mirror of
https://github.com/shawns-valve/halflife.git
synced 2024-11-21 20:11:14 +00:00
Merge pull request #3803 from shawns-valve/master
SDK changes to match Half-Life 25th Anniversary update
This commit is contained in:
commit
b59688c56d
359 changed files with 44526 additions and 24224 deletions
14
README.md
14
README.md
|
@ -1,7 +1,7 @@
|
|||
Half Life 1 SDK LICENSE
|
||||
======================
|
||||
|
||||
Half Life 1 SDK Copyright© Valve Corp.
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||||
Half Life 1 SDK Copyright © Valve Corp.
|
||||
|
||||
THIS DOCUMENT DESCRIBES A CONTRACT BETWEEN YOU AND VALVE CORPORATION (“Valve”). PLEASE READ IT BEFORE DOWNLOADING OR USING THE HALF LIFE 1 SDK (“SDK”). BY DOWNLOADING AND/OR USING THE SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE PLEASE DON’T DOWNLOAD OR USE THE SDK.
|
||||
|
||||
|
@ -37,7 +37,7 @@ If it has not been reported, create a new issue with at least the following info
|
|||
- a detailed description of the issue, including any output from the command line;
|
||||
- steps for reproducing the issue;
|
||||
- your system information.\*; and
|
||||
- the `version` output from the in‐game console.
|
||||
- the `version` output from the in-game console.
|
||||
|
||||
Please place logs either in a code block (press `M` in your browser for a GFM cheat sheet) or a [gist](https://gist.github.com).
|
||||
|
||||
|
@ -55,3 +55,13 @@ There are basic rules of conduct that should be followed at all times by everyon
|
|||
- Do not repeatedly update an open issue remarking that the issue persists.
|
||||
|
||||
Remember: Just because the issue you reported was reported here does not mean that it is an issue with Half-Life. As well, should your issue not be resolved immediately, it does not mean that a resolution is not being researched or tested. Patience is always appreciated.
|
||||
|
||||
|
||||
Building the SDK code
|
||||
-------
|
||||
|
||||
Visual Studio 2019 is required to build mod DLLs on Windows. In the Visual Studio installer, install "Desktop development with C++" under "Workloads" and "C++ MFC for latest v142 build tools (x86 & x64)" under "Individual components". VS2019 projects can be found in the `projects\vs2019` folder.
|
||||
|
||||
Tools have not yet been updated for VS2019, but can be built using the VS2010 projects in the `projects\vs2010` folder. See the `readme.txt` file there.
|
||||
|
||||
Linux binaries are built using Makefiles found in the `linux` folder, and are expected to be built / run in the Steam Runtime "scout" environment. You will need to set the environment variables VALVE_NO_AUTO_P4=1 and USE_STEAM_RUNTIME=1 while building.
|
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@ -74,10 +74,15 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
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{
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int i, iRes;
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if (ScreenWidth < 640)
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iRes = 320;
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else
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if (ScreenWidth > 2560 && ScreenHeight > 1600)
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iRes = 2560;
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else if (ScreenWidth >= 1280 && ScreenHeight > 720)
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iRes = 1280;
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else if (ScreenWidth >= 640)
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iRes = 640;
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else
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iRes = 320;
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char sz[128];
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@ -325,16 +330,17 @@ int CHudAmmo::VidInit(void)
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// If we've already loaded weapons, let's get new sprites
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gWR.LoadAllWeaponSprites();
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if (ScreenWidth >= 640)
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{
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giABWidth = 20;
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giABHeight = 4;
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}
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else
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{
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giABWidth = 10;
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giABHeight = 2;
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}
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int nScale = 1;
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if (ScreenWidth > 2560 && ScreenHeight > 1600)
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nScale = 4;
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else if (ScreenWidth >= 1280 && ScreenHeight > 720)
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nScale = 3;
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else if (ScreenWidth >= 640)
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nScale = 2;
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giABWidth = 10 * nScale;
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giABHeight = 2 * nScale;
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return 1;
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}
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|
@ -641,7 +647,9 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
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WEAPON Weapon;
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strcpy( Weapon.szName, READ_STRING() );
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strncpy( Weapon.szName, READ_STRING(), MAX_WEAPON_NAME );
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Weapon.szName[ sizeof(Weapon.szName) - 1 ] = '\0';
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Weapon.iAmmoType = (int)READ_CHAR();
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Weapon.iMax1 = READ_BYTE();
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|
@ -659,6 +667,27 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
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Weapon.iFlags = READ_BYTE();
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Weapon.iClip = 0;
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if (Weapon.iId < 0 || Weapon.iId >= MAX_WEAPONS)
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return 0;
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if (Weapon.iSlot < 0 || Weapon.iSlot >= MAX_WEAPON_SLOTS+1)
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return 0;
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|
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if (Weapon.iSlotPos < 0 || Weapon.iSlotPos >= MAX_WEAPON_POSITIONS+1)
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return 0;
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|
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if (Weapon.iAmmoType < -1 || Weapon.iAmmoType >= MAX_AMMO_TYPES)
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return 0;
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||||
|
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if (Weapon.iAmmo2Type < -1 || Weapon.iAmmo2Type >= MAX_AMMO_TYPES)
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||||
return 0;
|
||||
|
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if (Weapon.iAmmoType >= 0 && Weapon.iMax1 == 0)
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return 0;
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||||
|
||||
if (Weapon.iAmmo2Type >= 0 && Weapon.iMax2 == 0)
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||||
return 0;
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||||
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gWR.AddWeapon( &Weapon );
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return 1;
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||||
|
@ -862,7 +891,7 @@ int CHudAmmo::Draw(float flTime)
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AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
||||
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
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||||
a = max<int>( MIN_ALPHA, m_fFade );
|
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if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20);
|
||||
|
@ -871,8 +900,8 @@ int CHudAmmo::Draw(float flTime)
|
|||
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||||
ScaleColors(r, g, b, a );
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||||
|
||||
// Does this weapon have a clip?
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||||
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2;
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||||
y += (int)(gHUD.m_iFontHeight * 0.2f);
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||||
|
||||
// Does weapon have any ammo at all?
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if (m_pWeapon->iAmmoType > 0)
|
||||
|
@ -1191,7 +1220,7 @@ client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes
|
|||
|
||||
while(i--)
|
||||
{
|
||||
if ((!strcmp(psz, p->szName)) && (p->iRes == iRes))
|
||||
if ((p->iRes == iRes) && (!strcmp(psz, p->szName)))
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||||
return p;
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||||
p++;
|
||||
}
|
||||
|
|
|
@ -61,7 +61,7 @@ int CHudAmmoSecondary :: Draw(float flTime)
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|||
// draw secondary ammo icons above normal ammo readout
|
||||
int a, x, y, r, g, b, AmmoWidth;
|
||||
UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
|
||||
a = max<int>( MIN_ALPHA, m_fFade );
|
||||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
|
||||
ScaleColors( r, g, b, a );
|
||||
|
|
|
@ -126,11 +126,11 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
int r, g, b;
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
ScaleColors(r, g, b, min<int>(scale, 255) );
|
||||
|
||||
// Draw the pic
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - 24;
|
||||
int xpos = ScreenWidth - (rcPic.right - rcPic.left) - 4;
|
||||
if ( spr && *spr ) // weapon isn't loaded yet so just don't draw the pic
|
||||
{ // the dll has to make sure it has sent info the weapons you need
|
||||
SPR_Set( *spr, r, g, b );
|
||||
|
@ -154,7 +154,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
|
||||
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
ScaleColors(r, g, b, min<int>(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
|
||||
|
@ -172,7 +172,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
ScaleColors(r, g, b, min<int>(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (rect.right - rect.left) - 10;
|
||||
|
|
|
@ -134,7 +134,11 @@ int CHudBattery::Draw(float flTime)
|
|||
int iOffset = (m_prc1->bottom - m_prc1->top)/6;
|
||||
|
||||
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
|
||||
x = ScreenWidth/5;
|
||||
|
||||
int width = (m_prc1->right - m_prc1->left);
|
||||
|
||||
// this used to just be ScreenWidth/5 but that caused real issues at higher resolutions. Instead, base it on the width of this sprite.
|
||||
x = 3 * width;
|
||||
|
||||
// make sure we have the right sprite handles
|
||||
if ( !m_hSprite1 )
|
||||
|
@ -151,7 +155,8 @@ int CHudBattery::Draw(float flTime)
|
|||
SPR_DrawAdditive( 0, x, y - iOffset + (rc.top - m_prc2->top), &rc);
|
||||
}
|
||||
|
||||
x += (m_prc1->right - m_prc1->left);
|
||||
x += width;
|
||||
y += (int)(gHUD.m_iFontHeight * 0.2f);
|
||||
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iBat, r, g, b);
|
||||
|
||||
return 1;
|
||||
|
|
|
@ -1,648 +0,0 @@
|
|||
# Microsoft Developer Studio Project File - Name="cl_dll" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
|
||||
|
||||
CFG=cl_dll - Win32 Release
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "cl_dll.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "cl_dll.mak" CFG="cl_dll - Win32 Release"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "cl_dll - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE "cl_dll - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "cl_dll - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir ".\Release"
|
||||
# PROP BASE Intermediate_Dir ".\Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir ".\Release"
|
||||
# PROP Intermediate_Dir ".\Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /W3 /GR /GX /Zi /O2 /I "..\dlls" /I "." /I "..\tfc" /I "..\public" /I "..\common" /I "..\pm_shared" /I "..\engine" /I "..\utils\vgui\include" /I "..\game_shared" /I "..\external" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "CLIENT_DLL" /D "CLIENT_WEAPONS" /D "HL_DLL" /FR /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\lib\public\sdl2.lib /nologo /base:"0x01900000" /subsystem:windows /dll /map /debug /machine:I386 /nodefaultlib:"LIBCMTD" /nodefaultlib:"LIBCD" /out:".\Release\client.dll"
|
||||
# SUBTRACT LINK32 /pdb:none
|
||||
# Begin Custom Build
|
||||
InputDir=.\Release
|
||||
ProjDir=.
|
||||
InputPath=.\Release\client.dll
|
||||
InputName=client
|
||||
SOURCE="$(InputPath)"
|
||||
|
||||
BuildCmds= \
|
||||
call ..\filecopy.bat $(InputDir)\$(InputName).dll $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll \
|
||||
call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb \
|
||||
|
||||
|
||||
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
# End Custom Build
|
||||
|
||||
!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir ".\Debug"
|
||||
# PROP BASE Intermediate_Dir ".\Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir ".\Debug"
|
||||
# PROP Intermediate_Dir ".\Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /G5 /MTd /W3 /Gm /GR /GX /ZI /Od /I "..\dlls" /I "." /I "..\tfc" /I "..\public" /I "..\common" /I "..\pm_shared" /I "..\engine" /I "..\utils\vgui\include" /I "..\game_shared" /I "..\external" /D "_DEBUG" /D "_MBCS" /D "WIN32" /D "_WINDOWS" /D "CLIENT_DLL" /D "CLIENT_WEAPONS" /D "_WINDLL" /D "HL_DLL" /FR /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
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# ADD BASE RSC /l 0x409 /d "_DEBUG"
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# ADD RSC /l 0x409 /d "_DEBUG"
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||||
BSC32=bscmake.exe
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# ADD BSC32 /nologo
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
|
||||
# ADD LINK32 oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\lib\public\sdl2.lib /nologo /base:"0x01900000" /subsystem:windows /dll /debug /machine:I386 /out:".\Debug\client.dll"
|
||||
# SUBTRACT LINK32 /pdb:none
|
||||
# Begin Custom Build
|
||||
InputDir=.\Debug
|
||||
ProjDir=.
|
||||
InputPath=.\Debug\client.dll
|
||||
InputName=client
|
||||
SOURCE="$(InputPath)"
|
||||
|
||||
BuildCmds= \
|
||||
call ..\filecopy.bat $(InputDir)\$(InputName).dll $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll \
|
||||
call ..\filecopy.bat $(InputDir)\$(InputName).pdb $(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb \
|
||||
|
||||
|
||||
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"$(ProjDir)\..\..\game\mod\cl_dlls\$(InputName).pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
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||||
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||||
!ENDIF
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||||
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||||
# Begin Target
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||||
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||||
# Name "cl_dll - Win32 Release"
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# Name "cl_dll - Win32 Debug"
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||||
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||||
|
||||
# PROP Default_Filter "*.cpp"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\crossbow.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\crowbar.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\egon.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_hldm.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\gauss.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\handgrenade.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hl\hl_baseentity.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hl\hl_events.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\dlls\hornetgun.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\dlls\mp5.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\dlls\python.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=..\dlls\rpg.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=..\dlls\satchel.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=..\dlls\shotgun.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
SOURCE=..\dlls\tripmine.cpp
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\ammohistory.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\battery.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\cdll_int.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\com_weapons.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\death.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\demo.cpp
|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\entity.cpp
|
||||
|
||||
!IF "$(CFG)" == "cl_dll - Win32 Release"
|
||||
|
||||
!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
|
||||
|
||||
# ADD CPP /MT
|
||||
|
||||
!ENDIF
|
||||
|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\ev_common.cpp
|
||||
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|
||||
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|
||||
|
||||
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|
||||
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|
||||
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|
||||
|
||||
SOURCE=.\flashlight.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\GameStudioModelRenderer.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\geiger.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\health.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_bench.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_benchtrace.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_msg.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_redraw.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_servers.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_spectator.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\hud_update.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\in_camera.cpp
|
||||
# End Source File
|
||||
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|
||||
|
||||
SOURCE=.\input.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\inputw32.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\public\interface.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\interpolation.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\menu.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\message.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\parsemsg.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_debug.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_math.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_shared.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\saytext.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\status_icons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\statusbar.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\studio_util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\text_message.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\train.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\tri.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_checkbutton2.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ClassMenu.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ControlConfigPanel.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_CustomObjects.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_grid.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_helpers.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_int.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_listbox.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_loadtga.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_MOTDWindow.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SchemeManager.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ScorePanel.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_scrollbar2.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ServerBrowser.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_slider2.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SpectatorPanel.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_TeamFortressViewport.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_TeamMenu.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\view.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\voice_banmgr.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\voice_status.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammo.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammohistory.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\camera.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cl_dll.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cl_util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\com_weapons.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\demo.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_hldm.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\eventscripts.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GameStudioModelRenderer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\health.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_servers.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_servers_priv.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_spectator.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\in_defs.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\interpolation.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\kbutton.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\parsemsg.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_debug.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_defs.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_info.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_materials.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_movevars.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_shared.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\tri.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util_vector.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ControlConfigPanel.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_int.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SchemeManager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ScorePanel.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_scrollbar2.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ServerBrowser.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_slider2.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SpectatorPanel.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\view.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\voice_banmgr.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\voice_status.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wrect.h
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
|
||||
# End Group
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\lib\public\game_controls.lib
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
|
@ -83,6 +83,7 @@ inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int fl
|
|||
#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
|
||||
#define ServerCmd (*gEngfuncs.pfnServerCmd)
|
||||
#define EngineClientCmd (*gEngfuncs.pfnClientCmd)
|
||||
#define EngineFilteredClientCmd (*gEngfuncs.pfnFilteredClientCmd)
|
||||
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
|
||||
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
|
||||
|
||||
|
@ -162,8 +163,6 @@ inline int safe_sprintf( char *dst, int len_dst, const char *format, ...)
|
|||
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
|
||||
inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
|
||||
|
||||
#define max(a, b) (((a) > (b)) ? (a) : (b))
|
||||
#define min(a, b) (((a) < (b)) ? (a) : (b))
|
||||
#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
|
||||
|
||||
void ScaleColors( int &r, int &g, int &b, int a );
|
||||
|
|
|
@ -73,7 +73,7 @@ int CHudDeathNotice :: Init( void )
|
|||
|
||||
HOOK_MESSAGE( DeathMsg );
|
||||
|
||||
CVAR_CREATE( "hud_deathnotice_time", "6", 0 );
|
||||
CVAR_CREATE( "hud_deathnotice_time", "6", FCVAR_ARCHIVE );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
@ -94,7 +94,12 @@ int CHudDeathNotice :: VidInit( void )
|
|||
|
||||
int CHudDeathNotice :: Draw( float flTime )
|
||||
{
|
||||
int x, y, r, g, b;
|
||||
int x, y, r, g, b, texty;
|
||||
|
||||
int gap = 20;
|
||||
|
||||
wrect_t& sprite = gHUD.GetSpriteRect(m_HUD_d_skull);
|
||||
gap = sprite.bottom - sprite.top;
|
||||
|
||||
for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
{
|
||||
|
@ -115,10 +120,12 @@ int CHudDeathNotice :: Draw( float flTime )
|
|||
if ( gViewPort && gViewPort->AllowedToPrintText() )
|
||||
{
|
||||
// Draw the death notice
|
||||
y = DEATHNOTICE_TOP + 2 + (20 * i); //!!!
|
||||
y = DEATHNOTICE_TOP + 2 + (gap * i);
|
||||
|
||||
texty = y + 4;
|
||||
|
||||
int id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId;
|
||||
x = ScreenWidth - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
x = ScreenWidth - ConsoleStringLen(rgDeathNoticeList[i].szVictim) - (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left) - 4;
|
||||
|
||||
if ( !rgDeathNoticeList[i].iSuicide )
|
||||
{
|
||||
|
@ -127,7 +134,7 @@ int CHudDeathNotice :: Draw( float flTime )
|
|||
// Draw killers name
|
||||
if ( rgDeathNoticeList[i].KillerColor )
|
||||
gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].KillerColor[0], rgDeathNoticeList[i].KillerColor[1], rgDeathNoticeList[i].KillerColor[2] );
|
||||
x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
|
||||
x = 5 + DrawConsoleString( x, texty, rgDeathNoticeList[i].szKiller );
|
||||
}
|
||||
|
||||
r = 255; g = 80; b = 0;
|
||||
|
@ -147,7 +154,7 @@ int CHudDeathNotice :: Draw( float flTime )
|
|||
{
|
||||
if ( rgDeathNoticeList[i].VictimColor )
|
||||
gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
|
||||
x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim );
|
||||
x = DrawConsoleString( x, texty, rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -97,6 +97,7 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
|
|||
{
|
||||
// hit the world, try to play sound based on texture material type
|
||||
char chTextureType = CHAR_TEX_CONCRETE;
|
||||
cl_entity_t *cl_entity = NULL;
|
||||
float fvol;
|
||||
float fvolbar;
|
||||
char *rgsz[4];
|
||||
|
@ -115,12 +116,7 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
|
|||
chTextureType = 0;
|
||||
|
||||
// Player
|
||||
if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() )
|
||||
{
|
||||
// hit body
|
||||
chTextureType = CHAR_TEX_FLESH;
|
||||
}
|
||||
else if ( entity == 0 )
|
||||
if ( entity == 0 )
|
||||
{
|
||||
// get texture from entity or world (world is ent(0))
|
||||
pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
|
||||
|
@ -149,6 +145,20 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
|
|||
chTextureType = PM_FindTextureType( szbuffer );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// JoshA: Look up the entity and find the EFLAG_FLESH_SOUND flag.
|
||||
// This broke at some point then TF:C added prediction.
|
||||
//
|
||||
// It used to use Classify of pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE
|
||||
// to determine what sound to play, but that's server side and isn't available on the client
|
||||
// and got lost in the translation to that.
|
||||
// Now the server will replicate that state via an eflag.
|
||||
cl_entity = gEngfuncs.GetEntityByIndex( entity );
|
||||
|
||||
if ( cl_entity && !!( cl_entity->curstate.eflags & EFLAG_FLESH_SOUND ) )
|
||||
chTextureType = CHAR_TEX_FLESH;
|
||||
}
|
||||
|
||||
switch (chTextureType)
|
||||
{
|
||||
|
@ -400,7 +410,16 @@ void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int
|
|||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
||||
// JoshA: Changed from PM_STUDIO_BOX to PM_NORMAL in prediction code as otherwise if you hit an NPC or player's
|
||||
// bounding box but not one of their hitboxes, the shot won't hit on the server but it will
|
||||
// play a hit sound on the client and not make a decal (as if it hit the NPC/player).
|
||||
// We should mirror the way the server does the test here as close as possible.
|
||||
//
|
||||
// I initially thought I was just fixing some stupid Half-Life bug but no,
|
||||
// this is *the* root cause of all the ghost shot bad prediction bugs in Half-Life Deathmatch!
|
||||
//
|
||||
// Also... CStrike was always using PM_NORMAL for all of these so it didn't have the problem.
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );
|
||||
|
||||
tracer = EV_HLDM_CheckTracer( idx, vecSrc, tr.endpos, forward, right, iBulletType, iTracerFreq, tracerCount );
|
||||
|
||||
|
@ -912,7 +931,7 @@ void EV_FireGauss( event_args_t *args )
|
|||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_STUDIO_BOX, -1, &tr );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_NORMAL, -1, &tr );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||
|
||||
|
@ -1034,7 +1053,7 @@ void EV_FireGauss( event_args_t *args )
|
|||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_NORMAL, -1, &beam_tr );
|
||||
|
||||
if ( !beam_tr.allsolid )
|
||||
{
|
||||
|
@ -1043,7 +1062,7 @@ void EV_FireGauss( event_args_t *args )
|
|||
|
||||
// trace backwards to find exit point
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_NORMAL, -1, &beam_tr );
|
||||
|
||||
VectorSubtract( beam_tr.endpos, tr.endpos, delta );
|
||||
|
||||
|
@ -1239,7 +1258,7 @@ void EV_FireCrossbow2( event_args_t *args )
|
|||
// Now add in all of the players.
