Merge branch 'main' into main

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Ian 2022-12-31 19:27:49 -05:00 committed by GitHub
commit 93e2ab2bb7
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32 changed files with 592 additions and 1090 deletions

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@ -16,10 +16,9 @@ jobs:
working-directory: ./build
run: |
zip -r -j pc-nzp-qc.zip pc/*
zip -r -j psp-nzp-qc.zip psp/*
zip -r -j handheld-nzp-qc.zip handheld/*
zip -r -j nx-nzp-qc.zip nx/*
zip -r -j vita-nzp-qc.zip vita/*
zip -r -j ctr-nzp-qc.zip ctr/*
- name: Generate Build Date
id: date
run: echo "::set-output name=date::$(date +'%Y-%m-%d-%H-%M-%S')"
@ -42,19 +41,10 @@ jobs:
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.
To install:
- Grab the .ZIP archive for your desired platform below (*-nzp-qc.zip)
- Grab the .ZIP archive for your desired platform below (*-nzp-qc.zip, use `handheld-nzp-qc.zip` for 3DS and PSP).
- Extract the contents of the .ZIP archive to your nzp folder (Example: copy `progs.dat` and `progs.lno` to `PSP/GAME/nzportable/nzp`).
draft: true
prerelease: false
- name: Upload CTR QC
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./build/ctr-nzp-qc.zip
asset_name: ctr-nzp-qc.zip
asset_content_type: application/zip
- name: Upload NX QC
uses: actions/upload-release-asset@v1
env:
@ -73,14 +63,14 @@ jobs:
asset_path: ./build/pc-nzp-qc.zip
asset_name: pc-nzp-qc.zip
asset_content_type: application/zip
- name: Upload PSP QC
- name: Upload HANDHELD QC
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./build/psp-nzp-qc.zip
asset_name: psp-nzp-qc.zip
asset_path: ./build/handheld-nzp-qc.zip
asset_name: handheld-nzp-qc.zip
asset_content_type: application/zip
- name: Upload VITA QC
uses: actions/upload-release-asset@v1

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@ -18,6 +18,7 @@
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc

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@ -1,9 +1,8 @@
../../build/ctr/progs.dat
../../build/handheld/progs.dat
#pragma warning disable Q208
../source/server/defs/ctr.qc
../source/server/dummies/ctr.qc
../source/server/defs/handheld.qc
../source/shared/defs/custom.qc
../source/shared/weapon_defines.qc
../source/server/defs/custom.qc
@ -23,6 +22,7 @@
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc

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@ -22,6 +22,7 @@
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc

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@ -1,43 +0,0 @@
../../build/psp/progs.dat
#pragma warning disable Q208
../source/server/defs/psp.qc
../source/shared/defs/custom.qc
../source/shared/weapon_defines.qc
../source/server/defs/custom.qc
../source/server/clientfuncs.qc
../source/server/psp_specifics.qc
../source/server/dummies/generic.qc
../source/server/rounds.qc
../source/server/nzdparser.qc
../source/server/main.qc
../source/server/utilities/command_parser.qc
../source/server/player.qc
../source/server/damage.qc
../source/server/entities/sub_functions.qc
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/map_entities.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc
../source/server/entities/doors.qc
../source/server/entities/window.qc
../source/server/entities/machines.qc
../source/server/weapons/frames_core.qc
../source/server/weapons/weapon_core.qc
../source/server/entities/powerups.qc
../source/server/ai/ai_core.qc
../source/server/ai/standard/waypoints_func.qc
../source/server/ai/standard/waypoints_core.qc
../source/server/ai/zombie_core.qc
../source/server/ai/crawler_core.qc
../source/server/ai/dog_core.qc
../source/server/items.qc

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@ -22,6 +22,7 @@
../source/server/entities/sounds.qc
../source/server/entities/triggers.qc
../source/server/entities/explosive_barrel.qc
../source/server/entities/teleporter.qc
../source/server/entities/map_entities.qc
../source/server/entities/traps.qc
../source/server/entities/lights.qc

View file

@ -88,7 +88,7 @@ entity(entity blarg) find_new_enemy =
while(targets != world) {
// Don't target downed players.
if (targets.downed == true) {
if (targets.downed == true || targets.isspec == true) {
targets = find(targets, classname, "player");
continue;
}

View file

@ -248,17 +248,23 @@ void(entity who) makeCrawler =
if(who.head.deadflag)
{
setmodel(who.head,"models/ai/zhc^.mdl");
//updateLimb (who, 0, world);
#ifndef PC
updateLimb (who, 0, world);
#endif
}
if(who.larm.deadflag)
{
setmodel(who.larm,"models/ai/zalc(.mdl");
//updateLimb (who, 1, world);
#ifndef PC
updateLimb (who, 1, world);
#endif
}
if(who.rarm.deadflag)
{
setmodel(who.rarm,"models/ai/zarc(.mdl");
//updateLimb (who, 2, world);
#ifndef PC
updateLimb (who, 2, world);
#endif
}
who.crawling = 1;

