mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-14 16:30:47 +00:00
713 lines
17 KiB
C++
713 lines
17 KiB
C++
/*
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server/clientfuncs.qc
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Used to communicate between server and client
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Copyright (C) 2021-2022 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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string(string asset) convert_old_asset_path;
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void SetUpdate(entity client, float type, float val1, float val2, float val3)
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{
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#ifdef FTE
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if (type != 2)
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_UPDATE);
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WriteByte(MSG_MULTICAST, type); // UT_HUD
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WriteByte(MSG_MULTICAST, val1);
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WriteByte(MSG_MULTICAST, val2);
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WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed
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msg_entity = client;
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multicast('0 0 0', MULTICAST_ONE);
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}
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else
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_UPDATE);
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WriteByte(MSG_MULTICAST, type); // UT_ROUNDS_CHANGE
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WriteByte(MSG_MULTICAST, val1);
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WriteByte(MSG_MULTICAST, val2);
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WriteByte(MSG_MULTICAST, val3); // misc flags/vars for later if needed
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multicast('0 0 0', MULTICAST_ALL);
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}
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#endif // FTE
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}
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#ifdef FTE
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void(entity to, float type, float cost, float weapon) useprint = {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_USEPRINT);
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WriteByte(MSG_MULTICAST, type);
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WriteShort(MSG_MULTICAST, cost);
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WriteByte(MSG_MULTICAST, weapon);
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msg_entity = to;
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multicast('0 0 0', MULTICAST_ONE);
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}
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#endif // FTE
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void(vector org) CallExplosion = {
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#ifndef FTE
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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#else
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_EXPLOSION);
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WriteCoord(MSG_MULTICAST, org_x);
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WriteCoord(MSG_MULTICAST, org_y);
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WriteCoord(MSG_MULTICAST, org_z);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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void NotifyNewRound(float to) {
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_NEWROUND);
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WriteByte(MSG_MULTICAST, to);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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void SetRound(entity client, float to) {
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_SETROUND);
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WriteByte(MSG_MULTICAST, to);
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msg_entity = client;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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void SetPerk(entity client, float to)
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_PERK);
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WriteLong(MSG_MULTICAST, to);
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msg_entity = client;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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void(float to) SwitchWeapon =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WEAPONCHANGE);
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WriteByte(MSG_MULTICAST, to);
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msg_entity = self;
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multicast('0 0 0', MULTICAST_ONE);
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// hotfix for weapon2models not reseting
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self.weapon2model = GetWeapon2Model(to);
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#endif // FTE
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}
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void(string to, float skin) UpdateVmodel =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_UPDATEVMODEL);
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WriteString(MSG_MULTICAST, to);
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WriteByte(MSG_MULTICAST, skin);
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msg_entity = self;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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void(string to, float skin) UpdateV2model =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_UPDATEV2MODEL);
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WriteString(MSG_MULTICAST, to);
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WriteByte(MSG_MULTICAST, skin);
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msg_entity = self;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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void(float index, float state) ChangeReviveIconState =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_REVIVECHANGE);
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WriteByte(MSG_MULTICAST, index);
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WriteByte(MSG_MULTICAST, state);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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void(float index, vector org) EnableReviveIcon =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_REVIVEON);
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WriteByte(MSG_MULTICAST, index);
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WriteCoord(MSG_MULTICAST, org_x);
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WriteCoord(MSG_MULTICAST, org_y);
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WriteCoord(MSG_MULTICAST, org_z);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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void(float index) DisableReviveIcon =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_REVIVEOFF);
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WriteByte(MSG_MULTICAST, index);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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void(entity who, float broadcast_time, float type, string str) BroadcastMessageToClient =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
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WriteByte(MSG_MULTICAST, broadcast_time);
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WriteByte(MSG_MULTICAST, type);
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WriteString(MSG_MULTICAST, str);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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// FIXME: basically a copy of CL_SendWeaponFire but for FTE
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void(entity who, float weapon) SendWeaponRecoil =
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{
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#ifdef FTE
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vector Wep_Recoil;
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Wep_Recoil = GetWeaponRecoil(weapon);
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WEAPONRECOIL);
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WriteCoord (MSG_MULTICAST, Wep_Recoil_x);
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WriteCoord (MSG_MULTICAST, Wep_Recoil_y);