|
||||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );
|
||||
|
||||
//We hit something
|
||||
if ( tr.fraction < 1.0 )
|
||||
|
@ -1444,7 +1463,7 @@ void EV_EgonFire( event_args_t *args )
|
|||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_STUDIO_BOX, -1, &tr );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecEnd, PM_NORMAL, -1, &tr );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||
|
||||
|
|
|
@ -68,10 +68,14 @@ int CHudGeiger::Draw (float flTime)
|
|||
int rg[3];
|
||||
int i;
|
||||
|
||||
if (m_iGeigerRange <= 800 && m_iGeigerRange > 0)
|
||||
if (m_iGeigerRange < 1000 && m_iGeigerRange > 0)
|
||||
{
|
||||
// peicewise linear is better than continuous formula for this
|
||||
if (m_iGeigerRange > 600)
|
||||
if (m_iGeigerRange > 800)
|
||||
{
|
||||
pct = 0; //Con_Printf ( "range > 800\n");
|
||||
}
|
||||
else if (m_iGeigerRange > 600)
|
||||
{
|
||||
pct = 2;
|
||||
flvol = 0.4; //Con_Printf ( "range > 600\n");
|
||||
|
|
|
@ -217,6 +217,7 @@ int CHudHealth::Draw(float flTime)
|
|||
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
|
||||
|
||||
x = CrossWidth + HealthWidth / 2;
|
||||
y += (int)(gHUD.m_iFontHeight * 0.2f);
|
||||
|
||||
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
|
||||
|
||||
|
@ -307,49 +308,49 @@ int CHudHealth::DrawPain(float flTime)
|
|||
if (m_fAttackFront > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackFront, 0.5 );
|
||||
shade = a * max( m_fAttackFront, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3;
|
||||
SPR_DrawAdditive(0, x, y, NULL);
|
||||
m_fAttackFront = max( 0, m_fAttackFront - fFade );
|
||||
m_fAttackFront = max( 0.0f, m_fAttackFront - fFade );
|
||||
} else
|
||||
m_fAttackFront = 0;
|
||||
|
||||
if (m_fAttackRight > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackRight, 0.5 );
|
||||
shade = a * max( m_fAttackRight, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2;
|
||||
SPR_DrawAdditive(1, x, y, NULL);
|
||||
m_fAttackRight = max( 0, m_fAttackRight - fFade );
|
||||
m_fAttackRight = max( 0.0f, m_fAttackRight - fFade );
|
||||
} else
|
||||
m_fAttackRight = 0;
|
||||
|
||||
if (m_fAttackRear > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackRear, 0.5 );
|
||||
shade = a * max( m_fAttackRear, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2;
|
||||
y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2;
|
||||
SPR_DrawAdditive(2, x, y, NULL);
|
||||
m_fAttackRear = max( 0, m_fAttackRear - fFade );
|
||||
m_fAttackRear = max( 0.0f, m_fAttackRear - fFade );
|
||||
} else
|
||||
m_fAttackRear = 0;
|
||||
|
||||
if (m_fAttackLeft > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackLeft, 0.5 );
|
||||
shade = a * max( m_fAttackLeft, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
|
@ -357,7 +358,7 @@ int CHudHealth::DrawPain(float flTime)
|
|||
y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2;
|
||||
SPR_DrawAdditive(3, x, y, NULL);
|
||||
|
||||
m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
|
||||
m_fAttackLeft = max( 0.0f, m_fAttackLeft - fFade );
|
||||
} else
|
||||
m_fAttackLeft = 0;
|
||||
|
||||
|
|
|
@ -86,7 +86,9 @@ void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const c
|
|||
int CBaseToggle::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseToggle::Save( class CSave & ) { return 1; }
|
||||
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
|
||||
|
||||
void CBaseToggle::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
|
||||
void CBaseToggle::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
|
||||
void CBaseToggle::SentenceStop( void ) { }
|
||||
// CGrenade Stubs
|
||||
void CGrenade::BounceSound( void ) { }
|
||||
void CGrenade::Explode( Vector, Vector ) { }
|
||||
|
@ -206,9 +208,6 @@ BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &v
|
|||
Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
|
||||
BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; }
|
||||
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
|
||||
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
|
||||
void CBaseMonster::SentenceStop( void ) { }
|
||||
void CBaseMonster::CorpseFallThink( void ) { }
|
||||
void CBaseMonster :: MonsterInitDead( void ) { }
|
||||
BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; }
|
||||
|
|
|
@ -811,6 +811,8 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
|||
player.m_afButtonPressed = buttonsChanged & cmd->buttons;
|
||||
// The ones not down are "released"
|
||||
player.m_afButtonReleased = buttonsChanged & (~cmd->buttons);
|
||||
player.pev->v_angle = cmd->viewangles;
|
||||
player.pev->origin = from->client.origin;
|
||||
|
||||
// Set player variables that weapons code might check/alter
|
||||
player.pev->button = cmd->buttons;
|
||||
|
|
|
@ -81,7 +81,8 @@ static CHLVoiceStatusHelper g_VoiceStatusHelper;
|
|||
|
||||
extern client_sprite_t *GetSpriteList(client_sprite_t *pList, const char *psz, int iRes, int iCount);
|
||||
|
||||
extern cvar_t *sensitivity;
|
||||
extern float IN_GetMouseSensitivity();
|
||||
|
||||
cvar_t *cl_lw = NULL;
|
||||
|
||||
void ShutdownInput (void);
|
||||
|
@ -326,8 +327,9 @@ void CHud :: Init( void )
|
|||
m_iLogo = 0;
|
||||
m_iFOV = 0;
|
||||
|
||||
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
|
||||
default_fov = CVAR_CREATE( "default_fov", "90", 0 );
|
||||
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", FCVAR_ARCHIVE );
|
||||
CVAR_CREATE( "cl_autowepswitch", "1", FCVAR_USERINFO|FCVAR_ARCHIVE );
|
||||
default_fov = CVAR_CREATE( "default_fov", "90", FCVAR_ARCHIVE );
|
||||
m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
|
||||
m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
|
||||
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
|
||||
|
@ -371,6 +373,9 @@ void CHud :: Init( void )
|
|||
ServersInit();
|
||||
|
||||
MsgFunc_ResetHUD(0, 0, NULL );
|
||||
|
||||
gEngfuncs.pfnClientCmd("richpresence_gamemode\n"); // reset
|
||||
gEngfuncs.pfnClientCmd("richpresence_update\n");
|
||||
}
|
||||
|
||||
// CHud destructor
|
||||
|
@ -425,10 +430,15 @@ void CHud :: VidInit( void )
|
|||
m_hsprLogo = 0;
|
||||
m_hsprCursor = 0;
|
||||
|
||||
if (ScreenWidth < 640)
|
||||
m_iRes = 320;
|
||||
else
|
||||
if (ScreenWidth > 2560 && ScreenHeight > 1600)
|
||||
m_iRes = 2560;
|
||||
else if (ScreenWidth >= 1280 && ScreenHeight > 720)
|
||||
m_iRes = 1280;
|
||||
else if (ScreenWidth >= 640)
|
||||
m_iRes = 640;
|
||||
else
|
||||
m_iRes = 320;
|
||||
|
||||
|
||||
// Only load this once
|
||||
if ( !m_pSpriteList )
|
||||
|
@ -653,7 +663,7 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
|
|||
else
|
||||
{
|
||||
// set a new sensitivity that is proportional to the change from the FOV default
|
||||
m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
||||
m_flMouseSensitivity = IN_GetMouseSensitivity() * ((float)newfov / (float)def_fov) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
||||
}
|
||||
|
||||
return 1;
|
||||
|
|
|
@ -438,6 +438,7 @@ private:
|
|||
|
||||
int m_HUD_title_life;
|
||||
int m_HUD_title_half;
|
||||
bool m_bEndAfterMessage;
|
||||
};
|
||||
|
||||
//
|
||||
|
|
|
@ -146,8 +146,8 @@ int CHudBenchmark::MsgFunc_Bench(const char *pszName, int iSize, void *pbuf)
|
|||
m_fReceiveTime = gHUD.m_flTime;
|
||||
m_StoredLatency = ( m_fReceiveTime - m_fSendTime );
|
||||
|
||||
m_StoredLatency = min( 1.0, m_StoredLatency );
|
||||
m_StoredLatency = max( 0.0, m_StoredLatency );
|
||||
m_StoredLatency = min( 1.0f, m_StoredLatency );
|
||||
m_StoredLatency = max( 0.0f, m_StoredLatency );
|
||||
|
||||
m_StoredPacketLoss = 0.0;
|
||||
|
||||
|
@ -286,8 +286,8 @@ void CHudBenchmark::Think( void )
|
|||
float switch_time;
|
||||
float total_time;
|
||||
|
||||
latency = max( 0.0, latency );
|
||||
latency = min( 1.0, latency );
|
||||
latency = max( 0.0f, latency );
|
||||
latency = min( 1.0f, latency );
|
||||
|
||||
total_time = Bench_GetSwitchTime();
|
||||
total_time -= 2.0;
|
||||
|
@ -341,8 +341,8 @@ void CHudBenchmark::Think( void )
|
|||
|
||||
// Only takes 1/2 time to get up to maximum speed
|
||||
frac *= 2.0;
|
||||
frac = max( 0.0, frac );
|
||||
frac = min( 1.0, frac );
|
||||
frac = max( 0.0f, frac );
|
||||
frac = min( 1.0f, frac );
|
||||
|
||||
m_nObjects = (int)(NUM_BENCH_OBJ * frac);
|
||||
}
|
||||
|
|
|
@ -101,6 +101,13 @@ int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
|
|||
BEGIN_READ( pbuf, iSize );
|
||||
m_Teamplay = READ_BYTE();
|
||||
|
||||
if ( m_Teamplay )
|
||||
gEngfuncs.pfnClientCmd("richpresence_gamemode Teamplay\n");
|
||||
else
|
||||
gEngfuncs.pfnClientCmd("richpresence_gamemode\n"); // reset
|
||||
|
||||
gEngfuncs.pfnClientCmd("richpresence_update\n");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -36,7 +36,7 @@ extern int g_iVisibleMouse;
|
|||
|
||||
float HUD_GetFOV( void );
|
||||
|
||||
extern cvar_t *sensitivity;
|
||||
extern float IN_GetMouseSensitivity();
|
||||
|
||||
// Think
|
||||
void CHud::Think(void)
|
||||
|
@ -75,13 +75,13 @@ void CHud::Think(void)
|
|||
else
|
||||
{
|
||||
// set a new sensitivity that is proportional to the change from the FOV default
|
||||
m_flMouseSensitivity = sensitivity->value * ((float)newfov / (float)default_fov->value) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
||||
m_flMouseSensitivity = IN_GetMouseSensitivity() * ( (float)newfov / (float) max<int>( default_fov->value, 90 ) ) * CVAR_GET_FLOAT("zoom_sensitivity_ratio");
|
||||
}
|
||||
|
||||
// think about default fov
|
||||
if ( m_iFOV == 0 )
|
||||
{ // only let players adjust up in fov, and only if they are not overriden by something else
|
||||
m_iFOV = max( default_fov->value, 90 );
|
||||
m_iFOV = max<int>( default_fov->value, 90 );
|
||||
}
|
||||
|
||||
if ( gEngfuncs.IsSpectateOnly() )
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||
//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
|
@ -210,7 +210,8 @@ void UTIL_StringToVector( float * pVector, const char *pString )
|
|||
char *pstr, *pfront, tempString[128];
|
||||
int j;
|
||||
|
||||
strcpy( tempString, pString );
|
||||
strncpy( tempString, pString, sizeof( tempString ) );
|
||||
tempString[ sizeof( tempString ) - 1 ] = '\0';
|
||||
pstr = pfront = tempString;
|
||||
|
||||
for ( j = 0; j < 3; j++ )
|
||||
|
@ -812,7 +813,7 @@ void CHudSpectator::DirectorMessage( int iSize, void *pbuf )
|
|||
break;
|
||||
|
||||
case DRC_CMD_STUFFTEXT:
|
||||
EngineClientCmd( READ_STRING() );
|
||||
EngineFilteredClientCmd( READ_STRING() );
|
||||
break;
|
||||
|
||||
case DRC_CMD_CAMPATH:
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
#include "view.h"
|
||||
#include "Exports.h"
|
||||
|
||||
#include <SDL2/SDL_events.h>
|
||||
#include <SDL2/SDL_mouse.h>
|
||||
#include <SDL2/SDL_gamecontroller.h>
|
||||
|
||||
|
@ -55,8 +56,6 @@ extern cvar_t *cl_pitchspeed;
|
|||
extern cvar_t *cl_movespeedkey;
|
||||
|
||||
|
||||
static double s_flRawInputUpdateTime = 0.0f;
|
||||
static bool m_bRawInput = false;
|
||||
static bool m_bMouseThread = false;
|
||||
extern globalvars_t *gpGlobals;
|
||||
|
||||
|
@ -78,6 +77,13 @@ static cvar_t *m_customaccel_exponent;
|
|||
// if threaded mouse is enabled then the time to sleep between polls
|
||||
static cvar_t *m_mousethread_sleep;
|
||||
|
||||
static cvar_t* m_rawinput = nullptr;
|
||||
|
||||
static bool IN_UseRawInput()
|
||||
{
|
||||
return m_rawinput ? ( m_rawinput->value != 0 ) : false;
|
||||
}
|
||||
|
||||
int mouse_buttons;
|
||||
int mouse_oldbuttonstate;
|
||||
POINT current_pos;
|
||||
|
@ -138,6 +144,7 @@ cvar_t *joy_advaxisz;
|
|||
cvar_t *joy_advaxisr;
|
||||
cvar_t *joy_advaxisu;
|
||||
cvar_t *joy_advaxisv;
|
||||
cvar_t *joy_supported;
|
||||
cvar_t *joy_forwardthreshold;
|
||||
cvar_t *joy_sidethreshold;
|
||||
cvar_t *joy_pitchthreshold;
|
||||
|
@ -149,7 +156,7 @@ cvar_t *joy_yawsensitivity;
|
|||
cvar_t *joy_wwhack1;
|
||||
cvar_t *joy_wwhack2;
|
||||
|
||||
int joy_avail, joy_advancedinit, joy_haspov;
|
||||
int joy_avail = 0, joy_advancedinit, joy_haspov;
|
||||
|
||||
#ifdef _WIN32
|
||||
DWORD s_hMouseThreadId = 0;
|
||||
|
@ -158,6 +165,7 @@ HANDLE s_hMouseQuitEvent = 0;
|
|||
HANDLE s_hMouseDoneQuitEvent = 0;
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
===========
|
||||
Force_CenterView_f
|
||||
|
@ -344,6 +352,28 @@ void IN_GetMousePos( int *mx, int *my )
|
|||
gEngfuncs.GetMousePosition( mx, my );
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
IN_GetMouseSensitivity
|
||||
|
||||
Get mouse sensitivity with sanitization
|
||||
===========
|
||||
*/
|
||||
float IN_GetMouseSensitivity()
|
||||
{
|
||||
// Absurdly high sensitivity values can cause the game to hang, so clamp
|
||||
if ( sensitivity->value > 10000.0 )
|
||||
{
|
||||
gEngfuncs.Cvar_SetValue( "sensitivity", 10000.0 );
|
||||
}
|
||||
else if ( sensitivity->value < 0.01 )
|
||||
{
|
||||
gEngfuncs.Cvar_SetValue( "sensitivity", 0.01 );
|
||||
}
|
||||
|
||||
return sensitivity->value;
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
IN_ResetMouse
|
||||
|
@ -355,22 +385,33 @@ void IN_ResetMouse( void )
|
|||
{
|
||||
// no work to do in SDL
|
||||
#ifdef _WIN32
|
||||
if ( !m_bRawInput && mouseactive && gEngfuncs.GetWindowCenterX && gEngfuncs.GetWindowCenterY )
|
||||
if ( !IN_UseRawInput() && mouseactive && gEngfuncs.GetWindowCenterX && gEngfuncs.GetWindowCenterY )
|
||||
{
|
||||
|
||||
SetCursorPos ( gEngfuncs.GetWindowCenterX(), gEngfuncs.GetWindowCenterY() );
|
||||
ThreadInterlockedExchange( &old_mouse_pos.x, gEngfuncs.GetWindowCenterX() );
|
||||
ThreadInterlockedExchange( &old_mouse_pos.y, gEngfuncs.GetWindowCenterY() );
|
||||
}
|
||||
|
||||
if ( gpGlobals && gpGlobals->time - s_flRawInputUpdateTime > 1.0f )
|
||||
{
|
||||
s_flRawInputUpdateTime = gpGlobals->time;
|
||||
m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) != 0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===========
|
||||
IN_ResetRelativeMouseState
|
||||
===========
|
||||
*/
|
||||
void IN_ResetRelativeMouseState(void)
|
||||
{
|
||||
if ( IN_UseRawInput() )
|
||||
{
|
||||
SDL_PumpEvents();
|
||||
int deltaX, deltaY;
|
||||
SDL_GetRelativeMouseState(&deltaX, &deltaY);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===========
|
||||
IN_MouseEvent
|
||||
|
@ -414,7 +455,7 @@ void IN_ScaleMouse( float *x, float *y )
|
|||
float my = *y;
|
||||
|
||||
// This is the default sensitivity
|
||||
float mouse_senstivity = ( gHUD.GetSensitivity() != 0 ) ? gHUD.GetSensitivity() : sensitivity->value;
|
||||
float mouse_senstivity = ( gHUD.GetSensitivity() != 0 ) ? gHUD.GetSensitivity() : IN_GetMouseSensitivity();
|
||||
|
||||
// Using special accleration values
|
||||
if ( m_customaccel->value != 0 )
|
||||
|
@ -474,7 +515,7 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd)
|
|||
{
|
||||
int deltaX, deltaY;
|
||||
#ifdef _WIN32
|
||||
if ( !m_bRawInput )
|
||||
if ( !IN_UseRawInput() )
|
||||
{
|
||||
if ( m_bMouseThread )
|
||||
{
|
||||
|
@ -497,7 +538,7 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd)
|
|||
}
|
||||
|
||||
#ifdef _WIN32
|
||||
if ( !m_bRawInput )
|
||||
if ( !IN_UseRawInput() )
|
||||
{
|
||||
if ( m_bMouseThread )
|
||||
{
|
||||
|
@ -598,7 +639,7 @@ void CL_DLLEXPORT IN_Accumulate (void)
|
|||
if (mouseactive)
|
||||
{
|
||||
#ifdef _WIN32
|
||||
if ( !m_bRawInput )
|
||||
if ( !IN_UseRawInput() )
|
||||
{
|
||||
if ( !m_bMouseThread )
|
||||
{
|
||||
|
@ -650,40 +691,55 @@ void IN_StartupJoystick (void)
|
|||
if ( gEngfuncs.CheckParm ("-nojoy", NULL ) )
|
||||
return;
|
||||
|
||||
// assume no joystick
|
||||
joy_avail = 0;
|
||||
static float flLastCheck = 0.0f;
|
||||
if ( flLastCheck > 0.0f && (gEngfuncs.GetAbsoluteTime()-flLastCheck) < 1.0f )
|
||||
return;
|
||||
|
||||
//gEngfuncs.Con_Printf("IN_StartupJoystick, %f\n", flLastCheck);
|
||||
|
||||
flLastCheck = gEngfuncs.GetAbsoluteTime();
|
||||
|
||||
int nJoysticks = SDL_NumJoysticks();
|
||||
if ( nJoysticks > 0 )
|
||||
{
|
||||
for ( int i = 0; i < nJoysticks; i++ )
|
||||
if ( s_pJoystick == NULL )
|
||||
{
|
||||
if ( SDL_IsGameController( i ) )
|
||||
for ( int i = 0; i < nJoysticks; i++ )
|
||||
{
|
||||
s_pJoystick = SDL_GameControllerOpen( i );
|
||||
if ( s_pJoystick )
|
||||
if ( SDL_IsGameController( i ) )
|
||||
{
|
||||
//save the joystick's number of buttons and POV status
|
||||
joy_numbuttons = SDL_CONTROLLER_BUTTON_MAX;
|
||||
joy_haspov = 0;
|
||||
s_pJoystick = SDL_GameControllerOpen( i );
|
||||
if ( s_pJoystick )
|
||||
{
|
||||
//save the joystick's number of buttons and POV status
|
||||
joy_numbuttons = SDL_CONTROLLER_BUTTON_MAX;
|
||||
joy_haspov = 0;
|
||||
|
||||
// old button and POV states default to no buttons pressed
|
||||
joy_oldbuttonstate = joy_oldpovstate = 0;
|
||||
// old button and POV states default to no buttons pressed
|
||||
joy_oldbuttonstate = joy_oldpovstate = 0;
|
||||
|
||||
// mark the joystick as available and advanced initialization not completed
|
||||
// this is needed as cvars are not available during initialization
|
||||
gEngfuncs.Con_Printf ("joystick found %s\n\n", SDL_GameControllerName(s_pJoystick));
|
||||
joy_avail = 1;
|
||||
joy_advancedinit = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
// mark the joystick as available and advanced initialization not completed
|
||||
// this is needed as cvars are not available during initialization
|
||||
gEngfuncs.Con_Printf ("joystick found\n\n", SDL_GameControllerName(s_pJoystick));
|
||||
joy_avail = 1;
|
||||
joy_advancedinit = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
|
||||
if ( s_pJoystick )
|
||||
SDL_GameControllerClose( s_pJoystick );
|
||||
s_pJoystick = NULL;
|
||||
if ( joy_avail )
|
||||
{
|
||||
joy_avail = 0;
|
||||
gEngfuncs.Con_DPrintf ("joystick not found -- driver not present\n\n");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -806,12 +862,14 @@ void IN_Commands (void)
|
|||
{
|
||||
key_index = (i < 4) ? K_JOY1 : K_AUX1;
|
||||
gEngfuncs.Key_Event (key_index + i, 1);
|
||||
//gEngfuncs.Con_Printf ("Button %d pressed\n", i);
|
||||
}
|
||||
|
||||
if ( !(buttonstate & (1<<i)) && (joy_oldbuttonstate & (1<<i)) )
|
||||
{
|
||||
key_index = (i < 4) ? K_JOY1 : K_AUX1;
|
||||
gEngfuncs.Key_Event (key_index + i, 0);
|
||||
//gEngfuncs.Con_Printf ("Button %d released\n", i);
|
||||
}
|
||||
}
|
||||
joy_oldbuttonstate = buttonstate;
|
||||
|
@ -875,6 +933,9 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
|
|||
joy_advancedinit = 1;
|
||||
}
|
||||
|
||||
// re-scan for joystick presence
|
||||
IN_StartupJoystick();
|
||||
|
||||
// verify joystick is available and that the user wants to use it
|
||||
if (!joy_avail || !in_joystick->value)
|
||||
{
|
||||
|
@ -1062,7 +1123,7 @@ IN_Init
|
|||
void IN_Init (void)
|
||||
{
|
||||
m_filter = gEngfuncs.pfnRegisterVariable ( "m_filter","0", FCVAR_ARCHIVE );
|
||||
sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting.
|
||||
sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE | FCVAR_FILTERSTUFFTEXT ); // user mouse sensitivity setting.
|
||||
|
||||
in_joystick = gEngfuncs.pfnRegisterVariable ( "joystick","0", FCVAR_ARCHIVE );
|
||||
joy_name = gEngfuncs.pfnRegisterVariable ( "joyname", "joystick", 0 );
|
||||
|
@ -1073,6 +1134,7 @@ void IN_Init (void)
|
|||
joy_advaxisr = gEngfuncs.pfnRegisterVariable ( "joyadvaxisr", "0", 0 );
|
||||
joy_advaxisu = gEngfuncs.pfnRegisterVariable ( "joyadvaxisu", "0", 0 );
|
||||
joy_advaxisv = gEngfuncs.pfnRegisterVariable ( "joyadvaxisv", "0", 0 );
|
||||
joy_supported = gEngfuncs.pfnRegisterVariable ( "joysupported", "1", 0 );
|
||||
joy_forwardthreshold = gEngfuncs.pfnRegisterVariable ( "joyforwardthreshold", "0.15", 0 );
|
||||
joy_sidethreshold = gEngfuncs.pfnRegisterVariable ( "joysidethreshold", "0.15", 0 );
|
||||
joy_pitchthreshold = gEngfuncs.pfnRegisterVariable ( "joypitchthreshold", "0.15", 0 );
|
||||
|
@ -1089,12 +1151,13 @@ void IN_Init (void)
|
|||
m_customaccel_max = gEngfuncs.pfnRegisterVariable ( "m_customaccel_max", "0", FCVAR_ARCHIVE );
|
||||
m_customaccel_exponent = gEngfuncs.pfnRegisterVariable ( "m_customaccel_exponent", "1", FCVAR_ARCHIVE );
|
||||
|
||||
m_rawinput = gEngfuncs.pfnGetCvarPointer("m_rawinput");
|
||||
|
||||
#ifdef _WIN32
|
||||
m_bRawInput = CVAR_GET_FLOAT( "m_rawinput" ) > 0;
|
||||
m_bMouseThread = gEngfuncs.CheckParm ("-mousethread", NULL ) != NULL;
|
||||
m_mousethread_sleep = gEngfuncs.pfnRegisterVariable ( "m_mousethread_sleep", "10", FCVAR_ARCHIVE );
|
||||
|
||||
if ( !m_bRawInput && m_bMouseThread && m_mousethread_sleep )
|
||||
if ( !IN_UseRawInput() && m_bMouseThread && m_mousethread_sleep )
|
||||
{
|
||||
s_mouseDeltaX = s_mouseDeltaY = 0;
|
||||
|
||||
|
|
|
@ -143,6 +143,10 @@ int CHudMenu :: Draw( float flTime )
|
|||
if ( gViewPort && gViewPort->IsScoreBoardVisible() )
|
||||
return 1;
|
||||
|
||||
SCREENINFO screenInfo;
|
||||
screenInfo.iSize = sizeof( SCREENINFO );
|
||||
gEngfuncs.pfnGetScreenInfo( &screenInfo );
|
||||
|
||||
// draw the menu, along the left-hand side of the screen
|
||||
|
||||
// count the number of newlines
|
||||
|
@ -154,8 +158,10 @@ int CHudMenu :: Draw( float flTime )
|
|||
nlc++;
|
||||
}
|
||||
|
||||
int nFontHeight = max(12, screenInfo.iCharHeight);
|
||||
|
||||
// center it
|
||||
int y = (ScreenHeight/2) - ((nlc/2)*12) - 40; // make sure it is above the say text
|
||||
int y = (ScreenHeight/2) - ((nlc/2)* nFontHeight) - (3 * nFontHeight + nFontHeight / 3); // make sure it is above the say text
|
||||
|
||||
menu_r = 255;
|
||||
menu_g = 255;
|
||||
|
@ -175,7 +181,7 @@ int CHudMenu :: Draw( float flTime )
|
|||
{
|
||||
menu_ralign = FALSE;
|
||||
menu_x = 20;
|
||||
y += (12);
|
||||
y += nFontHeight;
|
||||
|
||||
sptr++;
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "commonmacros.h"
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
|
@ -58,6 +59,7 @@ void CHudMessage::Reset( void )
|
|||
memset( m_pMessages, 0, sizeof( m_pMessages[0] ) * maxHUDMessages );
|
||||
memset( m_startTime, 0, sizeof( m_startTime[0] ) * maxHUDMessages );
|
||||
|
||||
m_bEndAfterMessage = false;
|
||||
m_gameTitleTime = 0;
|
||||
m_pGameTitle = NULL;
|
||||
}
|
||||
|
@ -147,13 +149,13 @@ void CHudMessage::MessageScanNextChar( void )
|
|||
srcGreen = m_parms.pMessage->g1;
|
||||
srcBlue = m_parms.pMessage->b1;
|
||||
blend = 0; // Pure source
|
||||
destRed = destGreen = destBlue = 0;
|
||||
|
||||
switch( m_parms.pMessage->effect )
|
||||
{
|
||||
// Fade-in / Fade-out
|
||||
case 0:
|
||||
case 1:
|
||||
destRed = destGreen = destBlue = 0;
|
||||
blend = m_parms.fadeBlend;
|
||||
break;
|
||||
|
||||
|
@ -168,6 +170,7 @@ void CHudMessage::MessageScanNextChar( void )
|
|||
{
|
||||
float deltaTime = m_parms.time - m_parms.charTime;
|
||||
|
||||
destRed = destGreen = destBlue = 0;
|
||||
if ( m_parms.time > m_parms.fadeTime )
|
||||
{
|
||||
blend = m_parms.fadeBlend;
|
||||
|
@ -285,7 +288,7 @@ void CHudMessage::MessageDrawScan( client_textmessage_t *pMessage, float time )
|
|||
{
|
||||
m_parms.lineLength = 0;
|
||||
m_parms.width = 0;
|
||||
while ( *pText && *pText != '\n' )
|
||||
while ( *pText && *pText != '\n' && m_parms.lineLength < ARRAYSIZE( line ) - 1 )
|
||||
{
|
||||
unsigned char c = *pText;
|
||||
line[m_parms.lineLength] = c;
|
||||
|
@ -402,6 +405,12 @@ int CHudMessage::Draw( float fTime )
|
|||
{
|
||||
// The message is over
|
||||
m_pMessages[i] = NULL;
|
||||
|
||||
if (m_bEndAfterMessage)
|
||||
{
|
||||
// leave game
|
||||
gEngfuncs.pfnClientCmd("wait\nwait\nwait\nwait\nwait\nwait\nwait\ndisconnect\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -487,6 +496,14 @@ int CHudMessage::MsgFunc_HudText( const char *pszName, int iSize, void *pbuf )
|
|||
|
||||
char *pString = READ_STRING();
|
||||
|
||||
bool bIsEnding = false;
|
||||
const char *HL1_ENDING_STR = "END3";
|
||||
|
||||
if (strlen(pString) == strlen(HL1_ENDING_STR) && strcmp(HL1_ENDING_STR, pString) == 0)
|
||||
{
|
||||
m_bEndAfterMessage = true;
|
||||
}
|
||||
|
||||
MessageAdd( pString, gHUD.m_flTime );
|
||||
// Remember the time -- to fix up level transitions
|
||||
m_parms.time = gHUD.m_flTime;
|
||||
|
|
|
@ -46,6 +46,7 @@ int CHudTextMessage::Init(void)
|
|||
// the new value is pushed into dst_buffer
|
||||
char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, int buffer_size )
|
||||
{
|
||||
int len = buffer_size;
|
||||
char *dst = dst_buffer;
|
||||
for ( char *src = (char*)msg; *src != 0 && buffer_size > 0; buffer_size-- )
|
||||
{
|
||||
|
@ -85,7 +86,7 @@ char *CHudTextMessage::LocaliseTextString( const char *msg, char *dst_buffer, in
|
|||
}
|
||||
}
|
||||
|
||||
dst_buffer[buffer_size-1] = 0; // ensure null termination
|
||||
dst_buffer[len-1] = 0; // ensure null termination
|
||||
return dst_buffer;
|
||||
}
|
||||
|
||||
|
@ -195,7 +196,7 @@ int CHudTextMessage::MsgFunc_TextMsg( const char *pszName, int iSize, void *pbuf
|
|||
|
||||
case HUD_PRINTNOTIFY:
|
||||
psz[0] = 1; // mark this message to go into the notify buffer
|
||||
safe_sprintf( psz+1, MSG_BUF_SIZE, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
safe_sprintf( psz+1, MSG_BUF_SIZE - 1, msg_text, sstr1, sstr2, sstr3, sstr4 );
|
||||
ConsolePrint( ConvertCRtoNL( psz ) );
|
||||
break;
|
||||
|
||||
|
|
|
@ -118,15 +118,19 @@ void VectorMA (const float *veca, float scale, const float *vecb, float *vecc)
|
|||
|
||||
HSPRITE LoadSprite(const char *pszName)
|
||||
{
|
||||
int i;
|
||||
int iRes;
|
||||
char sz[256];
|
||||
|
||||
if (ScreenWidth < 640)
|
||||
i = 320;
|
||||
if (ScreenWidth > 2560 && ScreenHeight > 1600)
|
||||
iRes = 2560;
|
||||
else if (ScreenWidth >= 1280 && ScreenHeight > 720)
|
||||
iRes = 1280;
|
||||
else if (ScreenWidth >= 640)
|
||||
iRes = 640;
|
||||
else
|
||||
i = 640;
|
||||
iRes = 320;
|
||||
|
||||
sprintf(sz, pszName, i);
|
||||
sprintf(sz, pszName, iRes);
|
||||
|
||||
return SPR_Load(sz);
|
||||
}
|
||||
|
|
|
@ -78,6 +78,7 @@ int g_iUser3 = 0;
|
|||
#define SBOARD_INDENT_Y_400 20
|
||||
|
||||
void IN_ResetMouse( void );
|
||||
void IN_ResetRelativeMouseState( void );
|
||||
extern CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall );
|
||||
extern float * GetClientColor( int clientIndex );
|
||||
|
||||
|
@ -817,8 +818,7 @@ try
|
|||
|
||||
// Get the button text
|
||||
pfile = gEngfuncs.COM_ParseFile(pfile, token);
|
||||
strncpy( cText, token, 32 );
|
||||
cText[31] = '\0';
|
||||
CHudTextMessage::LocaliseTextString( token, cText, sizeof( cText ) );
|
||||
|
||||
// save off the last button text we've come across (for error reporting)
|
||||
strcpy( szLastButtonText, cText );
|
||||
|
@ -2081,6 +2081,12 @@ void TeamFortressViewport::UpdateCursorState()
|
|||
IN_ResetMouse();
|
||||
}
|
||||
|
||||
if ( g_iVisibleMouse )
|
||||
{
|
||||
//Clear any residual input so our camera doesn't jerk when dismissing the UI
|
||||
IN_ResetRelativeMouseState();
|
||||
}
|
||||
|
||||
g_iVisibleMouse = false;
|
||||
App::getInstance()->setCursorOveride( App::getInstance()->getScheme()->getCursor(Scheme::scu_none) );
|
||||
}
|
||||
|
|
|
@ -199,8 +199,8 @@ float V_CalcBob ( struct ref_params_s *pparams )
|
|||
|
||||
bob = sqrt( vel[0] * vel[0] + vel[1] * vel[1] ) * cl_bob->value;
|
||||
bob = bob * 0.3 + bob * 0.7 * sin(cycle);
|
||||
bob = min( bob, 4 );
|
||||
bob = max( bob, -7 );
|
||||
bob = min( bob, 4.0f );
|
||||
bob = max( bob, -7.0f );
|
||||
return bob;
|
||||
|
||||
}
|
||||
|
@ -374,9 +374,6 @@ void V_CalcGunAngle ( struct ref_params_s *pparams )
|
|||
// don't apply all of the v_ipitch to prevent normally unseen parts of viewmodel from coming into view.
