quakec/source/client/main.qc

1054 lines
27 KiB
C++

/*
client/main.qc
main csqc code
Copyright (C) 2021-2024 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
*/
float need_vid_reload;
void() ToggleMenu =
{
if (serverkey("constate") != "disconnected")
{
if (player_count == 0)
localcmd("cmd pause\n");
if(current_menu == MENU_NONE)
{
current_menu = MENU_PAUSE;
setcursormode(TRUE, cvar_string("cl_cursor"), __NULL__, cvar("cl_cursor_scale"));
}
else
{
menu_paus_submenu = 0;
current_menu = MENU_NONE;
setcursormode(FALSE);
}
}
}
//
// SetGamepadBindings()
// Since our menu architecture currently sucks,
// we don't yet support a good binds menu that
// let's you get good gamepad control.. so
// force these binds (sorry!)
//
void() SetGamepadBindings =
{
localcmd("unbindall; bind ~ \"toggleconsole\"; bind ` \"toggleconsole\"; bind ESCAPE \"togglemenu\"; joyadvaxisr 4; joyadvaxisu 2; joyadvaxisx 3; joyadvaxisy -1; bind JOY1 \"+button5\"; bindlevel JOY2 30 \"null\"; bind JOY3 \"+button4\"; bind GP_LSHOULDER \"impulse 33\"; bind AUX1 \"+moveup\"; bind AUX2 \"+button3\"; bindlevel AUX3 30 \"null\"; bindlevel AUX4 30 \"null\"; bind AUX5 \"togglemenu\"; bind AUX10 \"+attack\"; bind GP_Y \"+button4\"; bindlevel GP_A 30 \"impulse 10\"; bindlevel GP_B 30 \"impulse 30\"; bindlevel GP_X 30 \"+button5\"; bindlevel GP_LTHUMB 30 \"impulse 23\"; bindlevel GP_RTHUMB 30 \"+button6\"; bind GP_LTRIGGER \"+button8\"; bindlevel GP_DPAD_DOWN 30 \"+button7\"; bindlevel GP_RSHOULDER 30 \"+button3\"; bindlevel GP_DPAD_RIGHT 30 \"impulse 33\"; bindlevel GP_DPAD_UP 30 \"+button7\"; bind GP_VIEW \"showscores\"; joysidesensitivity 0.8; joyyawsensitivity 0.6; joypitchsensitivity 0.55\n");
}
float(float isnew) SetZombieSkinning =
{
self.drawmask = MASK_ENGINE;
setcustomskin(self, __NULL__, sprintf("replace \"\" \"models/ai/zfull.mdl_%d.pcx\"\n", self.skin));
return PREDRAW_NEXT;
};
//
// GenerateAlphaTransparencyQ3Shaders()
// What a mouth-full! Anyway, NZ:P supports
// alpha transparency via a pseudo-hack where
// if the last character of a model is "$"
// we render with special blend modes. To
// do the same on FTE, we need to generate
// Quake III "shader" files. Returns TRUE
// if we had shader modifications.
//
float() GenerateAlphaTransparencyQ3Shaders =
{
searchhandle alias_models;
float amod_count;
float need_reload = false;
alias_models = search_begin("*.mdl:*/*.mdl:*/*/*.mdl:*/*/*/*.mdl:*/*/*/*/*.mdl:*/*/*/*/*/*.mdl", SB_CASEINSENSITIVE | SB_MULTISEARCH, true); // gross.
amod_count = search_getsize(alias_models);
for (float i = 0; i < amod_count; i++) {
string full_path = search_getfilename(alias_models, i);
// Single out character before ".mdl" extension.
string special_character = substring(full_path, strlen(full_path) - 5, 1);
// Early out, not a special guy.
