.qc
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../source/shared/weapon_defines.qc
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../source/server/defs/custom.qc
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../source/server/clientfuncs.qc
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../source/server/dummies/vitanx.qc
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../source/server/dummies/quakespasm.qc
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../source/server/dummies/generic.qc
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../source/server/rounds.qc
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@ -1,44 +0,0 @@
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../../build/vita/progs.dat
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#pragma warning disable Q208
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../source/server/defs/vita.qc
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../source/shared/defs/custom.qc
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../source/shared/weapon_defines.qc
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../source/server/defs/custom.qc
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../source/server/clientfuncs.qc
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../source/server/dummies/vitanx.qc
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../source/server/dummies/generic.qc
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../source/server/rounds.qc
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../source/server/nzdparser.qc
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../source/server/main.qc
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../source/server/utilities/command_parser.qc
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../source/server/player.qc
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../source/server/damage.qc
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../source/server/entities/sub_functions.qc
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../source/server/entities/sounds.qc
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../source/server/entities/triggers.qc
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../source/server/entities/explosive_barrel.qc
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../source/server/entities/teleporter.qc
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../source/server/entities/map_entities.qc
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../source/server/entities/traps.qc
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../source/server/entities/lights.qc
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../source/server/entities/doors.qc
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../source/server/entities/window.qc
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../source/server/entities/machines.qc
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../source/server/weapons/frames_core.qc
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../source/server/weapons/weapon_core.qc
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../source/server/entities/powerups.qc
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../source/server/ai/ai_core.qc
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../source/server/ai/standard/waypoints_func.qc
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../source/server/ai/standard/waypoints_core.qc
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../source/server/ai/zombie_core.qc
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../source/server/ai/crawler_core.qc
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../source/server/ai/dog_core.qc
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../source/server/items.qc
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@ -28,7 +28,7 @@
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void SetUpdate(entity client, float type, float val1, float val2, float val3)
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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if (type != 2)
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{
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@ -56,7 +56,7 @@ void SetUpdate(entity client, float type, float val1, float val2, float val3)
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}
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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void(entity to, float type, float cost, float weapon) useprint = {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_USEPRINT);
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@ -88,7 +88,7 @@ void(vector org) CallExplosion = {
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void NotifyNewRound(float to) {
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_NEWROUND);
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@ -101,7 +101,7 @@ void NotifyNewRound(float to) {
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void SetRound(entity client, float to) {
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_SETROUND);
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@ -116,7 +116,7 @@ void SetRound(entity client, float to) {
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void SetPerk(entity client, float to)
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_PERK);
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@ -131,7 +131,7 @@ void SetPerk(entity client, float to)
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void(float to) SwitchWeapon =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WEAPONCHANGE);
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@ -149,7 +149,7 @@ void(float to) SwitchWeapon =
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void(string to, float skin) UpdateVmodel =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_UPDATEVMODEL);
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@ -165,7 +165,7 @@ void(string to, float skin) UpdateVmodel =
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void(string to, float skin) UpdateV2model =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_UPDATEV2MODEL);
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@ -180,7 +180,7 @@ void(string to, float skin) UpdateV2model =
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void(float index, float state) ChangeReviveIconState =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_REVIVECHANGE);
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WriteByte(MSG_MULTICAST, index);
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@ -193,7 +193,7 @@ void(float index, float state) ChangeReviveIconState =
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void(float index, vector org) EnableReviveIcon =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_REVIVEON);
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WriteByte(MSG_MULTICAST, index);
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@ -208,7 +208,7 @@ void(float index, vector org) EnableReviveIcon =
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void(float index) DisableReviveIcon =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_REVIVEOFF);
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WriteByte(MSG_MULTICAST, index);
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@ -220,7 +220,7 @@ void(float index) DisableReviveIcon =
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void(entity who, float broadcast_time, float type, string str) BroadcastMessageToClient =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
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WriteByte(MSG_MULTICAST, broadcast_time);
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@ -235,7 +235,7 @@ void(entity who, float broadcast_time, float type, string str) BroadcastMessageT
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void(float broadcast_time, float type, string str) BroadcastMessage =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
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WriteByte(MSG_MULTICAST, broadcast_time);
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@ -249,7 +249,7 @@ void(float broadcast_time, float type, string str) BroadcastMessage =
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void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
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@ -278,7 +278,7 @@ void(float playernum, float points, float am, float kills, string name, entity p
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void(float count) UpdatePlayerCount = {
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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if (count == 0)
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return;
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else {
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@ -295,7 +295,7 @@ void(float count) UpdatePlayerCount = {
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void(float newtime, float newtype, entity change) PromptLevelChange =
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{
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BLACKOUT);
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@ -313,7 +313,7 @@ void(entity who) UpdatePunchangle =
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// naievil -- shit logic lol...but result looks clean as fuck...