|
||||
viewent->angles[PITCH] -= v_idlescale * sin(pparams->time*v_ipitch_cycle.value) * (v_ipitch_level.value * 0.5);
|
||||
viewent->angles[YAW] -= v_idlescale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
||||
|
||||
VectorCopy( viewent->angles, viewent->curstate.angles );
|
||||
VectorCopy( viewent->angles, viewent->latched.prevangles );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -827,6 +824,15 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
}
|
||||
}
|
||||
|
||||
// Update the latched view origin/angles here, this was
|
||||
// previously done in V_CalcGunAngle but that happens
|
||||
// before a bunch of other stuff happens, which nukes
|
||||
// a bunch of the viewbob fx.
|
||||
VectorCopy( view->origin, view->curstate.origin );
|
||||
VectorCopy( view->origin, view->latched.prevorigin );
|
||||
VectorCopy( view->angles, view->curstate.angles );
|
||||
VectorCopy( view->angles, view->latched.prevangles );
|
||||
|
||||
lasttime = pparams->time;
|
||||
|
||||
v_origin = pparams->vieworg;
|
||||
|
@ -1679,7 +1685,7 @@ void V_DropPunchAngle ( float frametime, float *ev_punchangle )
|
|||
|
||||
len = VectorNormalize ( ev_punchangle );
|
||||
len -= (10.0 + len * 0.5) * frametime;
|
||||
len = max( len, 0.0 );
|
||||
len = max( len, 0.0f );
|
||||
VectorScale ( ev_punchangle, len, ev_punchangle );
|
||||
}
|
||||
|
||||
|
@ -1712,7 +1718,7 @@ void V_Init (void)
|
|||
v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 );
|
||||
|
||||
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
|
||||
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb)
|
||||
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", FCVAR_ARCHIVE );// best default for my experimental gun wag (sjb)
|
||||
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 );
|
||||
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
|
||||
cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist","112", 0 );
|
||||
|
|
|
@ -116,6 +116,7 @@
|
|||
|
||||
// entity flags
|
||||
#define EFLAG_SLERP 1 // do studio interpolation of this entity
|
||||
#define EFLAG_FLESH_SOUND 2 // JoshA: Whether this entity should sound like flesh. (ie. pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE)
|
||||
|
||||
//
|
||||
// temp entity events
|
||||
|
|
|
@ -25,6 +25,10 @@
|
|||
#define FCVAR_PRINTABLEONLY (1<<7) // This cvar's string cannot contain unprintable characters ( e.g., used for player name etc ).
|
||||
#define FCVAR_UNLOGGED (1<<8) // If this is a FCVAR_SERVER, don't log changes to the log file / console if we are creating a log
|
||||
#define FCVAR_NOEXTRAWHITEPACE (1<<9) // strip trailing/leading white space from this cvar
|
||||
#define FCVAR_PRIVILEGED (1<<10) // Not queryable/settable by unprivileged sources
|
||||
#define FCVAR_FILTERSTUFFTEXT (1<<11) // Not queryable/settable if unprivileged and filterstufftext is enabled
|
||||
#define FCVAR_FILTERCHARS (1<<12) // This cvar's string will be filtered for 'bad' characters (e.g. ';', '\n')
|
||||
#define FCVAR_NOBADPATHS (1<<13) // This cvar's string cannot contain file paths that are above the current directory
|
||||
|
||||
typedef struct cvar_s
|
||||
{
|
||||
|
|
|
@ -108,8 +108,8 @@ void __inline restore_fpu_cw(void)
|
|||
_asm fldcw old_cw
|
||||
}
|
||||
#else
|
||||
#define quick_ftol(f) ((int)(f))
|
||||
#define set_fpu_cw() /* */
|
||||
#define quick_ftol(f) ftol(f)
|
||||
#define restore_fpu_cw() /* */
|
||||
#endif
|
||||
|
||||
|
|
|
@ -19,21 +19,26 @@
|
|||
#pragma once
|
||||
#endif
|
||||
|
||||
// JoshA: Unfortunately netadr_s is passed to clients for connectionless packets.
|
||||
// No Valve mod uses them, but custom mods *might*, so not changing the start of this struct layout.
|
||||
// It's very unlikely they touch this, but I'd like to play as safe as possible with all ABI etc for mod compat.
|
||||
// If we want to add IPv6 someday, bung it at the end of netadr_s and leave ip + ipx alone.
|
||||
|
||||
typedef enum
|
||||
{
|
||||
NA_UNUSED,
|
||||
NA_LOOPBACK,
|
||||
NA_BROADCAST,
|
||||
NA_IP,
|
||||
NA_IPX,
|
||||
NA_BROADCAST_IPX,
|
||||
NA_IPX, // deprecated
|
||||
NA_BROADCAST_IPX, // deprecated
|
||||
} netadrtype_t;
|
||||
|
||||
typedef struct netadr_s
|
||||
{
|
||||
netadrtype_t type;
|
||||
unsigned char ip[4];
|
||||
unsigned char ipx[10];
|
||||
unsigned char ipx[10]; // deprecated
|
||||
unsigned short port;
|
||||
} netadr_t;
|
||||
|
||||
|
|
|
@ -21,7 +21,7 @@
|
|||
// Font stuff
|
||||
|
||||
#define NUM_GLYPHS 256
|
||||
// does not exist: // #include "basetypes.h"
|
||||
#include "basetypes.h"
|
||||
|
||||
typedef struct
|
||||
{
|
||||
|
@ -35,7 +35,7 @@ typedef struct qfont_s
|
|||
int rowcount;
|
||||
int rowheight;
|
||||
charinfo fontinfo[ NUM_GLYPHS ];
|
||||
unsigned char data[4];
|
||||
byte data[4];
|
||||
} qfont_t;
|
||||
|
||||
#endif // qfont.h
|
||||
|
|
86
devtools/image_to_background.py
Normal file
86
devtools/image_to_background.py
Normal file
|
@ -0,0 +1,86 @@
|
|||
from PIL import Image
|
||||
import sys
|
||||
import os
|
||||
|
||||
def convert_to_tiles(input_file, output_folder, tile_size=(256, 256)):
|
||||
# Open the image
|
||||
img = Image.open(input_file)
|
||||
width, height = img.size
|
||||
|
||||
# Create the output folder if it doesn't exist
|
||||
if not os.path.exists(output_folder):
|
||||
os.makedirs(output_folder)
|
||||
|
||||
output_img_folder = os.path.join(output_folder, "background")
|
||||
if not os.path.exists(output_img_folder):
|
||||
os.makedirs(output_img_folder)
|
||||
|
||||
row = 0
|
||||
col = 0
|
||||
|
||||
prefix = "21_9"
|
||||
|
||||
# background txt file should look like:
|
||||
#
|
||||
# resolution 800 600
|
||||
#
|
||||
# resource/background/800_1_a_loading.tga fit 0 0
|
||||
# resource/background/800_1_b_loading.tga fit 256 0
|
||||
# etc
|
||||
|
||||
layout_file = f"resolution\t{width}\t{height}\n\n"
|
||||
|
||||
# Loop through the image and extract tiles
|
||||
for j in range(0, height, tile_size[1]):
|
||||
row = row + 1
|
||||
col = 0
|
||||
|
||||
for i in range(0, width, tile_size[0]):
|
||||
# Calculate the boundaries for the tile, making sure it doesn't exceed the image dimensions
|
||||
right_bound = min(i + tile_size[0], width)
|
||||
bottom_bound = min(j + tile_size[1], height)
|
||||
|
||||
box = (i, j, right_bound, bottom_bound)
|
||||
tile = img.crop(box)
|
||||
|
||||
tile_char = chr(ord('a')+col)
|
||||
target_file = f"{prefix}_{row}_{tile_char}_loading.tga"
|
||||
tile_filename = os.path.join(output_img_folder, target_file)
|
||||
tile.save(tile_filename)
|
||||
print(f"Saved {tile_filename}")
|
||||
|
||||
line = f"resource/background/{target_file}\tfit\t{i}\t{j}\n"
|
||||
layout_file += line
|
||||
|
||||
col = col + 1
|
||||
|
||||
print("------------------------------------------")
|
||||
print(layout_file)
|
||||
print("------------------------------------------")
|
||||
|
||||
out_txt = os.path.join(output_folder, "BackgroundLayout.txt")
|
||||
with open(out_txt, 'w') as f:
|
||||
f.write(layout_file)
|
||||
|
||||
out_txt = os.path.join(output_folder, "BackgroundLoadingLayout.txt")
|
||||
with open(out_txt, 'w') as f:
|
||||
f.write(layout_file)
|
||||
|
||||
if __name__ == "__main__":
|
||||
if len(sys.argv) != 2:
|
||||
print("Usage: python image_to_background.py path_to_image (psd/png/tga)")
|
||||
sys.exit(1)
|
||||
|
||||
img_path = sys.argv[1]
|
||||
img_dir = os.path.dirname(img_path)
|
||||
img_dir = os.path.join(img_dir, "Background")
|
||||
|
||||
print(f"out dir: {img_dir}")
|
||||
|
||||
convert_to_tiles(img_path, img_dir)
|
||||
|
||||
#width, height, palette, data = read_spr(spr_path)
|
||||
#save_as_png(spr_path + "__.png", width, height, palette, data)
|
||||
|
||||
print(f"Converted {img_path}")
|
||||
|
238
devtools/image_to_spr.py
Normal file
238
devtools/image_to_spr.py
Normal file
|
@ -0,0 +1,238 @@
|
|||
import os
|
||||
import sys
|
||||
import struct
|
||||
from PIL import Image
|
||||
import math
|
||||
|
||||
|
||||
# Sprite type:
|
||||
# 0 = VP_PARALLEL_UPRIGHT,
|
||||
# 1 = FACING_UPRIGHT,
|
||||
# 2 = VP_PARALLEL,
|
||||
# 3 = ORIENTED,
|
||||
# 4 = VP_PARALLEL_ORIENTED
|
||||
|
||||
# Texture format:
|
||||
# 0 = SPR_NORMAL
|
||||
# 1 = SPR_ADDITIVE
|
||||
# 2 = SPR_INDEXALPHA
|
||||
# 3 = SPR_ALPHTEST
|
||||
|
||||
#TODO: original width / height preservation throughout, use that for offsets and bounding radii
|
||||
|
||||
def write_spr_header(spr_file, width, height, numframes, sprite_type=2, texture_format=1, synctype=0):
|
||||
bounding_radius = 32
|
||||
if width > 0 and height > 0:
|
||||
bounding_radius = math.sqrt( ( (width / 2) ** 2 ) + ( ( height / 2) ** 2 ) )
|
||||
|
||||
spr_file.write(b'IDSP') # Identifier
|
||||
spr_file.write(struct.pack('<i', 2)) # Version (2 for Half-Life)
|
||||
spr_file.write(struct.pack('<i', sprite_type)) # Sprite type
|
||||
spr_file.write(struct.pack('<i', texture_format)) #Texture Format (0 = SPR_NORMAL)
|
||||
spr_file.write(struct.pack('<f', bounding_radius))
|
||||
spr_file.write(struct.pack('<i', width)) # Width
|
||||
spr_file.write(struct.pack('<i', height)) # Height
|
||||
spr_file.write(struct.pack('<i', numframes)) # Number of frames
|
||||
spr_file.write(struct.pack('<f', 0.0)) # Beamlength (not used)
|
||||
spr_file.write(struct.pack('<i', synctype)) # Synctype (0 for synchronized)
|
||||
|
||||
def write_palette_data(spr_file, image, palette):
|
||||
spr_file.write(struct.pack('<h', 256))
|
||||
#palette = image.getpalette()#[:768] # 256 colors * 3 (R, G, B)
|
||||
spr_file.write(bytearray(palette))
|
||||
|
||||
def closest_color_index(rgb, color_list):
|
||||
"""Find the index of the closest color in the list."""
|
||||
distances = [euclidean_distance(rgb, color) for color in color_list]
|
||||
return distances.index(min(distances))
|
||||
|
||||
def euclidean_distance(c1, c2):
|
||||
"""Calculate the Euclidean distance between two colors."""
|
||||
return sum((a - b) ** 2 for a, b in zip(c1, c2)) ** 0.5
|
||||
|
||||
def write_indexed_data(spr_file, image, palette):
|
||||
img_data = list( image.getdata() )
|
||||
indexed_data = []
|
||||
|
||||
palette_colors = []
|
||||
for i in range(0, len(palette)-4, 3):
|
||||
palette_colors.append( palette[i:i+3] )
|
||||
|
||||
img_colors = []
|
||||
for i in range(0, len(img_data), 1):
|
||||
col = img_data[i]
|
||||
img_colors.append( list(col) )
|
||||
|
||||
#print(f"palette_colors: {palette_colors}\n\n")
|
||||
|
||||
num_prints = 0
|
||||
|
||||
for p in img_colors:
|
||||
idx = 0
|
||||
if p in palette_colors:
|
||||
#print(f"found {p} in palette_colors")
|
||||
idx = palette_colors.index(p)
|
||||
else:
|
||||
num_prints = num_prints + 1
|
||||
if num_prints < 30:
|
||||
print(f"couldn't find {p}")
|
||||
|
||||
indexed_data.append(idx)
|
||||
|
||||
spr_file.write(bytearray(indexed_data))
|
||||
|
||||
# for index in indexed_data:
|
||||
# spr_file.write(struct.pack('<B', index))
|
||||
|
||||
def next_power_of_two(n):
|
||||
"""Return the next power of two for given n."""
|
||||
return 2 ** (n - 1).bit_length()
|
||||
|
||||
def pad_image_to_power_of_two(image):
|
||||
"""Pad image dimensions to the next power of two."""
|
||||
width, height = image.size
|
||||
new_width = next_power_of_two(width)
|
||||
new_height = next_power_of_two(height)
|
||||
|
||||
# Create a new blank image with the padded size
|
||||
padded_image = Image.new("RGB", (new_width, new_height), 0)
|
||||
padded_image.paste(image, (0, 0))
|
||||
return padded_image
|
||||
|
||||
def create_palette(img):
|
||||
"""Extract unique colors from the image and create a palette."""
|
||||
# Get the list of all colors in the image
|
||||
colors = list(img.getdata())
|
||||
# Deduplicate the colors
|
||||
unique_colors = sorted(list(set(colors)))
|
||||
#print( f"unique_colors: {unique_colors}" )
|
||||
|
||||
# Create a palette
|
||||
palette = []
|
||||
for color in unique_colors:
|
||||
palette.extend(color[:3]) # We only want RGB, not RGBA
|
||||
|
||||
# Fill the rest of the 256-color palette with black
|
||||
while len(palette) < 256 * 3:
|
||||
palette.extend((0, 0, 0))
|
||||
|
||||
#print( f"palette: {palette}" )
|
||||
|
||||
return unique_colors, palette
|
||||
|
||||
def palettize_image(img, unique_colors, palette):
|
||||
# Create a palette image whose size does not matter
|
||||
arbitrary_size = 16, 16
|
||||
palimage = Image.new('P', arbitrary_size)
|
||||
palimage.putpalette(palette)
|
||||
|
||||
img_p = img.convert("P", 0, palimage.im)
|
||||
img_p.putpalette(palette)
|
||||
return img_p
|
||||
|
||||
def img_to_spr(img_path, spr_path):
|
||||
# 1. Read the image file and convert to indexed color
|
||||
image = Image.open(img_path).convert("RGBA")
|
||||
|
||||
# 1.1. Pad image to power of two dimensions
|
||||
image = pad_image_to_power_of_two(image)
|
||||
width, height = image.size
|
||||
|
||||
# Extract unique colors and create a palette
|
||||
unique_colors, palette = create_palette(image)
|
||||
|
||||
# Palettize the image
|
||||
# image.save(spr_path + "_PALETTETIME.png")
|
||||
|
||||
#print("\n\n\n")
|
||||
|
||||
with open(spr_path, 'wb') as spr_file:
|
||||
# 2. Write SPR header
|
||||
write_spr_header(spr_file, width, height, 1)
|
||||
|
||||
# 3. Write the palette data
|
||||
write_palette_data(spr_file, image, palette)
|
||||
|
||||
# 4. Write the frame header
|
||||
spr_file.write(struct.pack('<i', 0)) # frame group
|
||||
spr_file.write(struct.pack('<i', int(-width/2)) ) # frame_origin_x
|
||||
spr_file.write(struct.pack('<i', int(-height/2)) ) # frame_origin_y
|
||||
spr_file.write(struct.pack('<i', width)) # frame_width
|
||||
spr_file.write(struct.pack('<i', height)) # frame_height
|
||||
|
||||
# 4.1 Write the indexed data
|
||||
write_indexed_data(spr_file, image, palette)
|
||||
|
||||
def read_spr(filename):
|
||||
with open(filename, 'rb') as f:
|
||||
# Read the SPR header
|
||||
id = f.read(4).decode()
|
||||
if id != 'IDSP':
|
||||
raise ValueError("Not a valid SPR file")
|
||||
|
||||
version, = struct.unpack('<i', f.read(4))
|
||||
type, = struct.unpack('<i', f.read(4))
|
||||
|
||||
if type != 2: # 2 = VP_PARALLEL
|
||||
raise ValueError(f"Only VP_PARALLEL type supported, got {type}")
|
||||
|
||||
# other header info...
|
||||
format, = struct.unpack('<i', f.read(4))
|
||||
bounding_radius, = struct.unpack('<f', f.read(4))
|
||||
width, = struct.unpack('<i', f.read(4))
|
||||
height, = struct.unpack('<i', f.read(4))
|
||||
num_frames, = struct.unpack('<i', f.read(4))
|
||||
beam_len, = struct.unpack('<f', f.read(4))
|
||||
sync_type, = struct.unpack('<i', f.read(4))
|
||||
|
||||
#print(f"format: {format}\nbounding_radius: {bounding_radius}\nwidth: {width}\nheight: {height}\nnum_frames: {num_frames}\nbeam_len: {beam_len}\nsync_type: {sync_type}\n")
|
||||
|
||||
# For simplicity, assume a single frame
|
||||
if num_frames != 1:
|
||||
raise ValueError(f"Only single frame SPRs supported, got {num_frames}")
|
||||
|
||||
palette_len, = struct.unpack('<h', f.read(2))
|
||||
|
||||
# Read the palette (256 RGB entries)
|
||||
palette = [(ord(f.read(1)), ord(f.read(1)), ord(f.read(1))) for _ in range(256)]
|
||||
#print( f"palette: {palette}" )
|
||||
|
||||
# Read the frame
|
||||
frame_group, = struct.unpack('<i', f.read(4))
|
||||
frame_origin_x, = struct.unpack('<i', f.read(4))
|
||||
frame_origin_y, = struct.unpack('<i', f.read(4))
|
||||
frame_width, = struct.unpack('<i', f.read(4))
|
||||
frame_height, = struct.unpack('<i', f.read(4))
|
||||
|
||||
#print(f"frame_group: {frame_group} frame_origin_x: {frame_origin_x} frame_origin_y: {frame_origin_y} frame_width: {frame_width} frame_height: {frame_height}")
|
||||
|
||||
data = f.read(width * height)
|
||||
|
||||
return width, height, palette, data
|
||||
|
||||
def save_as_png(filename, width, height, palette, data):
|
||||
img_data = [palette[byte] for byte in data]
|
||||
img = Image.new('RGB', (width, height))
|
||||
img.putdata(img_data)
|
||||
img.save(filename)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
if len(sys.argv) != 2:
|
||||
print("Usage: python image_to_spr.py path_to_image (psd/png)")
|
||||
sys.exit(1)
|
||||
|
||||
img_path = sys.argv[1]
|
||||
spr_path = img_path.rsplit('.', 1)[0] + ".spr" # Replace .png with .spr for output
|
||||
print(f"{img_path} -> {spr_path}")
|
||||
img_to_spr(img_path, spr_path)
|
||||
|
||||
width, height, palette, data = read_spr(spr_path)
|
||||
save_as_png(spr_path + "__.png", width, height, palette, data)
|
||||
|
||||
print(f"Converted {img_path} to {spr_path}")
|
||||
|
||||
#spr_path = 'content/materialsrc/Sprites/1280/test.spr'
|
||||
#width, height, palette, data = read_spr(spr_path)
|
||||
#save_as_png(spr_path + "__.png", width, height, palette, data)
|
||||
|
|
@ -111,6 +111,7 @@ public:
|
|||
LINK_ENTITY_TO_CLASS( monster_flyer, CFlockingFlyer );
|
||||
LINK_ENTITY_TO_CLASS( monster_flyer_flock, CFlockingFlyerFlock );
|
||||
|
||||
|
||||
TYPEDESCRIPTION CFlockingFlyer::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CFlockingFlyer, m_pSquadLeader, FIELD_CLASSPTR ),
|
||||
|
|
|
@ -108,6 +108,8 @@ public:
|
|||
SCRIPTSTATE m_scriptState; // internal cinematic state
|
||||
CCineMonster *m_pCine;
|
||||
|
||||
float m_flLastYawTime; // Last time yaw change was computed
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
|
@ -190,11 +192,8 @@ public:
|
|||
virtual void ScheduleChange( void ) {}
|
||||
// virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); }
|
||||
virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel );
|
||||
virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); }
|
||||
virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
|
||||
virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
|
||||
|
||||
virtual void SentenceStop( void );
|
||||
virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAllowedToSpeak(); }
|
||||
virtual BOOL IsAllowedToSpeak() { return IsAlive(); }
|
||||
|
||||
Task_t *GetTask ( void );
|
||||
virtual MONSTERSTATE GetIdealState ( void );
|
||||
|
|
17
dlls/cbase.h
17
dlls/cbase.h
|
@ -60,6 +60,10 @@ CBaseEntity
|
|||
#endif
|
||||
#endif
|
||||
|
||||
#if defined EXPORT
|
||||
#undef EXPORT
|
||||
#endif
|
||||
|
||||
#define EXPORT CBASE_DLLEXPORT
|
||||
|
||||
extern "C" CBASE_DLLEXPORT int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
|
||||
|
@ -105,7 +109,10 @@ typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCall
|
|||
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
|
||||
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
|
||||
|
||||
#define CLASS_VEHICLE 14
|
||||
|
||||
class CBaseEntity;
|
||||
class CBaseToggle;
|
||||
class CBaseMonster;
|
||||
class CBasePlayerItem;
|
||||
class CSquadMonster;
|
||||
|
@ -175,6 +182,7 @@ public:
|
|||
virtual int BloodColor( void ) { return DONT_BLEED; }
|
||||
virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE;}
|
||||
virtual CBaseToggle* MyTogglePointer(void) { return NULL; }
|
||||
virtual CBaseMonster *MyMonsterPointer( void ) { return NULL;}
|
||||
virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL;}
|
||||
virtual int GetToggleState( void ) { return TS_AT_TOP; }
|
||||
|
@ -546,6 +554,14 @@ public:
|
|||
void EXPORT AngularMoveDone( void );
|
||||
BOOL IsLockedByMaster( void );
|
||||
|
||||
virtual CBaseToggle* MyTogglePointer(void) { return this; }
|
||||
|
||||
// monsters use this, but so could buttons for instance
|
||||
virtual void PlaySentence(const char* pszSentence, float duration, float volume, float attenuation);
|
||||
virtual void PlayScriptedSentence(const char* pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity* pListener);
|
||||
virtual void SentenceStop(void);
|
||||
virtual BOOL IsAllowedToSpeak() { return FALSE; }
|
||||
|
||||
static float AxisValue( int flags, const Vector &angles );
|
||||
static void AxisDir( entvars_t *pev );
|
||||
static float AxisDelta( int flags, const Vector &angle1, const Vector &angle2 );
|
||||
|
@ -705,6 +721,7 @@ public:
|
|||
static TYPEDESCRIPTION m_SaveData[];
|
||||
// Buttons that don't take damage can be IMPULSE used
|
||||
virtual int ObjectCaps( void ) { return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | (pev->takedamage?0:FCAP_IMPULSE_USE); }
|
||||
virtual BOOL IsAllowedToSpeak() { return TRUE; }
|
||||
|
||||
BOOL m_fStayPushed; // button stays pushed in until touched again?
|
||||
BOOL m_fRotating; // a rotating button? default is a sliding button.
|
||||
|
|
|
@ -495,8 +495,6 @@ ClientCommand
|
|||
called each time a player uses a "cmd" command
|
||||
============
|
||||
*/
|
||||
extern float g_flWeaponCheat;
|
||||
|
||||
// Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command.