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@ -1,7 +1,7 @@
/*
server/clientfuncs.qc
used to communicate between server and client
Used to communicate between server and client
Copyright (C) 2021-2022 NZ:P Team
@ -27,9 +27,8 @@
void SetUpdate(entity client, float type, float val1, float val2, float val3)
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
if (type != 2)
{
@ -54,12 +53,10 @@ void SetUpdate(entity client, float type, float val1, float val2, float val3)
}
#endif
#endif
#endif
}
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
void(entity to, float type, float cost, float weapon) useprint = {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_USEPRINT);
@ -71,7 +68,6 @@ void(entity to, float type, float cost, float weapon) useprint = {
}
#endif
#endif
#endif
void(vector org) CallExplosion = {
#ifndef PC
@ -91,9 +87,8 @@ void(vector org) CallExplosion = {
}
void NotifyNewRound(float to) {
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_NEWROUND);
@ -102,13 +97,11 @@ void NotifyNewRound(float to) {
#endif
#endif
#endif
}
void SetRound(entity client, float to) {
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_SETROUND);
@ -118,14 +111,12 @@ void SetRound(entity client, float to) {
#endif
#endif
#endif
}
void SetPerk(entity client, float to)
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PERK);
@ -135,14 +126,12 @@ void SetPerk(entity client, float to)
#endif
#endif
#endif
}
void(float to) SwitchWeapon =
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_WEAPONCHANGE);
@ -155,14 +144,12 @@ void(float to) SwitchWeapon =
#endif
#endif
#endif
}
void(string to, float skin) UpdateVmodel =
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATEVMODEL);
@ -173,14 +160,12 @@ void(string to, float skin) UpdateVmodel =
#endif
#endif
#endif
}
void(string to, float skin) UpdateV2model =
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_UPDATEV2MODEL);
@ -190,14 +175,12 @@ void(string to, float skin) UpdateV2model =
multicast('0 0 0', MULTICAST_ONE);
#endif
#endif
#endif
}
void(float broadcast_time, float type) BroadcastMessage =
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
WriteByte(MSG_MULTICAST, broadcast_time);
@ -206,14 +189,12 @@ void(float broadcast_time, float type) BroadcastMessage =
#endif
#endif
#endif
}
void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints =
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
@ -238,13 +219,11 @@ void(float playernum, float points, float am, float kills, string name, entity p
#endif
#endif
#endif
}
void(float count) UpdatePlayerCount = {
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
if (count == 0)
return;
else {
@ -256,14 +235,12 @@ void(float count) UpdatePlayerCount = {
#endif
#endif
#endif
}
void(float newtime, float newtype, entity change) PromptLevelChange =
{
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_BLACKOUT);
@ -274,16 +251,14 @@ void(float newtime, float newtype, entity change) PromptLevelChange =
#endif
#endif
#endif
}
void(entity who) UpdatePunchangle =
{
// naievil -- shit logic lol...but result looks clean as fuck...
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EVENT_PUNCHANGLE);
WriteCoord(MSG_MULTICAST, who.punchangle_x);
@ -326,12 +301,10 @@ void(entity who) UpdatePunchangle =
#endif
#endif
#endif
}
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
#ifndef CTR
void(string h, float h2, entity who) pushHUD = {
if (player_count == 0) {
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -422,22 +395,20 @@ void(string chaptertitle, string location, string date, string person, entity wh
}
#endif
#endif
#endif
#ifndef NX
#ifndef CTR
void (float achievement_id, optional entity who) GiveAchievement =
{
#ifdef PSP
#ifndef PC
// temp
if (achievement_id > 4)
return;
#endif // PSP
#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");
#ifdef PSP
#ifndef PC
achievement(who, achievement_id);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -445,9 +416,9 @@ void (float achievement_id, optional entity who) GiveAchievement =
WriteByte(MSG_MULTICAST, achievement_id);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // PSP
#endif // PC
} else {
#ifdef PSP
#ifndef PC
entity players;
players = find(world, classname, "player");
while(players != world) {
@ -459,21 +430,21 @@ void (float achievement_id, optional entity who) GiveAchievement =
WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
WriteByte(MSG_MULTICAST, achievement_id);
multicast('0 0 0', MULTICAST_ALL);
#endif // PSP
#endif // PC
}
}
void (float achievement_id, float progress_value, optional entity who) UpdateAchievementProgress =
{
#ifdef PSP
#ifndef PC
// temp
if (achievement_id > 4)
return;
#endif // PSP
#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");
#ifdef PSP
#ifndef PC
//achievement_progress(who, achievement_id, progress_value);
#else
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
@ -482,9 +453,9 @@ void (float achievement_id, float progress_value, optional entity who) UpdateAch
WriteFloat(MSG_MULTICAST, progress_value);
msg_entity = who;
multicast('0 0 0', MULTICAST_ONE);
#endif // PSP
#endif // PC
} else {
#ifdef PSP
#ifndef PC
entity players;
players = find(world, classname, "player");
while(players != world) {
@ -497,10 +468,9 @@ void (float achievement_id, float progress_value, optional entity who) UpdateAch
WriteByte(MSG_MULTICAST, achievement_id);
WriteFloat(MSG_MULTICAST, progress_value);
multicast('0 0 0', MULTICAST_ALL);
#endif // PSP
#endif // PC
}
}
#endif // CTR
#endif // NX
// *****************************************
@ -521,7 +491,7 @@ float(entity who, entity target) isFacing =
float difference_angle = target_angle - who_angle;
#ifdef PSP
#ifdef HANDHELD
if (difference_angle < -45) {
difference_angle += 360;
}
@ -677,4 +647,4 @@ float(float weapon) Util_WeaponFiresTraceshot =
return true;
return false;
}
}

