/* server/clientfuncs.qc Used to communicate between server and client 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 */ void SetUpdate(entity client, float type, float val1, float val2, float val3) { #ifdef PC if (type != 2) { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_UPDATE); WriteByte(MSG_MULTICAST, type); // UT_HUD WriteByte(MSG_MULTICAST, val1); WriteByte(MSG_MULTICAST, val2); WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed msg_entity = client; multicast('0 0 0', MULTICAST_ONE); } else { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_UPDATE); WriteByte(MSG_MULTICAST, type); // UT_ROUNDS_CHANGE WriteByte(MSG_MULTICAST, val1); WriteByte(MSG_MULTICAST, val2); WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed multicast('0 0 0', MULTICAST_ALL); } #endif // PC } #ifdef PC void(entity to, float type, float cost, float weapon) useprint = { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_USEPRINT); WriteByte(MSG_MULTICAST, type); WriteShort(MSG_MULTICAST, cost); WriteByte(MSG_MULTICAST, weapon); msg_entity = to; multicast('0 0 0', MULTICAST_ONE); } #endif // PC void(vector org) CallExplosion = { #ifndef PC WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); #else WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_EXPLOSION); WriteCoord(MSG_MULTICAST, org_x); WriteCoord(MSG_MULTICAST, org_y); WriteCoord(MSG_MULTICAST, org_z); multicast('0 0 0', MULTICAST_ALL); #endif // PC } void NotifyNewRound(float to) { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_NEWROUND); WriteByte(MSG_MULTICAST, to); multicast('0 0 0', MULTICAST_ALL); #endif // PC } void SetRound(entity client, float to) { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_SETROUND); WriteByte(MSG_MULTICAST, to); msg_entity = client; multicast('0 0 0', MULTICAST_ONE); #endif // PC } void SetPerk(entity client, float to) { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_PERK); WriteLong(MSG_MULTICAST, to); msg_entity = client; multicast('0 0 0', MULTICAST_ONE); #endif // PC } void(float to) SwitchWeapon = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_WEAPONCHANGE); WriteByte(MSG_MULTICAST, to); msg_entity = self; multicast('0 0 0', MULTICAST_ONE); // hotfix for weapon2models not reseting self.weapon2model = GetWeapon2Model(to); #endif // PC } void(string to, float skin) UpdateVmodel = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_UPDATEVMODEL); WriteString(MSG_MULTICAST, to); WriteByte(MSG_MULTICAST, skin); msg_entity = self; multicast('0 0 0', MULTICAST_ONE); #endif // PC } void(string to, float skin) UpdateV2model = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_UPDATEV2MODEL); WriteString(MSG_MULTICAST, to); WriteByte(MSG_MULTICAST, skin); msg_entity = self; multicast('0 0 0', MULTICAST_ONE); #endif // PC } void(float index, float state) ChangeReviveIconState = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_REVIVECHANGE); WriteByte(MSG_MULTICAST, index); WriteByte(MSG_MULTICAST, state); multicast('0 0 0', MULTICAST_ALL); #endif // PC } void(float index, vector org) EnableReviveIcon = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_REVIVEON); WriteByte(MSG_MULTICAST, index); WriteCoord(MSG_MULTICAST, org_x); WriteCoord(MSG_MULTICAST, org_y); WriteCoord(MSG_MULTICAST, org_z); multicast('0 0 0', MULTICAST_ALL); #endif // PC } void(float index) DisableReviveIcon = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_REVIVEOFF); WriteByte(MSG_MULTICAST, index); multicast('0 0 0', MULTICAST_ALL); #endif // PC } void(entity who, float broadcast_time, float type, string str) BroadcastMessageToClient = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_BROADCAST); WriteByte(MSG_MULTICAST, broadcast_time); WriteByte(MSG_MULTICAST, type); WriteString(MSG_MULTICAST, str); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); #endif // PC } void(float broadcast_time, float type, string str) BroadcastMessage = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_BROADCAST); WriteByte(MSG_MULTICAST, broadcast_time); WriteByte(MSG_MULTICAST, type); WriteString(MSG_MULTICAST, str); multicast('0 0 0', MULTICAST_ALL); #endif // PC } void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints = { #ifdef PC if (player_count == 0) { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE); WriteByte(MSG_MULTICAST, playernum); WriteLong(MSG_MULTICAST, points); WriteLong(MSG_MULTICAST, am); WriteLong(MSG_MULTICAST, kills); WriteString(MSG_MULTICAST, name); msg_entity = person; multicast('0 0 0', MULTICAST_ONE); } else { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE); WriteByte(MSG_MULTICAST, playernum); WriteLong(MSG_MULTICAST, points); WriteLong(MSG_MULTICAST, am); WriteLong(MSG_MULTICAST, kills); WriteString(MSG_MULTICAST, name); multicast('0 0 0', MULTICAST_ALL); } #endif // PC } void(float count) UpdatePlayerCount = { #ifdef PC if (count == 0) return; else { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_PLAYERUPDATE); WriteByte(MSG_MULTICAST, count); multicast('0 0 0', MULTICAST_ALL); } #endif // PC } void(float newtime, float newtype, entity change) PromptLevelChange = { #ifdef PC WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_BLACKOUT); WriteByte(MSG_MULTICAST, newtime); WriteByte(MSG_MULTICAST, newtype); msg_entity = change; multicast('0 0 0', MULTICAST_ONE); #endif // PC } void(entity who) UpdatePunchangle = { #ifdef PC // naievil -- shit logic lol...but result looks clean as fuck... WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_PUNCHANGLE); WriteCoord(MSG_MULTICAST, who.punchangle_x); WriteCoord(MSG_MULTICAST, who.punchangle_y); WriteCoord(MSG_MULTICAST, who.punchangle_z); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); vector tempv = who.punchangle; if (fabs(who.punchangle_x) > 0.01) { if (who.punchangle_x >= 0.05*tempv_x) who.punchangle_x -= 0.05*tempv_x; else if (who.punchangle_x <= -0.05*tempv_x) who.punchangle_x -= 0.05*tempv_x; else who.punchangle_x = 0; } else who.punchangle_x = 0; if (fabs(who.punchangle_y) > 0.01) { if (who.punchangle_y >= 0.05*tempv_y) who.punchangle_y -= 0.05*tempv_y; else if (who.punchangle_y <= -0.05*tempv_y) who.punchangle_y -= 0.05*tempv_y; else who.punchangle_y = 0; } else who.punchangle_y = 0; if (fabs(who.punchangle_z) > 0.01) { if (who.punchangle_z >= 0.05*tempv_z) who.punchangle_z -= 0.05*tempv_z; else if (who.punchangle_z <= -0.05*tempv_z) who.punchangle_z -= 0.05*tempv_z; else who.punchangle_z = 0; } else who.punchangle_z = 0; #endif // PC } #ifdef PC void(string h, float h2, entity who) pushHUD = { if (player_count == 0) { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_HUDUPDATE); WriteString(MSG_MULTICAST, h); WriteByte(MSG_MULTICAST, h2); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); } else { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_WEAPONUPDATE); WriteString(MSG_MULTICAST, h); WriteByte(MSG_MULTICAST, h2); multicast('0 0 0', MULTICAST_ALL); } } void (float wepnum, string wepname, string wvmodel, float mag, float reserve, string ads, float min, float max, string flash, float flashsize, string v2, float isd, entity who) sendCustomWeapon = { if (player_count == 0) { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_WEAPONUPDATE); WriteByte(MSG_MULTICAST, wepnum); WriteString(MSG_MULTICAST, wepname); WriteString(MSG_MULTICAST, wvmodel); WriteByte(MSG_MULTICAST, mag); WriteByte(MSG_MULTICAST, reserve); WriteString(MSG_MULTICAST, ads); WriteByte(MSG_MULTICAST, min); WriteByte(MSG_MULTICAST, max); WriteString(MSG_MULTICAST, flash); WriteByte(MSG_MULTICAST, flashsize); WriteString(MSG_MULTICAST, v2); WriteByte(MSG_MULTICAST, isd); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); } else { WriteByte(MSG_ALL, SVC_CGAMEPACKET); WriteByte(MSG_ALL, EVENT_WEAPONUPDATE); WriteByte(MSG_ALL, wepnum); WriteString(MSG_ALL, wepname); WriteString(MSG_ALL, wvmodel); WriteByte(MSG_ALL, mag); WriteByte(MSG_ALL, reserve); WriteString(MSG_ALL, ads); WriteByte(MSG_ALL, min); WriteByte(MSG_ALL, max); WriteString(MSG_ALL, flash); WriteByte(MSG_ALL, flashsize); WriteString(MSG_ALL, v2); WriteByte(MSG_ALL, isd); } } void(string msg, entity who) ScrollText = { if (player_count == 0) { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_SCROLLTEXT); WriteString(MSG_MULTICAST, msg); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); } else { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_SCROLLTEXT); WriteString(MSG_MULTICAST, msg); multicast('0 0 0', MULTICAST_ALL); } } void(string chaptertitle, string location, string date, string person, entity who) WorldText = { if (player_count == 0) { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_WORLDDATA); WriteString(MSG_MULTICAST, chaptertitle); WriteString(MSG_MULTICAST, location); WriteString(MSG_MULTICAST, date); WriteString(MSG_MULTICAST, person); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); } else { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_WORLDDATA); WriteString(MSG_MULTICAST, chaptertitle); WriteString(MSG_MULTICAST, location); WriteString(MSG_MULTICAST, date); WriteString(MSG_MULTICAST, person); multicast('0 0 0', MULTICAST_ALL); } } #endif // PC void (float achievement_id, optional entity who) GiveAchievement = { #ifndef QUAKESPASM #ifndef PC // temp if (achievement_id > 4) return; #endif // PC // this is an achievement specific to an individual if ((who && who != world) || player_count == 0) { if (player_count == 0) who = find(world, classname, "player"); #ifndef PC achievement(who, achievement_id); #else WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT); WriteByte(MSG_MULTICAST, achievement_id); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); #endif // PC } else { #ifndef PC entity players; players = find(world, classname, "player"); while(players != world) { achievement(players, achievement_id); players = find(players, classname, "player"); } #else WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT); WriteByte(MSG_MULTICAST, achievement_id); multicast('0 0 0', MULTICAST_ALL); #endif // PC } #endif // QUAKESPASM } void (float achievement_id, float progress_value, optional entity who) UpdateAchievementProgress = { #ifndef QUAKESPASM #ifndef PC // temp if (achievement_id > 4) return; #endif // PC // this is a progress update specific to an individual if ((who && who != world) || player_count == 0) { if (player_count == 0) who = find(world, classname, "player"); #ifndef PC //achievement_progress(who, achievement_id, progress_value); #else WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS); WriteByte(MSG_MULTICAST, achievement_id); WriteFloat(MSG_MULTICAST, progress_value); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); #endif // PC } else { #ifndef PC entity players; players = find(world, classname, "player"); while(players != world) { //achievement_progress(players, achievement_id, progress_value); players = find(players, classname, "player"); } #else WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS); WriteByte(MSG_MULTICAST, achievement_id); WriteFloat(MSG_MULTICAST, progress_value); multicast('0 0 0', MULTICAST_ALL); #endif // PC } #endif // QUAKESPASM } // ***************************************** // Unrelated to engine, but custom functions // ***************************************** void(string modelname) Precache_Set = // Precache model, and set myself to it { precache_model(modelname); setmodel(self, modelname); }; float(entity who, entity target) isFacing = { float who_angle = who.angles_y; float target_angle = target.angles_y; float difference_angle = target_angle - who_angle; #ifdef HANDHELD if (difference_angle < -45) { difference_angle += 360; } #endif // 180 = directly facing each other, 30 degree buffer. if (difference_angle <= 210 && difference_angle >= 150) return true; return false; } float() crandom = { return 2*(random() - 0.5); } void WeaponSwitch(entity player) { float wep, cmag, cmag2, cammo; wep = other.weapon; other.weapon = other.secondaryweapon; other.secondaryweapon = wep; cmag = other.currentmag; other.currentmag = other.secondarymag; other.secondarymag = cmag; cmag2 = other.currentmag2; other.currentmag2 = other.secondarymag2; other.secondarymag2 = cmag2; cammo = other.currentammo; other.currentammo = other.secondaryammo; other.secondaryammo = cammo; entity tempe = self; self = player; SwitchWeapon(other.weapon); self = tempe; } void(entity person, float expamt, float doublepoint) addmoney = { if (person.classname != "player" || person.downed) return; if (expamt > 0 && doublepoint == TRUE && x2_finished > time) { expamt *= 2; person.score += expamt; } // Combine the positive score with the powerup score tally if (expamt > 0) total_powerup_points += expamt; person.points += expamt; UpdatePlayerPoints(person.playernum, person.points, expamt, person.kills, person.netname, person); }; // // Util_GetPlayerAmmoInSlot(person, slot) // Returns the reserve ammo the player has in a weapon slot. // float(entity person, float slot) Util_GetPlayerAmmoInSlot = { switch(slot) { case 1: return person.currentammo; break; case 2: return person.secondaryammo; break; case 3: return person.thirdammo; break; default: return 0; break; } } // // Util_SetPlayerAmmoInSlot(person, slot, ammo) // Sets the player's reserve ammo in a slot to param3. // void(entity person, float slot, float ammo) Util_SetPlayerAmmoInSlot = { switch(slot) { case 1: person.currentammo = ammo; break; case 2: person.secondaryammo = ammo; break; case 3: person.thirdammo = ammo; break; default: return; break; } }; // // Util_PlayerHasWeapon(peron, comparison, include_pap) // Checks to see if the Player is holding a weapon in any // of their three slots. `include_pap` dictates whether to // consider Pack-A-Punch'd varients. Returns 1, 2, 3 depending // on the slot the weapon is contained in. // float(entity person, float comparison, float include_pap) Util_PlayerHasWeapon = { // Storage. float first, second, third; // If we're including pap'd weapons, just convert the weapon set to the base // ones to save on comparison checks. if (include_pap == true) { first = EqualNonPapWeapon(person.weapon); second = EqualNonPapWeapon(person.secondaryweapon); third = EqualNonPapWeapon(person.thirdweapon); } else { first = person.weapon; second = person.secondaryweapon; third = person.thirdweapon; } // Now do the comparisons if (first == comparison) return 1; if (second == comparison) return 2; if (third == comparison) return 3; return 0; }; // // Util_WeaponIsSemiAutomatic(float weapon) // Checks weapon firetypes and returns true if intended // to be semi-automatic. // float(float weapon) Util_WeaponIsSemiAutomatic = { float firetype = GetFiretype(weapon); // Valid firetypes if (firetype == FIRETYPE_SEMIAUTO || firetype == FIRETYPE_GRENADE || firetype == FIRETYPE_TESLA) return true; return false; } // // Util_WeaponFiresTraceshot(weapon) // Simply returns true if given weapon's firetype requires a // firetrace to be used properly. // float(float weapon) Util_WeaponFiresTraceshot = { float firetype = GetFiretype(weapon); // Valid firetypes if (firetype == FIRETYPE_FULLAUTO || firetype == FIRETYPE_SEMIAUTO) return true; return false; }