|
||||
void ClientCommand( edict_t *pEntity )
|
||||
{
|
||||
|
@ -523,7 +521,7 @@ void ClientCommand( edict_t *pEntity )
|
|||
}
|
||||
else if ( FStrEq(pcmd, "give" ) )
|
||||
{
|
||||
if ( g_flWeaponCheat != 0.0)
|
||||
if ( CVAR_GET_FLOAT( "sv_cheats" ) != 0.0)
|
||||
{
|
||||
int iszItem = ALLOC_STRING( CMD_ARGV(1) ); // Make a copy of the classname
|
||||
GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );
|
||||
|
@ -537,7 +535,7 @@ void ClientCommand( edict_t *pEntity )
|
|||
}
|
||||
else if ( FStrEq(pcmd, "fov" ) )
|
||||
{
|
||||
if ( g_flWeaponCheat && CMD_ARGC() > 1)
|
||||
if ( CVAR_GET_FLOAT( "sv_cheats" ) && CMD_ARGC() > 1)
|
||||
{
|
||||
GetClassPtr((CBasePlayer *)pev)->m_iFOV = atoi( CMD_ARGV(1) );
|
||||
}
|
||||
|
@ -607,6 +605,13 @@ void ClientCommand( edict_t *pEntity )
|
|||
// max total length is 192 ...and we're adding a string below ("Unknown command: %s\n")
|
||||
strncpy( command, pcmd, 127 );
|
||||
command[127] = '\0';
|
||||
// First parse the name and remove any %'s
|
||||
for ( char *pApersand = command; pApersand != NULL && *pApersand != 0; pApersand++ )
|
||||
{
|
||||
// Replace it with a space
|
||||
if ( *pApersand == '%' )
|
||||
*pApersand = ' ';
|
||||
}
|
||||
|
||||
// tell the user they entered an unknown command
|
||||
ClientPrint( &pEntity->v, HUD_PRINTCONSOLE, UTIL_VarArgs( "Unknown command: %s\n", command ) );
|
||||
|
@ -870,6 +875,7 @@ void ClientPrecache( void )
|
|||
PRECACHE_SOUND("debris/wood3.wav");
|
||||
|
||||
PRECACHE_SOUND("plats/train_use1.wav"); // use a train
|
||||
PRECACHE_SOUND("plats/vehicle_ignition.wav");
|
||||
|
||||
PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture
|
||||
PRECACHE_SOUND("buttons/spark6.wav");
|
||||
|
@ -1268,6 +1274,12 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
|
|||
state->health = ent->v.health;
|
||||
}
|
||||
|
||||
CBaseEntity *pEntity = static_cast<CBaseEntity*>( GET_PRIVATE( ent ) );
|
||||
if ( pEntity && pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE )
|
||||
state->eflags |= EFLAG_FLESH_SOUND;
|
||||
else
|
||||
state->eflags &= ~EFLAG_FLESH_SOUND;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -1622,12 +1634,12 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
item->m_iId = II.iId;
|
||||
item->m_iClip = gun->m_iClip;
|
||||
|
||||
item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001 );
|
||||
item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001 );
|
||||
item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001 );
|
||||
item->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle, -0.001f );
|
||||
item->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack, -0.001f );
|
||||
item->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack, -0.001f );
|
||||
item->m_fInReload = gun->m_fInReload;
|
||||
item->m_fInSpecialReload = gun->m_fInSpecialReload;
|
||||
item->fuser1 = max( gun->pev->fuser1, -0.001 );
|
||||
item->fuser1 = max( gun->pev->fuser1, -0.001f );
|
||||
item->fuser2 = gun->m_flStartThrow;
|
||||
item->fuser3 = gun->m_flReleaseThrow;
|
||||
item->iuser1 = gun->m_chargeReady;
|
||||
|
@ -1635,7 +1647,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
item->iuser3 = gun->m_fireState;
|
||||
|
||||
|
||||
// item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 );
|
||||
// item->m_flPumpTime = max( gun->m_flPumpTime, -0.001f );
|
||||
}
|
||||
}
|
||||
pPlayerItem = pPlayerItem->m_pNext;
|
||||
|
|
|
@ -193,9 +193,12 @@ int CCrowbar::Swing( int fFirst )
|
|||
}
|
||||
#endif
|
||||
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
|
||||
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
|
||||
0.0, 0, 0.0 );
|
||||
if ( fFirst )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, m_pPlayer->edict(), m_usCrowbar,
|
||||
0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0, 0, 0,
|
||||
0.0, 0, 0.0 );
|
||||
}
|
||||
|
||||
|
||||
if ( tr.flFraction >= 1.0 )
|
||||
|
@ -232,7 +235,9 @@ int CCrowbar::Swing( int fFirst )
|
|||
|
||||
ClearMultiDamage( );
|
||||
|
||||
if ( (m_flNextPrimaryAttack + 1 < UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
|
||||
// JoshA: Changed from < -> <= to fix the full swing logic since client weapon prediction.
|
||||
// -1.0f + 1.0f = 0.0f. UTIL_WeaponTimeBase is always 0 with client weapon prediction (0 time base vs curtime base)
|
||||
if ( ( m_flNextPrimaryAttack + 1.0f <= UTIL_WeaponTimeBase() ) || g_pGameRules->IsMultiplayer() )
|
||||
{
|
||||
// first swing does full damage
|
||||
pEntity->TraceAttack(m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
|
||||
|
@ -307,7 +312,7 @@ int CCrowbar::Swing( int fFirst )
|
|||
m_flNextPrimaryAttack = GetNextAttackDelay(0.25);
|
||||
|
||||
SetThink( &CCrowbar::Smack );
|
||||
pev->nextthink = UTIL_WeaponTimeBase() + 0.2;
|
||||
pev->nextthink = gpGlobals->time + 0.2;
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -427,7 +427,7 @@ LINK_ENTITY_TO_CLASS( trip_beam, CTripBeam );
|
|||
void CTripBeam::Spawn( void )
|
||||
{
|
||||
CLightning::Spawn();
|
||||
SetTouch( &CTripBeam::TriggerTouch );
|
||||
SetTouch( &CBeam::TriggerTouch );
|
||||
pev->solid = SOLID_TRIGGER;
|
||||
RelinkBeam();
|
||||
}
|
||||
|
|
|
@ -35,6 +35,10 @@
|
|||
#define EGON_SWITCH_NARROW_TIME 0.75 // Time it takes to switch fire modes
|
||||
#define EGON_SWITCH_WIDE_TIME 1.5
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
extern bool IsBustingGame();
|
||||
#endif
|
||||
|
||||
enum egon_e {
|
||||
EGON_IDLE1 = 0,
|
||||
EGON_FIDGET1,
|
||||
|
@ -51,11 +55,11 @@ enum egon_e {
|
|||
|
||||
LINK_ENTITY_TO_CLASS( weapon_egon, CEgon );
|
||||
|
||||
void CEgon::Spawn( )
|
||||
void CEgon::Spawn()
|
||||
{
|
||||
Precache( );
|
||||
Precache();
|
||||
m_iId = WEAPON_EGON;
|
||||
SET_MODEL(ENT(pev), "models/w_egon.mdl");
|
||||
SET_MODEL( ENT( pev ), "models/w_egon.mdl" );
|
||||
|
||||
m_iDefaultAmmo = EGON_DEFAULT_GIVE;
|
||||
|
||||
|
@ -102,6 +106,7 @@ int CEgon::AddToPlayer( CBasePlayer *pPlayer )
|
|||
MESSAGE_END();
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
@ -155,6 +160,12 @@ BOOL CEgon::HasAmmo( void )
|
|||
|
||||
void CEgon::UseAmmo( int count )
|
||||
{
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
if ( IsBustingGame() )
|
||||
return;
|
||||
#endif
|
||||
|
||||
if ( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] >= count )
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] -= count;
|
||||
else
|
||||
|
@ -440,7 +451,9 @@ void CEgon::CreateEffect( void )
|
|||
m_pSprite->pev->scale = 1.0;
|
||||
m_pSprite->SetTransparency( kRenderGlow, 255, 255, 255, 255, kRenderFxNoDissipation );
|
||||
m_pSprite->pev->spawnflags |= SF_SPRITE_TEMPORARY;
|
||||
m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
|
||||
// Josh: This sprite is not predicted o the client, so was missing
|
||||
// for many years after it got broken in an update.
|
||||
//m_pSprite->pev->flags |= FL_SKIPLOCALHOST;
|
||||
m_pSprite->pev->owner = m_pPlayer->edict();
|
||||
|
||||
if ( m_fireMode == FIRE_WIDE )
|
||||
|
@ -519,7 +532,17 @@ void CEgon::WeaponIdle( void )
|
|||
m_deployed = TRUE;
|
||||
}
|
||||
|
||||
BOOL CEgon::CanHolster( void )
|
||||
{
|
||||
#ifndef CLIENT_DLL
|
||||
if ( IsBustingGame() )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
#endif
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void CEgon::EndAttack( void )
|
||||
{
|
||||
|
|
|
@ -54,9 +54,6 @@ typedef int BOOL;
|
|||
#include <limits.h>
|
||||
#include <stdarg.h>
|
||||
#include <string.h> // memset
|
||||
#ifndef min
|
||||
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
||||
#endif
|
||||
#ifndef max
|
||||
#define max(a,b) (((a) > (b)) ? (a) : (b))
|
||||
#define _vsnprintf(a,b,c,d) vsnprintf(a,b,c,d)
|
||||
|
@ -66,6 +63,10 @@ typedef int BOOL;
|
|||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "minmax.h"
|
||||
#ifndef _WIN32
|
||||
# define _vsnprintf(a,b,c,d) vsnprintf(a,b,c,d)
|
||||
#endif
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
|
|
|
@ -87,13 +87,18 @@ void CFlyingMonster :: Stop( void )
|
|||
}
|
||||
|
||||
|
||||
float CFlyingMonster :: ChangeYaw( int speed )
|
||||
float CFlyingMonster :: ChangeYaw( int yawSpeed )
|
||||
{
|
||||
if ( pev->movetype == MOVETYPE_FLY )
|
||||
{
|
||||
float diff = FlYawDiff();
|
||||
float target = 0;
|
||||
|
||||
if ( m_flLastZYawTime == 0.f )
|
||||
{
|
||||
m_flLastZYawTime = gpGlobals->time - gpGlobals->frametime;
|
||||
}
|
||||
|
||||
if ( m_IdealActivity != GetStoppedActivity() )
|
||||
{
|
||||
if ( diff < -20 )
|
||||
|
@ -101,9 +106,18 @@ float CFlyingMonster :: ChangeYaw( int speed )
|
|||
else if ( diff > 20 )
|
||||
target = -90;
|
||||
}
|
||||
pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * gpGlobals->frametime );
|
||||
|
||||
float delta = gpGlobals->time - m_flLastZYawTime;
|
||||
m_flLastZYawTime = gpGlobals->time;
|
||||
|
||||
// Clamp delta like the engine does with frametime
|
||||
if ( delta > 0.25f )
|
||||
delta = 0.25f;
|
||||
|
||||
float speed = 220.f * delta;
|
||||
pev->angles.z = UTIL_Approach( target, pev->angles.z, speed );
|
||||
}
|
||||
return CBaseMonster::ChangeYaw( speed );
|
||||
return CBaseMonster::ChangeYaw( yawSpeed );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ public:
|
|||
Activity GetStoppedActivity( void );
|
||||
void Killed( entvars_t *pevAttacker, int iGib );
|
||||
void Stop( void );
|
||||
float ChangeYaw( int speed );
|
||||
float ChangeYaw( int yawSpeed );
|
||||
void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
|
||||
void Move( float flInterval = 0.1 );
|
||||
|
@ -46,6 +46,7 @@ protected:
|
|||
float m_stopTime; // Last time we stopped (to avoid switching states too soon)
|
||||
float m_momentum; // Weight for desired vs. momentum velocity
|
||||
const char *m_pFlapSound;
|
||||
float m_flLastZYawTime; // Last frame time Z was changed when yaw was changed
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -934,7 +934,11 @@ void CPushable :: Move( CBaseEntity *pOther, int push )
|
|||
|
||||
if ( pOther->IsPlayer() )
|
||||
{
|
||||
if ( push && !(pevToucher->button & (IN_FORWARD|IN_USE)) ) // Don't push unless the player is pushing forward and NOT use (pull)
|
||||
// JoshA: Used to check for FORWARD too and logic was inverted
|
||||
// from comment which seems wrong.
|
||||
// Fixed to just check for USE being not set for PUSH.
|
||||
// Should have the right effect.
|
||||
if ( push && !!(pevToucher->button & IN_USE) ) // Don't push unless the player is not useing (pull)
|
||||
return;
|
||||
playerTouch = 1;
|
||||
}
|
||||
|
@ -956,19 +960,39 @@ void CPushable :: Move( CBaseEntity *pOther, int push )
|
|||
else
|
||||
factor = 0.25;
|
||||
|
||||
pev->velocity.x += pevToucher->velocity.x * factor;
|
||||
pev->velocity.y += pevToucher->velocity.y * factor;
|
||||
// This used to be added every 'frame', but to be consistent at high fps,
|
||||
// now act as if it's added at a constant rate with a fudge factor.
|
||||
extern cvar_t sv_pushable_fixed_tick_fudge;
|
||||
|
||||
if ( !push && sv_pushable_fixed_tick_fudge.value >= 0.0f )
|
||||
{
|
||||
factor *= gpGlobals->frametime * sv_pushable_fixed_tick_fudge.value;
|
||||
}
|
||||
|
||||
// JoshA: Always apply this if pushing, or if under the player's velocity.
|
||||
if ( push || ( abs(pev->velocity.x) < abs(pevToucher->velocity.x - pevToucher->velocity.x * factor) ) )
|
||||
pev->velocity.x += pevToucher->velocity.x * factor;
|
||||
if ( push || ( abs(pev->velocity.y) < abs(pevToucher->velocity.y - pevToucher->velocity.y * factor) ) )
|
||||
pev->velocity.y += pevToucher->velocity.y * factor;
|
||||
|
||||
float length = sqrt( pev->velocity.x * pev->velocity.x + pev->velocity.y * pev->velocity.y );
|
||||
if ( push && (length > MaxSpeed()) )
|
||||
if ( length > MaxSpeed() )
|
||||
{
|
||||
pev->velocity.x = (pev->velocity.x * MaxSpeed() / length );
|
||||
pev->velocity.y = (pev->velocity.y * MaxSpeed() / length );
|
||||
}
|
||||
if ( playerTouch )
|
||||
{
|
||||
pevToucher->velocity.x = pev->velocity.x;
|
||||
pevToucher->velocity.y = pev->velocity.y;
|
||||
// JoshA: Match the player to our pushable's velocity.
|
||||
// Previously this always happened, but it should only
|
||||
// happen if the player is pushing (or rather, being pushed.)
|
||||
// This either stops the player in their tracks or nudges them along.
|
||||
if ( push )
|
||||
{
|
||||
pevToucher->velocity.x = pev->velocity.x;
|
||||
pevToucher->velocity.y = pev->velocity.y;
|
||||
}
|
||||
|
||||
if ( (gpGlobals->time - m_soundTime) > 0.7 )
|
||||
{
|
||||
m_soundTime = gpGlobals->time;
|
||||
|
|
|
@ -46,6 +46,7 @@ cvar_t mp_chattime = {"mp_chattime","10", FCVAR_SERVER };
|
|||
// Engine Cvars
|
||||
cvar_t *g_psv_gravity = NULL;
|
||||
cvar_t *g_psv_aim = NULL;
|
||||
cvar_t *g_psv_allow_autoaim = NULL;
|
||||
cvar_t *g_footsteps = NULL;
|
||||
|
||||
//CVARS FOR SKILL LEVEL SETTINGS
|
||||
|
@ -450,6 +451,10 @@ cvar_t sk_player_leg3 = { "sk_player_leg3","1" };
|
|||
|
||||
// END Cvars for Skill Level settings
|
||||
|
||||
cvar_t sv_pushable_fixed_tick_fudge = { "sv_pushable_fixed_tick_fudge", "15" };
|
||||
|
||||
cvar_t sv_busters = { "sv_busters", "0" };
|
||||
|
||||
// Register your console variables here
|
||||
// This gets called one time when the game is initialied
|
||||
void GameDLLInit( void )
|
||||
|
@ -458,6 +463,7 @@ void GameDLLInit( void )
|
|||
|
||||
g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
|
||||
g_psv_aim = CVAR_GET_POINTER( "sv_aim" );
|
||||
g_psv_allow_autoaim = CVAR_GET_POINTER( "sv_allow_autoaim" );
|
||||
g_footsteps = CVAR_GET_POINTER( "mp_footsteps" );
|
||||
|
||||
CVAR_REGISTER (&displaysoundlist);
|
||||
|
@ -484,6 +490,8 @@ void GameDLLInit( void )
|
|||
|
||||
CVAR_REGISTER (&mp_chattime);
|
||||
|
||||
CVAR_REGISTER( &sv_busters );
|
||||
|
||||
// REGISTER CVARS FOR SKILL LEVEL STUFF
|
||||
// Agrunt
|
||||
CVAR_REGISTER ( &sk_agrunt_health1 );// {"sk_agrunt_health1","0"};
|
||||
|
@ -885,6 +893,8 @@ void GameDLLInit( void )
|
|||
CVAR_REGISTER ( &sk_player_leg3 );
|
||||
// END REGISTER CVARS FOR SKILL LEVEL STUFF
|
||||
|
||||
CVAR_REGISTER ( &sv_pushable_fixed_tick_fudge );
|
||||
|
||||
SERVER_COMMAND( "exec skill.cfg\n" );
|
||||
}
|
||||
|
||||
|
|
|
@ -40,6 +40,7 @@ extern cvar_t allowmonsters;
|
|||
// Engine Cvars
|
||||
extern cvar_t *g_psv_gravity;
|
||||
extern cvar_t *g_psv_aim;
|
||||
extern cvar_t *g_psv_allow_autoaim;
|
||||
extern cvar_t *g_footsteps;
|
||||
|
||||
#endif // GAME_H
|
||||
|
|
|
@ -34,6 +34,7 @@ extern int gmsgDeathMsg; // client dll messages
|
|||
extern int gmsgMOTD;
|
||||
|
||||
int g_teamplay = 0;
|
||||
extern cvar_t sv_busters;
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
|
@ -328,7 +329,13 @@ CGameRules *InstallGameRules( void )
|
|||
g_teamplay = 1;
|
||||
return new CHalfLifeTeamplay;
|
||||
}
|
||||
if ((int)gpGlobals->deathmatch == 1)
|
||||
|
||||
if ( sv_busters.value == 1 )
|
||||
{
|
||||
g_teamplay = 0;
|
||||
return new CMultiplayBusters;
|
||||
}
|
||||
else if ((int)gpGlobals->deathmatch == 1)
|
||||
{
|
||||
// vanilla deathmatch
|
||||
g_teamplay = 0;
|
||||
|
|
|
@ -293,6 +293,7 @@ public:
|
|||
|
||||
virtual BOOL AllowAutoTargetCrosshair( void );
|
||||
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
|
||||
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer );
|
||||
|
||||
// Client kills/scoring
|
||||
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
|
||||
|
@ -357,4 +358,32 @@ protected:
|
|||
void SendMOTDToClient( edict_t *client );
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CMultiplayBusters
|
||||
// Rules for a multiplayer mode that makes you feel good
|
||||
//=========================================================
|
||||
class CMultiplayBusters : public CHalfLifeMultiplay
|
||||
{
|
||||
public:
|
||||
CMultiplayBusters();
|
||||
|
||||
virtual void Think( void );
|
||||
virtual int IPointsForKill( CBasePlayer* pAttacker, CBasePlayer* pKilled );
|
||||
virtual void PlayerKilled( CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor );
|
||||
virtual void DeathNotice( CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor );
|
||||
virtual int WeaponShouldRespawn( CBasePlayerItem* pWeapon );
|
||||
virtual BOOL CanHavePlayerItem( CBasePlayer* pPlayer, CBasePlayerItem* pWeapon );
|
||||
virtual BOOL CanHaveItem( CBasePlayer* pPlayer, CItem* pItem );
|
||||
virtual void PlayerGotWeapon( CBasePlayer* pPlayer, CBasePlayerItem* pWeapon );
|
||||
virtual void ClientUserInfoChanged( CBasePlayer* pPlayer, char* infobuffer );
|
||||
virtual void PlayerSpawn( CBasePlayer* pPlayer );
|
||||
|
||||
void SetPlayerModel( CBasePlayer* pPlayer );
|
||||
|
||||
protected:
|
||||
|
||||
float m_flEgonBustingCheckTime = -1.0f;
|
||||
void CheckForEgons( void );
|
||||
};
|
||||
|
||||
extern DLL_GLOBAL CGameRules* g_pGameRules;
|
||||
|
|
|
@ -171,6 +171,10 @@ void CGauss::PrimaryAttack()
|
|||
|
||||
void CGauss::SecondaryAttack()
|
||||
{
|
||||
// JoshA: Sanitize this so it's not total garbage on level transition
|
||||
// and we end up ear blasting the player!
|
||||
m_pPlayer->m_flStartCharge = min( m_pPlayer->m_flStartCharge, gpGlobals->time );
|
||||
|
||||
// don't fire underwater
|
||||
if ( m_pPlayer->pev->waterlevel == 3 )
|
||||
{
|
||||
|
@ -309,6 +313,10 @@ void CGauss::StartFire( void )
|
|||
{
|
||||
float flDamage;
|
||||
|
||||
// JoshA: Sanitize this so it's not total garbage on level transition
|
||||
// and we end up ear blasting the player!
|
||||
m_pPlayer->m_flStartCharge = min( m_pPlayer->m_flStartCharge, gpGlobals->time );
|
||||
|
||||
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
||||
Vector vecAiming = gpGlobals->v_forward;
|
||||
Vector vecSrc = m_pPlayer->GetGunPosition( ); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
|
||||
|
@ -375,7 +383,7 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
|
|||
int fFirstBeam = 1;
|
||||
int nMaxHits = 10;
|
||||
|
||||
pentIgnore = ENT( m_pPlayer->pev );
|
||||
pentIgnore = m_pPlayer->edict();
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
if ( m_fPrimaryFire == false )
|
||||
|
@ -426,6 +434,13 @@ void CGauss::Fire( Vector vecOrigSrc, Vector vecDir, float flDamage )
|
|||
if (pEntity->pev->takedamage)
|
||||
{
|
||||
ClearMultiDamage();
|
||||
|
||||
// if you hurt yourself clear the headshot bit
|
||||
if (m_pPlayer->pev == pEntity->pev)
|
||||
{
|
||||
tr.iHitgroup = 0;
|
||||
}
|
||||
|
||||
pEntity->TraceAttack( m_pPlayer->pev, flDamage, vecDir, &tr, DMG_BULLET );
|
||||
ApplyMultiDamage(m_pPlayer->pev, m_pPlayer->pev);
|
||||
}
|
||||
|
|
|
@ -228,13 +228,7 @@ void CGlock::GlockFire( float flSpread , float flCycleTime, BOOL fUseAutoAim )
|
|||
|
||||
void CGlock::Reload( void )
|
||||
{
|
||||
int iResult;
|
||||
|
||||
if (m_iClip == 0)
|
||||
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
|
||||
else
|
||||
iResult = DefaultReload( 18, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
|
||||
|
||||
int iResult = DefaultReload( GLOCK_MAX_CLIP, m_iClip > 0 ? GLOCK_RELOAD_NOT_EMPTY : GLOCK_RELOAD, 1.5 );
|
||||
if (iResult)
|
||||
{
|
||||
m_flTimeWeaponIdle = gpGlobals->time + RANDOM_FLOAT ( 10, 15 );
|
||||
|
|
|
@ -45,6 +45,7 @@ public:
|
|||
|
||||
// Don't treat as a live target
|
||||
virtual BOOL IsAlive( void ) { return FALSE; }
|
||||
virtual BOOL IsAllowedToSpeak() { return TRUE; }
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
|
|
@ -140,9 +140,10 @@ void CHandGrenade::WeaponIdle( void )
|
|||
else
|
||||
angThrow.x = -10 + angThrow.x * ( ( 90 + 10 ) / 90.0 );
|
||||
|
||||
float flVel = ( 90 - angThrow.x ) * 4;
|
||||
if ( flVel > 500 )
|
||||
flVel = 500;
|
||||
static float flMultiplier = 6.5f;
|
||||
float flVel = ( 90 - angThrow.x ) * flMultiplier;
|
||||
if ( flVel > 1000 )
|
||||
flVel = 1000;
|
||||
|
||||
UTIL_MakeVectors( angThrow );
|
||||
|
||||
|
|
|
@ -728,12 +728,12 @@ void CHAssassin :: RunAI( void )
|
|||
EMIT_SOUND (ENT(pev), CHAN_BODY, "debris/beamstart1.wav", 0.2, ATTN_NORM );
|
||||
}
|
||||
|
||||
pev->renderamt = max( pev->renderamt - 50, m_iTargetRanderamt );
|
||||
pev->renderamt = max<float>( pev->renderamt - 50, m_iTargetRanderamt );
|
||||
pev->rendermode = kRenderTransTexture;
|
||||
}
|
||||
else if (pev->renderamt < m_iTargetRanderamt)
|
||||
{
|
||||
pev->renderamt = min( pev->renderamt + 50, m_iTargetRanderamt );
|
||||
pev->renderamt = min<float>( pev->renderamt + 50, m_iTargetRanderamt );
|
||||
if (pev->renderamt == 255)
|
||||
pev->rendermode = kRenderNormal;
|
||||
}
|
||||
|
|
1637
dlls/hl.dsp
1637
dlls/hl.dsp
File diff suppressed because it is too large
Load diff
|
@ -24,6 +24,14 @@
|
|||
#include "hornet.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
static float GetRechargeTime()
|
||||
{
|
||||
if (gpGlobals->maxClients > 1)
|
||||
{
|
||||
return 0.3f;
|
||||
}
|
||||
return 0.5f;
|
||||
}
|
||||
|
||||
enum hgun_e {
|
||||
HGUN_IDLE1 = 0,
|
||||
|
@ -144,7 +152,7 @@ void CHgun::PrimaryAttack()
|
|||
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
||||
pHornet->pev->velocity = gpGlobals->v_forward * 300;
|
||||
|
||||
m_flRechargeTime = gpGlobals->time + 0.5;
|
||||
m_flRechargeTime = gpGlobals->time + GetRechargeTime();
|
||||
#endif
|
||||
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--;
|
||||
|
@ -173,6 +181,10 @@ void CHgun::PrimaryAttack()
|
|||
{
|
||||
m_flNextPrimaryAttack = UTIL_WeaponTimeBase() + 0.25;
|
||||
}
|
||||
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
|
||||
{
|
||||
m_flNextPrimaryAttack += GetRechargeTime();
|
||||
}
|
||||
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
}
|
||||
|
@ -237,7 +249,7 @@ void CHgun::SecondaryAttack( void )
|
|||
|
||||
pHornet->SetThink( &CHornet::StartDart );
|
||||
|
||||
m_flRechargeTime = gpGlobals->time + 0.5;
|
||||
m_flRechargeTime = gpGlobals->time + GetRechargeTime();
|
||||
#endif
|
||||
|
||||
int flags;
|
||||
|
@ -257,7 +269,14 @@ void CHgun::SecondaryAttack( void )
|
|||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
|
||||
m_flNextPrimaryAttack = m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] == 0)
|
||||
{
|
||||
m_flRechargeTime = gpGlobals->time + 0.5;
|
||||
m_flNextSecondaryAttack += 0.5;
|
||||
m_flNextPrimaryAttack += 0.5;
|
||||
}
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
}
|
||||
|
||||
|
@ -270,7 +289,7 @@ void CHgun::Reload( void )
|
|||
while (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time)
|
||||
{
|
||||
m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]++;
|
||||
m_flRechargeTime += 0.5;
|
||||
m_flRechargeTime += GetRechargeTime();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -78,7 +78,7 @@ public:
|
|||
BOOL CheckMeleeAttack1 ( float flDot, float flDist );
|
||||
BOOL CheckRangeAttack1 ( float flDot, float flDist );
|
||||
|
||||
float ChangeYaw( int speed );
|
||||
float ChangeYaw( int yawSpeed );
|
||||
Activity GetStoppedActivity( void );
|
||||
|
||||
void Move( float flInterval );
|
||||
|
@ -90,7 +90,7 @@ public:
|
|||
|
||||
float VectorToPitch( const Vector &vec);
|
||||
float FlPitchDiff( void );
|
||||
float ChangePitch( int speed );
|
||||
float ChangePitch( int pitchSpeed );
|
||||
|
||||
Vector m_SaveVelocity;
|
||||
float m_idealDist;
|
||||
|
@ -108,6 +108,9 @@ public:
|
|||
|
||||
float m_flNextAlert;
|
||||
|
||||
float m_flLastPitchTime; // Last frame time pitch was changed
|
||||
float m_flLastZYawTime; // Last frame time Z was changed when yaw was changed
|
||||
|
||||
static const char *pIdleSounds[];
|
||||
static const char *pAlertSounds[];
|
||||
static const char *pAttackSounds[];
|
||||
|
@ -795,12 +798,18 @@ float CIchthyosaur::FlPitchDiff( void )
|
|||
return flPitchDiff;
|
||||
}
|
||||
|
||||
float CIchthyosaur :: ChangePitch( int speed )
|
||||
float CIchthyosaur :: ChangePitch( int pitchSpeed )
|
||||
{
|
||||
if ( pev->movetype == MOVETYPE_FLY )
|
||||
{
|
||||
float diff = FlPitchDiff();
|
||||
float target = 0;
|
||||
|
||||
if ( m_flLastPitchTime == 0.f )
|
||||
{
|
||||
m_flLastPitchTime = gpGlobals->time - gpGlobals->frametime;
|
||||
}
|
||||
|
||||
if ( m_IdealActivity != GetStoppedActivity() )
|
||||
{
|
||||
if (diff < -20)
|
||||
|
@ -808,18 +817,32 @@ float CIchthyosaur :: ChangePitch( int speed )
|
|||
else if (diff > 20)
|
||||
target = -45;
|
||||
}
|
||||
pev->angles.x = UTIL_Approach(target, pev->angles.x, 220.0 * 0.1 );
|
||||
|
||||
float delta = gpGlobals->time - m_flLastPitchTime;
|
||||
m_flLastPitchTime = gpGlobals->time;
|
||||
|
||||
// Clamp delta like the engine does with frametime
|
||||
if ( delta > 0.25f )
|
||||
delta = 0.25f;
|
||||
|
||||
float speed = 220.f * delta;
|
||||
pev->angles.x = UTIL_Approach(target, pev->angles.x, speed );
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
float CIchthyosaur::ChangeYaw( int speed )
|
||||
float CIchthyosaur::ChangeYaw( int yawSpeed )
|
||||
{
|
||||
if ( pev->movetype == MOVETYPE_FLY )
|
||||
{
|
||||
float diff = FlYawDiff();
|
||||
float target = 0;
|
||||
|
||||
if ( m_flLastZYawTime == 0.f )
|
||||
{
|
||||
m_flLastZYawTime = gpGlobals->time - gpGlobals->frametime;
|
||||
}
|
||||
|
||||
if ( m_IdealActivity != GetStoppedActivity() )
|
||||
{
|
||||
if ( diff < -20 )
|
||||
|
@ -827,9 +850,18 @@ float CIchthyosaur::ChangeYaw( int speed )
|
|||
else if ( diff > 20 )
|
||||
target = -20;
|
||||
}
|
||||
pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * 0.1 );
|
||||
|
||||
float delta = gpGlobals->time - m_flLastZYawTime;
|
||||
m_flLastZYawTime = gpGlobals->time;
|
||||
|
||||
// Clamp delta like the engine does with frametime
|
||||
if ( delta > 0.25f )
|
||||
delta = 0.25f;
|
||||
|
||||
float speed = 220.f * delta;
|
||||
pev->angles.z = UTIL_Approach( target, pev->angles.z, speed );
|
||||
}
|
||||
return CFlyingMonster::ChangeYaw( speed );
|
||||
return CFlyingMonster::ChangeYaw( yawSpeed );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -229,7 +229,7 @@ class CItemBattery : public CItem
|
|||
char szcharge[64];
|
||||
|
||||
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
|
||||
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
|
||||
pPlayer->pev->armorvalue = min<float>(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
|
||||
|
||||
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
||||
|
||||
|
|
|
@ -799,7 +799,7 @@ void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
|
|||
{
|
||||
char tmp[128];
|
||||
|
||||
UTIL_StripToken( pkvd->szKeyName, tmp );
|
||||
UTIL_StripToken( pkvd->szKeyName, tmp, sizeof( tmp ) );
|
||||
|
||||
m_weaponNames[i] = ALLOC_STRING(tmp);
|
||||
m_weaponCount[i] = atoi(pkvd->szValue);
|
||||
|
|
|
@ -1989,7 +1989,7 @@ void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, f
|
|||
while (flTotal > 0.001)
|
||||
{
|
||||
// don't walk more than 16 units or stairs stop working
|
||||
flStep = min( 16.0, flTotal );
|
||||
flStep = min( 16.0f, flTotal );
|
||||
UTIL_MoveToOrigin ( ENT(pev), m_Route[ m_iRouteIndex ].vecLocation, flStep, MOVE_NORMAL );
|
||||
flTotal -= flStep;
|
||||
}
|
||||
|
@ -2537,7 +2537,19 @@ float CBaseMonster::ChangeYaw ( int yawSpeed )
|
|||
ideal = pev->ideal_yaw;
|
||||
if (current != ideal)
|
||||
{
|
||||
speed = (float)yawSpeed * gpGlobals->frametime * 10;
|
||||
if ( m_flLastYawTime == 0.f )
|
||||
{
|
||||
m_flLastYawTime = gpGlobals->time - gpGlobals->frametime;
|
||||
}
|
||||
|
||||
float delta = gpGlobals->time - m_flLastYawTime;
|
||||
m_flLastYawTime = gpGlobals->time;
|
||||
|
||||
// Clamp delta like the engine does with frametime
|
||||
if ( delta > 0.25f )
|
||||
delta = 0.25f;
|
||||
|
||||
speed = (float)yawSpeed * delta * 2;
|
||||
move = ideal - current;
|
||||
|
||||
if (ideal > current)
|
||||
|
@ -3231,30 +3243,6 @@ BOOL CBaseMonster :: FCanActiveIdle ( void )
|
|||
}
|
||||
|
||||
|
||||
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation )
|
||||
{
|
||||
if ( pszSentence && IsAlive() )
|
||||
{
|
||||
if ( pszSentence[0] == '!' )
|
||||
EMIT_SOUND_DYN( edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, PITCH_NORM );
|
||||
else
|
||||
SENTENCEG_PlayRndSz( edict(), pszSentence, volume, attenuation, 0, PITCH_NORM );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener )
|
||||
{
|
||||
PlaySentence( pszSentence, duration, volume, attenuation );
|
||||
}
|
||||
|
||||
|
||||
void CBaseMonster::SentenceStop( void )
|
||||
{
|
||||
EMIT_SOUND( edict(), CHAN_VOICE, "common/null.wav", 1.0, ATTN_IDLE );
|
||||
}
|
||||
|
||||
|
||||
void CBaseMonster::CorpseFallThink( void )
|
||||
{
|
||||
if ( pev->flags & FL_ONGROUND )
|
||||
|
|
|
@ -55,7 +55,7 @@ void CMP5::Spawn( )
|
|||
SET_MODEL(ENT(pev), "models/w_9mmAR.mdl");
|
||||
m_iId = WEAPON_MP5;
|
||||
|
||||
m_iDefaultAmmo = MP5_DEFAULT_GIVE;
|
||||
m_iDefaultAmmo = gpGlobals->maxClients > 1 ? MP5_MAX_CLIP : MP5_DEFAULT_GIVE;
|
||||
|
||||
FallInit();// get ready to fall down.