if (special_character != "$")
continue;
// Isolate its basename.. manually :(
string basename = "";
for (float j = strlen(full_path); j > 0; j--) {
if (str2chr(full_path, j) == str2chr("/", 0)) {
// Strip path
basename = substring(full_path, j + 1, strlen(full_path) - (j + 1));
// Strip extension
basename = substring(basename, 0, strlen(basename) - 4);
break;
}
}
if (basename == "") {
print(sprintf("[ERROR]: Unable to calculate basename for [%s]!\n", full_path));
continue;
}
float shader_file;
string shader_path = sprintf("scripts/%s.shader", basename);
// Check if the shader already exists.
shader_file = fopen(shader_path, FILE_READ);
if (shader_file != -1) {
fclose(shader_file);
continue;
}
// Begin to write.
shader_file = fopen(shader_path, FILE_WRITE);
if (shader_file == -1) {
print(sprintf("[ERROR]: Unable to generate Q3 shader for [%s]!\n", full_path));
continue;
}
// Body of our shader file we're writing.
string shader_content = sprintf(
"//\n"
"// Quake III Shader generated automatically by Nazi Zombies: Portable. Do not modify.\n"
"//\n"
"\n"
"%s_0.lmp\n" // full_path
"{\n"
" program defaultskin\n"
" progblendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
" diffusemap %s_0.tga\n" // full_path
" alphafunc ge128\n"
"}\n"
, full_path, full_path);
fputs(shader_file, shader_content);
fclose(shader_file);
need_reload = true;
}
search_end(alias_models);
return need_reload;
};
noref void(float apiver, string enginename, float enginever) CSQC_Init =
{
setwindowcaption("Nazi Zombies: Portable");
precache_sound("sounds/menu/enter.wav");
precache_sound("sounds/menu/navigate.wav");
precache_model("models/player.mdl");
registercommand("togglemenu");
registercommand("promptjoin");
registercommand("showscores");
cvar_set("sv_cheats", ftos(1));
cvar_set("r_fb_models", ftos(0));
autocvar(r_viewmodel_default_fov, 70);
autocvar(cl_controllerglyphs, "xbox");
autocvar(in_rumbleenabled, 1);
autocvar(in_aimassist, 0);
// Runtime check if we're running this in WebASM/WebGL.
if (cvar_string("sys_platform") == "Web")
platform_is_web = true;
else
platform_is_web = false;
if (platform_is_web) {
cvar_set("com_protocolname", "NZP-REBOOT-WEB");
}
// cvars for custom settings
autocvar(cl_cinematic, 0);
autocvar(nzp_particles, 1);
autocvar(nzp_decals, 1);
autocvar(vid_ultrawide_limiter, 0);
autocvar(cl_bobside, 0.02);
// per-channel volume
autocvar(snd_channel1volume, 1);
autocvar(snd_channel2volume, 1);
autocvar(snd_channel3volume, 1);
autocvar(snd_channel4volume, 1);
autocvar(snd_channel5volume, 1);
autocvar(snd_channel6volume, 1);
// FTE is overriding cl_bobup values.. so be evil
// and force it to 0.02.
cvar_set("cl_bobup", "0.02");
// force nearest filtering for hud elements to avoid blur
cvar_set("gl_texturemode2d", "gl_nearest");
cvar_set("r_font_linear", "0");
// force build date text in menu
cvar_set("cl_showbuildtime", "1");
// in-game stopwatch
autocvar(scr_serverstopwatch, 0);
stopwatch_sec = stopwatch_min = stopwatch_hr = 0;
stopwatch_round_sec = stopwatch_round_min = stopwatch_round_hr = 0;
stopwatch_round_starttime = time;
// FTE via emscripten (for the fault of the browser?) bugs out
// when using mousewheel. So as a hack, just unbind the mouse
// wheel. :/
if (platform_is_web) {
localcmd("unbind MWHEELUP; unbind MWHEELDOWN\n");
localcmd("bind 1 +button4; bind 2 +button4\n");
}
//
// get the build date
//
float file = fopen("version.txt", FILE_READ);
if (file != -1) {
build_datetime = fgets(file);
fclose(file);
}
// Intercept every Zombie mesh to apply custom skinning
for(float i = 0; i < zombie_skins.length; i++) {
deltalisten(zombie_skins[i], SetZombieSkinning, 0);
}
InitKerningMap();
// If we've made shader changes, we should perform
// a vid_reload at a reasonable time.