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_PUNCHANGLE);
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WriteCoord(MSG_MULTICAST, who.punchangle_x);
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@ -359,7 +359,7 @@ void(entity who) UpdatePunchangle =
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}
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#ifndef HANDHELD
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#ifndef NX
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#ifndef QUAKESPASM
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void(string h, float h2, entity who) pushHUD = {
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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@ -451,7 +451,7 @@ void(string chaptertitle, string location, string date, string person, entity wh
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#endif
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#endif
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#ifndef NX
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#ifndef QUAKESPASM
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void (float achievement_id, optional entity who) GiveAchievement =
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{
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#ifndef PC
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@ -526,7 +526,7 @@ void (float achievement_id, float progress_value, optional entity who) UpdateAch
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#endif // PC
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}
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}
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#endif // NX
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#endif // QUAKESPASM
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// *****************************************
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// Unrelated to engine, but custom functions
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@ -26,9 +26,9 @@
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*/
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#ifndef NX
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#ifndef QUAKESPASM
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void (float achievement_id, optional entity who) GiveAchievement;
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#endif // NX
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#endif // QUAKESPASM
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void() Barrel_Hit;
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@ -429,7 +429,7 @@ void(entity victim,entity attacker, float damage, float d_style) DamageHandler =
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if (victim.crawling != TRUE && !(victim.health <= 0) && crawler_num < 5 && victim.classname != "ai_dog")
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{
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makeCrawler(victim);
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#ifndef NX
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#ifndef QUAKESPASM
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GiveAchievement(3, attacker);
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#endif
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}
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@ -25,11 +25,11 @@
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*/
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#ifndef NX
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#ifndef QUAKESPASM
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#ifndef HANDHELD
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#pragma target FTE
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#endif // HANDHELD
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#endif // NX
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#endif // QUAKESPASM
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#define true 1
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#define false 0
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|
@ -218,7 +218,7 @@ void() SUB_Null2 = {};
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#define MAX_ZOMB 24
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#ifndef PC
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#ifndef NX
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#ifndef QUAKESPASM
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#define MAX_ZOMB 12
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#endif
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#endif
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|
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@ -33,7 +33,7 @@
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==============================================================================
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*/
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#define NX
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#define QUAKESPASM
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//
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// system globals
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@ -1,668 +0,0 @@
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/*
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defs.qc
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|
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global definitions
|
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|
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Copyright (C) 1996-1997 Id Software, Inc.
|
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|
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This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
of the License, or (at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
||||
|
||||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
|
||||
*/
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|
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/*
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==============================================================================
|
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|
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SOURCE FOR GLOBALVARS_T C STRUCTURE
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|
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==============================================================================
|
||||
*/
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#define NX
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#define VITA
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//
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// system globals
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//
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entity self;
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entity other;
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entity world;
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float time;