|
||||
}
|
||||
|
@ -158,9 +158,9 @@ void CMP5::PrimaryAttack()
|
|||
Vector vecDir;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
if ( !bIsMultiplayer() )
|
||||
if ( bIsMultiplayer() )
|
||||
#else
|
||||
if ( !g_pGameRules->IsMultiplayer() )
|
||||
if ( g_pGameRules->IsMultiplayer() )
|
||||
#endif
|
||||
{
|
||||
// optimized multiplayer. Widened to make it easier to hit a moving player
|
||||
|
|
|
@ -27,6 +27,7 @@
|
|||
#include "items.h"
|
||||
#include "voice_gamemgr.h"
|
||||
#include "hltv.h"
|
||||
#include "trains.h"
|
||||
|
||||
#if !defined ( _WIN32 )
|
||||
#include <ctype.h>
|
||||
|
@ -47,6 +48,15 @@ extern int g_teamplay;
|
|||
|
||||
float g_flIntermissionStartTime = 0;
|
||||
|
||||
|
||||
// longest the intermission can last, in seconds
|
||||
#define MAX_INTERMISSION_TIME 120
|
||||
|
||||
extern cvar_t timeleft, fragsleft, sv_busters;
|
||||
|
||||
extern cvar_t mp_chattime;
|
||||
|
||||
|
||||
CVoiceGameMgr g_VoiceGameMgr;
|
||||
|
||||
class CMultiplayGameMgrHelper : public IVoiceGameMgrHelper
|
||||
|
@ -135,7 +145,7 @@ void CHalfLifeMultiplay::RefreshSkillData( void )
|
|||
gSkillData.plrDmg9MM = 12;
|
||||
|
||||
// 357 Round
|
||||
gSkillData.plrDmg357 = 40;
|
||||
gSkillData.plrDmg357 = 50;
|
||||
|
||||
// MP5 Round
|
||||
gSkillData.plrDmgMP5 = 12;
|
||||
|
@ -169,13 +179,6 @@ void CHalfLifeMultiplay::RefreshSkillData( void )
|
|||
gSkillData.plrDmgHornet = 10;
|
||||
}
|
||||
|
||||
// longest the intermission can last, in seconds
|
||||
#define MAX_INTERMISSION_TIME 120
|
||||
|
||||
extern cvar_t timeleft, fragsleft;
|
||||
|
||||
extern cvar_t mp_chattime;
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeMultiplay :: Think ( void )
|
||||
|
@ -306,6 +309,18 @@ BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerI
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
if ( pPlayer->m_iAutoWepSwitch == 0 )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
else if ( pPlayer->m_iAutoWepSwitch == 2 )
|
||||
{
|
||||
if ( pPlayer->m_afButtonLast & ( IN_ATTACK | IN_ATTACK2 ) )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( !pPlayer->m_pActiveItem->CanHolster() )
|
||||
{
|
||||
// can't put away the active item.
|
||||
|
@ -320,71 +335,11 @@ BOOL CHalfLifeMultiplay::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerI
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
extern BOOL HLGetNextBestWeapon( CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon );
|
||||
|
||||
BOOL CHalfLifeMultiplay :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
|
||||
{
|
||||
|
||||
CBasePlayerItem *pCheck;
|
||||
CBasePlayerItem *pBest;// this will be used in the event that we don't find a weapon in the same category.
|
||||
int iBestWeight;
|
||||
int i;
|
||||
|
||||
iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
|
||||
pBest = NULL;
|
||||
|
||||
if ( !pCurrentWeapon->CanHolster() )
|
||||
{
|
||||
// can't put this gun away right now, so can't switch.
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
for ( i = 0 ; i < MAX_ITEM_TYPES ; i++ )
|
||||
{
|
||||
pCheck = pPlayer->m_rgpPlayerItems[ i ];
|
||||
|
||||
while ( pCheck )
|
||||
{
|
||||
if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
|
||||
{
|
||||
// this weapon is from the same category.
|
||||
if ( pCheck->CanDeploy() )
|
||||
{
|
||||
if ( pPlayer->SwitchWeapon( pCheck ) )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
|
||||
{
|
||||
//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
|
||||
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
|
||||
// that the player was using. This will end up leaving the player with his heaviest-weighted
|
||||
// weapon.
|
||||
if ( pCheck->CanDeploy() )
|
||||
{
|
||||
// if this weapon is useable, flag it as the best
|
||||
iBestWeight = pCheck->iWeight();
|
||||
pBest = pCheck;
|
||||
}
|
||||
}
|
||||
|
||||
pCheck = pCheck->m_pNext;
|
||||
}
|
||||
}
|
||||
|
||||
// if we make it here, we've checked all the weapons and found no useable
|
||||
// weapon in the same catagory as the current weapon.
|
||||
|
||||
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
|
||||
// at least get the crowbar, but ya never know.
|
||||
if ( !pBest )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
pPlayer->SwitchWeapon( pBest );
|
||||
|
||||
return TRUE;
|
||||
return HLGetNextBestWeapon( pPlayer, pCurrentWeapon );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
|
@ -553,6 +508,9 @@ void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer )
|
|||
BOOL addDefault;
|
||||
CBaseEntity *pWeaponEntity = NULL;
|
||||
|
||||
int iAutoWepSwitch = pPlayer->m_iAutoWepSwitch;
|
||||
pPlayer->m_iAutoWepSwitch = 1;
|
||||
|
||||
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
|
||||
|
||||
addDefault = TRUE;
|
||||
|
@ -569,6 +527,8 @@ void CHalfLifeMultiplay :: PlayerSpawn( CBasePlayer *pPlayer )
|
|||
pPlayer->GiveNamedItem( "weapon_9mmhandgun" );
|
||||
pPlayer->GiveAmmo( 68, "9mm", _9MM_MAX_CARRY );// 4 full reloads
|
||||
}
|
||||
|
||||
pPlayer->m_iAutoWepSwitch = iAutoWepSwitch;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
|
@ -605,16 +565,27 @@ int CHalfLifeMultiplay :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *p
|
|||
//=========================================================
|
||||
void CHalfLifeMultiplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
||||
{
|
||||
CBasePlayer* peKiller = NULL;
|
||||
CBaseEntity* ktmp = CBaseEntity::Instance( pKiller );
|
||||
if ( ktmp && ( ktmp->Classify() == CLASS_PLAYER ) )
|
||||
peKiller = (CBasePlayer*)ktmp;
|
||||
else if ( ktmp && ( ktmp->Classify() == CLASS_VEHICLE ) )
|
||||
{
|
||||
CBasePlayer* pDriver = ( (CFuncVehicle*)ktmp )->m_pDriver;
|
||||
if ( pDriver != NULL )
|
||||
{
|
||||
peKiller = pDriver;
|
||||
ktmp = pDriver;
|
||||
pKiller = pDriver->pev;
|
||||
}
|
||||
}
|
||||
|
||||
DeathNotice( pVictim, pKiller, pInflictor );
|
||||
|
||||
pVictim->m_iDeaths += 1;
|
||||
|
||||
|
||||
FireTargets( "game_playerdie", pVictim, pVictim, USE_TOGGLE, 0 );
|
||||
CBasePlayer *peKiller = NULL;
|
||||
CBaseEntity *ktmp = CBaseEntity::Instance( pKiller );
|
||||
if ( ktmp && (ktmp->Classify() == CLASS_PLAYER) )
|
||||
peKiller = (CBasePlayer*)ktmp;
|
||||
|
||||
|
||||
if ( pVictim->pev == pKiller )
|
||||
{ // killed self
|
||||
|
@ -819,6 +790,7 @@ void CHalfLifeMultiplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller,
|
|||
WRITE_LONG( 7 | DRC_FLAG_DRAMATIC); // eventflags (priority and flags)
|
||||
MESSAGE_END();
|
||||
|
||||
|
||||
// Print a standard message
|
||||
// TODO: make this go direct to console
|
||||
return; // just remove for now
|
||||
|
@ -1332,7 +1304,8 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle )
|
|||
if ( strlen( com_token ) <= 0 )
|
||||
break;
|
||||
|
||||
strcpy( szMap, com_token );
|
||||
strncpy( szMap, com_token, sizeof( szMap ) );
|
||||
szMap[ sizeof( szMap ) - 1 ] = '\0';
|
||||
|
||||
// Any more tokens on this line?
|
||||
if ( COM_TokenWaiting( pFileList ) )
|
||||
|
@ -1341,7 +1314,8 @@ int ReloadMapCycleFile( char *filename, mapcycle_t *cycle )
|
|||
if ( strlen( com_token ) > 0 )
|
||||
{
|
||||
hasbuffer = 1;
|
||||
strcpy( szBuffer, com_token );
|
||||
strncpy( szBuffer, com_token, sizeof( szBuffer ) );
|
||||
szBuffer[ sizeof( szBuffer ) - 1 ] = '\0';
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1689,4 +1663,291 @@ void CHalfLifeMultiplay :: SendMOTDToClient( edict_t *client )
|
|||
FREE_FILE( aFileList );
|
||||
}
|
||||
|
||||
void CHalfLifeMultiplay :: ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer )
|
||||
{
|
||||
// Set preferences
|
||||
pPlayer->SetPrefsFromUserinfo( infobuffer );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
// Busters Gamerules
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
|
||||
#define EGON_BUSTING_TIME 10
|
||||
|
||||
bool IsBustingGame()
|
||||
{
|
||||
return sv_busters.value == 1;
|
||||
}
|
||||
|
||||
bool IsPlayerBusting( CBaseEntity* pPlayer )
|
||||
{
|
||||
if ( !pPlayer || !pPlayer->IsPlayer() || !IsBustingGame() )
|
||||
return FALSE;
|
||||
|
||||
return ( (CBasePlayer*)pPlayer )->HasPlayerItemFromID( WEAPON_EGON );
|
||||
}
|
||||
|
||||
BOOL BustingCanHaveItem( CBasePlayer* pPlayer, CBaseEntity* pItem )
|
||||
{
|
||||
BOOL bIsWeaponOrAmmo = FALSE;
|
||||
|
||||
if ( strstr( STRING( pItem->pev->classname ), "weapon_" ) || strstr( STRING( pItem->pev->classname ), "ammo_" ) )
|
||||
{
|
||||
bIsWeaponOrAmmo = TRUE;
|
||||
}
|
||||
|
||||
//Busting players can't have ammo nor weapons
|
||||
if ( IsPlayerBusting( pPlayer ) && bIsWeaponOrAmmo )
|
||||
return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
CMultiplayBusters::CMultiplayBusters()
|
||||
{
|
||||
m_flEgonBustingCheckTime = -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CMultiplayBusters::Think()
|
||||
{
|
||||
CheckForEgons();
|
||||
|
||||
CHalfLifeMultiplay::Think();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
int CMultiplayBusters::IPointsForKill( CBasePlayer* pAttacker, CBasePlayer* pKilled )
|
||||
{
|
||||
//If the attacker is busting, they get a point per kill
|
||||
if ( IsPlayerBusting( pAttacker ) )
|
||||
return 1;
|
||||
|
||||
//If the victim is busting, then the attacker gets a point
|
||||
if ( IsPlayerBusting( pKilled ) )
|
||||
return 2;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CMultiplayBusters::PlayerKilled( CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pInflictor )
|
||||
{
|
||||
if ( IsPlayerBusting( pVictim ) )
|
||||
{
|
||||
UTIL_ClientPrintAll( HUD_PRINTCENTER, "The Buster is dead!!" );
|
||||
|
||||
//Reset egon check time
|
||||
m_flEgonBustingCheckTime = -1;
|
||||
|
||||
CBasePlayer *peKiller = NULL;
|
||||
CBaseEntity *ktmp = CBaseEntity::Instance( pKiller );
|
||||
|
||||
if ( ktmp && ( ktmp->Classify() == CLASS_PLAYER ) )
|
||||
{
|
||||
peKiller = (CBasePlayer*)ktmp;
|
||||
}
|
||||
else if ( ktmp && ( ktmp->Classify() == CLASS_VEHICLE ) )
|
||||
{
|
||||
CBasePlayer *pDriver = ( (CFuncVehicle*)ktmp )->m_pDriver;
|
||||
|
||||
if ( pDriver != NULL )
|
||||
{
|
||||
peKiller = pDriver;
|
||||
ktmp = pDriver;
|
||||
pKiller = pDriver->pev;
|
||||
}
|
||||
}
|
||||
|
||||
if ( peKiller )
|
||||
{
|
||||
UTIL_ClientPrintAll( HUD_PRINTTALK, UTIL_VarArgs( "%s has has killed the Buster!\n", STRING( (CBasePlayer*)peKiller->pev->netname ) ) );
|
||||
}
|
||||
|
||||
pVictim->pev->renderfx = kRenderFxNone;
|
||||
pVictim->pev->rendercolor = g_vecZero;
|
||||
//pVictim->pev->effects &= ~EF_BRIGHTFIELD;
|
||||
}
|
||||
|
||||
CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CMultiplayBusters::DeathNotice( CBasePlayer* pVictim, entvars_t* pKiller, entvars_t* pevInflictor )
|
||||
{
|
||||
//Only death notices that the Buster was involved in in Busting game mode
|
||||
if ( !IsPlayerBusting( pVictim ) && !IsPlayerBusting( CBaseEntity::Instance( pKiller ) ) )
|
||||
return;
|
||||
|
||||
CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
int CMultiplayBusters::WeaponShouldRespawn( CBasePlayerItem* pWeapon )
|
||||
{
|
||||
if ( pWeapon->m_iId == WEAPON_EGON )
|
||||
return GR_WEAPON_RESPAWN_NO;
|
||||
|
||||
return CHalfLifeMultiplay::WeaponShouldRespawn( pWeapon );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CheckForEgons:
|
||||
//Check to see if any player has an egon
|
||||
//If they don't then get the lowest player on the scoreboard and give them one
|
||||
//Then check to see if any weapon boxes out there has an egon, and delete it
|
||||
//=========================================================
|
||||
void CMultiplayBusters::CheckForEgons()
|
||||
{
|
||||
if ( m_flEgonBustingCheckTime <= 0.0f )
|
||||
{
|
||||
m_flEgonBustingCheckTime = gpGlobals->time + EGON_BUSTING_TIME;
|
||||
return;
|
||||
}
|
||||
|
||||
if ( m_flEgonBustingCheckTime <= gpGlobals->time )
|
||||
{
|
||||
m_flEgonBustingCheckTime = -1.0f;
|
||||
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBasePlayer* pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i );
|
||||
|
||||
//Someone is busting, no need to continue
|
||||
if ( IsPlayerBusting( pPlayer ) )
|
||||
return;
|
||||
}
|
||||
|
||||
int bBestFrags = 9999;
|
||||
CBasePlayer* pBestPlayer = NULL;
|
||||
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBasePlayer* pPlayer = (CBasePlayer*)UTIL_PlayerByIndex( i );
|
||||
|
||||
if ( pPlayer && pPlayer->pev->frags <= bBestFrags )
|
||||
{
|
||||
bBestFrags = pPlayer->pev->frags;
|
||||
pBestPlayer = pPlayer;
|
||||
}
|
||||
}
|
||||
|
||||
if ( pBestPlayer )
|
||||
{
|
||||
pBestPlayer->GiveNamedItem( "weapon_egon" );
|
||||
|
||||
CBaseEntity* pEntity = NULL;
|
||||
|
||||
//Find a weaponbox that includes an Egon, then destroy it
|
||||
while ( ( pEntity = UTIL_FindEntityByClassname( pEntity, "weaponbox" ) ) != NULL )
|
||||
{
|
||||
CWeaponBox* pWeaponBox = (CWeaponBox*)pEntity;
|
||||
|
||||
if ( pWeaponBox )
|
||||
{
|
||||
CBasePlayerItem* pWeapon;
|
||||
|
||||
for ( int i = 0; i < MAX_ITEM_TYPES; i++ )
|
||||
{
|
||||
pWeapon = pWeaponBox->m_rgpPlayerItems[i];
|
||||
|
||||
while ( pWeapon )
|
||||
{
|
||||
//There you are, bye box
|
||||
if ( pWeapon->m_iId == WEAPON_EGON )
|
||||
{
|
||||
pWeaponBox->Kill();
|
||||
break;
|
||||
}
|
||||
|
||||
pWeapon = pWeapon->m_pNext;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
BOOL CMultiplayBusters::CanHavePlayerItem( CBasePlayer* pPlayer, CBasePlayerItem* pItem )
|
||||
{
|
||||
//Buster cannot have more weapons nor ammo
|
||||
if ( BustingCanHaveItem( pPlayer, pItem ) == FALSE )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return CHalfLifeMultiplay::CanHavePlayerItem( pPlayer, pItem );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
BOOL CMultiplayBusters::CanHaveItem( CBasePlayer* pPlayer, CItem* pItem )
|
||||
{
|
||||
//Buster cannot have more weapons nor ammo
|
||||
if (BustingCanHaveItem( pPlayer, pItem ) == FALSE )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return CHalfLifeMultiplay::CanHaveItem( pPlayer, pItem );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CMultiplayBusters::PlayerGotWeapon( CBasePlayer* pPlayer, CBasePlayerItem* pWeapon )
|
||||
{
|
||||
if ( pWeapon->m_iId == WEAPON_EGON )
|
||||
{
|
||||
pPlayer->RemoveAllItems( false );
|
||||
|
||||
UTIL_ClientPrintAll( HUD_PRINTCENTER, "Long live the new Buster!" );
|
||||
UTIL_ClientPrintAll( HUD_PRINTTALK, UTIL_VarArgs( "%s is busting!\n", STRING( (CBasePlayer*)pPlayer->pev->netname ) ) );
|
||||
|
||||
SetPlayerModel( pPlayer );
|
||||
|
||||
pPlayer->pev->health = pPlayer->pev->max_health;
|
||||
pPlayer->pev->armorvalue = 100;
|
||||
|
||||
pPlayer->pev->renderfx = kRenderFxGlowShell;
|
||||
pPlayer->pev->renderamt = 25;
|
||||
pPlayer->pev->rendercolor = Vector( 0, 75, 250 );
|
||||
|
||||
CBasePlayerWeapon *pEgon = (CBasePlayerWeapon*)pWeapon;
|
||||
|
||||
pEgon->m_iDefaultAmmo = 100;
|
||||
pPlayer->m_rgAmmo[pEgon->m_iPrimaryAmmoType] = pEgon->m_iDefaultAmmo;
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "ivan" );
|
||||
}
|
||||
}
|
||||
|
||||
void CMultiplayBusters::ClientUserInfoChanged( CBasePlayer* pPlayer, char* infobuffer )
|
||||
{
|
||||
SetPlayerModel( pPlayer );
|
||||
|
||||
// Set preferences
|
||||
pPlayer->SetPrefsFromUserinfo( infobuffer );
|
||||
}
|
||||
|
||||
void CMultiplayBusters::PlayerSpawn( CBasePlayer* pPlayer )
|
||||
{
|
||||
CHalfLifeMultiplay::PlayerSpawn( pPlayer );
|
||||
SetPlayerModel( pPlayer );
|
||||
}
|
||||
|
||||
void CMultiplayBusters::SetPlayerModel( CBasePlayer* pPlayer )
|
||||
{
|
||||
if ( IsPlayerBusting( pPlayer ) )
|
||||
{
|
||||
g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "ivan" );
|
||||
}
|
||||
else
|
||||
{
|
||||
g_engfuncs.pfnSetClientKeyValue( pPlayer->entindex(), g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", "skeleton" );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -462,7 +462,7 @@ void CNihilanth :: DyingThink( void )
|
|||
{
|
||||
if (m_pBall->pev->renderamt > 0)
|
||||
{
|
||||
m_pBall->pev->renderamt = max( 0, m_pBall->pev->renderamt - 2);
|
||||
m_pBall->pev->renderamt = max<float>( 0, m_pBall->pev->renderamt - 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -884,7 +884,7 @@ void CNihilanth :: HuntThink( void )
|
|||
}
|
||||
else
|
||||
{
|
||||
m_flAdj = min( m_flAdj + 10, 1000 );
|
||||
m_flAdj = min( m_flAdj + 10.0f, 1000.0f );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
278
dlls/player.cpp
278
dlls/player.cpp
|
@ -53,6 +53,8 @@ extern void respawn(entvars_t *pev, BOOL fCopyCorpse);
|
|||
extern Vector VecBModelOrigin(entvars_t *pevBModel );
|
||||
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
|
||||
|
||||
extern bool IsBustingGame();
|
||||
|
||||
// the world node graph
|
||||
extern CGraph WorldGraph;
|
||||
|
||||
|
@ -718,8 +720,20 @@ void CBasePlayer::PackDeadPlayerItems( void )
|
|||
case GR_PLR_DROP_GUN_ACTIVE:
|
||||
if ( m_pActiveItem && pPlayerItem == m_pActiveItem )
|
||||
{
|
||||
CBasePlayerWeapon *pWeapon = (CBasePlayerWeapon*)pPlayerItem;
|
||||
int nIndex = iPW++;
|
||||
|
||||
// this is the active item. Pack it.