need_vid_reload = GenerateAlphaTransparencyQ3Shaders();
};
noref void() CSQC_WorldLoaded =
{
if (need_vid_reload == true) {
need_vid_reload = false;
localcmd("vid_reload\n");
}
Achievement_Init();
Particles_Init();
nameprint_time = time + 8;
huddir = "gfx/hud/";
};
vector weapon_bob_factor;
float weapon_bob_factor_z_coef;
vector dampening_factor;
float vaccel;
float vzaccel;
// FIXME: Move Power-Up CSQC drawing to separate file :)
float mdlflag_poweruprotate_duration;
float mdlflag_poweruprotate_starttime;
vector mdlflag_poweruprotate_startangles;
vector mdlflag_poweruprotate_differenceangles;
vector mdlflag_poweruprotate_currentangles;
float last_puframetime;
void() PU_UpdateAngles =
{
// Don't update more than once per frame.
if (last_puframetime != frametime) {
// New cycle, dictate new rotation time and target angle.
if (mdlflag_poweruprotate_duration <= time) {
mdlflag_poweruprotate_starttime = time;
mdlflag_poweruprotate_duration = time + (random() * 25 + 25)/10; // Take between 2.5 and 5 seconds.
mdlflag_poweruprotate_startangles[0] = mdlflag_poweruprotate_currentangles[0];
mdlflag_poweruprotate_startangles[1] = mdlflag_poweruprotate_currentangles[1];
mdlflag_poweruprotate_startangles[2] = mdlflag_poweruprotate_currentangles[2];
float target_pitch = (random() * 120) - 60;
float target_yaw = (random() * 240) + 60;
float target_roll = (random() * 90) - 45;
vector target_angles;
target_angles[0] = target_pitch;
target_angles[1] = target_yaw;
target_angles[2] = target_roll;
// Calculate the difference from our start to our target.
for(float i = 0; i < 2; i++) {
if (mdlflag_poweruprotate_currentangles[i] > target_angles[i])
mdlflag_poweruprotate_differenceangles[i] = (mdlflag_poweruprotate_currentangles[i] - target_angles[i]) * -1;
else
mdlflag_poweruprotate_differenceangles[i] = fabs(mdlflag_poweruprotate_currentangles[i] - target_angles[i]);
}
}
float percentage_complete = (time - mdlflag_poweruprotate_starttime) / (mdlflag_poweruprotate_duration - mdlflag_poweruprotate_starttime);
for(float j = 0; j < 2; j++) {
mdlflag_poweruprotate_currentangles[j] = mdlflag_poweruprotate_startangles[j] + (mdlflag_poweruprotate_differenceangles[j] * percentage_complete);
}
last_puframetime = frametime;
}
};
float() PU_PreDraw =
{
PU_UpdateAngles();
self.angles = mdlflag_poweruprotate_currentangles;
addentity(self);
return PREDRAW_NEXT;
};
float Player_PreDraw() =
{
self.lerpfrac -= frametime*10;
while(self.lerpfrac < 0) {
self.frame2 = self.frame;
self.lerpfrac += 1;
}
if (self.entnum == player_localentnum) {
self.movetype = MOVETYPE_WALK;
// Prepare rollback
vector vOldOrigin = self.origin;
vector vOldVelocity = self.velocity;
float fOldPMoveFlags = self.pmove_flags;
// Apply physics for every single input-frame that has not yet been
// acknowledged by the server (servercommandframe = last acknowledged frame)
for (int i = servercommandframe + 1; i <= clientcommandframe; i++) {
float flSuccess = getinputstate(i);
if (flSuccess == FALSE) {
continue;
}
// Partial frames are the worst
if (input_timelength == 0) {
break;
}
runstandardplayerphysics(self);
}
// Smooth stair stepping, this has to be done manually!