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@ -176,7 +176,7 @@ void() EndGameSetup =
void() rec_downed =
{
self.downedloop++;
if (self.downedloop == 300) {
if (self.downedloop >= 300) {
startspectate();
return;
}
@ -258,6 +258,7 @@ void() GetDown =
Util_PlayerHasWeapon(self, W_357, true)) {
float weapon_slot;
float total_ammo;
total_ammo = 0;
weapon_slot = Util_PlayerHasWeapon(self, W_RAY, true);
if (weapon_slot == 0) weapon_slot = Util_PlayerHasWeapon(self, W_BIATCH, false);

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@ -1,541 +0,0 @@
/*
+----+
|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 CTR
// 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;
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
.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 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
*/
// 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;
// 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;
// 2001-11-15 DarkPlaces general builtin functions by Lord Havoc end
//
// constants
//
#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
// edict.movetype values
#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
// 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
// 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
#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;
// 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 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'
// 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 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
#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
// 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 AS_STRAIGHT 1
#define AS_SLIDING 2
#define AS_MELEE 3
#define AS_MISSILE 4
// Quake assumes these are defined.
//.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
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;

View file

@ -25,13 +25,11 @@
*/
#ifndef PSP
#ifndef NX
#ifndef CTR
#ifndef HANDHELD
#pragma target FTE
#endif
#endif
#endif
#endif // HANDHELD
#endif // NX
#define true 1
#define false 0
@ -219,8 +217,8 @@ void() SUB_Null2 = {};
#define MAX_ZOMB 24
#ifdef PSP
#ifdef CTR
#ifndef PC
#ifndef NX
#define MAX_ZOMB 12
#endif
#endif
@ -372,11 +370,11 @@ entity boxLocations[32];
float boxCount;
vector boxOrigin;
#ifndef PSP
#ifndef HANDHELD
//powerups
.float x2_icon;
.float insta_icon;
#endif
#endif // HANDHELD
.string powerup_vo;
float instakill_finished;
float insta_blink;
@ -502,6 +500,7 @@ float sndActivCnt;
.float tpTimer;
.float isTimed;
.entity host;
.entity entities[4];
// GIBBING
#ifdef PC

View file

@ -13,7 +13,7 @@
+=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-+
*/
#define PSP
#define HANDHELD
// These lines CANNOT be altered/moved
entity self;

View file

@ -1,38 +0,0 @@
/*
server/dummies/generic.qc
generic (all platform) dummys
Copyright (C) 2021 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
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
void LoadWaypointData() = {};
// Old Demo defs
.float fogdogs;
.float MaxRange;
float gotdog;
void(string chaptertitle, string location, string date, string person, entity who) WorldText = {};
void GiveAchievement(float achievement_id, optional entity who) = {};

View file

@ -77,7 +77,7 @@ void() change_frame =
self.nextthink = time + 1;
}
#ifdef PSP
#ifdef HANDHELD
void LoadWaypointData() = {};
#endif

View file

@ -605,7 +605,7 @@ void() func_door =
void() func_door_nzp =
{
#ifdef PSP
#ifdef HANDHELD
if (!self.renderamt)
self.renderamt = 255;

View file

@ -1856,7 +1856,7 @@ void PapUpgrade(entity pap, entity buyer) {
////////////////////////////////////////
self.fire_delay = self.reload_delay = 4.5 + time;
sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NONE);
sound(self,CHAN_WEAPON,"sounds/machines/papsound.wav",1,ATTN_NORM);
pap.weapon = self.weapon;

