mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
784 lines
No EOL
19 KiB
C++
784 lines
No EOL
19 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) 2021-2024 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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void() NotifyGameEnd =
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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_ENDGAME);
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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 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(float mode, entity to) ReportMapMode = {
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_MAPTYPE);
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WriteByte(MSG_MULTICAST, mode);
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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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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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void(string track_name) songegg =
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_SONGPLAY);
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WriteString(MSG_MULTICAST, track_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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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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void(entity who, float weapon) CL_SendWeaponFire =
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{
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float recoil_return_time = getWeaponRecoilReturn(weapon);
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vector weapon_recoil = GetWeaponRecoil(weapon);
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msg_entity = who;
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#ifdef FTE
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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, weapon_recoil_x);
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WriteCoord (MSG_MULTICAST, weapon_recoil_y);
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WriteCoord (MSG_MULTICAST, weapon_recoil_z);
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multicast('0 0 0', MULTICAST_ONE);
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#else
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WriteByte(MSG_ONE, SVC_WEAPONFIRE);
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WriteLong(MSG_ONE, recoil_return_time); // FIXME: A long for this is overkill.
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WriteCoord(MSG_ONE, weapon_recoil_x);
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WriteCoord(MSG_ONE, weapon_recoil_y);
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WriteCoord(MSG_ONE, weapon_recoil_z);
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#endif // FTE
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self.recoil_delay = 60/recoil_return_time + time;
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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 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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#ifdef FTE
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void(entity who) grenade_pulse =
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_GRENADEPULSE);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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}
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#endif // FTE
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#ifdef FTE
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void(entity who) nzp_bettyprompt =
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{
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EVENT_BETTYPROMPT);
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msg_entity = who;
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multicast('0 0 0', MULTICAST_ONE);
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}
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#endif // FTE
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#ifdef FTE
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//
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// FTE_InterpolatePunchAngle(person)
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// Punch Angle interpolation from our native sourceports,
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// handled in SSQC for FTE.
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//
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void(entity person) FTE_InterpolatePunchAngle =
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{
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vector last_punchangle = person.punchangle;
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float lerp_factor = 0.9*frametime; // It's fine that this is server-dependent, since it's server-executed..
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// Early-out: Let's not spam fabs calls if we have no punchangle.
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if (person.punchangle_x == 0 && person.punchangle_y == 0)
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return;
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// Begin interpolation.
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for(int i = 0; i < 2; i++) {
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float difference = last_punchangle[i] * lerp_factor;
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if (fabs(person.punchangle[i]) > 0.01) {
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if (person.punchangle[i] >= difference)
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person.punchangle[i] -= difference;
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else if (person.punchangle[i] <= -difference)
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person.punchangle[i] -= difference;
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else
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person.punchangle[i] = 0;
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} else {
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person.punchangle[i] = 0;
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}
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}
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};
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//
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// FTE_UpdateDynamicFOV(person)
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// Context-sensitive adjustment of client's viewzoom
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// factor.
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//
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void(entity person) FTE_UpdateDynamicFOV =
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{
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// Early-out if client is not zoomed in at all
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// and viewzoom is correctly applied
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if (!person.zoom && person.viewzoom == 1)
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return;
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// Calculate viewzoom FOV differential
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float viewzoom_differential = 1 - (0.018*GetWeaponZoomAmount(person.weapon));
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float has_scoped_weapon = WepDef_HasSniperScore(person.weapon);
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// Sniper scope-in: Force-set as soon as the Scope draws
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if (person.zoom == 2) {
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person.viewzoom = viewzoom_differential;
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return;
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}
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// Force-set viewzoom back to one if client is holding a scoped
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// weapon and need their viewzoom adjusted.
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else if (person.viewzoom != 1 && has_scoped_weapon) {
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person.viewzoom = 1;
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return;
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} else if (has_scoped_weapon) {
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return;
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}
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// Utilize a sigmoid curve to minimize motion sickness.
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float sigmoid_input, sigmoid_output;
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float viewzoom_adjustment_rate;
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// If we're Aiming down the Sight and viewzoom has not reached it's end
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if (person.zoom == 1 && person.viewzoom != viewzoom_differential) {
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sigmoid_input = (person.viewzoom - viewzoom_differential) * 10;
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sigmoid_output = 1 / (1 + exp(-sigmoid_input));
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viewzoom_adjustment_rate = 0.06 * (sigmoid_output + 0.5) * (frametime*20);
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if (person.viewzoom > viewzoom_differential) {
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person.viewzoom -= viewzoom_adjustment_rate;
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if (person.viewzoom < viewzoom_differential)
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person.viewzoom = viewzoom_differential;
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} else {
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person.viewzoom = viewzoom_differential;
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}
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}
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// If we're not Aiming down the Sight and viewzoom is not reset
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else if (person.zoom != 1 && person.viewzoom != 1) {
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// We can zoom out at a constant rate without consequence.