playerOriginOld = playerOrigin;
if ((self.flags & FL_ONGROUND) && (self.origin_z - playerOriginOld_z > 0)) {
playerOriginOld_z += frametime * 150;
if (playerOriginOld_z > self.origin_z) {
playerOriginOld_z = self.origin_z;
}
if (self.origin_z - playerOriginOld_z > 18) {
playerOriginOld_z = self.origin_z - 18;
}
playerOrigin_z += playerOriginOld_z - self.origin_z;
} else {
playerOriginOld_z = self.origin_z;
}
playerOrigin = [self.origin_x, self.origin_y, playerOriginOld_z];
playerVelocity = self.velocity;
addentity(self);
// Time to roll back
self.origin = vOldOrigin;
setorigin(self, self.origin);
self.velocity = vOldVelocity;
self.pmove_flags = fOldPMoveFlags;
self.movetype = MOVETYPE_NONE;
// Set renderflag for mirrors!
self.renderflags = RF_EXTERNALMODEL;
} else {
addentity(self);
}
return PREDRAW_NEXT;
}
noref void(float isnew) CSQC_Ent_Update =
{
float ent_type = readbyte();
// Player
if (ent_type == 1) {
if (isnew == TRUE) {
self.classname = "player";
self.solid = SOLID_SLIDEBOX;
self.predraw = Player_PreDraw;
self.drawmask = MASK_ENGINE;
setmodel(self, "models/player.mdl");
}
float old_points = self.points;
self.origin_x = readcoord();
self.origin_y = readcoord();
self.origin_z = readcoord();
self.angles_x = readangle();
self.angles_y = readangle();
self.angles_z = readangle();
self.velocity_x = readshort();
self.velocity_y = readshort();
self.velocity_z = readshort();
self.playernum = readbyte();
self.modelindex = readshort();
self.frame = readbyte();
self.movetype = readshort();
self.flags = readshort();
self.stance = readbyte();
self.points = readfloat(); // FIXME: this should be made a short, but I know we use price of 1 for some test maps, so I can't do /10 *10 shenanigans.
self.kills = readshort();
self.is_in_menu = readbyte();
RegisterPointChange(self.points - old_points, self.playernum);
if (self.movetype == MOVETYPE_BOUNCE)
self.solid = SOLID_NOT;
else
self.solid = SOLID_SLIDEBOX;
setmodelindex(self, self.modelindex);
if (map_compatibility_mode != MAP_COMPAT_BETA) {
if (self.stance == 2)
setsize(self, PLAYER_MINS_STANDING, PLAYER_MAXS_STANDING);
else
setsize(self, PLAYER_MINS_CROUCHING, PLAYER_MAXS_CROUCHING);
} else {
setsize(self, PLAYER_MINS_QUAKE, PLAYER_MAXS_QUAKE);
}
}
// Power-Up
else if (ent_type == 2) {
if (isnew == TRUE) {
self.classname = "item_powerup";
self.solid = SOLID_NOT;
self.predraw = PU_PreDraw;
self.drawmask = MASK_ENGINE;
}
self.origin_x = readcoord();
self.origin_y = readcoord();
self.origin_z = readcoord();
self.modelindex = readshort();
setmodelindex(self, self.modelindex);
}
else {
if(isnew)
addentity(self);
}
}
float(__inout vector v) VectorNormalize =
{
float length = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
if (length)
{
float ilength = 1 / length;
v[0] *= ilength;
v[1] *= ilength;
v[2] *= ilength;
}
return length;
}
void() DropRecoilKick =
{
float len;
if (recoil_kick_time > time)
return;
len = VectorNormalize(gun_kick);
len = len - frametime*5;
if (len < 0)
len = 0;
gun_kick[0] *= len;
gun_kick[1] *= len;
gun_kick[2] *= len;
}
//
// Key_IsControllerGlyph(bind)
// Returns TRUE if the string provided belongs to
// a gamepad/controller.
