mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
bc2aec1a96
Streamlines Flamethrower contact code to be faster/simpler as well as do some damage so Insta-Kill activates on time.
323 lines
9.1 KiB
C++
323 lines
9.1 KiB
C++
/*
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shared/defs/custom.qc
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shared definitions
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Copyright (C) 2021-2024 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#define true 1
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#define false 0
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//
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// CSQC Particle Types
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//
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#define CSQC_PART_MUZZLEFLASH 0 // View Entity Muzzleflashes.
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#define CSQC_PART_EXPLOSION 1 // Explosion effect.
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#define CSQC_PART_BLOODIMPACT 2 // Blood Impact effect.
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#define CSQC_PART_ZOMBIEGIB 3 // Zombie Gib effect.
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#define CSQC_PART_FIRE 4 // Fire/flame effect.
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//
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// CSQC Broadcast Messages
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//
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#define CSQC_BROADCAST_NONE 0 // ""
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#define CSQC_BROADCAST_PLAYERDOWNED 1 // "$ needs to be revived"
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#define CSQC_BROADCAST_BEINGREVIVED 2 // "$ is reviving you"
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#define CSQC_BROADCAST_REVIVINGPLAYER 3 // "Reviving $"
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//
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// CSQC Event Types
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//
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#define CSQC_EVENT_PARTICLE 10 // <byte> particle_type
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// <coord> pos_x
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// <coord> pos_y
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// <coord> pos_z
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// <byte> optional_field
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// <entity> optional_entity
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#define CSQC_EVENT_USEPRINT 11 // <byte> useprint_type
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// <short> useprint_cost
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// <byte> useprint_weapon
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#define CSQC_EVENT_ROUNDCHANGE 12 // <byte> round
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#define CSQC_EVENT_BROADCASTMESSAGE 13 // <byte> broadcast_message_type
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// <byte> broadcast_time
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// <byte> player_number
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#define CSQC_EVENT_MAXAMMOTEXT 14 // NO DATA.
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#define CSQC_EVENT_MUSICSTREAM 15 // <string> track_name
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#define CSQC_EVENT_GIVEACHIEVEMENT 16 // <byte> achievement_index
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#define CSQC_EVENT_PLAYERNAME 17 // <string> player_name
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#define CSQC_EVENT_SCREENFLASH 18 // <byte> screenflash_color
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// <byte> screenflash_duration
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// <byte> screenflash_type
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#define EVENT_UPDATE 19
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#define EVENT_BLACKOUT 20
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#define EVENT_WORLDDATA 21
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#define EVENT_PLAYERUPDATE 22
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#define EVENT_REVIVEON 23
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#define EVENT_REVIVEOFF 24
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#define EVENT_REVIVECHANGE 25
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#define EVENT_WEAPONRECOIL 26
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#define EVENT_GRENADEPULSE 27
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#define EVENT_BETTYPROMPT 28
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#define EVENT_CHATMESSAGE 29
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#define EVENT_DOUBLETAPUPDATE 30
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#define EVENT_ENDGAME 31
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#define EVENT_MAPTYPE 32
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//
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// Types of screen-flashes, global.