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float frametime;
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float force_retouch;
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string mapname;
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float deathmatch;
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float coop;
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float teamplay;
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float serverflags;
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float rounds;
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float rounds_change;
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float parm1, parm2, parm3, parm4, parm5, parm6, parm7, parm8, parm9, parm10, parm11, parm12, parm13, parm14, parm15, parm16;
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vector v_forward, v_up, v_right;
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float trace_allsolid;
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float trace_startsolid;
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float trace_fraction;
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vector trace_endpos;
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vector trace_plane_normal;
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float trace_plane_dist;
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entity trace_ent;
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float trace_inopen;
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float trace_inwater;
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entity msg_entity; // destination of single entity writes
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void() main; // only for testing
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void() StartFrame;
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void() EndFrame;
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void() PlayerPreThink;
|
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void() PlayerPostThink;
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void() ClientKill;
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void() ClientConnect;
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void() PutClientInServer;
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void() ClientDisconnect;
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void() SetNewParms;
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void() SetChangeParms;
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void end_sys_globals;
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.float modelindex;
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.vector absmin, absmax;
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.float ltime;
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.float movetype;
|
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.float solid;
|
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.vector origin;
|
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.vector oldorigin;
|
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.vector velocity;
|
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.vector angles;
|
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.vector avelocity;
|
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.vector punchangle;
|
||||
.string classname;
|
||||
.string model;
|
||||
.float frame;
|
||||
.float skin;
|
||||
.float effects;
|
||||
.vector mins, maxs;
|
||||
.vector size;
|
||||
.void() touch;
|
||||
.void() use;
|
||||
.void() think;
|
||||
.void() blocked;
|
||||
.float nextthink;
|
||||
.entity groundentity;
|
||||
.float health;
|
||||
.float points;
|
||||
.float kills;
|
||||
.float weapon;
|
||||
.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;
|
||||
.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;
|
||||
.float fixangle;
|
||||
.vector v_angle;
|
||||
.float idealpitch; // Naievil -- new
|
||||
.string netname;
|
||||
.entity enemy;
|
||||
.float flags;
|
||||
.float colormap;
|
||||
.float team;
|
||||
.float max_health;
|
||||
.float teleport_time;
|
||||
.float armortype;
|
||||
.float armorvalue;
|
||||
.float waterlevel;
|
||||
.float watertype;
|
||||
.float ideal_yaw;
|
||||
.float yaw_speed;
|
||||
.entity aiment;
|
||||
.entity head;
|
||||
.entity larm;
|
||||
.entity rarm;
|
||||
.entity goalentity;
|
||||
.float spawnflags;
|
||||
.string target;
|
||||
.string targetname;
|
||||
.float dmg_take;
|
||||
.float dmg_save;
|
||||
.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;
|
||||
.string Weapon_Name_Touch;
|
||||
.vector ADS_Offset;
|
||||
.vector Flash_Offset;
|
||||
.float Flash_Size;
|
||||
.float currentmag2;
|
||||
.float maxspeed;
|
||||
.float renderGrayscale;
|
||||
void end_sys_fields;
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
VARS NOT REFERENCED BY C CODE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
|
||||
//
|
||||
// constants
|
||||
//
|
||||
|
||||
float FALSE = 0;
|
||||
float 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
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
|
||||
float DEAD_NO = 0;
|
||||
float DEAD_DYING = 1;
|
||||
float DEAD_DEAD = 2;
|
||||
float DEAD_RESPAWNABLE = 3;
|
||||
|
||||
// takedamage values
|
||||
float DAMAGE_NO = 0;
|
||||
float DAMAGE_YES = 1;
|
||||
float DAMAGE_AIM = 2;
|
||||
|
||||
// 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;
|
||||
|
||||
float STATE_TOP = 0;
|
||||
float STATE_BOTTOM = 1;
|
||||
float STATE_UP = 2;
|
||||
float STATE_DOWN = 3;
|
||||
|
||||
vector VEC_ORIGIN = '0 0 0';
|
||||
|
||||
// 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;
|
||||
|
||||
// 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
|
||||
|
||||
float ATTN_NONE = 0;
|
||||
float ATTN_NORM = 1;
|
||||
float ATTN_IDLE = 2;
|
||||
float ATTN_STATIC = 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
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
|
||||
// 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
|
||||
|
||||
|
||||
|
||||
|
||||
//================================================
|
||||
|
||||
//
|
||||
// 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
|
||||
void(float intensity_small, float intensity_large, float duration) rumble = #132;
|
||||
|
||||
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;
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
/*
|
||||
server/dummies/generic.qc
|
||||
|
||||
dummys for vita and nx
|
||||
dummys for quakespasm
|
||||
|
||||
Copyright (C) 2021 NZ:P Team
|
||||
|
||||
|
@ -29,7 +29,7 @@
|
|||
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 NX/Vita
|
||||
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 = {};
|
||||
|
|
@ -219,7 +219,7 @@ void() PU_NukeFinalize =
|
|||
entity players;
|
||||
|
||||
// give 'The F Bomb'
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
if (self.kills == 1) {
|
||||
GiveAchievement(4);
|
||||
}
|
||||
|
|
|
@ -69,7 +69,7 @@ void () ambient_generic =
|
|||
{
|
||||
local string link;
|
||||
|
||||
// moto - FIXME: typically this is set to upper-case but NX and HANDHELD lack strtoupper(); assume lower-case!