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WriteCoord (MSG_MULTICAST, Wep_Recoil_z);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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void(float broadcast_time, float type, string str) BroadcastMessage =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BROADCAST);
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WriteByte(MSG_MULTICAST, broadcast_time);
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WriteByte(MSG_MULTICAST, type);
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WriteString(MSG_MULTICAST, str);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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void(float playernum, float points, float am, float kills, string name, entity person) UpdatePlayerPoints =
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{
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#ifdef FTE
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
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WriteByte(MSG_MULTICAST, playernum);
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WriteLong(MSG_MULTICAST, points);
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WriteLong(MSG_MULTICAST, am);
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WriteLong(MSG_MULTICAST, kills);
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WriteString(MSG_MULTICAST, name);
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msg_entity = person;
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multicast('0 0 0', MULTICAST_ONE);
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}
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else {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_POINTUPDATE);
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WriteByte(MSG_MULTICAST, playernum);
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WriteLong(MSG_MULTICAST, points);
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WriteLong(MSG_MULTICAST, am);
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WriteLong(MSG_MULTICAST, kills);
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WriteString(MSG_MULTICAST, name);
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multicast('0 0 0', MULTICAST_ALL);
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}
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#endif // FTE
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}
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void(float count) UpdatePlayerCount = {
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#ifdef FTE
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if (count == 0)
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return;
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else {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_PLAYERUPDATE);
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WriteByte(MSG_MULTICAST, count);
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multicast('0 0 0', MULTICAST_ALL);
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}
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#endif // FTE
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}
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void(float newtime, float newtype, entity change) PromptLevelChange =
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{
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#ifdef FTE
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BLACKOUT);
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WriteByte(MSG_MULTICAST, newtime);
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WriteByte(MSG_MULTICAST, newtype);
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msg_entity = change;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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}
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void(entity who) UpdatePunchangle =
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{
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#ifdef FTE
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// naievil -- shit logic lol...but result looks clean as fuck...
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_PUNCHANGLE);
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WriteCoord(MSG_MULTICAST, who.punchangle_x);
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WriteCoord(MSG_MULTICAST, who.punchangle_y);
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WriteCoord(MSG_MULTICAST, who.punchangle_z);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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vector tempv = who.punchangle;
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if (fabs(who.punchangle_x) > 0.01) {
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if (who.punchangle_x >= 0.05*tempv_x)
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who.punchangle_x -= 0.05*tempv_x;
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else if (who.punchangle_x <= -0.05*tempv_x)
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who.punchangle_x -= 0.05*tempv_x;
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else
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who.punchangle_x = 0;
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} else
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who.punchangle_x = 0;
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if (fabs(who.punchangle_y) > 0.01) {
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if (who.punchangle_y >= 0.05*tempv_y)
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who.punchangle_y -= 0.05*tempv_y;
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else if (who.punchangle_y <= -0.05*tempv_y)
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who.punchangle_y -= 0.05*tempv_y;
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else
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who.punchangle_y = 0;
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} else
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who.punchangle_y = 0;
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if (fabs(who.punchangle_z) > 0.01) {
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if (who.punchangle_z >= 0.05*tempv_z)
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who.punchangle_z -= 0.05*tempv_z;
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else if (who.punchangle_z <= -0.05*tempv_z)
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who.punchangle_z -= 0.05*tempv_z;
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else
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who.punchangle_z = 0;
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} else
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who.punchangle_z = 0;
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#endif // FTE
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}
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#ifdef FTE
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void(string h, float h2, entity who) pushHUD = {
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_HUDUPDATE);
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WriteString(MSG_MULTICAST, h);
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WriteByte(MSG_MULTICAST, h2);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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} else {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WEAPONUPDATE);
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WriteString(MSG_MULTICAST, h);
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WriteByte(MSG_MULTICAST, h2);
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multicast('0 0 0', MULTICAST_ALL);
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}
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}
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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 = {
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WEAPONUPDATE);
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WriteByte(MSG_MULTICAST, wepnum);
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WriteString(MSG_MULTICAST, wepname);
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WriteString(MSG_MULTICAST, wvmodel);
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WriteByte(MSG_MULTICAST, mag);
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WriteByte(MSG_MULTICAST, reserve);
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WriteString(MSG_MULTICAST, ads);
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WriteByte(MSG_MULTICAST, min);
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WriteByte(MSG_MULTICAST, max);
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WriteString(MSG_MULTICAST, flash);
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WriteByte(MSG_MULTICAST, flashsize);
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WriteString(MSG_MULTICAST, v2);
