/* client/main.qc main csqc code 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() ToggleMenu = { if(serverkey("constate") != "disconnected") { if (player_count == 0) localcmd("cmd pause\n"); if(in_menu == MENU_NONE) { in_menu = MENU_PAUSE; time_in_menu = 0; local float i; for(i = 0; i < BUTTONS_COUNT; i++) { buttons[i].active = 1; } setcursormode(TRUE, cvar_string("cl_cursor"), __NULL__, cvar("cl_cursor_scale")); } else { in_menu = MENU_NONE; setcursormode(FALSE); } } else { in_menu = MENU_MAIN; time_in_menu = 0; setcursormode(TRUE, cvar_string("cl_cursor"), __NULL__, cvar("cl_cursor_scale")); } } noref void(float apiver, string enginename, float enginever) CSQC_Init = { setwindowcaption("Nazi Zombies: Portable"); precache_sound("sounds/menu/enter.wav"); precache_sound("sounds/menu/navigate.wav"); registercommand("togglemenu"); registercommand("startwalk"); registercommand("stopwalk"); registercommand("promptjoin"); registercommand("showscores"); cvar_set("sv_cheats", ftos(1)); //print("CSQC Started\n"); dummy = spawn(); if(serverkey("constate") == "disconnected") ToggleMenu(); //bgpos = 0; // default button binds buttonBind[0] = "+forward"; buttonBind[1] = "+back"; buttonBind[2] = "+moveleft"; buttonBind[3] = "+moveright"; buttonBind[4] = "impulse 10"; buttonBind[5] = "+sprint"; buttonBind[6] = "impulse 30"; buttonBind[7] = "impulse 110"; buttonBind[8] = "impulse 111"; buttonBind[9] = "+button7"; buttonBind[10] = "+button5"; buttonBind[11] = "+button6"; buttonBind[12] = "+button3"; buttonBind[13] = "impulse 25"; // intialize screen resolutions // default/current width and height active_swidth = cvar("vid_width"); active_sheight = cvar("vid_height"); fullscreenval = cvar("vid_fullscreen"); // 5:4 screen_width_54[0] = 1280; screen_height_54[0] = 1024; //4:3 screen_width_43[0] = 640; screen_height_43[0] = 480; screen_width_43[1] = 800; screen_height_43[1] = 600; screen_width_43[2] = 1024; screen_height_43[2] = 768; //16:10 screen_width_1610[0] = 1280; screen_height_1610[0] = 800; screen_width_1610[1] = 1440; screen_height_1610[1] = 900; screen_width_1610[2] = 1680; screen_height_1610[2] = 1050; screen_width_1610[3] = 1920; screen_height_1610[3] = 1200; screen_width_1610[4] = 2560; screen_height_1610[4] = 1600; //16:9 screen_width_169[0] = 640; screen_height_169[0] = 360; screen_width_169[1] = 1280; screen_height_169[1] = 720; screen_width_169[2] = 1360; screen_height_169[2] = 768; screen_width_169[3] = 1366; screen_height_169[3] = 768; screen_width_169[4] = 1536; screen_height_169[4] = 864; screen_width_169[5] = 1600; screen_height_169[5] = 900; screen_width_169[6] = 1920; screen_height_169[6] = 1080; screen_width_169[7] = 2048; screen_height_169[7] = 1152; screen_width_169[8] = 2560; screen_height_169[8] = 1440; screen_width_169[9] = 3840; screen_height_169[9] = 2160; //21:9 screen_width_219[0] = 2560; screen_height_219[0] = 1080; screen_width_219[1] = 3440; screen_height_219[1] = 1440; // cvars for custom settings cvar_set("cl_adsmode", "0"); cvar_set("cl_cinematic", "0"); cvar_set("nzp_particles", "1"); cvar_set("nzp_decals", "1"); // per-channel volume cvar_set("snd_channel1volume", "1"); cvar_set("snd_channel2volume", "1"); cvar_set("snd_channel3volume", "1"); cvar_set("snd_channel4volume", "1"); cvar_set("snd_channel5volume", "1"); cvar_set("snd_channel6volume", "1"); // force