/* 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 */ string(string asset) convert_old_asset_path; void SetUpdate(entity client, float type, float val1, float val2, float val3) { #ifdef FTE 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 // FTE } #ifdef FTE 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); } void(string track_name) songegg = { WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_SONGPLAY); WriteString(MSG_MULTICAST, track_name); multicast('0 0 0', MULTICAST_ALL); }; #endif // FTE void(vector org) CallExplosion = { #ifndef FTE 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 // FTE } void NotifyNewRound(float to) { #ifdef FTE WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_NEWROUND); WriteByte(MSG_MULTICAST, to); multicast('0 0 0', MULTICAST_ALL); #endif // FTE } void SetRound(entity client, float to) { #ifdef FTE WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_SETROUND); WriteByte(MSG_MULTICAST, to); msg_entity = client; multicast('0 0 0', MULTICAST_ONE); #endif // FTE } void SetPerk(entity client, float to) { #ifdef FTE WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_PERK); WriteLong(MSG_MULTICAST, to); msg_entity = client; multicast('0 0 0', MULTICAST_ONE); #endif // FTE } void(float to) SwitchWeapon = { #ifdef FTE 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 // FTE } void(string to, float skin) UpdateVmodel = { #ifdef FTE 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 // FTE } void(string to, float skin) UpdateV2model = { #ifdef FTE 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 // FTE } void(float index, float state) ChangeReviveIconState = { #ifdef FTE 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 // FTE } void(float index, vector org) EnableReviveIcon = { #ifdef FTE 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 // FTE } void(float index) DisableReviveIcon = { #ifdef FTE WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_REVIVEOFF); WriteByte(MSG_MULTICAST, index); multicast('0 0 0', MULTICAST_ALL); #endif // FTE } void(entity who, float broadcast_time, float type, string str) BroadcastMessageToClient = { #ifdef FTE 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 // FTE } // FIXME: basically a copy of CL_SendWeaponFire but for FTE void(entity who, float weapon) SendWeaponRecoil = { #ifdef FTE vector Wep_Recoil; Wep_Recoil = GetWeaponRecoil(weapon); WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET); WriteByte(MSG_MULTICAST, EVENT_WEAPONRECOIL); WriteCoord (MSG_MULTICAST, Wep_Recoil_x); WriteCoord (MSG_MULTICAST, Wep_Recoil_y); WriteCoord (MSG_MULTICAST, Wep_Recoil_z); msg_entity = who; multicast('0 0 0', MULTICAST_ONE); #endif // FTE } void(float broadcast_time, float type, string str) BroadcastMessage = { #ifdef FTE 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 // FTE } void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints = { #ifdef FTE 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 // FTE } void(float count) UpdatePlayerCount = { #ifdef FTE 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 // FTE } void(float newtime, float newtype, entity change) PromptLevelChange = { #ifdef FTE 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 // FTE } void(entity who) UpdatePunchangle = { #ifdef FTE // 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 // FTE } #ifdef FTE 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 // FTE void (float achievement_id, optional entity who) GiveAchievement = { #ifndef FTE // temp if (achievement_id > 4) return; #endif // FTE // 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 FTE 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 // FTE } else { #ifndef FTE 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 // FTE } } void (float achievement_id, float progress_value, optional entity who) UpdateAchievementProgress = { #ifndef FTE // temp if (achievement_id > 4) return; #endif // FTE // 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 FTE //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 // FTE } else { #ifndef FTE 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 // FTE } } // ***************************************** // Unrelated to engine, but custom functions // ***************************************** void(string modelname) Precache_Set = // Precache model, and set myself to it { modelname = convert_old_asset_path(modelname); precache_model(modelname); setmodel(self, modelname); }; 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); };