View file

@ -225,7 +225,7 @@ void() place_fire =
void() place_model =
{
#ifdef PSP
#ifdef HANDHELD
if (self.spawnflags & 2)
remove(self);
#endif
@ -521,16 +521,21 @@ void() buy_weapon_link_target =
void() buy_weapon =
{
local string weaponname;
string weaponname;
InitTrigger ();
weaponname = GetWeaponModel (self.weapon, 0);
if (weaponname != "")
precache_model (weaponname);
weaponname = GetWeaponModel(self.weapon, 1);
// Use the grenade bag instead for nades
if (self.weapon == W_GRENADE)
weaponname = "models/props/grenade_bag.mdl";
else
weaponname = GetWeaponModel(self.weapon, 1);
if (weaponname != "")
precache_model (weaponname);
precache_extra (self.weapon);
self.touch = buy_weapon_touch;
@ -652,252 +657,6 @@ void() trigger_song = {
sndTriggerCnt++;
}
/*
============
Teleporter
============
Teleporters have 3 different modes
0: Default Patch 1.0.4 Mode
- Interact with teleporter and go to pad (credit: Naievil and PerikiyoXD)
1: Linked Mode
- One-Time-Link teleporter with pad, teleport to pad
2: Timed Mode
- Link teleporter with pad, teleport to other destination
for a set amount of time, then return to pad. Link every time.
TODO:
- Sounds
- Keep track of whether player is touching instead of locking movement
*/
void() teleporter_cooldown =
{
self.activated = false;
if (self.mode == 2) {
self.isLinked = false;
}
self.cooldown = false;
}
void() start_cooldown =
{
self.cooldown = true;
self.think = teleporter_cooldown;
self.nextthink = time + 5;
}
void() teleport_entity =
{
local entity who, en;
who = find(world, classname ,"player");
en = find(world, targetname, self.target2);
SUB_UseTargets ();
setorigin (who, who.tele_target.origin);
if (self.isTimed || en.classname == "func_teleporter_pad") {
setorigin(who, who.origin + '0 0 40');
}
who.fire_delay = who.reload_delay = 3.0 + time;
who.zoom = 0;
who.weaponmodel = "";
who.weapon2model = "";
who.movetype = MOVETYPE_WALK;
if (who.classname == "player") {
if (who.flags & FL_ONGROUND)
who.flags = who.flags - FL_ONGROUND;
who.velocity = v_forward * 0;
}
who.flags = who.flags - who.flags & FL_ONGROUND;
if (self.mode == 0) {
self.activated = false;
} else if (self.mode == 2 && !self.isTimed) {
who.tele_target = find(world, targetname, self.target2);
self.nextthink = time + self.tpTimer;
self.think = teleport_entity;
self.isTimed = true;
} else {
start_cooldown();
self.isTimed = false;
}
}
void() teleport_pad_touch =
{
if (other.classname != "player" || self.host.isLinked)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.host.waitLink) {
useprint(other, 19, 0, 0);
if (other.button7) {
self.host.isLinked = true;
self.host.waitLink = false;
}
} else {
if (self.host.mode == 2) {
useprint(other, 18, 0, 0);
}
}
}
void() teleporter_link_touch =
{
if (!self.waitLink)
useprint(other, 17, 0, 0);
if (other.button7) {
local entity en;
en = find(world, targetname, self.target2);
self.waitLink = true;
en.host = self;
}
}
void() teleport_touch =
{
if (self.cooldown) {
useprint(other, 16, 0, 0);
return;
}
if (other.classname != "player" || self.activated)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.mode != 0 && !self.isLinked) {
teleporter_link_touch();
return;
}
if (!self.cost)
useprint(other, 14, 0, 0);
else
useprint(other, 15, self.cost, 0);
if (other.button7) {
if (other.points < self.cost) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
}
addmoney(other, -self.cost, 0);
SUB_UseTargets();
other.tele_target = find(world, targetname, self.target);
if (!other.tele_target)
objerror("Couldn't find target!");
self.activated = true;
other.movetype = MOVETYPE_NONE;
self.think = teleport_entity;
self.nextthink = time + 3;
}
if (other.button1) {
if (self.targetname) {
if (self.nextthink < time)
return; // not fired yet
}
}
}
void() teleport_use =
{
self.nextthink = time + 2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
}
void() func_teleporter_entrance =
{
precache_model ("models/props/teleporter.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_entrance";
setmodel(self, "models/props/teleporter.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_touch;
// find the destination
if (!self.target)
objerror("No target!");
if (self.mode != 0) {
if (!self.target2)
objerror("No mainframe!");
if (self.mode == 2) {
local entity tempe;
tempe = find(world, targetname, self.target2);
tempe.host = self;
}
}
self.use = teleport_use;
}
void() func_teleporter_destination =
{
// this does nothing, just serves as a target spot
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_destination";
}
void() func_teleporter_timed =
{
// this does nothing, just serves as a target spot
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_timed";
}
void() func_teleporter_pad =
{
precache_model ("models/props/mainframe_pad.mdl");
self.movetype = MOVETYPE_NONE; // so it doesn't get pushed by anything
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_pad";
setmodel(self, "models/props/mainframe_pad.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_pad_touch;
}
/* ================
Buyable Ending
================ */

View file

@ -419,7 +419,7 @@ void() PU_MaxAmmo =
#ifdef PC
ScrollText("MAX AMMO!", tempe);
#endif
#ifdef PSP
#ifdef HANDHELD
nzp_maxammo();
#endif
tempe = find(tempe, classname, "player");

View file

@ -69,7 +69,7 @@ void () ambient_generic =
{
local string link;
// moto - FIXME: typically this is set to upper-case but NX and PSP lack strtoupper(); assume lower-case!
// moto - FIXME: typically this is set to upper-case but NX and HANDHELD lack strtoupper(); assume lower-case!
link = self.message;
if (link == "nolink") {