nearest filtering for hud elements to avoid blur cvar_set("gl_texturemode2d", "gl_nearest"); cvar_set("r_font_linear", "0"); // force build date text in menu cvar_set("cl_showbuildtime", "1"); // retrieve custom maps Customs_Get(); // // get the build date // float file = fopen("version.txt", FILE_READ); if (file != -1) { build_datetime = fgets(file); fclose(file); } }; noref void() CSQC_WorldLoaded = { //precache_model("models/weapons/mg/mzl.iqm"); //precache_model("models/blood.iqm"); if(!player) player = edict_num(player_localnum); if(!vmodel) vmodel = spawn(); if(!v2model) v2model = spawn(); if(!mzlflash) mzlflash = spawn(); v2model.renderflags = vmodel.renderflags = RF_VIEWMODEL; v2model.origin = vmodel.origin = '24 -12 -18'; v2model_targetpos = v2model_currentpos = v2model.origin = vmodel_targetpos = vmodel_currentpos = vmodel.origin; v2model_velocity = vmodel_velocity = '0 0 0'; //v2model_muzzleoffset = vmodel_muzzleoffset = '48 -1 2'; setmodel(vmodel,""); setmodel(v2model,""); mzlflash.renderflags = vmodel.renderflags; mzlflash.origin = vmodel.origin + vmodel_muzzleoffset; playerpoints[1] = -1; playerpoints[2] = -1; playerpoints[3] = -1; Achievement_Init(); // Dummy so that our other point particles work! pointparticles(particleeffectnum("weapons.impact_decal"), '0 0 0', '0 0 0', 1); pointparticles(particleeffectnum("muzzle.muzzle_part0"), '0 0 0', '0 0 0', 1); huddir = "gfx/hud/"; }; // This is from COW lol! #define ADS_THOMPSON '-3 +5.80 +4.52' /*vector adsOffset; float adsAmount; float adsDir;*/ vector weapon_bob_factor; float weapon_bob_factor_z_coef; vector dampening_factor; float vaccel; float vzaccel; void() Update_Vmodel = { local vector offset, adsoffset; local vector dir; local float ads; if (cvar("r_drawviewmodel") == FALSE) { vmodel.origin = '-10000 -10000 -10000'; return; } //Walk bob if (getstatf(STAT_WEAPONZOOM)) { //ADS bob weapon_bob_factor_x = 0; weapon_bob_factor_y = 0.4; weapon_bob_factor_z = 0.2; weapon_bob_factor_z_coef = 0.1; dampening_factor_x = 0.1*sin(time*weapon_bob_factor_x); dampening_factor_y = 0.1*cos(time*weapon_bob_factor_y); dampening_factor_z = 0.1*sin(time*weapon_bob_factor_z); } else if (K_FORWARDDOWN || K_BACKDOWN || K_LEFTDOWN || K_RIGHTDOWN && !getstatf(STAT_WEAPONZOOM)) { weapon_bob_factor_x = 8; weapon_bob_factor_y = 8; weapon_bob_factor_z = 13.4; weapon_bob_factor_z_coef = 0.2; dampening_factor_x = 0.2*sin(time*weapon_bob_factor_x); dampening_factor_y = 0.2*cos(time*weapon_bob_factor_y); dampening_factor_z = 0.2*sin(time*weapon_bob_factor_z); } else { //Still bob // Naievil -- stupid ass calcs... // Basically we have a dampening factor per offset and we have to decrease it back down to zero // Problem is that we may be going in postive OR negative direction? // Better solution: use fabs() lol if (dampening_factor_x > 0 && sin(time*weapon_bob_factor_x) > 0) { if ((dampening_factor_x - 0.00000068* sin(time*weapon_bob_factor_x)) < 0) dampening_factor_x -= (0.00000068 - dampening_factor_x*sin(time*weapon_bob_factor_x)); else dampening_factor_x -= 0.00000068* sin(time*weapon_bob_factor_x); } else if (dampening_factor_x < 0 && sin(time*weapon_bob_factor_x) < 0) { if ((dampening_factor_x + 0.00000068* sin(time*weapon_bob_factor_x)) > 0) dampening_factor_x += (0.00000068 - dampening_factor_x*sin(time*weapon_bob_factor_x)); else dampening_factor_x += 0.00000068* sin(time*weapon_bob_factor_x); } else { weapon_bob_factor_x = 1.2; } if (weapon_bob_factor_x - 0.00000068 < 1.2) weapon_bob_factor_x = 1.2; else weapon_bob_factor_x -= 0.00000068; if (dampening_factor_y > 0 && cos(time*weapon_bob_factor_y) > 0) { if ((dampening_factor_y - 0.00000065* cos(time*weapon_bob_factor_y)) < 0) dampening_factor_y -= (0.00000065 - dampening_factor_y*cos(time*weapon_bob_factor_y)); else dampening_factor_y -= 0.00000065* cos(time*weapon_bob_factor_y); } else if (dampening_factor_y < 0 && cos(time*weapon_bob_factor_y) < 0) { if ((dampening_factor_y + 0.00000065* cos(time*weapon_bob_factor_y)) > 0) dampening_factor_y += (0.00000065 - dampening_factor_y*cos(time*weapon_bob_factor_y)); else dampening_factor_y += 0.00000065* cos(time*weapon_bob_factor_y); } else { weapon_bob_factor_y = 1.5; } if (weapon_bob_factor_y - 0.00000065 < 1.5) weapon_bob_factor_y = 1.5; else weapon_bob_factor_y -= 0.00000065; if (dampening_factor_z > 0 && sin(time*weapon_bob_factor_z) > 0) { if ((dampening_factor_z - 0.00000123* sin(time*weapon_bob_factor_z)) < 0) dampening_factor_z -= (0.00000123 - dampening_factor_z*sin(time*weapon_bob_factor_z)); else dampening_factor_z -= 0.00000123* sin(time*weapon_bob_factor_z); } else if (dampening_factor_z <= 0 && sin(time*weapon_bob_factor_z) < 0) { if ((dampening_factor_z + 0.00000123* sin(time*weapon_bob_factor_z)) > 0) dampening_factor_z += (0.00000123 - dampening_factor_z*sin(time*weapon_bob_factor_z)); else dampening_factor_z += 0.00000123* sin(time*weapon_bob_factor_z); } else { weapon_bob_factor_z = 1.1; } if (weapon_bob_factor_z - 0.00000123 < 1.1) weapon_bob_factor_z = 1.1; else weapon_bob_factor_z -= 0.00000123; if (weapon_bob_factor_z_coef <= 0.1) weapon_bob_factor_z_coef = 0.1; else weapon_bob_factor_z_coef -= 0.0000001*sin(time*weapon_bob_factor_z); } offset_x = 0.2 * (sin(time * weapon_bob_factor_x) + dampening_factor_x); offset_y = 0.2 * (cos(time * weapon_bob_factor_y) + dampening_factor_y); offset_z = weapon_bob_factor_z_coef * (sin(weapon_bob_factor_z*time + 0.5) + dampening_factor_z); vector tempv; tempv_x = 0.2 * (sin(time * weapon_bob_factor_x)); tempv_y = 0.2 * (cos(time * weapon_bob_factor_y)); tempv_z = weapon_bob_factor_z_coef * (sin(weapon_bob_factor_z*time + 0.5)); dir = vmodel_targetpos - vmodel_currentpos; if(vlen(dir) < (0.15 * 128 * frametime)) vmodel_currentpos = vmodel_targetpos; else vmodel_currentpos += (dir * 0.15 * 128) * frametime; if(vlen(vmodel.angles) < (0.1 * 128 * frametime)) vmodel.angles = '0 0 0'; else vmodel.angles += (-vmodel.angles * 0.2 * 128) * frametime; vmodel_currentpos += (vmodel_velocity * 128) * frametime; vmodel_velocity *= 1 - frametime * 30; vmodel.angles += (vmodel_avelocity * 128) * frametime; vmodel_avelocity *= 1 - frametime * 30; adsoffset = GetWeaponADSPos(weapon); ads = getstatf(STAT_WEAPONZOOM); //get the zoomtoggle value if(ads == 1) { vmodel_currentpos += (adsoffset * 0.15 * 128) * frametime; vmodel_currentpos += offset*0.025; vmodel.origin = vmodel_currentpos + adsoffset; } else if (ads == 2) { vmodel_currentpos += (adsoffset * 0.15 * 128) * frametime; vmodel_currentpos += offset*0.025; vmodel.origin = vmodel_currentpos + adsoffset; } else { switch(getstatf(STAT_PLAYERSTANCE)) { case 2: break; case 1: vmodel_currentpos = '0 0.6 -0.3'; break; case 0: vmodel_currentpos = '1.5 0.6 -0.3'; break; default: break; } vmodel.origin = vmodel_currentpos + offset; vmodel.origin_y += vaccel; vmodel.origin_z += vzaccel; if (in_menu != MENU_NONE) return; if (K_LEFTDOWN) { vaccel -= 0.01; if (vaccel < -0.8) vaccel = -0.8; } else if (K_RIGHTDOWN) { vaccel += 0.01; if (vaccel > 0.8) vaccel = 0.8; } else if (vaccel != 0) { if (vaccel > 0) vaccel -= 0.01; else vaccel += 0.01; } //black ops -0.01 till -0.6 (looks better) if (K_BACKDOWN || K_FORWARDDOWN) { vzaccel -= 0.01; if (vzaccel < -0.6) vzaccel = -0.6; } else if (vzaccel != 0) { if (vzaccel > 0) vzaccel -= 0.02; else vzaccel += 0.02; } } if(weapon == 1) { if(mzlflash.scale < 1) mzlflash.scale += (10 * random()) * frametime; } else if(weapon == 2) { if(mzlflash.scale < 1.5) mzlflash.scale += (20 * random()) * frametime; } mzlflash.origin = vmodel.origin + vmodel_muzzleoffset; mzlflash.alpha -= (0.15 * 100) * frametime; if(mzlflash.alpha < 0.1) mzlflash.alpha = 0.01; } noref void(float isnew) CSQC_Ent_Update = { if(isnew) addentity(self); } // CALLED EVERY CLIENT RENDER FRAME noref void(float width, float height, float menushown) CSQC_UpdateView = { //clear and update our global screen resolution vars clearscene(); g_width = width; g_height = height; // camang is controlled by our punchangles camang = getproperty(VF_ANGLES); //disable quake status bar and quake crosshair setviewprop(VF_DRAWENGINESBAR, 0); setviewprop(VF_DRAWCROSSHAIR, 0); setsensitivityscaler(getstatf(STAT_VIEWZOOM)); setviewprop(VF_AFOV, autocvar(fov,90)*getstatf(STAT_VIEWZOOM)); //autoadd entities received from servers for drawing addentities(MASK_ENGINE); //do viewmodel manipulation, purely cosmetic stuff if(vmodel) { Update_Vmodel(); local vector vorg; local vector vang; vorg = getviewprop(VF_ORIGIN); vang = getviewprop(VF_ANGLES); //vmodel.origin += vorg; //vmodel.angles += vang; addentity(vmodel); addentity(v2model); //vmodel.origin -= vorg; //vmodel.angles -= vang; //addentity(vmodel); float weaponframe, weapon2frame; weaponframe = getstatf(STAT_WEAPONFRAME); float duration = getstatf(STAT_WEAPONDURATION); if (!duration) { duration = 0.1; } if (curweaponframe != weaponframe) { interpolating = TRUE; vmodel.lerpfrac = 0; curweaponframe = weaponframe; } if (interpolating == TRUE) { vmodel.lerpfrac += frametime * (1/duration); if (vmodel.lerpfrac >= 1.0) { oldweaponframe = curweaponframe; vmodel.lerpfrac = 0; interpolating = FALSE; } } vmodel.frame = oldweaponframe; vmodel.frame2 = curweaponframe; if (IsDualWeapon(getstatf(STAT_ACTIVEWEAPON))) { float duration2 = getstatf(STAT_WEAPON2DURATION); if (!duration2) { duration2 = 0.1; } weapon2frame = getstatf(STAT_WEAPON2FRAME); if (curweapon2frame != weapon2frame) { interpolating2 = TRUE; v2model.lerpfrac = 0; curweapon2frame = weapon2frame; } if (interpolating2 == TRUE) { v2model.lerpfrac += frametime * (1/duration2); if (v2model.lerpfrac >= 1.0) { oldweapon2frame = curweapon2frame; v2model.lerpfrac = 0; interpolating2 = FALSE; } } v2model.frame = oldweapon2frame; v2model.frame2 = curweapon2frame; } else { //v2model.frame = getstatf(STAT_WEAPON2FRAME); v2model.lerpfrac = vmodel.lerpfrac; v2model.frame = oldweaponframe; v2model.frame2 = curweaponframe; } v2model.angles = vmodel.angles; v2model.origin = vmodel.origin; if(mzlflash.alpha > 0.09) { makevectors(view_angles); local vector offset = vmodel.origin + vmodel_muzzleoffset; local vector muzzlepos; muzzlepos = getviewprop(VF_ORIGIN); muzzlepos += v_forward * offset_x; muzzlepos -= v_right * offset_y; muzzlepos += v_up * (offset_z + 6); if (cvar("r_drawviewmodel")) { if (IsPapWeapon(getstatf(STAT_ACTIVEWEAPON))) dynamiclight_add(muzzlepos, 128 * mzlflash.alpha, '0.7 0 0.7' * mzlflash.alpha); else dynamiclight_add(muzzlepos, 128 * mzlflash.alpha, '1.2 0.7 0.2' * mzlflash.alpha); addentity(mzlflash); } } } //deltalisten makes engine call the "add_outline" func for each entity with the set model every frame /*deltalisten("models/mg_ammo.iqm", add_outline, 0); deltalisten("models/weapons/mg/mg.iqm", add_outline, 0); deltalisten("models/weapons/pistol/pistol.iqm", add_outline, 0);*/ //deltalisten("models/humanoid_simplerig.iqm", add_outline, 0); //does what you think it does renderscene(); if(in_menu) { //in menu.qc Draw_Menu(); } else { HUD_Draw(g_width, g_height); } if(serverkey("constate") != "active" && serverkey("disconnected")) { drawfill('0 0 0', [width, height, 0], '0.2 0.4 0.7', 1, 0); drawstring([width/2 - 60, height/2, 0], "Loading...", [16,16,0],[1,1,1],1,0); } }; noref float(string cmd) CSQC_ConsoleCommand = { //self = theplayer; //if (!self) // return FALSE; tokenize(cmd); switch(argv(0)) { case "togglemenu": ToggleMenu(); return TRUE; break; case "map": return FALSE; break; case "startwalk": walk = TRUE; return FALSE; case "stopwalk": walk = FALSE; return FALSE; case "promptjoin": menu_join(); return TRUE; case "showscores": if (score_show) score_show = FALSE; else score_show = TRUE; return TRUE; break; default: return FALSE; } return FALSE; }; //**********************************************************************// // Input_Movecheck // // // // Called at InputEvent and allows to set var if key is at that state // // NOTE: ALL movekeys are called in order to prevent unsetting keys // //**********************************************************************// void(float scanx, float setval) Input_Movecheck = { tokenize(findkeysforcommand("+moveleft")); if (scanx == stof(argv(0))) K_LEFTDOWN = setval; tokenize(findkeysforcommand("+moveright")); if (scanx == stof(argv(0))) K_RIGHTDOWN = setval; tokenize(findkeysforcommand("+forward")); if (scanx == stof(argv(0))) K_FORWARDDOWN = setval; tokenize(findkeysforcommand("+back")); if (scanx == stof(argv(0))) K_BACKDOWN = setval; } void(float button, string key) setToBind = { local string fullbind, unbind, oldkey; local string btn; editBind[button] = FALSE; btn = buttonBind[button]; tokenize(findkeysforcommand(btn)); oldkey = keynumtostring(stof(argv(0))); unbind = strcat("bind ", oldkey, " null\n"); fullbind = strcat("bind ", key, " \"", btn, "\"\n"); localcmd(unbind); localcmd(fullbind); } noref float(float evtype, float scanx, float chary, float