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WriteByte(MSG_MULTICAST, isd);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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} else {
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WriteByte(MSG_ALL, SVC_CGAMEPACKET);
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WriteByte(MSG_ALL, EVENT_WEAPONUPDATE);
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WriteByte(MSG_ALL, wepnum);
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WriteString(MSG_ALL, wepname);
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WriteString(MSG_ALL, wvmodel);
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WriteByte(MSG_ALL, mag);
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WriteByte(MSG_ALL, reserve);
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WriteString(MSG_ALL, ads);
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WriteByte(MSG_ALL, min);
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WriteByte(MSG_ALL, max);
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WriteString(MSG_ALL, flash);
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WriteByte(MSG_ALL, flashsize);
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WriteString(MSG_ALL, v2);
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WriteByte(MSG_ALL, isd);
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}
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}
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void(string msg, entity who) ScrollText = {
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_SCROLLTEXT);
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WriteString(MSG_MULTICAST, msg);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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} else {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_SCROLLTEXT);
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WriteString(MSG_MULTICAST, msg);
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multicast('0 0 0', MULTICAST_ALL);
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}
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}
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void(string chaptertitle, string location, string date, string person, entity who) WorldText = {
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if (player_count == 0) {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WORLDDATA);
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WriteString(MSG_MULTICAST, chaptertitle);
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WriteString(MSG_MULTICAST, location);
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WriteString(MSG_MULTICAST, date);
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WriteString(MSG_MULTICAST, person);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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} else {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_WORLDDATA);
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WriteString(MSG_MULTICAST, chaptertitle);
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WriteString(MSG_MULTICAST, location);
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WriteString(MSG_MULTICAST, date);
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WriteString(MSG_MULTICAST, person);
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multicast('0 0 0', MULTICAST_ALL);
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}
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}
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#endif // FTE
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void (float achievement_id, optional entity who) GiveAchievement =
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{
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#ifndef FTE
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// temp
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if (achievement_id > 4)
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return;
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#endif // FTE
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// this is an achievement specific to an individual
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if ((who && who != world) || player_count == 0) {
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if (player_count == 0) who = find(world, classname, "player");
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#ifndef FTE
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achievement(who, achievement_id);
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#else
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
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WriteByte(MSG_MULTICAST, achievement_id);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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} else {
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#ifndef FTE
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entity players;
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players = find(world, classname, "player");
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while(players != world) {
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achievement(players, achievement_id);
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players = find(players, classname, "player");
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}
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#else
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENT);
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WriteByte(MSG_MULTICAST, achievement_id);
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multicast('0 0 0', MULTICAST_ALL);
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#endif // FTE
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}
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}
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void (float achievement_id, float progress_value, optional entity who) UpdateAchievementProgress =
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{
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#ifndef FTE
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// temp
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if (achievement_id > 4)
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return;
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#endif // FTE
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// this is a progress update specific to an individual
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if ((who && who != world) || player_count == 0) {
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if (player_count == 0) who = find(world, classname, "player");
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#ifndef FTE
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//achievement_progress(who, achievement_id, progress_value);
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#else
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS);
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WriteByte(MSG_MULTICAST, achievement_id);
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WriteFloat(MSG_MULTICAST, progress_value);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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#endif // FTE
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} else {
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|
#ifndef FTE
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entity players;
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players = find(world, classname, "player");
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while(players != world) {
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//achievement_progress(players, achievement_id, progress_value);
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players = find(players, classname, "player");
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}
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|
|
|
#else
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|
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_ACHIEVEMENTPROGRESS);
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WriteByte(MSG_MULTICAST, achievement_id);
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WriteFloat(MSG_MULTICAST, progress_value);
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multicast('0 0 0', MULTICAST_ALL);
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|
|
|
#endif // FTE
|
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}
|
|
|
|
}
|
|
|
|
// *****************************************
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|
// 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);
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|
};
|
|
|
|
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;
|
|
}
|