|
||||
rgpPackWeapons[ iPW++ ] = (CBasePlayerWeapon *)pPlayerItem;
|
||||
rgpPackWeapons[nIndex] = pWeapon;
|
||||
|
||||
//Reload the weapon before dropping it if we have ammo
|
||||
int j = min( pWeapon->iMaxClip() - pWeapon->m_iClip, m_rgAmmo[pWeapon->m_iPrimaryAmmoType] );
|
||||
|
||||
// Add them to the clip
|
||||
pWeapon->m_iClip += j;
|
||||
m_rgAmmo[pWeapon->m_iPrimaryAmmoType] -= j;
|
||||
|
||||
TabulateAmmo();
|
||||
}
|
||||
break;
|
||||
|
||||
|
@ -783,24 +797,69 @@ void CBasePlayer::PackDeadPlayerItems( void )
|
|||
iPA = 0;
|
||||
iPW = 0;
|
||||
|
||||
// pack the ammo
|
||||
while ( iPackAmmo[ iPA ] != -1 )
|
||||
if ( IsBustingGame() )
|
||||
{
|
||||
pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[ iPackAmmo[ iPA ] ].pszName ), m_rgAmmo[ iPackAmmo[ iPA ] ] );
|
||||
iPA++;
|
||||
}
|
||||
if ( HasNamedPlayerItem( "weapon_egon" ) )
|
||||
{
|
||||
for ( i = 0; i < MAX_ITEM_TYPES; i++ )
|
||||
{
|
||||
CBasePlayerItem *pItem = m_rgpPlayerItems[i];
|
||||
|
||||
// now pack all of the items in the lists
|
||||
while ( rgpPackWeapons[ iPW ] )
|
||||
if ( pItem )
|
||||
{
|
||||
if ( !strcmp( "weapon_egon", STRING( pItem->pev->classname ) ) )
|
||||
{
|
||||
pWeaponBox->PackWeapon( pItem );
|
||||
|
||||
SET_MODEL( ENT( pWeaponBox->pev ), "models/w_egon.mdl" );
|
||||
|
||||
pWeaponBox->pev->velocity = vec3_t( 0, 0, 0 );
|
||||
pWeaponBox->pev->renderfx = kRenderFxGlowShell;
|
||||
pWeaponBox->pev->renderamt = 25;
|
||||
pWeaponBox->pev->rendercolor = Vector( 0, 75, 250 );
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
// weapon unhooked from the player. Pack it into der box.
|
||||
pWeaponBox->PackWeapon( rgpPackWeapons[ iPW ] );
|
||||
bool bPackItems = TRUE;
|
||||
|
||||
iPW++;
|
||||
if ( iAmmoRules == GR_PLR_DROP_AMMO_ACTIVE && iWeaponRules == GR_PLR_DROP_GUN_ACTIVE )
|
||||
{
|
||||
if ( FClassnameIs( rgpPackWeapons[0]->pev, "weapon_satchel" ) && ( iPackAmmo[0] == -1 || ( m_rgAmmo[iPackAmmo[0]] == 0 ) ) )
|
||||
{
|
||||
bPackItems = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
if ( bPackItems )
|
||||
{
|
||||
// pack the ammo
|
||||
while ( iPackAmmo[iPA] != -1 )
|
||||
{
|
||||
pWeaponBox->PackAmmo( MAKE_STRING( CBasePlayerItem::AmmoInfoArray[iPackAmmo[iPA]].pszName ), m_rgAmmo[iPackAmmo[iPA]] );
|
||||
iPA++;
|
||||
}
|
||||
|
||||
// now pack all of the items in the lists
|
||||
while ( rgpPackWeapons[iPW] )
|
||||
{
|
||||
// weapon unhooked from the player. Pack it into der box.
|
||||
pWeaponBox->PackWeapon( rgpPackWeapons[iPW] );
|
||||
|
||||
iPW++;
|
||||
}
|
||||
}
|
||||
|
||||
pWeaponBox->pev->velocity = pev->velocity * 1.2;// weaponbox has player's velocity, then some.
|
||||
}
|
||||
|
||||
pWeaponBox->pev->velocity = pev->velocity * 1.2;// weaponbox has player's velocity, then some.
|
||||
|
||||
RemoveAllItems( TRUE );// now strip off everything that wasn't handled by the code above.
|
||||
}
|
||||
|
||||
|
@ -891,7 +950,7 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
|
|||
|
||||
SetAnimation( PLAYER_DIE );
|
||||
|
||||
m_iRespawnFrames = 0;
|
||||
m_flRespawnTimer = 0.0f;
|
||||
|
||||
pev->modelindex = g_ulModelIndexPlayer; // don't use eyes
|
||||
|
||||
|
@ -924,13 +983,19 @@ void CBasePlayer::Killed( entvars_t *pevAttacker, int iGib )
|
|||
WRITE_BYTE(0);
|
||||
MESSAGE_END();
|
||||
|
||||
//Adrian: always make the players non-solid in multiplayer when they die
|
||||
if ( g_pGameRules->IsMultiplayer() )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
}
|
||||
|
||||
// UNDONE: Put this in, but add FFADE_PERMANENT and make fade time 8.8 instead of 4.12
|
||||
// UTIL_ScreenFade( edict(), Vector(128,0,0), 6, 15, 255, FFADE_OUT | FFADE_MODULATE );
|
||||
|
||||
if ( ( pev->health < -40 && iGib != GIB_NEVER ) || iGib == GIB_ALWAYS )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->solid = SOLID_NOT;
|
||||
|
||||
GibMonster(); // This clears pev->model
|
||||
pev->effects |= EF_NODRAW;
|
||||
return;
|
||||
|
@ -1028,6 +1093,9 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
|
|||
if (pev->sequence == animDesired)
|
||||
return;
|
||||
|
||||
|
||||
//ALERT(at_console, "Set die animation to %d\n", animDesired);
|
||||
|
||||
pev->gaitsequence = 0;
|
||||
pev->sequence = animDesired;
|
||||
pev->frame = 0;
|
||||
|
@ -1111,6 +1179,7 @@ void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim )
|
|||
return;
|
||||
|
||||
//ALERT( at_console, "Set animation to %d\n", animDesired );
|
||||
|
||||
// Reset to first frame of desired animation
|
||||
pev->sequence = animDesired;
|
||||
pev->frame = 0;
|
||||
|
@ -1292,18 +1361,29 @@ void CBasePlayer::PlayerDeathThink(void)
|
|||
{
|
||||
StudioFrameAdvance( );
|
||||
|
||||
m_iRespawnFrames++; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands
|
||||
if ( m_iRespawnFrames < 120 ) // Animations should be no longer than this
|
||||
m_flRespawnTimer += gpGlobals->frametime;
|
||||
if ( m_flRespawnTimer < 4.0f ) // 120 frames at 30fps -- animations should be no longer than this
|
||||
return;
|
||||
}
|
||||
|
||||
if ( pev->deadflag == DEAD_DYING )
|
||||
{
|
||||
//Once we finish animating, if we're in multiplayer just make a copy of our body right away.
|
||||
if ( m_fSequenceFinished && g_pGameRules->IsMultiplayer() && pev->movetype == MOVETYPE_NONE )
|
||||
{
|
||||
CopyToBodyQue( pev );
|
||||
pev->modelindex = 0;
|
||||
}
|
||||
|
||||
pev->deadflag = DEAD_DEAD;
|
||||
}
|
||||
|
||||
// once we're done animating our death and we're on the ground, we want to set movetype to None so our dead body won't do collisions and stuff anymore
|
||||
// this prevents a bug where the dead body would go to a player's head if he walked over it while the dead player was clicking their button to respawn
|
||||
if ( pev->movetype != MOVETYPE_NONE && FBitSet(pev->flags, FL_ONGROUND) )
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
|
||||
if (pev->deadflag == DEAD_DYING)
|
||||
pev->deadflag = DEAD_DEAD;
|
||||
|
||||
|
||||
StopAnimation();
|
||||
|
||||
|
@ -1330,7 +1410,7 @@ void CBasePlayer::PlayerDeathThink(void)
|
|||
// if the player has been dead for one second longer than allowed by forcerespawn,
|
||||
// forcerespawn isn't on. Send the player off to an intermission camera until they
|
||||
// choose to respawn.
|
||||
if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > (m_fDeadTime + 6) ) && !(m_afPhysicsFlags & PFLAG_OBSERVER) )
|
||||
if ( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > (m_fDeadTime + 6) ) && !(m_afPhysicsFlags & PFLAG_OBSERVER) )
|
||||
{
|
||||
// go to dead camera.
|
||||
StartDeathCam();
|
||||
|
@ -1345,7 +1425,7 @@ void CBasePlayer::PlayerDeathThink(void)
|
|||
return;
|
||||
|
||||
pev->button = 0;
|
||||
m_iRespawnFrames = 0;
|
||||
m_flRespawnTimer = 0.0f;
|
||||
|
||||
//ALERT(at_console, "Respawn\n");
|
||||
|
||||
|
@ -1515,6 +1595,9 @@ void CBasePlayer::PlayerUse ( void )
|
|||
{
|
||||
m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
|
||||
m_iTrain = TRAIN_NEW|TRAIN_OFF;
|
||||
CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
|
||||
if (pTrain && (pTrain->Classify() == CLASS_VEHICLE))
|
||||
((CFuncVehicle*)pTrain)->m_pDriver = NULL;
|
||||
return;
|
||||
}
|
||||
else
|
||||
|
@ -1526,7 +1609,13 @@ void CBasePlayer::PlayerUse ( void )
|
|||
m_afPhysicsFlags |= PFLAG_ONTRAIN;
|
||||
m_iTrain = TrainSpeed(pTrain->pev->speed, pTrain->pev->impulse);
|
||||
m_iTrain |= TRAIN_NEW;
|
||||
EMIT_SOUND( ENT(pev), CHAN_ITEM, "plats/train_use1.wav", 0.8, ATTN_NORM);
|
||||
if (pTrain->Classify() == CLASS_VEHICLE)
|
||||
{
|
||||
EMIT_SOUND( ENT(pev), CHAN_ITEM, "plats/vehicle_ignition.wav", 0.8, ATTN_NORM);
|
||||
((CFuncVehicle*)pTrain)->m_pDriver = this;
|
||||
}
|
||||
else
|
||||
EMIT_SOUND( ENT(pev), CHAN_ITEM, "plats/train_use1.wav", 0.8, ATTN_NORM);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -1646,6 +1735,16 @@ void CBasePlayer::Jump()
|
|||
{
|
||||
pev->velocity = pev->velocity + pev->basevelocity;
|
||||
}
|
||||
|
||||
|
||||
// JoshA: CS behaviour does this for tracktrain + train as well,
|
||||
// but let's just do this for func_vehicle to avoid breaking existing content.
|
||||
//
|
||||
// If you're standing on a moving train... then add the velocity of the train to yours.
|
||||
if ( pevGround && ( /*(!strcmp( "func_tracktrain", STRING(pevGround->classname))) ||
|
||||
(!strcmp( "func_train", STRING(pevGround->classname))) ) ||*/
|
||||
(!strcmp( "func_vehicle", STRING(pevGround->classname)))) )
|
||||
pev->velocity = pev->velocity + pevGround->velocity;
|
||||
}
|
||||
|
||||
|
||||
|
@ -1923,28 +2022,59 @@ void CBasePlayer::PreThink(void)
|
|||
//ALERT( at_error, "In train mode with no train!\n" );
|
||||
m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
|
||||
m_iTrain = TRAIN_NEW|TRAIN_OFF;
|
||||
if (pTrain->Classify() == CLASS_VEHICLE)
|
||||
((CFuncVehicle*)pTrain)->m_pDriver = NULL;
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if ( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || (pev->button & (IN_MOVELEFT|IN_MOVERIGHT) ) )
|
||||
else if ( !FBitSet( pev->flags, FL_ONGROUND ) || FBitSet( pTrain->pev->spawnflags, SF_TRACKTRAIN_NOCONTROL ) || ((pev->button & (IN_MOVELEFT|IN_MOVERIGHT) ) && pTrain->Classify() != CLASS_VEHICLE) )
|
||||
{
|
||||
// Turn off the train if you jump, strafe, or the train controls go dead
|
||||
// and it isn't a func_vehicle.
|
||||
m_afPhysicsFlags &= ~PFLAG_ONTRAIN;
|
||||
m_iTrain = TRAIN_NEW|TRAIN_OFF;
|
||||
if (pTrain->Classify() == CLASS_VEHICLE)
|
||||
((CFuncVehicle*)pTrain)->m_pDriver = NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
pev->velocity = g_vecZero;
|
||||
vel = 0;
|
||||
if ( m_afButtonPressed & IN_FORWARD )
|
||||
if (pTrain->Classify() == CLASS_VEHICLE)
|
||||
{
|
||||
vel = 1;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
if ( pev->button & IN_FORWARD )
|
||||
{
|
||||
vel = 1;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
if ( pev->button & IN_BACK )
|
||||
{
|
||||
vel = -1;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
if ( pev->button & IN_MOVELEFT)
|
||||
{
|
||||
vel = 20;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
if ( pev->button & IN_MOVERIGHT)
|
||||
{
|
||||
vel = 30;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
}
|
||||
else if ( m_afButtonPressed & IN_BACK )
|
||||
else
|
||||
{
|
||||
vel = -1;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
if ( m_afButtonPressed & IN_FORWARD )
|
||||
{
|
||||
vel = 1;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
else if ( m_afButtonPressed & IN_BACK )
|
||||
{
|
||||
vel = -1;
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
}
|
||||
|
||||
if (vel)
|
||||
|
@ -2674,23 +2804,23 @@ pt_end:
|
|||
|
||||
if ( gun && gun->UseDecrement() )
|
||||
{
|
||||
gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
|
||||
gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
|
||||
gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0f );
|
||||
gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001f );
|
||||
|
||||
if ( gun->m_flTimeWeaponIdle != 1000 )
|
||||
{
|
||||
gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
|
||||
gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001f );
|
||||
}
|
||||
|
||||
if ( gun->pev->fuser1 != 1000 )
|
||||
{
|
||||
gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
|
||||
gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001f );
|
||||
}
|
||||
|
||||
// Only decrement if not flagged as NO_DECREMENT
|
||||
// if ( gun->m_flPumpTime != 1000 )
|
||||
// {
|
||||
// gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
|
||||
// gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001f );
|
||||
// }
|
||||
|
||||
}
|
||||
|
@ -2764,6 +2894,8 @@ edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer )
|
|||
CBaseEntity *pSpot;
|
||||
edict_t *player;
|
||||
|
||||
int nNumRandomSpawnsToTry = 10;
|
||||
|
||||
player = pPlayer->edict();
|
||||
|
||||
// choose a info_player_deathmatch point
|
||||
|
@ -2778,9 +2910,21 @@ edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer )
|
|||
}
|
||||
else if ( g_pGameRules->IsDeathmatch() )
|
||||
{
|
||||
if (NULL == g_pLastSpawn)
|
||||
{
|
||||
int nNumSpawnPoints = 0;
|
||||
CBaseEntity* pEnt = UTIL_FindEntityByClassname(NULL, "info_player_deathmatch");
|
||||
while (NULL != pEnt)
|
||||
{
|
||||
nNumSpawnPoints++;
|
||||
pEnt = UTIL_FindEntityByClassname(pEnt, "info_player_deathmatch");
|
||||
}
|
||||
nNumRandomSpawnsToTry = nNumSpawnPoints;
|
||||
}
|
||||
|
||||
pSpot = g_pLastSpawn;
|
||||
// Randomize the start spot
|
||||
for ( int i = RANDOM_LONG(1,5); i > 0; i-- )
|
||||
for ( int i = RANDOM_LONG(1, nNumRandomSpawnsToTry - 1); i > 0; i-- )
|
||||
pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" );
|
||||
if ( FNullEnt( pSpot ) ) // skip over the null point
|
||||
pSpot = UTIL_FindEntityByClassname( pSpot, "info_player_deathmatch" );
|
||||
|
@ -2849,6 +2993,8 @@ ReturnSpot:
|
|||
|
||||
void CBasePlayer::Spawn( void )
|
||||
{
|
||||
m_flStartCharge = gpGlobals->time;
|
||||
|
||||
pev->classname = MAKE_STRING("player");
|
||||
pev->health = 100;
|
||||
pev->armorvalue = 0;
|
||||
|
@ -3056,6 +3202,9 @@ int CBasePlayer::Restore( CRestore &restore )
|
|||
|
||||
RenewItems();
|
||||
|
||||
//Resync ammo data so you can reload - Solokiller
|
||||
TabulateAmmo();
|
||||
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
// HACK: This variable is saved/restored in CBaseMonster as a time variable, but we're using it
|
||||
// as just a counter. Ideally, this needs its own variable that's saved as a plain float.
|
||||
|
@ -3063,6 +3212,12 @@ int CBasePlayer::Restore( CRestore &restore )
|
|||
m_flNextAttack = UTIL_WeaponTimeBase();
|
||||
#endif
|
||||
|
||||
// Force a flashlight update for the HUD
|
||||
if ( m_flFlashLightTime == 0 )
|
||||
{
|
||||
m_flFlashLightTime = 1;
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
|
@ -3424,8 +3579,6 @@ void CBasePlayer :: ForceClientDllUpdate( void )
|
|||
ImpulseCommands
|
||||
============
|
||||
*/
|
||||
extern float g_flWeaponCheat;
|
||||
|
||||
void CBasePlayer::ImpulseCommands( )
|
||||
{
|
||||
TraceResult tr;// UNDONE: kill me! This is temporary for PreAlpha CDs
|
||||
|
@ -3507,7 +3660,7 @@ void CBasePlayer::ImpulseCommands( )
|
|||
void CBasePlayer::CheatImpulseCommands( int iImpulse )
|
||||
{
|
||||
#if !defined( HLDEMO_BUILD )
|
||||
if ( g_flWeaponCheat == 0.0 )
|
||||
if ( CVAR_GET_FLOAT( "sv_cheats" ) == 0.0 )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
@ -3755,7 +3908,7 @@ int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem )
|
|||
pev->viewmodel = 0;
|
||||
pev->weaponmodel = 0;
|
||||
}
|
||||
else if ( m_pLastItem == pItem )
|
||||
if ( m_pLastItem == pItem )
|
||||
m_pLastItem = NULL;
|
||||
|
||||
CBasePlayerItem *pPrev = m_rgpPlayerItems[pItem->iItemSlot()];
|
||||
|
@ -4180,6 +4333,22 @@ void CBasePlayer :: UpdateClientData( void )
|
|||
}
|
||||
}
|
||||
|
||||
void CBasePlayer :: SetPrefsFromUserinfo( char * infobuffer )
|
||||
{
|
||||
const char * pszKeyVal;
|
||||
|
||||
// Set autoswitch preference
|
||||
pszKeyVal = g_engfuncs.pfnInfoKeyValue( infobuffer, "cl_autowepswitch" );
|
||||
if ( FStrEq( pszKeyVal, "" ) )
|
||||
{
|
||||
m_iAutoWepSwitch = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_iAutoWepSwitch = atoi( pszKeyVal );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// FBecomeProne - Overridden for the player to set the proper
|
||||
|
@ -4317,7 +4486,7 @@ Vector CBasePlayer :: GetAutoaimVector( float flDelta )
|
|||
// m_vecAutoAim = m_vecAutoAim * 0.99;
|
||||
|
||||
// Don't send across network if sv_aim is 0
|
||||
if ( g_psv_aim->value != 0 )
|
||||
if ( g_psv_aim->value != 0 && g_psv_allow_autoaim->value != 0 )
|
||||
{
|
||||
if ( m_vecAutoAim.x != m_lastx ||
|
||||
m_vecAutoAim.y != m_lasty )
|
||||
|
@ -4345,7 +4514,7 @@ Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flD
|
|||
edict_t *bestent;
|
||||
TraceResult tr;
|
||||
|
||||
if ( g_psv_aim->value == 0 )
|
||||
if ( g_psv_aim->value == 0 || g_psv_allow_autoaim->value == 0 )
|
||||
{
|
||||
m_fOnTarget = FALSE;
|
||||
return g_vecZero;
|
||||
|
@ -4642,6 +4811,33 @@ BOOL CBasePlayer::HasNamedPlayerItem( const char *pszItemName )
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// HasPlayerItemFromID
|
||||
// Just compare IDs, rather than classnames
|
||||
//=========================================================
|
||||
BOOL CBasePlayer::HasPlayerItemFromID( int nID )
|
||||
{
|
||||
CBasePlayerItem* pItem;
|
||||
int i;
|
||||
|
||||
for ( i = 0; i < MAX_ITEM_TYPES; i++ )
|
||||
{
|
||||
pItem = m_rgpPlayerItems[i];
|
||||
|
||||
while ( pItem )
|
||||
{
|
||||
if ( pItem->m_iId == nID )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
pItem = pItem->m_pNext;
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//
|
||||
//=========================================================
|
||||
|
|
|
@ -189,7 +189,7 @@ public:
|
|||
Vector m_vecAutoAim;
|
||||
BOOL m_fOnTarget;
|
||||
int m_iDeaths;
|
||||
float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
|
||||
float m_flRespawnTimer; // used in PlayerDeathThink() to make sure players can always respawn
|
||||
|
||||
int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
|
||||
|
||||
|
@ -233,6 +233,8 @@ public:
|
|||
// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
|
||||
virtual void UpdateClientData( void );
|
||||
|
||||
void SetPrefsFromUserinfo( char * infobuffer );
|
||||
|
||||
static TYPEDESCRIPTION m_playerSaveData[];
|
||||
|
||||
// Player is moved across the transition by other means
|
||||
|
@ -265,6 +267,7 @@ public:
|
|||
void DropPlayerItem ( char *pszItemName );
|
||||
BOOL HasPlayerItem( CBasePlayerItem *pCheckItem );
|
||||
BOOL HasNamedPlayerItem( const char *pszItemName );
|
||||
BOOL HasPlayerItemFromID( int nID );
|
||||
BOOL HasWeapons( void );// do I have ANY weapons?
|
||||
void SelectPrevItem( int iItem );
|
||||
void SelectNextItem( int iItem );
|
||||
|
@ -323,6 +326,7 @@ public:
|
|||
|
||||
float m_flNextChatTime;
|
||||
|
||||
int m_iAutoWepSwitch;
|
||||
};
|
||||
|
||||
#define AUTOAIM_2DEGREES 0.0348994967025
|
||||
|
|
|
@ -171,7 +171,7 @@ void CPython::PrimaryAttack()
|
|||
Reload( );
|
||||
else
|
||||
{
|
||||
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "weapons/357_cock1.wav", 0.8, ATTN_NORM);
|
||||
PlayEmptySound();
|
||||
m_flNextPrimaryAttack = 0.15;
|
||||
}
|
||||
|
||||
|
|
83
dlls/rpg.cpp
83
dlls/rpg.cpp
|
@ -111,8 +111,9 @@ CRpgRocket *CRpgRocket::CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBa
|
|||
pRocket->pev->angles = vecAngles;
|
||||
pRocket->Spawn();
|
||||
pRocket->SetTouch( &CRpgRocket::RocketTouch );
|
||||
pRocket->m_pLauncher = pLauncher;// remember what RPG fired me.
|
||||
pRocket->m_pLauncher->m_cActiveRockets++;// register this missile as active for the launcher
|
||||
|
||||
pLauncher->m_cActiveRockets++;
|
||||
pRocket->m_hLauncher = pLauncher;// remember what RPG fired me.
|
||||
pRocket->pev->owner = pOwner->edict();
|
||||
|
||||
return pRocket;
|
||||
|
@ -152,16 +153,36 @@ void CRpgRocket :: Spawn( void )
|
|||
//=========================================================
|
||||
void CRpgRocket :: RocketTouch ( CBaseEntity *pOther )
|
||||
{
|
||||
if ( m_pLauncher )
|
||||
//ALERT( at_console, "RpgRocket RocketTouch, m_pLauncher: %u\n", GetLauncher() );
|
||||
|
||||
if ( GetLauncher() )
|
||||
{
|
||||
// my launcher is still around, tell it I'm dead.
|
||||
m_pLauncher->m_cActiveRockets--;
|
||||
GetLauncher()->m_cActiveRockets--;
|
||||
m_hLauncher = NULL;
|
||||
}
|
||||
|
||||
STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav" );
|
||||
ExplodeTouch( pOther );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CRpgRocket::Explode( TraceResult *pTrace, int bitsDamageType )
|
||||
{
|
||||
//ALERT( at_console, "RpgRocket Explode, m_pLauncher: %u\n", GetLauncher() );
|
||||
|
||||
STOP_SOUND( edict(), CHAN_VOICE, "weapons/rocket1.wav");
|
||||
|
||||
if ( GetLauncher() )
|
||||
{
|
||||
// my launcher is still around, tell it I'm dead.
|
||||
GetLauncher()->m_cActiveRockets--;
|
||||
m_hLauncher = NULL;
|
||||
}
|
||||
|
||||
CGrenade::Explode( pTrace, bitsDamageType );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CRpgRocket :: Precache( void )
|
||||
|
@ -205,6 +226,14 @@ void CRpgRocket :: IgniteThink( void )
|
|||
}
|
||||
|
||||
|
||||
CRpg* CRpgRocket::GetLauncher()
|
||||
{
|
||||
if ( !m_hLauncher )
|
||||
return NULL;
|
||||
|
||||
return (CRpg*)( (CBaseEntity*)m_hLauncher );
|
||||
}
|
||||
|
||||
void CRpgRocket :: FollowThink( void )
|
||||
{
|
||||
CBaseEntity *pOther = NULL;
|
||||
|
@ -221,8 +250,17 @@ void CRpgRocket :: FollowThink( void )
|
|||
// Examine all entities within a reasonable radius
|
||||
while ((pOther = UTIL_FindEntityByClassname( pOther, "laser_spot" )) != NULL)
|
||||
{
|
||||
UTIL_TraceLine ( pev->origin, pOther->pev->origin, dont_ignore_monsters, ENT(pev), &tr );
|
||||
// ALERT( at_console, "%f\n", tr.flFraction );
|
||||
Vector vSpotLocation = pOther->pev->origin;
|
||||
|
||||
if( UTIL_PointContents( vSpotLocation ) == CONTENTS_SKY )
|
||||
{
|
||||
//ALERT( at_console, "laser spot is in the sky...\n");
|
||||
}
|
||||
|
||||
UTIL_TraceLine ( pev->origin, vSpotLocation, dont_ignore_monsters, ENT(pev), &tr );
|
||||
|
||||
//ALERT( at_console, "fraction: %f\n", tr.flFraction );
|
||||
|
||||
if (tr.flFraction >= 0.90)
|
||||
{
|
||||
vecDir = pOther->pev->origin - pev->origin;
|
||||
|
@ -274,7 +312,27 @@ void CRpgRocket :: FollowThink( void )
|
|||
Detonate( );
|
||||
}
|
||||
}
|
||||
// ALERT( at_console, "%.0f\n", flSpeed );
|
||||
|
||||
if( GetLauncher() )
|
||||
{
|
||||
float flDistance = ( pev->origin - GetLauncher()->pev->origin ).Length();
|
||||
|
||||
// if we've travelled more than max distance the player can send a spot, stop tracking the original launcher (allow it to reload)
|
||||
if( flDistance > 8192.0f || gpGlobals->time - m_flIgniteTime > 6.0f )
|
||||
{
|
||||
//ALERT( at_console, "RPG too far (%f)!\n", flDistance );
|
||||
GetLauncher()->m_cActiveRockets--;
|
||||
m_hLauncher = NULL;
|
||||
}
|
||||
|
||||
//ALERT( at_console, "%.0f, m_pLauncher: %u, flDistance: %f\n", flSpeed, GetLauncher(), flDistance );
|
||||
}
|
||||
|
||||
if( (UTIL_PointContents(pev->origin) == CONTENTS_SKY ) )
|
||||
{
|
||||
//ALERT( at_console, "Rocket is in the sky, detonating...\n");
|
||||
Detonate();
|
||||
}
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
@ -284,6 +342,8 @@ void CRpgRocket :: FollowThink( void )
|
|||
|
||||
void CRpg::Reload( void )
|
||||
{
|
||||
//ALERT( at_console, "RPG Reload, m_cActiveRockets: %d, m_fSpotActive: %d\n", m_cActiveRockets, m_fSpotActive );
|
||||
|
||||
int iResult;
|
||||
|
||||
if ( m_iClip == 1 )
|
||||
|
@ -309,6 +369,8 @@ void CRpg::Reload( void )
|
|||
|
||||
if ( m_cActiveRockets && m_fSpotActive )
|
||||
{
|
||||
//ALERT( at_console, "RPG reload failed, m_cActiveRockets: %d, m_fSpotActive: %d\n", m_cActiveRockets, m_fSpotActive );
|
||||
|
||||
// no reloading when there are active missiles tracking the designator.