devid) CSQC_InputEvent = { switch(evtype) { case IE_KEYDOWN: if(in_menu != MENU_NONE) { if(scanx == K_MOUSE1) { Menu_Click(0); if (in_menu == MENU_CUSTOMS) Menu_Click_Custom(); return TRUE; } else if (scanx == K_MOUSE2) { Menu_Click(1); return TRUE; } if (in_menu == MENU_CSETTINGS) { for (int i = 0; i < MAX_BINDS; i += 1) { if (editBind[i] == TRUE) setToBind(i, keynumtostring(scanx)); } } // Controller Menu Navigation if (scanx == K_JOY2) { GPActive[0] = TRUE; } if (scanx == K_JOY4) { GPActive[1] = TRUE; } if (scanx == K_JOY1) { GPActive[2] = TRUE; } } Input_Movecheck(scanx, 1); return FALSE; case IE_KEYUP: // Controller Menu Navigation if(in_menu != MENU_NONE) { if (scanx == K_JOY2) { GPActive[0] = FALSE; } if (scanx == K_JOY4) { GPActive[1] = FALSE; } if (scanx == K_JOY1) { GPActive[2] = FALSE; } } Input_Movecheck(scanx, 0); return FALSE; case IE_MOUSEDELTA: return FALSE; case IE_MOUSEABS: //if(devid != 0 && devid != 1) // return FALSE; cursor_pos_x = scanx; cursor_pos_y = chary; return FALSE; } return FALSE; }; noref void() CSQC_Input_Frame = { if(walk) { input_movevalues *= 0.5; } } float() tracerthink = { //makevectors(self.angles); local vector cross1 = normalize(crossproduct( getviewprop(VF_ORIGIN) - self.targetpos, self.targetpos - self.origin)); local vector cross2 = normalize(crossproduct( getviewprop(VF_ORIGIN) - self.origin, self.targetpos - self.origin)); R_BeginPolygon("tracers/mg"); R_PolygonVertex(self.origin + cross2, '0 1 0', '1 1 1', self.alpha - 0.6); R_PolygonVertex(self.origin - cross2, '0 0 0', '1 1 1', self.alpha - 0.6); R_PolygonVertex(self.targetpos - cross1, '1 0 0', '1 1 1', self.alpha); R_PolygonVertex(self.targetpos + cross1, '1 1 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin + cross2, '0 1 0', '1 1 1', self.alpha - 0.6); R_PolygonVertex(self.targetpos - cross1, '1 0 0', '1 1 1', self.alpha); /*R_PolygonVertex(self.origin + v_right, '0 1 0', '1 1 1', self.alpha - 0.4); R_PolygonVertex(self.origin - v_right, '0 0 0', '1 1 1', self.alpha - 0.4); R_PolygonVertex(self.targetpos - v_right, '1 0 0', '1 1 1', self.alpha); R_PolygonVertex(self.targetpos + v_right, '1 1 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin + v_right, '0 1 0', '1 1 1', self.alpha - 0.4); R_PolygonVertex(self.targetpos - v_right, '1 0 0', '1 1 1', self.alpha);*/ R_EndPolygon(); self.alpha -= (frametime * self.rate); if(self.alpha <= 0) remove(self); return 0; } float() alphafade = { self.alpha -= (frametime * 3); self.scale += (frametime * 9); if(self.alpha <= 0.05) remove(self); local vector cross1 = 10 * self.scale * normalize(crossproduct( getviewprop(VF_ORIGIN) - self.origin + self.targetpos * self.scale, self.targetpos * self.scale)); local vector cross2 = 10 * self.scale * normalize(crossproduct( getviewprop(VF_ORIGIN) - self.origin, self.targetpos * self.scale)); R_BeginPolygon("bloodsplat2"); R_PolygonVertex(self.origin + cross2, '0 1 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin - cross2, '0 0 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin + (self.targetpos*self.scale*18) - cross1, '1 0 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin + (self.targetpos*self.scale*18) + cross1, '1 1 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin + cross2, '0 1 0', '1 1 1', self.alpha); R_PolygonVertex(self.origin + (self.targetpos*self.scale*18) - cross1, '1 0 0', '1 1 1', self.alpha); R_EndPolygon(); return 0; } noref void() CSQC_Parse_Event = { local float first = readbyte(); switch (first) { case EVENT_PISTOLFIRE: local float entnum, traceent, side; local vector pos, norm; entnum = readentitynum(); side = readfloat(); pos_x = readcoord(); pos_y = readcoord(); pos_z = readcoord(); norm_x = readcoord(); norm_y = readcoord(); norm_z = readcoord(); traceent = readentitynum(); if(entnum == player_localentnum) { makevectors(view_angles); local vector offset = vmodel.origin + vmodel_muzzleoffset; local vector muzzlepos; muzzlepos = getviewprop(VF_ORIGIN); local vector muzzle_offset = GetWeaponFlash_Offset(getstatf(STAT_ACTIVEWEAPON))/1000; // ADS offset if(getstatf(STAT_WEAPONZOOM) == 1) { muzzle_offset += GetWeaponADSPos(weapon); muzzle_offset[0] -= 2; } // Firing from the left? Flip x-axis for muzzleflash if (side == 0 && IsDualWeapon(getstatf(STAT_ACTIVEWEAPON))) muzzle_offset[0] = -muzzle_offset[0]; muzzlepos += v_forward * muzzle_offset_z; muzzlepos += v_right * muzzle_offset_x; muzzlepos += v_up * muzzle_offset_y; mzlflash.alpha = 1; if (cvar("nzp_particles") && cvar("r_drawviewmodel")) { if (IsPapWeapon(getstatf(STAT_ACTIVEWEAPON))) pointparticles(particleeffectnum("muzzle.muzzle_pap_part0"), muzzlepos, norm*24, 1); else pointparticles(particleeffectnum("muzzle.muzzle_part0"), muzzlepos, norm*24, 1); } } if(traceent == 0 && GetFiretype(getstatf(STAT_ACTIVEWEAPON)) != 3) { if (cvar("nzp_particles")) pointparticles(particleeffectnum("weapons.impact"), pos, norm*24, 1); if (cvar("nzp_decals")) pointparticles(particleeffectnum("weapons.impact_decal"), pos, '0 0 0', 1); } else { local vector entorg; entorg = getentity(traceent, GE_ORIGIN); norm = (norm * 0.25) + (normalize(pos - (entorg + '0 0 12')) * 0.75); local entity splat = spawn(); splat.drawmask = 1; splat.alpha = 1; splat.scale = 0.05; splat.angles = [random()*360, random()*360, random()*360]; splat.targetpos = norm * 1.5; splat.predraw = alphafade; } break; case EVENT_EXPLOSION: local vector org; org_x = readcoord(); org_y = readcoord(); org_z = readcoord(); if (cvar("nzp_decals")) pointparticles(particleeffectnum("weapons.explode"), org, '0 0 0', 1); break; case EVENT_BLOOD: local vector loc; loc_x = readcoord(); loc_y = readcoord(); loc_z = readcoord(); if (cvar("nzp_particles")) pointparticles(particleeffectnum("blood.blood_particle"), loc, '0 0 0', 1); break; case EVENT_WEAPONCHANGE: local float to; to = readbyte(); setmodel(vmodel,GetWeaponModel(to, FALSE)); if (to == W_KAR_SCOPE && vmodel.model == "models/weapons/kar/v_kar.mdl") { setmodel(v2model,"models/weapons/kar/v_karscope.mdl"); } else { setmodel(v2model,""); } v2model.origin = vmodel.origin = '0 0 0'; v2model.angles = vmodel.angles = '-60 0 0'; v2model_currentpos = vmodel_currentpos = vmodel.origin + '0 0 -24'; v2model_targetpos = vmodel_targetpos = vmodel.origin; v2model_muzzleoffset = vmodel_muzzleoffset = '12 0 1'; weapon = to; HUD_Change_time = time + 6; break; case EVENT_UPDATEVMODEL: local string new; local float skin2; new = readstring(); setmodel(vmodel,new); vmodel.skin = readbyte(); break; case