quakec/source/shared/defs/custom.qc
Steam Deck User 89742dc652 GLOBAL: Retire CTR QuakeC, Merge with PSP.
This rebrands the two under the "HANDHELD" name. The two platforms now
function identically in regards to server functions, making them
unified in behavior and general server-reliant functions.
2022-12-28 15:21:19 -05:00

238 lines
6.6 KiB
C++

/*
shared/defs/custom.qc
shared definitions
Copyright (C) 2021 NZ:P Team
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#define true 1
#define false 0
const float EVENT_WEAPONCHANGE = 9;
const float EVENT_PISTOLFIRE = 10;
const float EVENT_USEPRINT = 11;
const float EVENT_NEWROUND = 12;
const float EVENT_SETROUND = 13;
const float EVENT_UPDATEVMODEL = 20;
const float EVENT_UPDATEV2MODEL = 21;
const float EVENT_PERK = 22;
const float EVENT_UPDATE = 23;
const float EVENT_BROADCAST = 24;
const float EVENT_POINTUPDATE = 25;
const float EVENT_BLACKOUT = 26;
const float EVENT_PUNCHANGLE = 27;
const float EVENT_SCROLLTEXT = 28;
const float EVENT_WORLDDATA = 29;
const float EVENT_ACHIEVEMENT = 30;
const float EVENT_PLAYERUPDATE = 31;
const float EVENT_WEAPONUPDATE = 32;
const float EVENT_HUDUPDATE = 33;
const float EVENT_EXPLOSION = 34;
const float EVENT_BLOOD = 35;
const float EVENT_ACHIEVEMENTPROGRESS = 36;
// Define our PC version if we don't have NX or PSP
#ifndef NX
#ifndef HANDHELD
#define PC
#endif
#endif
// Weapon Firetype definitions
#define FIRETYPE_FULLAUTO 0
#define FIRETYPE_SEMIAUTO 1
#define FIRETYPE_GRENADE 3
#define FIRETYPE_RAYBEAM 4
#define FIRETYPE_TESLA 5
#define FIRETYPE_FLAME 6
//nzp weapon defines
//id list
#define W_NOWEP 0
#define W_COLT 1
#define W_KAR 2
#define W_THOMPSON 3
#define W_357 4
#define W_BAR 5
#define W_BK 6
#define W_BROWNING 7
#define W_DB 8
#define W_FG 9
#define W_GEWEHR 10
#define W_KAR_SCOPE 11
#define W_M1 12
#define W_M1A1 13
#define W_M2 14
#define W_MP40 15
#define W_MG 16
#define W_PANZER 17
#define W_PPSH 18
#define W_PTRS 19
#define W_RAY 20
#define W_SAWNOFF 21
#define W_STG 22
#define W_TRENCH 23
#define W_TYPE 24
#define W_BOWIE 25
#define W_GRENADE 26
#define W_BETTY 27
#define W_BIATCH 28
#define W_KILLU 29 //357
#define W_COMPRESSOR 30 // Gewehr
#define W_M1000 31 //garand
//#define W_KOLLIDER 32
#define W_PORTER 33 // Ray
#define W_WIDDER 34 // M1A1
#define W_FIW 35 //upgraded flamethrower
#define W_ARMAGEDDON 36 //Kar
#define W_WUNDER 37
#define W_GIBS 38 // thompson
#define W_SAMURAI 39 //Type
#define W_AFTERBURNER 40 //mp40
#define W_SPATZ 41 // stg
#define W_SNUFF 42 // sawn off
#define W_BORE 43 // double barrel
#define W_IMPELLER 44 //fg
#define W_BARRACUDA 45 //mg42
#define W_ACCELERATOR 46 //M1919 browning
#define W_GUT 47 //trench
#define W_REAPER 48 //ppsh
#define W_HEADCRACKER 49 //scoped kar
#define W_LONGINUS 50 //panzer
#define W_PENETRATOR 51 //ptrs
#define W_WIDOW 52 //bar
//#define W_KRAUS 53 //ballistic
#define W_MP5 54
#define W_M14 55
#define W_TESLA 56
#define W_DG3 57
//Custom Weapons
//FIXME - use array?