//
float(string bind) Key_IsControllerGlyph =
{
switch(bind) {
case "GP_A":
case "GP_B":
case "GP_X":
case "GP_Y":
case "GP_LSHOULDER":
case "GP_RSHOULDER":
case "GP_LTRIGGER":
case "GP_RTRIGGER":
case "GP_BACK":
case "GP_START":
case "GP_LTHUMB":
case "GP_RTHUMB":
case "GP_DPAD_UP":
case "GP_DPAD_DOWN":
case "GP_DPAD_LEFT":
case "GP_DPAD_RIGHT":
return true;
}
return false;
};
//
// Key_DrawControllerGlyph(position, bind, scale)
// Draws the associated glyph for the bind name from the
// Glyph tilemap at the provided position, with the
// provided scale.
//
void(vector position, string bind, vector scale) Key_DrawControllerGlyph =
{
vector tilemap_position = [0, 0];
// The coordinates in 0-1 range of each button in the glyph tilemap.
switch(bind) {
case "GP_A":
tilemap_position = [0, 0];
break;
case "GP_B":
tilemap_position = [0.125, 0];
break;
case "GP_X":
tilemap_position = [0.250, 0];
break;
case "GP_Y":
tilemap_position = [0.375, 0];
break;
case "GP_LSHOULDER":
tilemap_position = [0.250, 0.125];
break;
case "GP_RSHOULDER":
tilemap_position = [0.375, 0.125];
break;
case "GP_LTRIGGER":
tilemap_position = [0.500, 0.125];
break;
case "GP_RTRIGGER":
tilemap_position = [0.625, 0.125];
break;
case "GP_BACK":
tilemap_position = [0.875, 0.125];
break;
case "GP_START":
tilemap_position = [0.750, 0.125];
break;
case "GP_LTHUMB":
tilemap_position = [0, 0.125];
break;
case "GP_RTHUMB":
tilemap_position = [0.125, 0.125];
break;
case "GP_DPAD_UP":
tilemap_position = [0.500, 0];
break;
case "GP_DPAD_DOWN":
tilemap_position = [0.625, 0];
break;
case "GP_DPAD_LEFT":
tilemap_position = [0.750, 0];
break;
case "GP_DPAD_RIGHT":
tilemap_position = [0.875, 0];
break;
}
drawsubpic([position_x, position_y], [scale_x, scale_y], sprintf("gfx/controller_glyphs/%s.tga", cvar_string("cl_controllerglyphs")), [tilemap_position_x, tilemap_position_y], [0.125, 0.125], [1, 1, 1], 1);
};
#define SCALE_CONSTANT 8
//MOVEME
float(float a) angledelta =
{
a = anglemod(a);
if (a > 180)
a -= 360;
return a;
}
//MOVEME
float delta_pitch, delta_yaw;
vector sniper_sway;
// Sways the camera while scoped in.
void() Camera_SniperSway =
{
if (getstatf(STAT_WEAPONZOOM) != 2 || (getstatf(STAT_PERKS) & P_DEAD)) {
sniper_sway = '0 0 0';
return;
}
delta_pitch = (cos(cltime/0.7) + cos(cltime) + sin(cltime/1.1)) * 0.5;
delta_yaw = (sin(cltime/0.4) + cos(cltime/0.56) + sin(cltime)) * 0.5;
sniper_sway[0] = angledelta(delta_pitch);
sniper_sway[1] = angledelta(delta_yaw);
};
float gamepad_enabled;
// CALLED EVERY CLIENT RENDER FRAME
float pap_flash_alternate;
noref void(float width, float height, float menushown) CSQC_UpdateView =
{
//clear and update our global screen resolution vars
clearscene();
g_width = width;
g_height = height;
// camang is controlled by our punchangles
camang = getproperty(VF_ANGLES);
//disable quake status bar and quake crosshair
setviewprop(VF_DRAWENGINESBAR, 0);
setviewprop(VF_DRAWCROSSHAIR, 0);
float sensitivity_factor;
if (current_menu != MENU_NONE)
sensitivity_factor = 0;
else
sensitivity_factor = (1 + SCALE_CONSTANT * getstatf(STAT_VIEWZOOM)) / (1 + SCALE_CONSTANT);
if (gamepad_enabled && getstatf(STAT_FACINGENEMY) && cvar("in_aimassist") == 1)
sensitivity_factor *= 0.5;
setsensitivityscaler(sensitivity_factor);
setviewprop(VF_AFOV, autocvar(fov,90)*getstatf(STAT_VIEWZOOM));
cvar_set("r_viewmodel_fov", ftos(cvar("r_viewmodel_default_fov")*getstatf(STAT_VIEWZOOM)));
// Increment the stopwatch
// FIXME: I don't really liket his being in UpdateView.. this has nothing to do with rendering.