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//
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// Colors
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#define SCREENFLASH_COLOR_WHITE 0
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#define SCREENFLASH_COLOR_BLACK 1
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// Types
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#define SCREENFLASH_FADE_INANDOUT 0
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#define SCREENFLASH_FADE_IN 1
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#define SCREENFLASH_FADE_OUT 2
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// Define our FTE platform
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#ifndef STANDARD
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#define FTE
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#endif // STANDARD
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// Player Hull Sizes
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// 32x32x72
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#define PLAYER_MINS_STANDING '-16 -16 -32'
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#define PLAYER_MAXS_STANDING '16 16 40'
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// 32x32x56
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#define PLAYER_MINS_QUAKE '-16 -16 -24'
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#define PLAYER_MAXS_QUAKE '16 16 32'
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// 32x32x36
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#define PLAYER_MINS_CROUCHING '-16 -16 -32'
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#define PLAYER_MAXS_CROUCHING '16 16 4'
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#define PLAYER_STANCE_STAND 2
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#define PLAYER_STANCE_CROUCH 1
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#define PLAYER_STANCE_PRONE 0
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// map compatibility
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#define MAP_COMPAT_BETA 1
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float map_compatibility_mode;
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// Weapon Firetype definitions
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#define FIRETYPE_FULLAUTO 0
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#define FIRETYPE_SEMIAUTO 1
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#define FIRETYPE_ROCKET 2
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#define FIRETYPE_GRENADE 3
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#define FIRETYPE_RAYBEAM 4
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#define FIRETYPE_TESLA 5
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#define FIRETYPE_FLAME 6
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//nzp weapon defines
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//id list
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#define W_NOWEP 0
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#define W_COLT 1
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#define W_KAR 2
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#define W_THOMPSON 3
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#define W_357 4
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#define W_BAR 5
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#define W_BK 6
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#define W_BROWNING 7
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#define W_DB 8
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#define W_FG 9
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#define W_GEWEHR 10
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#define W_KAR_SCOPE 11
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#define W_M1 12
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#define W_M1A1 13
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#define W_M2 14
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#define W_MP40 15
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#define W_MG 16
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#define W_PANZER 17
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#define W_PPSH 18
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#define W_PTRS 19
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#define W_RAY 20
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#define W_SAWNOFF 21
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#define W_STG 22
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#define W_TRENCH 23
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#define W_TYPE 24
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#define W_BOWIE 25
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#define W_GRENADE 26
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#define W_BETTY 27
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#define W_BIATCH 28
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#define W_KILLU 29 //357
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#define W_COMPRESSOR 30 // Gewehr
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#define W_M1000 31 //garand
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#define W_KOLLIDER 32
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#define W_PORTER 33 // Ray
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#define W_WIDDER 34 // M1A1
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#define W_FIW 35 //upgraded flamethrower
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#define W_ARMAGEDDON 36 //Kar
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#define W_WUNDER 37
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#define W_GIBS 38 // thompson
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#define W_SAMURAI 39 //Type
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#define W_AFTERBURNER 40 //mp40
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#define W_SPATZ 41 // stg
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#define W_SNUFF 42 // sawn off
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#define W_BORE 43 // double barrel
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#define W_IMPELLER 44 //fg
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#define W_BARRACUDA 45 //mg42
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#define W_ACCELERATOR 46 //M1919 browning
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#define W_GUT 47 //trench
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#define W_REAPER 48 //ppsh
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#define W_HEADCRACKER 49 //scoped kar
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#define W_LONGINUS 50 //panzer
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#define W_PENETRATOR 51 //ptrs
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#define W_WIDOW 52 //bar
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#define W_KRAUS 53 //ballistic
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#define W_MP5K 54
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#define W_M14 55
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#define W_TESLA 56
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#define W_DG3 57
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#define W_SPRING 58
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#define W_PULVERIZER 59
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//Custom Weapons
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//FIXME - use array?