View file

@ -0,0 +1,407 @@
/*
server/entities/teleporter.qc
all logic for teleporters of every form.
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
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
*/
/*
============
Teleporter
============
Teleporters have 3 different modes
0: Default Patch 1.0.4 Mode
- Interact with teleporter and go to pad (credit: Naievil and PerikiyoXD)
1: Linked Mode
- One-Time-Link teleporter with pad, teleport to pad
2: Timed Mode
- Link teleporter with pad, teleport to other destination
for a set amount of time, then return to pad. Link every time.
TODO:
- Sounds
- Keep track of whether player is touching instead of locking movement
*/
void() teleporter_cooldown =
{
self.activated = false;
if (self.mode == 2) {
self.isLinked = false;
}
self.cooldown = false;
}
void() start_cooldown =
{
self.cooldown = true;
self.think = teleporter_cooldown;
self.nextthink = time + 5;
}
void() teleport_entities_back =
{
entity en, player;
en = find(world, targetname, self.target2);
SUB_UseTargets();
self.iszomb = 0;
bprint(PRINT_HIGH, "returning\n");
for(float i = 0; i < 4; i++) {
if (self.entities[i].classname == "player") {
player = self.entities[i];
setorigin(player, en.origin);
if (self.isTimed || en.classname == "func_teleporter_pad") {
setorigin(player, player.origin + '0 0 40');
}
switch(self.iszomb) {
case 0:
player.origin += '20 0 0';
break;
case 1:
player.origin -= '20 0 0';
break;
case 2:
player.origin += '0 20 0';
break;
case 3:
player.origin -= '0 20 0';
break;
default:
break;
}
player.fire_delay = player.fire_delay2 =
player.reload_delay = player.reload_delay2 =
3.0 + time;
player.zoom = 0;
player.weaponmodel = player.weapon2model = "";
player.movetype = MOVETYPE_WALK;
if (player.flags & FL_ONGROUND) {
player.flags -= FL_ONGROUND;
player.velocity = v_forward * 0;
}
player.flags -= (player.flags & FL_ONGROUND);
if (self.mode == 0)
self.activated = false;
self.iszomb++;
}
}
self.iszomb = 0;
start_cooldown();
self.isTimed = false;
}
void(entity who) teleport_entity =
{
entity en;
en = find(world, targetname, self.target2);
SUB_UseTargets ();
setorigin (who, who.tele_target.origin);
if (self.isTimed || en.classname == "func_teleporter_pad") {
setorigin(who, who.origin + '0 0 40');
}
switch(self.iszomb) {
case 0:
who.origin += '20 0 0';
break;
case 1:
who.origin -= '20 0 0';
break;
case 2:
who.origin += '0 20 0';
break;
case 3:
who.origin -= '0 20 0';
break;
default:
bprint(PRINT_HIGH, "cheater!!\n");
break;
}
who.fire_delay = who.fire_delay2 = who.reload_delay = who.reload_delay2 = 3.0 + time;
who.zoom = 0;
who.weaponmodel = "";
who.weapon2model = "";
who.movetype = MOVETYPE_WALK;
if (who.flags & FL_ONGROUND) {
who.flags = who.flags - FL_ONGROUND;
who.velocity = v_forward * 0;
}
who.flags = who.flags - who.flags & FL_ONGROUND;
}
void() teleport_entities =
{
// Store all of the players
entity people = findradius(self.origin, self.stance);
float i = 0;
self.entities[0] = world;
self.entities[1] = world;
self.entities[2] = world;
self.entities[3] = world;
while(people != world) {
if (people.classname == "player") {
self.entities[i] = people;
i++;
teleport_entity(people);
self.iszomb++;
}
people = people.chain;
}
self.iszomb = 0;
if (self.mode == 0) {
self.activated = false;
} else if (self.mode == 2 && !self.isTimed) {
self.nextthink = time + self.tpTimer;
self.think = teleport_entities_back;
self.isTimed = true;
} else {
start_cooldown();
self.isTimed = false;
}
}
void() teleport_pad_touch =
{
if (other.classname != "player" || self.host.isLinked)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.host.waitLink) {
useprint(other, 19, 0, 0);
if (other.button7) {
self.host.isLinked = true;
self.host.waitLink = false;
}
} else {
if (self.host.mode == 2) {
useprint(other, 18, 0, 0);
}
}
}
void() teleporter_link_touch =
{
if (!self.waitLink)
useprint(other, 17, 0, 0);
if (other.button7) {
local entity en;
en = find(world, targetname, self.target2);
self.waitLink = true;
en.host = self;
}
}
void() teleport_touch =
{
if (self.cooldown) {
useprint(other, 16, 0, 0);
return;
}
if (other.classname != "player" || self.activated)
return;
if (!isPowerOn) {
useprint(other, 8, 0, 0);
return;
}
if (self.mode != 0 && !self.isLinked) {
teleporter_link_touch();
return;
}
if (!self.cost)
useprint(other, 14, 0, 0);
else
useprint(other, 15, self.cost, 0);
if (other.button7) {
if (other.points < self.cost) {
centerprint(other, STR_NOTENOUGHPOINTS);
return;
}
addmoney(other, -self.cost, 0);
SUB_UseTargets();
self.activated = true;
entity people = findradius(self.origin, self.stance);
while (people != world) {
if (people.classname == "player") {
people.tele_target = find(world, targetname, self.target);
people.movetype = MOVETYPE_NONE;
}
people = people.chain;
}
if (!other.tele_target)
objerror("Couldn't find target!");
self.think = teleport_entities;
self.nextthink = time + 3;
}
if (other.button1) {
if (self.targetname) {
if (self.nextthink < time)
return; // not fired yet
}
}
}
void() teleport_use =
{
self.nextthink = time + 2;
force_retouch = 2; // make sure even still objects get hit
self.think = SUB_Null;
}
//
// func_teleporter_entrance()
// Spawn function for the main teleporter.
//
void() func_teleporter_entrance =
{
//
// Set Default Stats for Compatibility
//
// Model
if (!self.model) {
self.model = "models/props/teleporter.mdl";
}
// Radius
if (!self.stance) {
self.stance = 75;
}
precache_model(self.model);
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_entrance";
setmodel(self, self.model);
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_touch;
// Verify the User has teleporter targets set.
if (!self.target)
objerror("No target!");
if (self.mode != 0) {
if (!self.target2)
objerror("No mainframe!");
if (self.mode == 2) {
entity tempe;
tempe = find(world, targetname, self.target2);
tempe.host = self;
}
}
self.use = teleport_use;
}
//
// func_teleporter_destination()
// Empty Entity to use as a destination for standard
// teleporter modes.
//
void() func_teleporter_destination =
{
// this does nothing, just serves as a target spot
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_destination";
}
//
// func_teleporter_timed()
// Empty Entity to use as a destination for time-based
// teleporter modes.
//
void() func_teleporter_timed =
{
self.origin = self.origin + '0 0 40';
self.classname = "func_teleporter_timed";
}
//
// func_teleporter_pad()
// Teleporter Pad that's often used as a Link Point
// or Return Point.
//
void() func_teleporter_pad =
{
precache_model ("models/props/mainframe_pad.mdl");
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_TRIGGER;
self.classname = "func_teleporter_pad";
setmodel(self, "models/props/mainframe_pad.mdl");
setsize(self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.touch = teleport_pad_touch;
}