stopwatch_sec = time - (stopwatch_min * 60 + (stopwatch_hr * 3600));
if (stopwatch_sec >= 60) {
stopwatch_min += stopwatch_sec/60;
}
if (stopwatch_min >= 60) {
stopwatch_hr += stopwatch_min/60;
stopwatch_min = 0;
}
if (stopwatch_round_isactive) {
stopwatch_round_sec = (time - stopwatch_round_starttime) - (stopwatch_round_min * 60 + (stopwatch_round_hr * 3600));
if (stopwatch_round_sec >= 60) {
stopwatch_round_min += stopwatch_round_sec/60;
}
if (stopwatch_round_min >= 60) {
stopwatch_round_hr += stopwatch_round_min/60;
stopwatch_round_min = 0;
}
} else {
stopwatch_round_starttime = time;
}
//autoadd entities received from servers for drawing
addentities(MASK_ENGINE);
setproperty(VF_ORIGIN, playerOrigin + [ 0, 0, getstatf(STAT_VIEWHEIGHT)]);
//setproperty(VF_ANGLES, view_angles);
// Draw the client's viewmodels.
ViewModel_Draw();
DropRecoilKick();
Camera_SniperSway();
camang[0] += gun_kick[0];
camang[1] += gun_kick[1];
camang[2] += gun_kick[2];
camang[0] += sniper_sway[0];
camang[1] += sniper_sway[1];
camang[2] += sniper_sway[2];
setviewprop(VF_ANGLES, camang);
//does what you think it does
renderscene();
if (current_menu != MENU_NONE)
{
// sorta-nasty hack: flashes should still draw if we're
// drawing the menu.
if (screenflash_duration > time)
HUD_Screenflash();
setlocaluserinfo(0, "in_menu", "1");
sui_begin(g_width, g_height);
root_menu([g_width, g_height]);
sui_end();
}
else
{
setcursormode(FALSE);
HUD_Draw(g_width, g_height);
Chat_Draw();
setlocaluserinfo(0, "in_menu", "0");
}
};
noref float(string cmd) CSQC_ConsoleCommand =
{
//self = theplayer;
//if (!self)
// return FALSE;
tokenize(cmd);
switch(argv(0))
{
case "togglemenu":
ToggleMenu();
return TRUE;
case "map":
return FALSE;
case "showscores":
if (score_show)
score_show = FALSE;
else
score_show = TRUE;
return TRUE;
default:
return FALSE;
}
return FALSE;
};
//**********************************************************************//
// Input_Movecheck //
// //
// Called at InputEvent and allows to set var if key is at that state //
// NOTE: ALL movekeys are called in order to prevent unsetting keys //
//**********************************************************************//
void(float scanx, float setval) Input_Movecheck =
{
tokenize(findkeysforcommand("+moveleft"));
if (scanx == stof(argv(0)))
K_LEFTDOWN = setval;
tokenize(findkeysforcommand("+moveright"));
if (scanx == stof(argv(0)))
K_RIGHTDOWN = setval;
tokenize(findkeysforcommand("+forward"));
if (scanx == stof(argv(0)))
K_FORWARDDOWN = setval;
tokenize(findkeysforcommand("+back"));
if (scanx == stof(argv(0)))
K_BACKDOWN = setval;
}
noref float(float evtype, float scanx, float chary, float devid) CSQC_InputEvent =
{
if (evtype == IE_GYROSCOPE || evtype == IE_ACCELEROMETER)
return FALSE;
// Ignore subtle (drift-y) joystick axes
if (evtype == IE_JOYAXIS && devid > 0 && fabs(chary) < 0.1) {
return FALSE;
}
last_input_deviceid = devid;
float last_input_storage = last_input_was_gamepad;
if (last_input_deviceid > 0)
last_input_was_gamepad = TRUE;
else