#define W_CUSTOM1 70
#define W_CUSTOM2 71
#define W_CUSTOM3 72
#define W_CUSTOM4 73
#define BASE_FRAME 1 // The frame the Weapon idles at
#define FIRE_START 2 // Start of firing animation
#define FIRE_END 3 // End of firing animation
#define RELOAD_START 4 // Start of normal (one-way) reloads
#define RELOAD_END 5 // End of normal (one-way) reloads
#define RELOAD_EMPTY_START 6 // Start of empty reloading
#define RELOAD_EMPTY_END 7 // End of empty reloading
#define RELOAD_PART_START 8 // Start of partial full reloading
#define RELOAD_PART_END 9 // End of partial full reloading
#define SPRINT_IN_START 12 // Start of preparation to sprint
#define SPRINT_IN_END 13 // End of preparation to sprint
#define SPRINT_START 10 // Start of sprint loop
#define SPRINT_END 11 // End of sprint loop
#define SPRINT_OUT_START 14 // Start of sprint stop
#define SPRINT_OUT_END 15 // End of sprint stop
#define TAKE_OUT_START 16 // Start of taking out weapon
#define TAKE_OUT_END 17 // End of taking out weapon
#define PUT_OUT_START 18 // Start of putting away weapon
#define PUT_OUT_END 19 // End of putting away weapon
#define RELOAD_CANCEL 20 // Frame where mag variable is filled
#define AIM_IN_START 30 // Start of animation-based ADS
#define AIM_IN_END 31 // End of animation-based ADS
#define AIM_LOOP 33 // ADS stuck loop frame
#define AIM_OUT_START 34 // Start of ADS end
#define AIM_OUT_END 35 // End of ADS end
#define AIM_FIRE_START 36 // Start of firing while ADS
#define AIM_FIRE_END 37 // End of firing while ADS
//Animation types
#define RELOAD 1
#define GRENADE 2
#define FIRE 3
#define SWITCHWEP 4
#define KNIFE 5
#define ZOOM 6
#define SPRINT 7
#define PERK 8
#define KNIFE2 9
#define REVIVE 10
#define RELOAD_EMP 11
#define RELOAD_PAR 12
#define S_HEADSHOT 1
#define S_KNIFE 2
#define S_NORMAL 3
#define S_ZOMBIE 4
#define S_EXPLOSIVE 5
#define S_ZAPPER 6
#define S_TESLA 7
//Perk types
#define P_JUG 1
#define P_DOUBLE 2
#define P_SPEED 4
#define P_REVIVE 8
#define P_FLOP 16
#define P_STAMIN 32
#define P_DEAD 64
#define P_MULE 128
#define STAT_VIEWZOOM 21
#define STAT_CURRENTMAG 50
#define STAT_CURRENTMAG2 51
#define STAT_POINTS 52
#define STAT_WEAPON2FRAME 53
#define STAT_WEAPON2MODEL 54
#define STAT_GRENADES 55
#define STAT_SECGRENADES 56
#define STAT_PROGRESSBAR 57
#define STAT_WEAPONDURATION 58
#define STAT_WEAPON2DURATION 59
#define STAT_WEAPONZOOM 60
#define STAT_INSTA 61
#define STAT_X2 62
#define STAT_SPECTATING 63
#define STAT_PLAYERNUM 64
#define STAT_PLAYERSTANCE 65
#define STAT_FACINGENEMY 66
//
// invert float takes in float value between 0 and 1, inverts position
// eg: 0.1 returns 0.9, 0.34 returns 0.66
float invertfloat(float input) {
if (input <= 0 || input >= 1)
return input; // out of boundaries
return (1 - input);
}
//elements
#ifndef NX
string G_HUD;
float G_HUDHOR;
#endif
// custom weapon defs
// now 90% slimmed down
float currentWeaponTracker;