View file

@ -122,7 +122,7 @@ void zapper_play () {
#ifdef PC
te_lightning2(self, self.origin, zents.origin);
#endif
#ifdef PSP
#ifdef HANDHELD
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);

View file

@ -133,8 +133,7 @@ void() InitTrigger =
self.model = "";
};
#ifndef PSP
#ifndef CTR
#ifndef HANDHELD
entity last_act_trigger;
void() trigger_activator_touch =
{
@ -242,7 +241,6 @@ void() trigger_activator =
self.touch = trigger_activator_touch;
}
#endif
#endif
void() use_wall_weapon =
{
@ -256,7 +254,10 @@ void() use_wall_weapon =
newent.solid=SOLID_NOT;
newent.classname = "wall_weapon";
setorigin(newent, self.origin);
setmodel (newent, GetWeaponModel(self.sequence + 1, 1));
if (self.sequence + 1 != 26)
setmodel (newent, GetWeaponModel(self.sequence + 1, 1));
else
setmodel(newent, "models/props/grenade_bag.mdl");
setsize (newent, VEC_HULL2_MIN, VEC_HULL2_MAX);
newent.angles = self.angles;
@ -274,6 +275,7 @@ void() weapon_wall =
self.frame = self.sequence;
self.use = use_wall_weapon;
self.classname = "weapon_wall";
self.effects = EF_FULLBRIGHT;
//self.effects = EF_WEPLIGHT;
}

View file

@ -50,7 +50,7 @@ void() screen_shake =
else
zoom_factor = 1;
#ifdef PSP
#ifdef HANDHELD
self.enemy.punchangle_y = r * 8 * zoom_factor;
self.enemy.punchangle_x = (4 + (s * 4)) * zoom_factor;
#else

View file

@ -128,7 +128,7 @@ void() precaches =
{
precache_model ("models/player.mdl");
#ifndef PSP
#ifndef HANDHELD
#ifndef NX
if (world.song != "")
precache_sound (world.song);

View file

@ -523,10 +523,6 @@ void() PlayerSpawn =
self.movetype = MOVETYPE_WALK;
self.max_health = self.health = 100;
//custom weapon stuff (we want to put this here so we can send the info to the client with an entity)
// DISGUSTING.
//nzd_defineweapon(self);
entity who = find(world,classname,"player");
while(who != self && !self.playernum)
{
@ -625,9 +621,6 @@ void() PlayerSpawn =
rounds = G_STARTROUND - 1;
}
#ifndef PSP
//pushHUD(G_HUD, G_HUDHOR, self); //FIXME - breaks mp!
#endif
};
void() SpectatorSpawn =

View file

@ -119,8 +119,21 @@ void() updateDogRound =
}
}
void() PlayerSpawn;
void() EndRound =
{
entity who = find(world,classname,"spectator");
while(who != world)
{
if(who.isspec)
{
self = who;
PlayerSpawn();
}
who = find(who, classname, "spectator");
}
rounds_change = 4;
SetUpdate(self, UT_ROUNDS_CHANGE, rounds_change, 0, 0);
if (gotdog && rounds == dogRound) {
@ -149,22 +162,8 @@ void() EndRound =
}
}
void() PlayerSpawn;
void() NewRound =
{
entity who = find(world,classname,"spectator");
while(who != world)
{
if(who.isspec)
{
self = who;
PlayerSpawn();
break;
}
}
entity tempe;
round_changetime = 0;
spawn_time = time + 5;
@ -233,7 +232,7 @@ void() NewRound =
roundtype = 1;
if (world.fog) {
#ifdef PSP
#ifdef HANDHELD
localcmd(strcat("fog ", world.fog));
#else
#ifdef PC