last_input_was_gamepad = FALSE;
if (current_menu != MENU_NONE)
{
return sui_input_event(evtype, scanx, chary, devid);
}
if (evtype == IE_KEYDOWN) {
switch (scanx) {
case K_GP_A:
case K_GP_B:
case K_GP_X:
case K_GP_Y:
case K_GP_LSHOULDER:
case K_GP_RSHOULDER:
case K_GP_LTRIGGER:
case K_GP_RTRIGGER:
case K_GP_BACK:
case K_GP_START:
case K_GP_LTHUMB:
case K_GP_RTHUMB:
case K_GP_DPAD_UP:
case K_GP_DPAD_DOWN:
case K_GP_DPAD_LEFT:
case K_GP_DPAD_RIGHT:
case K_GP_LTHUMB_UP:
case K_GP_LTHUMB_DOWN:
case K_GP_LTHUMB_LEFT:
case K_GP_LTHUMB_RIGHT:
case K_GP_RTHUMB_UP:
case K_GP_RTHUMB_DOWN:
case K_GP_RTHUMB_LEFT:
case K_GP_RTHUMB_RIGHT:
if (!GPButtonHeldBeginTime[scanx-816])
GPButtonHeldBeginTime[scanx-816] = cltime;
break;
}
}
if (evtype == IE_KEYUP) {
switch (scanx) {
case K_GP_A:
case K_GP_B:
case K_GP_X:
case K_GP_Y:
case K_GP_LSHOULDER:
case K_GP_RSHOULDER:
case K_GP_LTRIGGER:
case K_GP_RTRIGGER:
case K_GP_BACK:
case K_GP_START:
case K_GP_LTHUMB:
case K_GP_RTHUMB:
case K_GP_DPAD_UP:
case K_GP_DPAD_DOWN:
case K_GP_DPAD_LEFT:
case K_GP_DPAD_RIGHT:
case K_GP_LTHUMB_UP:
case K_GP_LTHUMB_DOWN:
case K_GP_LTHUMB_LEFT:
case K_GP_LTHUMB_RIGHT:
case K_GP_RTHUMB_UP:
case K_GP_RTHUMB_DOWN:
case K_GP_RTHUMB_LEFT:
case K_GP_RTHUMB_RIGHT:
//print(sprintf("Key: %f Duration: %f\n", scanx, cltime-GPButtonHeldBeginTime[scanx-816]));
GPButtonHeldBeginTime[scanx-816] = 0;
break;
}
}
switch(evtype)
{
case IE_KEYDOWN:
Input_Movecheck(scanx, 1);
return FALSE;
case IE_KEYUP:
Input_Movecheck(scanx, 0);
return FALSE;
case IE_MOUSEDELTA:
return FALSE;
case IE_MOUSEABS:
return FALSE;
}
return FALSE;
};
noref void() CSQC_Input_Frame =
{
input_angles += gun_kick;
input_angles += sniper_sway;
}
#define DEG2RAD(x) (x * M_PI / 180.f)
noref void() CSQC_Parse_Event =
{
float event_type = readbyte();
switch (event_type) {
case CSQC_EVENT_PARTICLE:
float particle_type = readbyte();
float part_pos_x = readcoord();
float part_pos_y = readcoord();
float part_pos_z = readcoord();
float part_optional = readbyte();
float part_entity = readentitynum();
vector particle_pos = [part_pos_x, part_pos_y, part_pos_z];
Particles_RunParticle(particle_type, particle_pos, part_optional, part_entity);
break;
case CSQC_EVENT_USEPRINT:
useprint_type = readbyte();
useprint_cost = readshort();
useprint_weapon = readbyte();
useprint_time = time + 0.1;
break;
case CSQC_EVENT_ROUNDCHANGE:
rounds = readbyte();
HUD_Change_time = time + 6;
break;
case CSQC_EVENT_BROADCASTMESSAGE:
broadcast_type = readbyte();
broadcast_time = time + readbyte();
broadcast_num = readbyte();
break;
case CSQC_EVENT_MAXAMMOTEXT:
hud_maxammo_endtime = time + 2;
hud_maxammo_starttime = time;
break;
case CSQC_EVENT_MUSICSTREAM:
string track_name = readstring();
string track_extension;
if (platform_is_web)
track_extension = ".wav";
else
track_extension = ".ogg";
localsound_enhanced(strcat("tracks/", track_name, track_extension), CHAN_MUSIC, 0.85);
break;
case CSQC_EVENT_GIVEACHIEVEMENT:
float achievement_id = readbyte();
// Don't unlock an existing achievement or any if on emscripten.