|
||||
// moto - FIXME: typically this is set to upper-case but QUAKESPASM and HANDHELD lack strtoupper(); assume lower-case!
|
||||
link = self.message;
|
||||
|
||||
if (link == "nolink") {
|
||||
|
|
|
@ -175,6 +175,9 @@ void zapper_stop() {
|
|||
self = tempe;
|
||||
} else if (zents.classname == "zapper_node" && zents.target) {
|
||||
zents.think = SUB_Null;
|
||||
entity zent_target = find(world, targetname, self.target);
|
||||
if (zent_target != world)
|
||||
zent_target.touch = SUB_Null;
|
||||
zents.nextthink = 0;
|
||||
}
|
||||
zents.touch = SUB_Null;
|
||||
|
@ -208,7 +211,7 @@ void zapper_start(string zapper) {
|
|||
|
||||
tempe = spawn();
|
||||
tempe.think = zapper_stop;
|
||||
tempe.nextthink = time + self.calc_time;
|
||||
tempe.nextthink = time + 2;
|
||||
tempe.zappername = zapper;
|
||||
}
|
||||
|
||||
|
|
|
@ -129,7 +129,7 @@ void() precaches =
|
|||
precache_model ("models/player.mdl");
|
||||
|
||||
#ifndef HANDHELD
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
if (world.song != "")
|
||||
precache_sound (world.song);
|
||||
#endif
|
||||
|
|
|
@ -247,7 +247,7 @@ void(string weaponFile) nzd_defineweapon = {
|
|||
//basically copying the waypoint code.. yikes
|
||||
void() load_nzd = {
|
||||
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
float file, point;
|
||||
string h;
|
||||
float loop;
|
||||
|
|
|
@ -429,7 +429,7 @@ void() PlayerPostThink =
|
|||
|
||||
// Perform a traceline to keep track of entities directly
|
||||
// in front of the player.
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
vector source;
|
||||
|
||||
makevectors (self.v_angle);
|
||||
|
|
|
@ -244,14 +244,14 @@ void() NewRound =
|
|||
|
||||
Remaining_Zombies = Total_Zombies = getZombieTotal();
|
||||
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
switch(rounds) {
|
||||
case 5: GiveAchievement(0); break;
|
||||
case 10: GiveAchievement(1); break;
|
||||
case 15: GiveAchievement(2); break;
|
||||
default: break;
|
||||
}
|
||||
#endif // NX
|
||||
#endif // QUAKESPASM
|
||||
|
||||
// Set up delay for zombie spawning
|
||||
local float spawndelay;
|
||||
|
|
|
@ -67,7 +67,7 @@ void() W_AimIn =
|
|||
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 NX
|
||||
#ifdef QUAKESPASM
|
||||
self.zoom = 1;
|
||||
#else
|
||||
self.zoom = 2;
|
||||
|
@ -145,7 +145,7 @@ void W_SprintStart () {
|
|||
else
|
||||
self.sprint_duration -= self.sprint_rest_time;
|
||||
|
||||
#ifdef NX
|
||||
#ifdef QUAKESPASM
|
||||
if (!self.sprintflag) {
|
||||
return;
|
||||
}
|
||||
|
@ -2154,7 +2154,7 @@ void () Impulse_Functions =
|
|||
else
|
||||
Change_Stance();
|
||||
break;
|
||||
#ifdef NX
|
||||
#ifdef QUAKESPASM
|
||||
case 31:
|
||||
self.sprintflag = 0;
|
||||
break;
|
||||
|
@ -2270,7 +2270,7 @@ void() CheckPlayer =
|
|||
CheckPowerups(self);
|
||||
CheckRevive(self);
|
||||
|
||||
#ifdef NX
|
||||
#ifdef QUAKESPASM
|
||||
if (!self.sprintflag && self.sprinting) {
|
||||
W_SprintStop();
|
||||
}
|
||||
|
|
|
@ -54,8 +54,8 @@ const float EVENT_REVIVEON = 37;
|
|||
const float EVENT_REVIVEOFF = 38;
|
||||
const float EVENT_REVIVECHANGE = 39;
|
||||
|
||||
// Define our PC version if we don't have NX or PSP