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person.viewzoom += 0.85 * frametime;
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if (person.viewzoom > 1)
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person.viewzoom = 1;
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}
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};
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#endif // FTE
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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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}
|
|
|
|
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
|
|
}
|
|
}
|
|
|
|
#ifdef FTE
|
|
|
|
void CSQC_SendChatMessage(float player_id, string message) {
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EVENT_CHATMESSAGE);
|
|
WriteByte(MSG_MULTICAST, num_for_edict(self) - 1);
|
|
WriteByte(MSG_MULTICAST, player_id);
|
|
WriteString(MSG_MULTICAST, message);
|
|
multicast('0 0 0', MULTICAST_ALL);
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Player_SendEntity
|
|
|
|
Networks the player info
|
|
=================
|
|
*/
|
|
float Player_SendEntity( entity ePVEnt, float flChanged ) {
|
|
WriteByte( MSG_ENTITY, 1 );
|
|
WriteCoord( MSG_ENTITY, self.origin_x ); // Position X
|
|
WriteCoord( MSG_ENTITY, self.origin_y ); // Position Y
|
|
WriteCoord( MSG_ENTITY, self.origin_z ); // Position Z
|
|
WriteAngle( MSG_ENTITY, self.angles_x ); // Angle X
|
|
WriteAngle( MSG_ENTITY, self.angles_y ); // Angle Y
|
|
WriteAngle( MSG_ENTITY, self.angles_z ); // Angle Z
|
|
WriteShort( MSG_ENTITY, self.velocity_x ); // Velocity X
|
|
WriteShort( MSG_ENTITY, self.velocity_y ); // Velocity X
|
|
WriteShort( MSG_ENTITY, self.velocity_z ); // Velocity X
|
|
WriteByte( MSG_ENTITY, self.playernum ); // Player ID
|
|
WriteShort( MSG_ENTITY, self.modelindex ); // Player Model
|
|
WriteByte( MSG_ENTITY, self.frame ); // Player's Frame
|
|
WriteShort( MSG_ENTITY, self.movetype ); // Player Movetype
|
|
WriteShort( MSG_ENTITY, self.flags ); // Flags, important for physics
|
|
WriteByte( MSG_ENTITY, self.stance ); // Player Stance
|
|
WriteFloat( MSG_ENTITY, self.points ); // Player Score
|
|
WriteShort( MSG_ENTITY, self.kills ); // Player Kills
|
|
return TRUE;
|
|
}
|
|
|
|
#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
|
|
}
|
|
|
|
}
|
|
|
|
#ifdef FTE
|
|
|
|
void(entity who, float version) nzp_setdoubletapver =
|
|
{
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EVENT_DOUBLETAPUPDATE);
|
|
WriteByte(MSG_MULTICAST, version);
|
|
msg_entity = who;
|
|
multicast('0 0 0', MULTICAST_ONE);
|
|
};
|
|
|
|
#endif // FTE
|
|
|
|
void(vector org) Effect_Fire =
|
|
{
|
|
|
|
#ifndef FTE
|
|
|
|
particle (self.origin, v_up*8, 111, 0);
|
|
|
|
#else
|
|
|
|
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
|
|
WriteByte(MSG_MULTICAST, EVENT_FLAME);
|
|
WriteCoord(MSG_MULTICAST, org_x);
|
|
WriteCoord(MSG_MULTICAST, org_y);
|
|
WriteCoord(MSG_MULTICAST, org_z);
|
|
multicast('0 0 0', MULTICAST_ALL);
|
|
|
|
//te_flamejet(self.origin, v_up*8, 10);
|
|
|
|
#endif // FTE
|
|
|
|
};
|
|
|
|
// *****************************************
|
|
// Unrelated to engine, but custom functions
|
|
// *****************************************
|
|
|
|
// "Removes" an entity that is placed back on restart.
|
|
void(entity ent) Ent_FakeRemove =
|
|
{
|
|
ent.entity_removed = true;
|
|
ent.oldmodel = ent.model;
|
|
ent.oldorigin = ent.origin;
|
|
ent.bbmins = ent.mins;
|
|
ent.bbmaxs = ent.maxs;
|
|
ent.sprintflag = ent.solid;
|
|
|
|
ent.solid = SOLID_NOT;
|
|
setsize(ent, '0 0 0', '0 0 0');
|
|
setmodel(ent, "");
|
|
}
|
|
|
|
void(string modelname) Precache_Set = // Precache model, and set myself to it
|
|
{
|
|
modelname = Compat_ConvertOldAssetPath(modelname);
|
|
precache_model(modelname);
|
|
setmodel(self, modelname);
|
|
};
|
|
|
|
float() crandom =
|
|
{
|
|
return 2*(random() - 0.5);
|
|
}
|
|
|
|
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;
|
|
};
|
|
|
|
float(entity them, entity me) PlayerIsLooking =
|
|
{
|
|
float ret = false;
|
|
float old_solid = me.solid;
|
|
me.solid = SOLID_BBOX;
|
|
setorigin(me, me.origin);
|
|
|
|
vector source;
|
|
makevectors (them.v_angle);
|
|
source = them.origin + them.view_ofs;
|
|
|
|
// Standard 'are we facing' test..
|
|
traceline(source, source + v_forward*50, 0, them);
|
|
|
|
// We're inside of an object.. is it the target?
|
|
if (trace_startsolid) {
|
|
if (v_forward*normalize(me.origin - them.origin) > 0.7)
|
|
ret = true;
|
|
} else if (trace_ent == me) {
|
|
ret = true;
|
|
}
|
|
|
|
me.solid = old_solid;
|
|
setorigin(me, me.origin);
|
|
return ret;
|
|
}; |