if (achievements[achievement_id].unlocked || platform_is_web)
return;
Achievement_Unlock(achievement_id);
break;
case CSQC_EVENT_PLAYERNAME:
character_name = readstring();
break;
case CSQC_EVENT_SCREENFLASH:
screenflash_color = readbyte();
screenflash_duration = time + readbyte();
screenflash_type = readbyte();
screenflash_worktime = 0;
screenflash_starttime = time;
break;
case CSQC_EVENT_RUMBLE:
float low_frequency = readshort();
float high_frequency = readshort();
float duration = readshort();
if (cvar("in_rumbleenabled"))
gp_rumble(last_input_deviceid, low_frequency, high_frequency, duration);
break;
case EVENT_WEAPONRECOIL:
local vector rec;
rec_x = readcoord()/5;
rec_y = readcoord()/5;
rec_z = readcoord()/5;
gun_kick += rec;
break;
case EVENT_CHATMESSAGE:
int sender = readbyte();
int player_id = readbyte();
string message = readstring();
Chat_Register(sender, player_id, message);
break;
case EVENT_ENDGAME:
game_over = true;
break;
case EVENT_DOUBLETAPUPDATE:
double_tap_version = readbyte();
break;
case EVENT_UPDATE:
float updatetype = readbyte();
float var_1 = readbyte();
float var_2 = readbyte();
float var_3 = readbyte();
switch (updatetype)
{
case 1:
HUD_Change_time = time + var_1;
break;
case 2:
rounds_change = var_1;
break;
case 3:
if (Hitmark_time < time)
Hitmark_time = time + 0.2;
break;
case 5:
recoil_kick_time = time + 70/getWeaponRecoilReturn(getstatf(STAT_ACTIVEWEAPON));
cur_spread = CrossHairMaxSpread(getstatf(STAT_ACTIVEWEAPON), getstatf(STAT_PLAYERSTANCE));
break;
default:
break;
}
break;
case EVENT_REVIVECHANGE:
float revivechange_player_index = readbyte() - 1; // playernum starts at one.
float state = readbyte();
revive_icons[revivechange_player_index].state = state;
break;
case EVENT_REVIVEON:
float reviveon_player_index = readbyte() - 1; // playernum starts at one.
revive_icons[reviveon_player_index].state = 1;
revive_icons[reviveon_player_index].draw = true;
break;
case EVENT_REVIVEOFF:
float reviveoff_player_index = readbyte() - 1; // playernum starts at one.
revive_icons[reviveoff_player_index].state = 0;
revive_icons[reviveoff_player_index].timer = 0;
revive_icons[reviveoff_player_index].draw = false;
break;
case EVENT_MAPTYPE:
map_compatibility_mode = readbyte();
break;
case EVENT_WORLDDATA:
chaptertitle = readstring();
location = readstring();
date = readstring();
person = readstring();
if (chaptertitle == "")
chaptertitle = "'Nazi Zombies'";
break;
case EVENT_PLAYERUPDATE:
player_count = readbyte();
break;
case EVENT_GRENADEPULSE:
crosshair_pulse_grenade = true;
break;
case EVENT_BETTYPROMPT:
bettyprompt_time = time + 4;
break;
}
}