|
||||
#ifndef NX
|
||||
// Define our PC version
|
||||
#ifndef QUAKESPASM
|
||||
#ifndef HANDHELD
|
||||
#define PC
|
||||
#endif
|
||||
|
@ -231,7 +231,7 @@ float invertfloat(float input) {
|
|||
}
|
||||
|
||||
//elements
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
string G_HUD;
|
||||
float G_HUDHOR;
|
||||
#endif
|
||||
|
|
|
@ -29,8 +29,8 @@
|
|||
#define CHAN_MUSIC 1
|
||||
#define CHAN_SFX 2
|
||||
|
||||
#ifndef PSP
|
||||
#ifndef NX
|
||||
#ifndef HANDHELD
|
||||
#ifndef QUAKESPASM
|
||||
void(string soundname, optional float channel, optional float volume) localsound_enhanced =
|
||||
{
|
||||
if (!volume)
|
||||
|
|
|
@ -4003,7 +4003,7 @@ vector(float wep) GetWeaponRecoil =
|
|||
temp1 = change_1 + change_2;
|
||||
temp2 = change_1 + change_2 + change_3;
|
||||
|
||||
#ifndef PSP
|
||||
#ifndef HANDHELD
|
||||
if (r < change_1)
|
||||
final_kick_y = kick_change_x*0.25;
|
||||
else if (r < temp1)
|
||||
|
@ -4035,7 +4035,7 @@ vector(float wep) GetWeaponRecoil =
|
|||
vector (float wep) GetWeaponFlash_Offset =
|
||||
{
|
||||
switch(wep) {
|
||||
#ifndef NX
|
||||
#ifndef QUAKESPASM
|
||||
case W_COLT:
|
||||
return [5488, -2742, 35300];
|
||||
case W_BIATCH:
|
||||
|
@ -4102,7 +4102,7 @@ vector (float wep) GetWeaponFlash_Offset =
|
|||
return [5488, -2742, 35300];
|
||||
#endif
|
||||
|
||||
#ifdef NX
|
||||
#ifdef QUAKESPASM
|
||||
case W_COLT:
|
||||
case W_BIATCH:
|
||||
return [1950, -6250, 35300];
|
||||
|
|
|
@ -2,7 +2,7 @@
|
|||
|
||||
cd ../
|
||||
# create build directories
|
||||
mkdir -p build/{pc,handheld,nx,vita}
|
||||
mkdir -p build/{pc,handheld,quakespasm,vita}
|
||||
cd bin/
|
||||
echo ""
|
||||
echo "========================"
|
||||
|
@ -24,13 +24,7 @@ echo ""
|
|||
./fteqcc-cli-lin -srcfile ../progs/handheld.src
|
||||
echo ""
|
||||
echo "========================"
|
||||
echo " compiling NX-QS QC "
|
||||
echo "compiling QUAKESPASM QC "
|
||||
echo "========================"
|
||||
echo ""
|
||||
./fteqcc-cli-lin -srcfile ../progs/nx.src
|
||||
echo ""
|
||||
echo "========================"
|
||||
echo " compiling VITA QC "
|
||||
echo "========================"
|
||||
echo ""
|
||||
./fteqcc-cli-lin -srcfile ../progs/vita.src
|
||||
./fteqcc-cli-lin -srcfile ../progs/quakespasm.src
|
|
@ -3,7 +3,7 @@ CD ../
|
|||
REM ****** create build directories ******
|
||||
MKDIR build\pc\ 2>nul
|
||||
MKDIR build\handheld\ 2>nul
|
||||
MKDIR build\nx\ 2>nul
|
||||
MKDIR build\quakespasm\ 2>nul
|
||||
MKDIR build\vita\ 2>nul
|
||||
CD bin/
|
||||
echo.
|
||||
|
@ -26,14 +26,8 @@ echo.
|
|||
fteqcc-cli-win.exe -srcfile ../progs/handheld.src
|
||||
echo.
|
||||
echo ========================
|
||||
echo compiling NX-QS QC
|
||||
echo compiling QUAKESPASM QC
|
||||
echo ========================
|
||||
echo.
|
||||
fteqcc-cli-win.exe -srcfile ../progs/nx.src
|
||||
echo.
|
||||
echo ========================
|
||||
echo compiling VITA QC
|
||||
echo ========================
|
||||
echo.
|
||||
fteqcc-cli-win.exe -srcfile ../progs/vita.src
|
||||
fteqcc-cli-win.exe -srcfile ../progs/quakespasm.src
|
||||
pause
|
||||
|
|
Loading…
Reference in a new issue