View file

@ -726,7 +726,7 @@ void Parse_Damage () = // DO NOT TOUCH
body_ent.usedent = self;
body_ent.bleedingtime = time + 2;
#ifndef NX
#ifdef HANDHELD
updateLimb (body_ent.head.owner, 0, world);
#endif
}
@ -750,7 +750,7 @@ void Parse_Damage () = // DO NOT TOUCH
body_ent.larm.solid = SOLID_NOT;
setmodel(body_ent.larm,"");
body_ent.larm.frame = 0;
#ifndef NX
#ifdef HANDHELD
updateLimb (body_ent.larm.owner, 1, world);
#endif
}
@ -772,7 +772,7 @@ void Parse_Damage () = // DO NOT TOUCH
body_ent.rarm.solid = SOLID_NOT;
setmodel(body_ent.rarm,"");
body_ent.rarm.frame = 0;
#ifndef NX
#ifdef HANDHELD
updateLimb (body_ent.rarm.owner, 2, world);
#endif
}
@ -1086,7 +1086,7 @@ void() RayBulletExplode =
te_smallflash(self.origin);
#else
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
#ifdef PSP
#ifdef HANDHELD
if (self.effects & EF_RAYGREEN)
WriteByte (MSG_BROADCAST, TE_RAYSPLASHGREEN);
else
@ -1146,13 +1146,13 @@ void() W_FireRay =
if (self.weapon == W_PORTER) {
#ifdef PSP
#ifdef HANDHELD
porter.effects = EF_RAYRED;
#else
porter.effects = EF_RED;
#endif
} else {
#ifdef PSP
#ifdef HANDHELD
porter.effects = EF_RAYGREEN;
#else
porter.effects = EF_GREEN;
@ -1270,7 +1270,7 @@ void() W_FireTesla =
#ifdef PC
te_lightning2(self, source, trace_endpos);
#endif
#ifdef PSP
#ifdef HANDHELD
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
WriteEntity (MSG_BROADCAST, self);
@ -1902,11 +1902,7 @@ void() W_ThrowGrenade =
makevectors (self.v_angle);
#ifndef PSP
nade.velocity = v_forward*500;
#else
nade.velocity = v_forward*800; // on PSP, we need more OOMFPH
#endif
nade.velocity = v_forward*800;
nade.avelocity = '400 -400 400';
@ -2145,7 +2141,7 @@ void () Impulse_Functions =
W_SprintStop();
break;
case 25:
#if defined (PSP) || defined (CTR)
#ifdef HANDHELD
switch_nade();
#else
W_Betty();
@ -2394,7 +2390,7 @@ void () Weapon_Logic =
Impulse_Functions();
#ifndef PC
// For PSP only to tell our engine to display the scope
// For HANDHELD only to tell our engine to display the scope
if ((self.scopetime < time) && self.scopetime) {
self.scopetime = 0;
self.zoom = 2;
@ -2552,7 +2548,7 @@ void () Weapon_Logic =
if (self.button6 && !self.semiknife)
{
#if defined (PSP) || defined (CTR)
#ifdef HANDHELD
if (self.sprinting) {
dolphin_dive();
return;

View file

@ -53,12 +53,10 @@ const float EVENT_ACHIEVEMENTPROGRESS = 36;
// Define our PC version if we don't have NX or PSP
#ifndef NX
#ifndef PSP
#ifndef CTR
#ifndef HANDHELD
#define PC
#endif
#endif
#endif
// Weapon Firetype definitions
#define FIRETYPE_FULLAUTO 0

View file

@ -1352,7 +1352,7 @@ vector GetWeaponADSPos(float wep) {
return [-0.6, 2.7, 1.94];
case W_MP40:
case W_AFTERBURNER:
return [-3.79, 6.1, 4.04];
return [-3.79, 5.74, 3.25];
case W_MG:
case W_BARRACUDA:
return [-3.9, 3.5, 1.84];
@ -1435,7 +1435,7 @@ vector GetWeaponADSOfs_PSP(float wep) =
return [-7500, 3000, 0];
case W_MP40:
case W_AFTERBURNER:
return [-12320, 7600, 0];
return [-11400, 6700, 0];
case W_TYPE:
case W_SAMURAI:
return [-400, -200, 0];
@ -1966,29 +1966,29 @@ float(float wep, float frametype, optional float z) GetFrame =
case FIRE_START:
return 1;
case FIRE_END:
return 2;
return 4;
case RELOAD_START:
return 3;
case RELOAD_END:
return 21;
case SPRINT_IN_START:
return 37;
case SPRINT_IN_END:
return 38;
case SPRINT_OUT_START:
return 39;
case SPRINT_OUT_END:
return 40;
case TAKE_OUT_START:
return 32;
case TAKE_OUT_END:
return 35;
case PUT_OUT_START:
return 30;
case RELOAD_END:
return 60;
case SPRINT_IN_START:
return 72;
case SPRINT_IN_END:
return 76;
case SPRINT_OUT_START:
return 77;
case SPRINT_OUT_END:
return 83;
case TAKE_OUT_START:
return 65;
case TAKE_OUT_END:
return 71;
case PUT_OUT_START:
return 61;
case PUT_OUT_END:
return 32;
return 65;
case RELOAD_CANCEL:
return 16;
return 45;
}
break;
case W_MG:
@ -2442,9 +2442,20 @@ string(float wep, float gorvmodel) GetWeaponModel =
else
return ("models/weapons/type/v_type.mdl");
case W_GRENADE:
return ("models/weapons/grenade/g_grenade.mdl");
if (gorvmodel)
return ("models/weapons/grenade/g_grenade.mdl");
else
return ("models/weapons/grenade/v_grenade.mdl");
case W_BETTY:
return ("models/weapons/grenade/g_betty.mdl");
if (gorvmodel)
return ("models/weapons/grenade/g_betty.mdl");
else
return ("models/weapons/grenade/v_betty.mdl");
case W_BOWIE:
if (gorvmodel)
return ("models/weapons/knife/g_bowie.mdl");
else
return ("models/weapons/knife/v_bowie.mdl");
case W_DG3:
case W_TESLA:
if (gorvmodel)
@ -2964,10 +2975,12 @@ void (float wep, float anim_style, float dualwep, float curweaponframe) PlayWeap
break;
case W_MP40:
case W_AFTERBURNER:
if (curweaponframe == 10) {
if (curweaponframe == 33) {
sound (self ,5, "sounds/weapons/mp40/magout.wav", 1, ATTN_NORM);
} else if (curweaponframe == 17) {
} else if (curweaponframe == 43) {
sound (self ,5, "sounds/weapons/mp40/magin.wav", 1, ATTN_NORM);
} else if (curweaponframe == 52) {
sound (self ,5, "sounds/weapons/mp40/boltback.wav", 1, ATTN_NORM);
}
break;
case W_PANZER:
@ -3195,6 +3208,7 @@ void(float weptype) precache_extra =
precache_sound ("sounds/weapons/mp40/shoot.wav");
precache_sound ("sounds/weapons/mp40/magout.wav");
precache_sound ("sounds/weapons/mp40/magin.wav");
precache_sound ("sounds/weapons/mp40/boltback.wav");
break;
case W_MG:
case W_BARRACUDA:
@ -3929,7 +3943,7 @@ vector (float wep) GetWeaponFlash_Offset =
return [11100, -9000, 86300];
case W_MP40:
case W_AFTERBURNER:
return [11300, -11300, 80000];
return [11300, -11300, 85000];
case W_STG:
case W_SPATZ:
return [14300, -16230, 100000];