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#define W_CUSTOM1 70
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#define W_CUSTOM2 71
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#define W_CUSTOM3 72
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#define W_CUSTOM4 73
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#define BASE_FRAME 1 // The frame the Weapon idles at
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#define FIRE_START 2 // Start of firing animation
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#define FIRE_HOLD 3 // Stay on this frame while holding fire
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#define FIRE_END 4 // End of firing animation
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#define RELOAD_START 5 // Start of normal (one-way) reloads
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#define RELOAD_END 6 // End of normal (one-way) reloads
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#define RELOAD_EMPTY_START 7 // Start of empty reloading
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#define RELOAD_EMPTY_END 8 // End of empty reloading
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#define RELOAD_PART_START 9 // Start of partial full reloading
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#define RELOAD_PART_END 10 // End of partial full reloading
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#define SPRINT_IN_START 11 // Start of preparation to sprint
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#define SPRINT_IN_END 12 // End of preparation to sprint
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#define SPRINT_START 13 // Start of sprint loop
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#define SPRINT_END 14 // End of sprint loop
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#define SPRINT_OUT_START 15 // Start of sprint stop
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#define SPRINT_OUT_END 16 // End of sprint stop
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#define TAKE_OUT_START 17 // Start of taking out weapon
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#define TAKE_OUT_END 18 // End of taking out weapon
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#define FIRST_TAKE_START 19 // The "first raise" (first time weapon is taken)
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#define FIRST_TAKE_END 20 // End of "first raise"
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#define PUT_OUT_START 21 // Start of putting away weapon
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#define PUT_OUT_END 22 // End of putting away weapon
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#define RELOAD_CANCEL 23 // Frame where mag variable is filled
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#define AIM_IN 24 // Frame to snap to when in ADS (optional)
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#define AIM_FIRE_START 25 // Start of firing while ADS (optional)
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#define AIM_FIRE_END 26 // End of firing while ADS (optional)
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#define MELEE_NORMAL_START 27 // Start of normal (non-lunged) melee frame, for melee weapons
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#define MELEE_NORMAL_END 28 // End of normal (non-lunged) melee frame, for melee weapons
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#define MELEE_LUNGED_START 29 // Start of lunged melee frame, for melee weapons
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#define MELEE_LUNGED_END 30 // End of lunged melee frame, for melee weapons
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//Animation types
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#define RELOAD 1
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#define GRENADE 2
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#define FIRE 3
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#define SWITCHWEP 4
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#define KNIFE 5
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#define ZOOM 6
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#define SPRINT 7
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#define PERK 8
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#define KNIFE2 9
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#define REVIVE 10
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#define RELOAD_EMP 11
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#define RELOAD_PAR 12
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#define PUTOUT 13
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#define TAKEOUT 14
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#define MELEE_NORMAL 15
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#define MELEE_LUNGED 16
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#define S_HEADSHOT 1
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#define S_KNIFE 2
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#define S_NORMAL 3
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#define S_ZOMBIE 4
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#define S_EXPLOSIVE 5
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#define S_ZAPPER 6
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#define S_TESLA 7
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#define S_FLAME 8
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//Perk types
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#define P_JUG 1
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#define P_DOUBLE 2
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#define P_SPEED 4
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#define P_REVIVE 8
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#define P_FLOP 16
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#define P_STAMIN 32
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#define P_DEAD 64
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#define P_MULE 128
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#define STAT_VIEWZOOM 21
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#define STAT_CURRENTMAG 50
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#define STAT_CURRENTMAG2 51
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#define STAT_POINTS 52
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#define STAT_WEAPON2FRAME 53
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#define STAT_WEAPON2MODELI 54
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#define STAT_GRENADES 55
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#define STAT_SECGRENADES 56
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#define STAT_PROGRESSBAR 57
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#define STAT_WEAPONDURATION 58
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#define STAT_WEAPON2DURATION 59
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#define STAT_WEAPONZOOM 60
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#define STAT_INSTA 61
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#define STAT_X2 62
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#define STAT_SPECTATING 63
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#define STAT_PLAYERNUM 64
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#define STAT_PLAYERSTANCE 65
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#define STAT_FACINGENEMY 66
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#define STAT_MAXHEALTH 67
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#define STAT_WEAPONSKIN 68
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#define STAT_PERKS 69
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.float playernum;
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float game_over;
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#ifdef FTE
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.float is_in_menu;
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#endif // FTE
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//
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// invert float takes in float value between 0 and 1, inverts position
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// eg: 0.1 returns 0.9, 0.34 returns 0.66
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float invertfloat(float input) {
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if (input < 0)
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return 0; // adjust to lower boundary
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else if (input > 1)
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return 1; // adjust to upper boundary
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else
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return (1 - input);
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}
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