EVENT_UPDATEV2MODEL: local string new2; new2 = readstring(); setmodel(v2model,new2); v2model.skin = readbyte(); break; case EVENT_USEPRINT: useprint_type = readbyte(); useprint_cost = readshort(); useprint_weapon = readbyte(); useprint_time = time + 0.1; break; case EVENT_NEWROUND: rounds = readbyte(); HUD_Change_time = time + 6; break; case EVENT_SETROUND: rounds = readbyte(); break; case EVENT_PERK: float newperks; newperks = readlong(); UpdatePerks(newperks); break; case EVENT_UPDATE: float updatetype = readbyte(); float var_1 = readbyte(); float var_2 = readbyte(); float var_3 = readbyte(); switch (updatetype) { case 1: HUD_Change_time = time + var_1; break; case 2: rounds_change = var_1; break; case 3: if (Hitmark_time < time) Hitmark_time = time + 0.2; break; case 4: zoom_2_time = time + 0.20; break; case 5: crosshair_spread_time = time + 70/getWeaponRecoilReturn(getstatf(STAT_ACTIVEWEAPON)); break; default: break; } break; case EVENT_BROADCAST: broadcast_time = readbyte(); broadcast_type = readbyte(); break; case EVENT_POINTUPDATE: float playernum = readbyte(); float temppoints = readlong(); RegisterPointChange(readlong()); float tempkills = readlong(); string tempname = readstring(); switch(playernum) { case 1: playerpoints[0] = temppoints; playerkills[0] = tempkills; playernames[0] = tempname; break; case 2: playerpoints[1] = temppoints; playerkills[1] = tempkills; playernames[1] = tempname; break; case 3: playerpoints[2] = temppoints; playerkills[2] = tempkills; playernames[2] = tempname; break; case 4: playerpoints[3] = temppoints; playerkills[3] = tempkills; playernames[3] = tempname; break; } break; case EVENT_BLACKOUT: fade_time = readbyte(); fade_type = readbyte(); break; case EVENT_PUNCHANGLE: vector changetest; changetest_x = readcoord(); changetest_y = readcoord(); changetest_z = readcoord(); break; case EVENT_SCROLLTEXT: scrolltext = readstring(); stext = TRUE; break; case EVENT_WORLDDATA: chaptertitle = readstring(); location = readstring(); date = readstring(); person = readstring(); if (chaptertitle == "") chaptertitle = "'Nazi Zombies'"; break; case EVENT_ACHIEVEMENT: float ach = readbyte(); if (achievements[ach].unlocked == true) return; Achievement_Unlock(ach); break; case EVENT_ACHIEVEMENTPROGRESS: float id = readbyte(); float pg = readfloat(); if (achievements[id].unlocked == true) return; Achievement_UpdateProgress(id, pg); break; case EVENT_PLAYERUPDATE: player_count = readbyte(); break; case EVENT_WEAPONUPDATE: float wepnum = readbyte(); string wepname = readstring(); string wvmodel = readstring(); float mag = readbyte(); float reserve = readbyte(); vector cads = stov(readstring()); float cmin = readbyte(); float cmax = readbyte(); vector flash = stov(readstring()); float flashsize = readbyte(); string v2 = readstring(); float isd = readbyte(); /*W_CUSTOMNAME[wepnum] = wepname; W_CVMODEL[wepnum] = wvmodel; W_CMAG[wepnum] = mag; W_CRESERVE[wepnum] = reserve; W_CCROSSMIN[wepnum] = cmin; W_CCROSSMAX[wepnum] = cmax; W_CADS[wepnum] = cads; W_CFLASHSIZE[wepnum] = flashsize; W_CVMODEL2[wepnum] = v2; W_CDUAL[wepnum] = isd;*/ break; case EVENT_HUDUPDATE: G_HUD = readstring(); G_HUDHOR = readbyte(); if (G_HUD != "") huddir = strcat("gfx/hud/", G_HUD, "/"); break; } }