|
||||
// ward off future autoreload attempts by setting next attack time into the future for a bit.
|
||||
return;
|
||||
|
@ -385,7 +447,7 @@ int CRpg::GetItemInfo(ItemInfo *p)
|
|||
p->iSlot = 3;
|
||||
p->iPosition = 0;
|
||||
p->iId = m_iId = WEAPON_RPG;
|
||||
p->iFlags = 0;
|
||||
p->iFlags = ITEM_FLAG_NOAUTOSWITCHTO;
|
||||
p->iWeight = RPG_WEIGHT;
|
||||
|
||||
return 1;
|
||||
|
@ -481,6 +543,8 @@ void CRpg::PrimaryAttack()
|
|||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.5;
|
||||
|
||||
ResetEmptySound();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -510,8 +574,6 @@ void CRpg::WeaponIdle( void )
|
|||
{
|
||||
UpdateSpot( );
|
||||
|
||||
ResetEmptySound( );
|
||||
|
||||
if ( m_flTimeWeaponIdle > UTIL_WeaponTimeBase() )
|
||||
return;
|
||||
|
||||
|
@ -538,6 +600,7 @@ void CRpg::WeaponIdle( void )
|
|||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 3.0;
|
||||
}
|
||||
|
||||
ResetEmptySound( );
|
||||
SendWeaponAnim( iAnim );
|
||||
}
|
||||
else
|
||||
|
|
|
@ -176,7 +176,7 @@ LINK_ENTITY_TO_CLASS( weapon_satchel, CSatchel );
|
|||
//=========================================================
|
||||
int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
|
||||
{
|
||||
CSatchel *pSatchel;
|
||||
CSatchel* pSatchel = NULL;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
if ( bIsMultiplayer() )
|
||||
|
@ -186,7 +186,26 @@ int CSatchel::AddDuplicate( CBasePlayerItem *pOriginal )
|
|||
{
|
||||
pSatchel = (CSatchel *)pOriginal;
|
||||
|
||||
if ( pSatchel->m_chargeReady != 0 )
|
||||
if ( pOriginal->m_pPlayer == NULL )
|
||||
return TRUE;
|
||||
|
||||
int nSatchelsInPocket = pSatchel->m_pPlayer->m_rgAmmo[ pSatchel->PrimaryAmmoIndex() ];
|
||||
int nNumSatchels = 0;
|
||||
CBaseEntity* pLiveSatchel = NULL;
|
||||
|
||||
|
||||
while ( ( pLiveSatchel = UTIL_FindEntityInSphere( pLiveSatchel, pOriginal->m_pPlayer->pev->origin, 4096 ) ) != NULL )
|
||||
{
|
||||
if ( FClassnameIs( pLiveSatchel->pev, "monster_satchel" ) )
|
||||
{
|
||||
if ( pLiveSatchel->pev->owner == pOriginal->m_pPlayer->edict() )
|
||||
{
|
||||
nNumSatchels++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( pSatchel->m_chargeReady != 0 && ( nSatchelsInPocket + nNumSatchels ) >= SATCHEL_MAX_CARRY )
|
||||
{
|
||||
// player has some satchels deployed. Refuse to add more.
|
||||
return FALSE;
|
||||
|
@ -331,15 +350,18 @@ void CSatchel::Holster( int skiplocal /* = 0 */ )
|
|||
|
||||
void CSatchel::PrimaryAttack()
|
||||
{
|
||||
switch (m_chargeReady)
|
||||
// we're reloading, don't allow fire
|
||||
if( m_chargeReady != 2 )
|
||||
{
|
||||
Throw();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CSatchel::SecondaryAttack( void )
|
||||
{
|
||||
if ( m_chargeReady == 1 )
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
Throw( );
|
||||
}
|
||||
break;
|
||||
case 1:
|
||||
{
|
||||
SendWeaponAnim( SATCHEL_RADIO_FIRE );
|
||||
|
||||
edict_t *pPlayer = m_pPlayer->edict( );
|
||||
|
@ -362,23 +384,6 @@ void CSatchel::PrimaryAttack()
|
|||
m_flNextPrimaryAttack = GetNextAttackDelay(0.5);
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 0.5;
|
||||
break;
|
||||
}
|
||||
|
||||
case 2:
|
||||
// we're reloading, don't allow fire
|
||||
{
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CSatchel::SecondaryAttack( void )
|
||||
{
|
||||
if ( m_chargeReady != 2 )
|
||||
{
|
||||
Throw( );
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -99,6 +99,8 @@ public:
|
|||
|
||||
void TalkInit( void );
|
||||
|
||||
char* GetScientistModel() const;
|
||||
|
||||
void Killed( entvars_t *pevAttacker, int iGib );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
|
@ -424,6 +426,17 @@ DEFINE_CUSTOM_SCHEDULES( CScientist )
|
|||
IMPLEMENT_CUSTOM_SCHEDULES( CScientist, CTalkMonster );
|
||||
|
||||
|
||||
char* CScientist::GetScientistModel() const
|
||||
{
|
||||
char* pszOverride = (char*)CVAR_GET_STRING("_sv_override_scientist_mdl");
|
||||
if (pszOverride && strlen(pszOverride) > 5) // at least requires ".mdl"
|
||||
{
|
||||
return pszOverride;
|
||||
}
|
||||
|
||||
return "models/scientist.mdl";
|
||||
}
|
||||
|
||||
void CScientist::DeclineFollowing( void )
|
||||
{
|
||||
Talk( 10 );
|
||||
|
@ -658,7 +671,7 @@ void CScientist :: Spawn( void )
|
|||
{
|
||||
Precache( );
|
||||
|
||||
SET_MODEL(ENT(pev), "models/scientist.mdl");
|
||||
SET_MODEL(ENT(pev), GetScientistModel());
|
||||
UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
|
||||
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
|
@ -694,7 +707,7 @@ void CScientist :: Spawn( void )
|
|||
//=========================================================
|
||||
void CScientist :: Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL("models/scientist.mdl");
|
||||
PRECACHE_MODEL(GetScientistModel());
|
||||
PRECACHE_SOUND("scientist/sci_pain1.wav");
|
||||
PRECACHE_SOUND("scientist/sci_pain2.wav");
|
||||
PRECACHE_SOUND("scientist/sci_pain3.wav");
|
||||
|
@ -1104,12 +1117,26 @@ public:
|
|||
void Spawn( void );
|
||||
int Classify ( void ) { return CLASS_HUMAN_PASSIVE; }
|
||||
|
||||
// passed into Precache which is non-const
|
||||
char* GetScientistModel() const;
|
||||
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
int m_iPose;// which sequence to display
|
||||
static char *m_szPoses[7];
|
||||
};
|
||||
char *CDeadScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" };
|
||||
|
||||
char* CDeadScientist::GetScientistModel() const
|
||||
{
|
||||
char* pszOverride = (char*)CVAR_GET_STRING("_sv_override_scientist_mdl");
|
||||
if (pszOverride && strlen(pszOverride) > 5) // at least requires ".mdl"
|
||||
{
|
||||
return pszOverride;
|
||||
}
|
||||
|
||||
return "models/scientist.mdl";
|
||||
}
|
||||
|
||||
void CDeadScientist::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "pose"))
|
||||
|
@ -1127,8 +1154,8 @@ LINK_ENTITY_TO_CLASS( monster_scientist_dead, CDeadScientist );
|
|||
//
|
||||
void CDeadScientist :: Spawn( )
|
||||
{
|
||||
PRECACHE_MODEL("models/scientist.mdl");
|
||||
SET_MODEL(ENT(pev), "models/scientist.mdl");
|
||||
PRECACHE_MODEL(GetScientistModel());
|
||||
SET_MODEL(ENT(pev), GetScientistModel());
|
||||
|
||||
pev->effects = 0;
|
||||
pev->sequence = 0;
|
||||
|
@ -1209,8 +1236,8 @@ SITTING_ANIM_sitting3
|
|||
//
|
||||
void CSittingScientist :: Spawn( )
|
||||
{
|
||||
PRECACHE_MODEL("models/scientist.mdl");
|
||||
SET_MODEL(ENT(pev), "models/scientist.mdl");
|
||||
PRECACHE_MODEL(GetScientistModel());
|
||||
SET_MODEL(ENT(pev), GetScientistModel());
|
||||
Precache();
|
||||
InitBoneControllers();
|
||||
|
||||
|
|
|
@ -934,9 +934,9 @@ public:
|
|||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
CBaseMonster *FindEntity( void );
|
||||
BOOL AcceptableSpeaker( CBaseMonster *pMonster );
|
||||
BOOL StartSentence( CBaseMonster *pTarget );
|
||||
CBaseToggle *FindEntity( void );
|
||||
BOOL AcceptableSpeaker( CBaseToggle *pTarget );
|
||||
BOOL StartSentence( CBaseToggle *pTarget );
|
||||
|
||||
|
||||
private:
|
||||
|
@ -1072,10 +1072,10 @@ void CScriptedSentence :: Spawn( void )
|
|||
|
||||
void CScriptedSentence :: FindThink( void )
|
||||
{
|
||||
CBaseMonster *pMonster = FindEntity();
|
||||
if ( pMonster )
|
||||
CBaseToggle *pEnt = FindEntity();
|
||||
if (pEnt)
|
||||
{
|
||||
StartSentence( pMonster );
|
||||
StartSentence(pEnt);
|
||||
if ( pev->spawnflags & SF_SENTENCE_ONCE )
|
||||
UTIL_Remove( this );
|
||||
SetThink( &CScriptedSentence::DelayThink );
|
||||
|
@ -1100,8 +1100,16 @@ void CScriptedSentence :: DelayThink( void )
|
|||
}
|
||||
|
||||
|
||||
BOOL CScriptedSentence :: AcceptableSpeaker( CBaseMonster *pMonster )
|
||||
BOOL CScriptedSentence :: AcceptableSpeaker( CBaseToggle *pTarget )
|
||||
{
|
||||
CBaseMonster *pMonster;
|
||||
pMonster = NULL;
|
||||
|
||||
if (pTarget)
|
||||
{
|
||||
pMonster = pTarget->MyMonsterPointer();
|
||||
}
|
||||
|
||||
if ( pMonster )
|
||||
{
|
||||
if ( pev->spawnflags & SF_SENTENCE_FOLLOWERS )
|
||||
|
@ -1117,27 +1125,40 @@ BOOL CScriptedSentence :: AcceptableSpeaker( CBaseMonster *pMonster )
|
|||
if ( pMonster->CanPlaySentence( override ) )
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
// targeting something other than a monster, sure it can speak
|
||||
if( pTarget && pTarget->IsAllowedToSpeak() )
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
CBaseMonster *CScriptedSentence :: FindEntity( void )
|
||||
CBaseToggle *CScriptedSentence :: FindEntity( void )
|
||||
{
|
||||
edict_t *pentTarget;
|
||||
CBaseMonster *pMonster;
|
||||
CBaseToggle *pSpeakingEnt;
|
||||
|
||||
|
||||
pentTarget = FIND_ENTITY_BY_TARGETNAME(NULL, STRING(m_iszEntity));
|
||||
pMonster = NULL;
|
||||
pSpeakingEnt = NULL;
|
||||
|
||||
while (!FNullEnt(pentTarget))
|
||||
{
|
||||
pMonster = GetMonsterPointer( pentTarget );
|
||||
if ( pMonster != NULL )
|
||||
CBaseEntity *pEnt = Instance(pentTarget);
|
||||
pSpeakingEnt = pEnt ? pEnt->MyTogglePointer() : NULL;
|
||||
|
||||
if (pSpeakingEnt != NULL )
|
||||
{
|
||||
if ( AcceptableSpeaker( pMonster ) )
|
||||
return pMonster;
|
||||
// ALERT( at_console, "%s (%s), not acceptable\n", STRING(pMonster->pev->classname), STRING(pMonster->pev->targetname) );
|
||||
if (AcceptableSpeaker(pSpeakingEnt))
|
||||
{
|
||||
//ALERT(at_console, "acceptable speaker\n");
|
||||
return pSpeakingEnt;
|
||||
}
|
||||
//ALERT(at_console, "found unacceptable speaker\n");
|
||||
}
|
||||
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, STRING(m_iszEntity));
|
||||
}
|
||||
|
@ -1149,9 +1170,9 @@ CBaseMonster *CScriptedSentence :: FindEntity( void )
|
|||
{
|
||||
if ( FBitSet( pEntity->pev->flags, FL_MONSTER ))
|
||||
{
|
||||
pMonster = pEntity->MyMonsterPointer( );
|
||||
if ( AcceptableSpeaker( pMonster ) )
|
||||
return pMonster;
|
||||
pSpeakingEnt = pEntity->MyTogglePointer( );
|
||||
if ( AcceptableSpeaker( pSpeakingEnt ) )
|
||||
return pSpeakingEnt;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1160,7 +1181,7 @@ CBaseMonster *CScriptedSentence :: FindEntity( void )
|
|||
}
|
||||
|
||||
|
||||
BOOL CScriptedSentence :: StartSentence( CBaseMonster *pTarget )
|
||||
BOOL CScriptedSentence :: StartSentence( CBaseToggle *pTarget )
|
||||
{
|
||||
if ( !pTarget )
|
||||
{
|
||||
|
|
|
@ -175,8 +175,7 @@ void CShotgun::PrimaryAttack()
|
|||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
if (m_iClip != 0)
|
||||
m_flPumpTime = gpGlobals->time + 0.5;
|
||||
m_flPumpTime = gpGlobals->time + 0.5;
|
||||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay(0.75);
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 0.75;
|
||||
|
@ -249,8 +248,7 @@ void CShotgun::SecondaryAttack( void )
|
|||
// HEV suit - indicate out of ammo condition
|
||||
m_pPlayer->SetSuitUpdate("!HEV_AMO0", FALSE, 0);
|
||||
|
||||
if (m_iClip != 0)
|
||||
m_flPumpTime = gpGlobals->time + 0.95;
|
||||
m_flPumpTime = gpGlobals->time + 0.95;
|
||||
|
||||
m_flNextPrimaryAttack = GetNextAttackDelay(1.5);
|
||||
m_flNextSecondaryAttack = UTIL_WeaponTimeBase() + 1.5;
|
||||
|
@ -317,13 +315,6 @@ void CShotgun::WeaponIdle( void )
|
|||
|
||||
m_pPlayer->GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
|
||||
if ( m_flPumpTime && m_flPumpTime < gpGlobals->time )
|
||||
{
|
||||
// play pumping sound
|
||||
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
|
||||
m_flPumpTime = 0;
|
||||
}
|
||||
|
||||
if (m_flTimeWeaponIdle < UTIL_WeaponTimeBase() )
|
||||
{
|
||||
if (m_iClip == 0 && m_fInSpecialReload == 0 && m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType])
|
||||
|
@ -371,6 +362,18 @@ void CShotgun::WeaponIdle( void )
|
|||
}
|
||||
}
|
||||
|
||||
void CShotgun::ItemPostFrame( void )
|
||||
{
|
||||
if ( m_flPumpTime && m_flPumpTime < gpGlobals->time )
|
||||
{
|
||||
// play pumping sound
|
||||
EMIT_SOUND_DYN(ENT(m_pPlayer->pev), CHAN_ITEM, "weapons/scock1.wav", 1, ATTN_NORM, 0, 95 + RANDOM_LONG(0,0x1f));
|
||||
m_flPumpTime = 0;
|
||||
}
|
||||
|
||||
CBasePlayerWeapon::ItemPostFrame();
|
||||
}
|
||||
|
||||
|
||||
|
||||
class CShotgunAmmo : public CBasePlayerAmmo
|
||||
|
|
|
@ -34,6 +34,8 @@ extern int gmsgMOTD;
|
|||
//=========================================================
|
||||
CHalfLifeRules::CHalfLifeRules( void )
|
||||
{
|
||||
SERVER_COMMAND( "exec spserver.cfg\n" );
|
||||
|
||||
RefreshSkillData();
|
||||
}
|
||||
|
||||
|
@ -83,10 +85,88 @@ BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
BOOL HLGetNextBestWeapon( CBasePlayer* pPlayer, CBasePlayerItem* pCurrentWeapon )
|
||||
{
|
||||
CBasePlayerItem* pCheck;
|
||||
CBasePlayerItem* pBest;// this will be used in the event that we don't find a weapon in the same category.
|
||||
int iBestWeight;
|
||||
int i;
|
||||
|
||||
iBestWeight = -1;// no weapon lower than -1 can be autoswitched to
|
||||
pBest = NULL;
|
||||
|
||||
if ( !pCurrentWeapon->CanHolster() )
|
||||
{
|
||||
// can't put this gun away right now, so can't switch.
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
for ( i = 0; i < MAX_ITEM_TYPES; i++ )
|
||||
{
|
||||
pCheck = pPlayer->m_rgpPlayerItems[i];
|
||||
|
||||
while ( pCheck )
|
||||
{
|
||||
if ( (pCheck->iFlags() & ITEM_FLAG_NOAUTOSWITCHTO ) != 0 )
|
||||
{
|
||||
pCheck = pCheck->m_pNext;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( pCheck->iWeight() > -1 && pCheck->iWeight() == pCurrentWeapon->iWeight() && pCheck != pCurrentWeapon )
|
||||
{
|
||||
// this weapon is from the same category.
|
||||
if ( pCheck->CanDeploy() )
|
||||
{
|
||||
if ( pPlayer->SwitchWeapon( pCheck ) )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( pCheck->iWeight() > iBestWeight && pCheck != pCurrentWeapon )// don't reselect the weapon we're trying to get rid of
|
||||
{
|
||||
//ALERT ( at_console, "Considering %s\n", STRING( pCheck->pev->classname ) );
|
||||
// we keep updating the 'best' weapon just in case we can't find a weapon of the same weight
|
||||
// that the player was using. This will end up leaving the player with his heaviest-weighted
|
||||
// weapon.
|
||||
if ( pCheck->CanDeploy() )
|
||||
{
|
||||
// if this weapon is useable, flag it as the best
|
||||
iBestWeight = pCheck->iWeight();
|
||||
pBest = pCheck;
|
||||
}
|
||||
}
|
||||
|
||||
pCheck = pCheck->m_pNext;
|
||||
}
|
||||
}
|
||||
|
||||
// if we make it here, we've checked all the weapons and found no useable
|
||||
// weapon in the same catagory as the current weapon.
|
||||
|
||||
// if pBest is null, we didn't find ANYTHING. Shouldn't be possible- should always
|
||||
// at least get the crowbar, but ya never know.
|
||||
if ( !pBest )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
pPlayer->SwitchWeapon( pBest );
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
|
||||
{
|
||||
if ( pCurrentWeapon && pCurrentWeapon->iFlags() & ITEM_FLAG_EXHAUSTIBLE )
|
||||
{
|
||||
return HLGetNextBestWeapon( pPlayer, pCurrentWeapon );
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
|
|
@ -340,7 +340,7 @@ void CSqueakGrenade::SuperBounceTouch( CBaseEntity *pOther )
|
|||
// higher pitch as squeeker gets closer to detonation time
|
||||
flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / SQUEEK_DETONATE_DELAY);
|
||||
|
||||
if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
|
||||
if ( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time && ( pOther->pev->flags & FL_WORLDBRUSH ) == 0)
|
||||
{
|
||||
// attack!
|
||||
|
||||
|
@ -492,25 +492,66 @@ void CSqueak::Holster( int skiplocal /* = 0 */ )
|
|||
EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM);
|
||||
}
|
||||
|
||||
// up / down
|
||||
#define PITCH 0
|
||||
// left / right
|
||||
#define YAW 1
|
||||
// fall over
|
||||
#define ROLL 2
|
||||
|
||||
void AngleVectors(const vec3_t angles, vec3_t& forward, vec3_t& right, vec3_t& up)
|
||||
{
|
||||
float angle;
|
||||
float sr, sp, sy, cr, cp, cy;
|
||||
|
||||
angle = angles[YAW] * (M_PI * 2 / 360);
|
||||
sy = sin(angle);
|
||||
cy = cos(angle);
|
||||
angle = angles[PITCH] * (M_PI * 2 / 360);
|
||||
sp = sin(angle);
|
||||
cp = cos(angle);
|
||||
angle = angles[ROLL] * (M_PI * 2 / 360);
|
||||
sr = sin(angle);
|
||||
cr = cos(angle);
|
||||
|
||||
forward[0] = cp * cy;
|
||||
forward[1] = cp * sy;
|
||||
forward[2] = -sp;
|
||||
right[0] = (-1 * sr * sp * cy + -1 * cr * -sy);
|
||||
right[1] = (-1 * sr * sp * sy + -1 * cr * cy);
|
||||
right[2] = -1 * sr * cp;
|
||||
up[0] = (cr * sp * cy + -sr * -sy);
|
||||
up[1] = (cr * sp * sy + -sr * cy);
|
||||
up[2] = cr * cp;
|
||||
}
|
||||
|
||||
void CSqueak::PrimaryAttack()
|
||||
{
|
||||
if ( m_pPlayer->m_rgAmmo[ m_iPrimaryAmmoType ] )
|
||||
{
|
||||
UTIL_MakeVectors( m_pPlayer->pev->v_angle );
|
||||
vec3_t forward, right, up;
|
||||
vec3_t vEntityForward = m_pPlayer->pev->v_angle;
|
||||
vEntityForward[0] = 0;
|
||||
AngleVectors(vEntityForward, forward, right, up);
|
||||
vEntityForward = forward;
|
||||
|
||||
AngleVectors(m_pPlayer->pev->v_angle, forward, right, up);
|
||||
TraceResult tr;
|
||||
Vector trace_origin;
|
||||
|
||||
// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players
|
||||
// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 )
|
||||
float flAimDownFraction = m_pPlayer->pev->v_angle[0] > 0 ? m_pPlayer->pev->v_angle[0] / 90.f : 0;
|
||||
trace_origin = m_pPlayer->pev->origin;
|
||||
if ( m_pPlayer->pev->flags & FL_DUCKING )
|
||||
{
|
||||
trace_origin = trace_origin - ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
||||
trace_origin = trace_origin - (flAimDownFraction + 1) * ( VEC_HULL_MIN - VEC_DUCK_HULL_MIN );
|
||||
}
|
||||
|
||||
|
||||
Vector vTraceForward = (flAimDownFraction * vEntityForward) + (1 - flAimDownFraction) * forward;
|
||||
// find place to toss monster
|
||||
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );
|
||||
UTIL_TraceLine(trace_origin + vTraceForward * 24, trace_origin + forward * 60, dont_ignore_monsters, NULL, &tr);
|
||||
|
||||
int flags;
|
||||
#ifdef CLIENT_WEAPONS
|
||||
|
@ -521,14 +562,14 @@ void CSqueak::PrimaryAttack()
|
|||
|
||||
PLAYBACK_EVENT_FULL( flags, m_pPlayer->edict(), m_usSnarkFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||||
|
||||
if ( tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25 )
|
||||
if (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0 )
|
||||
{
|
||||
// player "shoot" animation
|
||||
m_pPlayer->SetAnimation( PLAYER_ATTACK1 );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
CBaseEntity *pSqueak = CBaseEntity::Create( "monster_snark", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
|
||||
pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity;
|
||||
pSqueak->pev->velocity = vTraceForward * 200 + m_pPlayer->pev->velocity;
|
||||
#endif
|
||||
|
||||
// play hunt sound
|
||||
|
|
|
@ -450,6 +450,31 @@ BOOL CBaseToggle :: IsLockedByMaster( void )
|
|||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
void CBaseToggle::PlaySentence(const char* pszSentence, float duration, float volume, float attenuation)
|
||||
{
|
||||
if ( pszSentence && IsAllowedToSpeak() )
|
||||
{
|
||||
if (pszSentence[0] == '!')