View file

@ -2,41 +2,35 @@
cd ../
# create build directories
mkdir -p build/{pc,psp,nx,vita,ctr}
mkdir -p build/{pc,handheld,nx,vita}
cd bin/
echo ""
echo "===================="
echo " compiling FTE CCQC "
echo "===================="
echo "========================"
echo " compiling FTE CCQC "
echo "========================"
echo ""
./fteqcc-cli-lin -srcfile ../progs/fte-client.src
echo ""
echo "===================="
echo " compiling FTE SSQC "
echo "===================="
echo "========================"
echo " compiling FTE SSQC "
echo "========================"
echo ""
./fteqcc-cli-lin -srcfile ../progs/fte-server.src
echo ""
echo "===================="
echo " compiling PSP QC "
echo "===================="
echo "========================"
echo " compiling PSP & 3DS QC "
echo "========================"
echo ""
./fteqcc-cli-lin -srcfile ../progs/psp.src
./fteqcc-cli-lin -srcfile ../progs/handheld.src
echo ""
echo "===================="
echo " compiling NX-QS QC "
echo "===================="
echo "========================"
echo " compiling NX-QS QC "
echo "========================"
echo ""
./fteqcc-cli-lin -srcfile ../progs/nx.src
echo ""
echo "===================="
echo " compiling VITA QC "
echo "===================="
echo "========================"
echo " compiling VITA QC "
echo "========================"
echo ""
./fteqcc-cli-lin -srcfile ../progs/vita.src
echo ""
echo "===================="
echo " compiling 3DS QC "
echo "===================="
echo ""
./fteqcc-cli-lin -srcfile ../progs/ctr.src
./fteqcc-cli-lin -srcfile ../progs/vita.src

View file

@ -2,45 +2,38 @@
CD ../
REM ****** create build directories ******
MKDIR build\pc\ 2>nul
MKDIR build\psp\ 2>nul
MKDIR build\handheld\ 2>nul
MKDIR build\nx\ 2>nul
MKDIR build\vita\ 2>nul
MKDIR build\ctr\ 2>nul
CD bin/
echo.
echo ====================
echo compiling FTE CCQC
echo ====================
echo ========================
echo compiling FTE CCQC
echo ========================
echo.
fteqcc-cli-win.exe -srcfile ../progs/fte-client.src
echo.
echo ====================
echo compiling FTE SSQC
echo ====================
echo ========================
echo compiling FTE SSQC
echo ========================
echo.
fteqcc-cli-win.exe -srcfile ../progs/fte-server.src
echo.
echo ====================
echo compiling PSP QC
echo ====================
echo ========================
echo compiling PSP & 3DS QC
echo ========================
echo.
fteqcc-cli-win.exe -srcfile ../progs/psp.src
fteqcc-cli-win.exe -srcfile ../progs/handheld.src
echo.
echo ====================
echo compiling NX-QS QC
echo ====================
echo ========================
echo compiling NX-QS QC
echo ========================
echo.
fteqcc-cli-win.exe -srcfile ../progs/nx.src
echo.
echo ====================
echo compiling VITA QC
echo ====================
echo ========================
echo compiling VITA QC
echo ========================
echo.
fteqcc-cli-win.exe -srcfile ../progs/vita.src
echo.
echo ====================
echo compiling 3DS QC
echo ====================
echo.
fteqcc-cli-win.exe -srcfile ../progs/ctr.src
pause