|
||||
EMIT_SOUND_DYN(edict(), CHAN_VOICE, pszSentence, volume, attenuation, 0, PITCH_NORM);
|
||||
else
|
||||
SENTENCEG_PlayRndSz(edict(), pszSentence, volume, attenuation, 0, PITCH_NORM);
|
||||
}
|
||||
}
|
||||
|
||||
void CBaseToggle::PlayScriptedSentence(const char* pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity* pListener)
|
||||
{
|
||||
PlaySentence(pszSentence, duration, volume, attenuation);
|
||||
}
|
||||
|
||||
void CBaseToggle::SentenceStop(void)
|
||||
{
|
||||
EMIT_SOUND(edict(), CHAN_VOICE, "common/null.wav", 1.0, ATTN_IDLE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
AngularMove
|
||||
|
|
|
@ -423,11 +423,11 @@ void CTalkMonster :: StartTask( Task_t *pTask )
|
|||
|
||||
if (yaw < 0)
|
||||
{
|
||||
pev->ideal_yaw = min( yaw + 45, 0 ) + pev->angles.y;
|
||||
pev->ideal_yaw = min( yaw + 45.0f, 0.0f ) + pev->angles.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->ideal_yaw = max( yaw - 45, 0 ) + pev->angles.y;
|
||||
pev->ideal_yaw = max( yaw - 45.0f, 0.0f ) + pev->angles.y;
|
||||
}
|
||||
}
|
||||
TaskComplete();
|
||||
|
@ -1402,7 +1402,7 @@ BOOL CTalkMonster::CanFollow( void )
|
|||
{
|
||||
if ( m_MonsterState == MONSTERSTATE_SCRIPT )
|
||||
{
|
||||
if ( !m_pCine->CanInterrupt() )
|
||||
if ( !m_pCine || !m_pCine->CanInterrupt() )
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
|
|
@ -111,7 +111,7 @@ public:
|
|||
int IRelationship ( CBaseEntity *pTarget );
|
||||
virtual int CanPlaySentence( BOOL fDisregardState );
|
||||
virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
|
||||
void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
|
||||
virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
// AI functions
|
||||
|
|
|
@ -124,4 +124,82 @@ private:
|
|||
unsigned short m_usAdjustPitch;
|
||||
};
|
||||
|
||||
class CFuncVehicle : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
|
||||
void Blocked( CBaseEntity *pOther );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void KeyValue( KeyValueData* pkvd );
|
||||
|
||||
void EXPORT Next( void );
|
||||
void EXPORT Find( void );
|
||||
void EXPORT NearestPath( void );
|
||||
void EXPORT DeadEnd( void );
|
||||
|
||||
void NextThink( float thinkTime, BOOL alwaysThink );
|
||||
int Classify (void);
|
||||
void CollisionDetection(void);
|
||||
void TerrainFollowing(void);
|
||||
void CheckTurning(void);
|
||||
|
||||
void SetTrack( CPathTrack *track ) { m_ppath = track->Nearest(pev->origin); }
|
||||
void SetControls( entvars_t *pevControls );
|
||||
BOOL OnControls( entvars_t *pev );
|
||||
|
||||
void StopSound ( void );
|
||||
void UpdateSound ( void );
|
||||
|
||||
static CFuncVehicle *Instance( edict_t *pent );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DIRECTIONAL_USE; }
|
||||
|
||||
virtual void OverrideReset( void );
|
||||
|
||||
CPathTrack *m_ppath;
|
||||
float m_length;
|
||||
float m_width;
|
||||
float m_height;
|
||||
float m_speed;
|
||||
float m_dir;
|
||||
float m_startSpeed;
|
||||
Vector m_controlMins;
|
||||
Vector m_controlMaxs;
|
||||
int m_soundPlaying;
|
||||
int m_sounds;
|
||||
int m_acceleration;
|
||||
float m_flVolume;
|
||||
float m_flBank;
|
||||
float m_oldSpeed;
|
||||
int m_iTurnAngle;
|
||||
float m_flSteeringWheelDecay;
|
||||
float m_flAcceleratorDecay;
|
||||
float m_flTurnStartTime;
|
||||
float m_flLaunchTime; //Time at which the vehicle has become airborne
|
||||
float m_flLastNormalZ;
|
||||
float m_flCanTurnNow;
|
||||
float m_flUpdateSound;
|
||||
Vector m_vFrontLeft;
|
||||
Vector m_vFront;
|
||||
Vector m_vFrontRight;
|
||||
Vector m_vBackLeft;
|
||||
Vector m_vBack;
|
||||
Vector m_vBackRight;
|
||||
Vector m_vSurfaceNormal;
|
||||
Vector m_vVehicleDirection;
|
||||
CBasePlayer *m_pDriver;
|
||||
|
||||
// GOOSEMAN
|
||||
void Restart();
|
||||
|
||||
private:
|
||||
unsigned short m_usAdjustPitch;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -331,7 +331,7 @@ void CMultiManager :: KeyValue( KeyValueData *pkvd )
|
|||
{
|
||||
char tmp[128];
|
||||
|
||||
UTIL_StripToken( pkvd->szKeyName, tmp );
|
||||
UTIL_StripToken( pkvd->szKeyName, tmp, sizeof( tmp ) );
|
||||
m_iTargetName [ m_cTargets ] = ALLOC_STRING( tmp );
|
||||
m_flTargetDelay [ m_cTargets ] = atof (pkvd->szValue);
|
||||
m_cTargets++;
|
||||
|
@ -1002,7 +1002,19 @@ void CBaseTrigger :: HurtTouch ( CBaseEntity *pOther )
|
|||
#endif
|
||||
|
||||
if ( fldmg < 0 )
|
||||
pOther->TakeHealth( -fldmg, m_bitsDamageInflict );
|
||||
{
|
||||
BOOL bApplyHeal = TRUE;
|
||||
|
||||
if ( g_pGameRules->IsMultiplayer() && pOther->IsPlayer() )
|
||||
{
|
||||
bApplyHeal = pOther->pev->deadflag == DEAD_NO;
|
||||
}
|
||||
|
||||
if ( bApplyHeal )
|
||||
{
|
||||
pOther->TakeHealth( -fldmg, m_bitsDamageInflict );
|
||||
}
|
||||
}
|
||||
else
|
||||
pOther->TakeDamage( pev, pev, fldmg, m_bitsDamageInflict );
|
||||
|
||||
|
|
|
@ -407,7 +407,7 @@ int CTripmine::GetItemInfo(ItemInfo *p)
|
|||
|
||||
BOOL CTripmine::Deploy( )
|
||||
{
|
||||
//pev->body = 0;
|
||||
pev->body = 0;
|
||||
return DefaultDeploy( "models/v_tripmine.mdl", "models/p_tripmine.mdl", TRIPMINE_DRAW, "trip" );
|
||||
}
|
||||
|
||||
|
|
|
@ -1384,7 +1384,8 @@ void UTIL_StringToVector( float *pVector, const char *pString )
|
|||
char *pstr, *pfront, tempString[128];
|
||||
int j;
|
||||
|
||||
strcpy( tempString, pString );
|
||||
strncpy( tempString, pString, sizeof( tempString ) );
|
||||
tempString[ sizeof( tempString ) - 1 ] = '\0';
|
||||
pstr = pfront = tempString;
|
||||
|
||||
for ( j = 0; j < 3; j++ ) // lifted from pr_edict.c
|
||||
|
@ -1415,7 +1416,8 @@ void UTIL_StringToIntArray( int *pVector, int count, const char *pString )
|
|||
char *pstr, *pfront, tempString[128];
|
||||
int j;
|
||||
|
||||
strcpy( tempString, pString );
|
||||
strncpy( tempString, pString, sizeof( tempString ) );
|
||||
tempString[ sizeof( tempString ) - 1 ] = '\0';
|
||||
pstr = pfront = tempString;
|
||||
|
||||
for ( j = 0; j < count; j++ ) // lifted from pr_edict.c
|
||||
|
@ -1626,11 +1628,11 @@ float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vecto
|
|||
//=========================================================
|
||||
// UTIL_StripToken - for redundant keynames
|
||||
//=========================================================
|
||||
void UTIL_StripToken( const char *pKey, char *pDest )
|
||||
void UTIL_StripToken( const char *pKey, char *pDest, int nLen )
|
||||
{
|
||||
int i = 0;
|
||||
|
||||
while ( pKey[i] && pKey[i] != '#' )
|
||||
while ( i < nLen - 1 && pKey[i] && pKey[i] != '#' )
|
||||
{
|
||||
pDest[i] = pKey[i];
|
||||
i++;
|
||||
|
@ -2235,7 +2237,7 @@ int CRestore::ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCou
|
|||
{
|
||||
fieldNumber = (i+startField)%fieldCount;
|
||||
pTest = &pFields[ fieldNumber ];
|
||||
if ( !stricmp( pTest->fieldName, pName ) )
|
||||
if ( pTest->fieldName && !stricmp( pTest->fieldName, pName ) )
|
||||
{
|
||||
if ( !m_global || !(pTest->flags & FTYPEDESC_GLOBAL) )
|
||||
{
|
||||
|
|
|
@ -341,7 +341,7 @@ extern void UTIL_LogPrintf( char *fmt, ... );
|
|||
// Sorta like FInViewCone, but for nonmonsters.
|
||||
extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );
|
||||
|
||||
extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames
|
||||
extern void UTIL_StripToken( const char *pKey, char *pDest, int nLen );// for redundant keynames
|
||||
|
||||
// Misc functions
|
||||
extern void SetMovedir(entvars_t* pev);
|
||||
|
@ -464,7 +464,7 @@ extern DLL_GLOBAL int g_Language;
|
|||
|
||||
// sentence groups
|
||||
#define CBSENTENCENAME_MAX 16
|
||||
#define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match
|
||||
#define CVOXFILESENTENCEMAX 2048 // max number of sentences in game. NOTE: this must match
|
||||
// CVOXFILESENTENCEMAX in engine\sound.h!!!
|
||||
|
||||
extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
|
||||
|
|
|
@ -106,7 +106,23 @@ public:
|
|||
inline Vector operator*(float fl, const Vector& v) { return v * fl; }
|
||||
inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); }
|
||||
inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
|
||||
inline Vector RotateVectorZ(const Vector& a, int angle)
|
||||
{
|
||||
float x_old, y_old, R_angle;
|
||||
|
||||
Vector new_vector;
|
||||
x_old = a.x;
|
||||
y_old = a.y;
|
||||
|
||||
R_angle = (float)(angle * (3.141517 / 180));
|
||||
|
||||
new_vector.x = (float)(x_old * cos(R_angle) - y_old * sin(R_angle));
|
||||
new_vector.y = (float)(y_old * cos(R_angle) + x_old * sin(R_angle));
|
||||
new_vector.z = 0;
|
||||
return new_vector;
|
||||
}
|
||||
|
||||
#define vec3_t Vector
|
||||
|
||||
|
||||
#endif
|
||||
|
|
1100
dlls/vehicle.cpp
Normal file
1100
dlls/vehicle.cpp
Normal file
File diff suppressed because it is too large
Load diff
|
@ -56,6 +56,8 @@ MULTIDAMAGE gMultiDamage;
|
|||
|
||||
#define TRACER_FREQ 4 // Tracers fire every fourth bullet
|
||||
|
||||
extern bool IsBustingGame();
|
||||
extern bool IsPlayerBusting( CBaseEntity *pPlayer );
|
||||
|
||||
//=========================================================
|
||||
// MaxAmmoCarry - pass in a name and this function will tell
|
||||
|
@ -510,6 +512,19 @@ void CBasePlayerItem::FallThink ( void )
|
|||
|
||||
Materialize();
|
||||
}
|
||||
else if ( m_pPlayer != NULL )
|
||||
{
|
||||
SetThink( NULL );
|
||||
}
|
||||
|
||||
//This weapon is an egon, it has no owner and we're in busting mode, so just remove it when it hits the ground
|
||||
if ( IsBustingGame() && FNullEnt( pev->owner ) )
|
||||
{
|
||||
if ( !strcmp( "weapon_egon", STRING( pev->classname ) ) )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
|
@ -950,7 +965,7 @@ BOOL CBasePlayerWeapon :: IsUseable( void )
|
|||
if ( m_pPlayer->m_rgAmmo[ PrimaryAmmoIndex() ] <= 0 && iMaxAmmo1() != -1 )
|
||||
{
|
||||
// clip is empty (or nonexistant) and the player has no more ammo of this type.
|
||||
return FALSE;
|
||||
return CanDeploy();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1107,6 +1122,9 @@ void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther )
|
|||
return;
|
||||
}
|
||||
|
||||
if ( IsPlayerBusting( pOther ) )
|
||||
return;
|
||||
|
||||
if (AddAmmo( pOther ))
|
||||
{
|
||||
if ( g_pGameRules->AmmoShouldRespawn( this ) == GR_AMMO_RESPAWN_YES )
|
||||
|
@ -1572,8 +1590,10 @@ IMPLEMENT_SAVERESTORE( CRpg, CBasePlayerWeapon );
|
|||
TYPEDESCRIPTION CRpgRocket::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CRpgRocket, m_flIgniteTime, FIELD_TIME ),
|
||||
DEFINE_FIELD( CRpgRocket, m_pLauncher, FIELD_CLASSPTR ),
|
||||
DEFINE_FIELD( CRpgRocket, m_hLauncher, FIELD_EHANDLE ),
|
||||
};
|
||||
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CRpgRocket, CGrenade );
|
||||
|
||||
TYPEDESCRIPTION CShotgun::m_SaveData[] =
|
||||
|
|
|
@ -36,7 +36,7 @@ public:
|
|||
static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code );
|
||||
|
||||
void Explode( Vector vecSrc, Vector vecAim );
|
||||
void Explode( TraceResult *pTrace, int bitsDamageType );
|
||||
virtual void Explode( TraceResult *pTrace, int bitsDamageType );
|
||||
void EXPORT Smoke( void );
|
||||
|
||||
void EXPORT BounceTouch( CBaseEntity *pOther );
|
||||
|
@ -99,7 +99,7 @@ public:
|
|||
#define RPG_WEIGHT 20
|
||||
#define GAUSS_WEIGHT 20
|
||||
#define EGON_WEIGHT 20
|
||||
#define HORNETGUN_WEIGHT 10
|
||||
#define HORNETGUN_WEIGHT 15
|
||||
#define HANDGRENADE_WEIGHT 5
|
||||
#define SNARK_WEIGHT 5
|
||||
#define SATCHEL_WEIGHT -10
|
||||
|
@ -191,6 +191,7 @@ typedef enum
|
|||
#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
|
||||
#define ITEM_FLAG_LIMITINWORLD 8
|
||||
#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
|
||||
#define ITEM_FLAG_NOAUTOSWITCHTO 32
|
||||
|
||||
#define WEAPON_IS_ONTARGET 0x40
|
||||
|
||||
|
@ -647,6 +648,7 @@ public:
|
|||
BOOL Deploy( );
|
||||
void Reload( void );
|
||||
void WeaponIdle( void );
|
||||
void ItemPostFrame( void );
|
||||
int m_fInReload;
|
||||
float m_flNextReload;
|
||||
int m_iShell;
|
||||
|
@ -736,11 +738,17 @@ public:
|
|||
void EXPORT FollowThink( void );
|
||||
void EXPORT IgniteThink( void );
|
||||
void EXPORT RocketTouch( CBaseEntity *pOther );
|
||||
|
||||
virtual void Explode( TraceResult *pTrace, int bitsDamageType );
|
||||
|
||||
static CRpgRocket *CreateRpgRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CRpg *pLauncher );
|
||||
|
||||
CRpg* GetLauncher();
|
||||
|
||||
int m_iTrail;
|
||||
float m_flIgniteTime;
|
||||
CRpg *m_pLauncher;// pointer back to the launcher that fired me.
|
||||
|
||||
EHANDLE m_hLauncher; // pointer back to the launcher that fired me.
|
||||
};
|
||||
|
||||
class CGauss : public CBasePlayerWeapon
|
||||
|
@ -828,6 +836,7 @@ public:
|
|||
void Fire( const Vector &vecOrigSrc, const Vector &vecDir );
|
||||
|
||||
BOOL HasAmmo( void );
|
||||
BOOL CanHolster();
|
||||
|
||||
void UseAmmo( int count );
|
||||
|
||||
|
|
|
@ -230,7 +230,7 @@ static void InitBodyQue(void)
|
|||
//
|
||||
void CopyToBodyQue(entvars_t *pev)
|
||||
{
|
||||
if (pev->effects & EF_NODRAW)
|
||||
if (pev->effects & EF_NODRAW || pev->modelindex == 0 )
|
||||
return;
|
||||
|
||||
entvars_t *pevHead = VARS(g_pBodyQueueHead);
|
||||
|
@ -467,13 +467,11 @@ LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
|
|||
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
|
||||
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
float g_flWeaponCheat;
|
||||
|
||||
void CWorld :: Spawn( void )
|
||||
{
|
||||
g_fGameOver = FALSE;
|
||||
Precache( );
|
||||
g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
|
||||
}
|
||||
|
||||
void CWorld :: Precache( void )
|
||||
|
|
|
@ -176,13 +176,7 @@ void CGlock::Reload( void )
|
|||
if ( m_pPlayer->ammo_9mm <= 0 )
|
||||
return;
|
||||
|
||||
int iResult;
|
||||
|
||||
if (m_iClip == 0)
|
||||
iResult = DefaultReload( 17, GLOCK_RELOAD, 1.5 );
|
||||
else
|
||||
iResult = DefaultReload( 17, GLOCK_RELOAD_NOT_EMPTY, 1.5 );
|
||||
|
||||
int iResult = DefaultReload( GLOCK_MAX_CLIP, m_iClip > 0 ? GLOCK_RELOAD_NOT_EMPTY : GLOCK_RELOAD, 1.5 );
|
||||
if (iResult)
|
||||
{
|
||||
m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 10, 15 );
|
||||
|
|
|
@ -169,18 +169,16 @@ void CZombie :: AlertSound( void )
|
|||
|
||||
void CZombie :: IdleSound( void )
|
||||
{
|
||||
int pitch = 100 + RANDOM_LONG(-5,5);
|
||||
int pitch = 95 + RANDOM_LONG(0,9);
|
||||
|
||||
// Play a random idle sound
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||||
}
|
||||
|
||||
void CZombie :: AttackSound( void )
|
||||
{
|
||||
int pitch = 100 + RANDOM_LONG(-5,5);
|
||||
|
||||
// Play a random attack sound
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
|
||||
EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -611,14 +611,16 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
|
|||
|
||||
WEAPON Weapon;
|
||||
|
||||
strcpy( Weapon.szName, READ_STRING() );
|
||||
strncpy( Weapon.szName, READ_STRING(), sizeof(Weapon.szName) );
|
||||
Weapon.szName[ sizeof(Weapon.szName) - 1 ] = '\0';
|
||||
|
||||
Weapon.iAmmoType = (int)READ_CHAR();
|
||||
|
||||
Weapon.iMax1 = READ_BYTE();
|
||||
if (Weapon.iMax1 == 255)
|
||||
Weapon.iMax1 = -1;
|
||||
|
||||
Weapon.iAmmo2Type = READ_BYTE();
|
||||
Weapon.iAmmo2Type = READ_CHAR();
|
||||
Weapon.iMax2 = READ_BYTE();
|
||||
if (Weapon.iMax2 == 255)
|
||||
Weapon.iMax2 = -1;
|
||||
|
@ -631,6 +633,27 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
|
|||
|
||||
Weapon.iClip = 0;
|
||||
|
||||
if (Weapon.iId < 0 || Weapon.iId >= MAX_WEAPONS)
|
||||
return 0;
|
||||
|
||||
if (Weapon.iSlot < 0 || Weapon.iSlot >= MAX_WEAPON_SLOTS+1)
|
||||
return 0;
|
||||
|
||||
if (Weapon.iSlotPos < 0 || Weapon.iSlotPos >= MAX_WEAPON_POSITIONS+1)
|
||||
return 0;
|
||||
|
||||
if (Weapon.iAmmoType < -1 || Weapon.iAmmoType >= MAX_AMMO_TYPES)
|
||||
return 0;
|
||||
|
||||
if (Weapon.iAmmo2Type < -1 || Weapon.iAmmo2Type >= MAX_AMMO_TYPES)
|
||||
return 0;
|
||||
|
||||
if (Weapon.iAmmoType >= 0 && Weapon.iMax1 == 0)
|
||||
return 0;
|
||||
|
||||
if (Weapon.iAmmo2Type >= 0 && Weapon.iMax2 == 0)
|
||||
return 0;
|
||||
|
||||
gWR.AddWeapon( &Weapon );
|
||||
|
||||
return 1;
|
||||
|
@ -831,7 +854,7 @@ int CHudAmmo::Draw(float flTime)
|
|||
|
||||
AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
||||
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
|
||||
a = max<int>( MIN_ALPHA, m_fFade );
|
||||
|
||||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20);
|
||||
|
|
|
@ -61,7 +61,7 @@ int CHudAmmoSecondary :: Draw(float flTime)
|
|||
// draw secondary ammo icons above normal ammo readout
|
||||
int a, x, y, r, g, b, AmmoWidth;
|
||||
UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
|
||||
a = max<int>( MIN_ALPHA, m_fFade );
|
||||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
|
||||
ScaleColors( r, g, b, a );
|
||||
|
|
|
@ -126,7 +126,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
int r, g, b;
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
ScaleColors(r, g, b, min<int>(scale, 255) );
|
||||
|
||||
// Draw the pic
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
|
@ -154,7 +154,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
|
||||
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
ScaleColors(r, g, b, min<int>(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (weap->rcInactive.right - weap->rcInactive.left);
|
||||
|
@ -172,7 +172,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
ScaleColors(r, g, b, min<int>(scale, 255) );
|
||||
|
||||
int ypos = ScreenHeight - (AMMO_PICKUP_PICK_HEIGHT + (AMMO_PICKUP_GAP * i));
|
||||
int xpos = ScreenWidth - (rect.right - rect.left) - 10;
|
||||
|
|
|
@ -1,598 +0,0 @@
|
|||
# Microsoft Developer Studio Project File - Name="cl_dll" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
|
||||
|
||||
CFG=cl_dll - Win32 Release
|
||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
|
||||
!MESSAGE use the Export Makefile command and run
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "cl_dll.mak".
|
||||
!MESSAGE
|
||||
!MESSAGE You can specify a configuration when running NMAKE
|
||||
!MESSAGE by defining the macro CFG on the command line. For example:
|
||||
!MESSAGE
|
||||
!MESSAGE NMAKE /f "cl_dll.mak" CFG="cl_dll - Win32 Release"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "cl_dll - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE "cl_dll - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""$/GoldSrc/dmc/cl_dlls", STQCAAAA"
|
||||
# PROP Scc_LocalPath "."
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "cl_dll - Win32 Release"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir ".\Release"
|
||||
# PROP BASE Intermediate_Dir ".\Release"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir ".\Release"
|
||||
# PROP Intermediate_Dir ".\Release"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /MT /W3 /GX /Zi /O2 /I "..\utils\common" /I "..\..\public" /I "..\engine" /I "..\common" /I "..\utils\vgui\include" /I "..\dlls" /I "..\..\engine" /I "..\..\common" /I "..\pm_shared" /I "..\..\utils\vgui\include" /I "." /I "..\..\game_shared" /I "..\..\external" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /D "CLIENT_DLL" /D "DMC_BUILD" /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /win32
|
||||
# ADD MTL /nologo /D "NDEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "NDEBUG"
|
||||
# ADD RSC /l 0x409 /d "NDEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /machine:I386
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\..\lib\public\sdl2.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /out:".\Release\client.dll"
|
||||
# Begin Custom Build - Copying to cl_dlls
|
||||
InputDir=.\Release
|
||||
ProjDir=.
|
||||
InputPath=.\Release\client.dll
|
||||
SOURCE="$(InputPath)"
|
||||
|
||||
BuildCmds= \
|
||||
call ..\..\filecopy.bat $(InputPath) $(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll \
|
||||
call ..\..\filecopy.bat $(InputDir)\client.pdb $(ProjDir)\..\..\..\game\mod\cl_dlls\client.pdb \
|
||||
|
||||
|
||||
"..\..\..\game\mod\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"..\..\..\game\mod\cl_dlls\client.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
# End Custom Build
|
||||
|
||||
!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir ".\Debug"
|
||||
# PROP BASE Intermediate_Dir ".\Debug"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir ".\Debug"
|
||||
# PROP Intermediate_Dir ".\Debug"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /MTd /W3 /GX /ZI /Od /I "..\..\public" /I "..\engine" /I "..\common" /I "..\utils\vgui\include" /I "..\dlls" /I "..\..\engine" /I "..\..\common" /I "..\pm_shared" /I "..\..\utils\vgui\include" /I "." /I "..\..\game_shared" /I "..\..\external" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /D "CLIENT_DLL" /D "DMC_BUILD" /FR /Fp".\Release/cl_dll.pch" /YX /Fo".\Release/" /Fd".\Release/" /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
|
||||
# ADD LINK32 oleaut32.lib uuid.lib odbc32.lib odbccp32.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib winmm.lib ..\..\utils\vgui\lib\win32_vc6\vgui.lib wsock32.lib ..\..\lib\public\sdl2.lib /nologo /subsystem:windows /dll /profile /map /debug /machine:I386 /out:".\Debug\client.dll"
|
||||
# Begin Custom Build - Copying to cl_dlls
|
||||
InputDir=.\Debug
|
||||
ProjDir=.
|
||||
InputPath=.\Debug\client.dll
|
||||
SOURCE="$(InputPath)"
|
||||
|
||||
BuildCmds= \
|
||||
call ..\..\filecopy.bat $(InputPath) $(ProjDir)\..\..\..\game\mod\cl_dlls\client.dll \
|
||||
call ..\..\filecopy.bat $(InputDir)\client.pdb $(ProjDir)\..\..\..\game\mod\cl_dlls\client.pdb \
|
||||
|
||||
|
||||
"..\..\..\game\mod\cl_dlls\client.dll" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
|
||||
"..\..\..\game\mod\cl_dlls\client.pdb" : $(SOURCE) "$(INTDIR)" "$(OUTDIR)"
|
||||
$(BuildCmds)
|
||||
# End Custom Build
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "cl_dll - Win32 Release"
|
||||
# Name "cl_dll - Win32 Debug"
|
||||
# Begin Group "Source Files"
|
||||
|
||||
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
|
||||
# Begin Group "quake"
|
||||
|
||||
# PROP Default_Filter "*.cpp"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\CTF_FlagStatus.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\CTF_HudMessage.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\DMC_Teleporters.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_hldm.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\quake\quake_baseentity.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\quake\quake_events.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\quake_gun.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\quake\quake_objects.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\quake\quake_weapons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\quake_weapons_all.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\studio_util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SpectatorPanel.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammo.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammo_secondary.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammohistory.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\battery.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cdll_int.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\com_weapons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\death.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\demo.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\entity.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_common.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\events.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GameStudioModelRenderer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\geiger.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\health.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_msg.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_redraw.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_servers.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_spectator.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_update.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\in_camera.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\input.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\inputw32.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\public\interface.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\menu.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\message.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\parsemsg.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_debug.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_math.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_shared.c
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\saytext.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\scoreboard.cpp
|
||||
# PROP Exclude_From_Build 1
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\status_icons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\statusbar.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\text_message.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\train.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\tri.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_checkbutton2.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_grid.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_helpers.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_int.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_listbox.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_loadtga.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ScorePanel.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_scrollbar2.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ServerBrowser.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_slider2.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_viewport.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\view.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\voice_banmgr.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\voice_status.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammo.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ammohistory.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\camera.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cl_dll.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cl_util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\com_weapons.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\demo.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\DMC_BSPFile.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\DMC_Teleporters.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_hldm.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\eventscripts.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\GameStudioModelRenderer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\health.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_iface.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_servers.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_servers_priv.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hud_spectator.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\in_defs.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\kbutton.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\common\parsemsg.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_debug.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_defs.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_info.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_materials.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_movevars.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_shared.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\quake_gun.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util_vector.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_checkbutton2.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ControlConfigPanel.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_grid.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_helpers.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_int.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_listbox.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\..\game_shared\vgui_loadtga.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SchemeManager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ScorePanel.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ServerBrowser.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SpectatorPanel.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_viewport.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\view.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\voice_status.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wrect.h
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Resource Files"
|
||||
|
||||
# PROP Default_Filter "ico;cur;bmp;dlg;rc2;rct;bin;cnt;rtf;gif;jpg;jpeg;jpe"
|
||||
# End Group
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_CustomObjects.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_MOTDWindow.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_SchemeManager.cpp
|
||||
# End Source File
|
||||
# End Target
|
||||
# End Project
|
|
@ -83,6 +83,7 @@ inline struct cvar_s *CVAR_CREATE( const char *cv, const char *val, const int fl
|
|||
#define GetScreenInfo (*gEngfuncs.pfnGetScreenInfo)
|
||||
#define ServerCmd (*gEngfuncs.pfnServerCmd)
|
||||
#define ClientCmd (*gEngfuncs.pfnClientCmd)
|
||||
#define FilteredClientCmd (*gEngfuncs.pfnFilteredClientCmd)
|
||||
#define SetCrosshair (*gEngfuncs.pfnSetCrosshair)
|
||||
#define AngleVectors (*gEngfuncs.pfnAngleVectors)
|
||||
|
||||
|
@ -165,8 +166,6 @@ inline int safe_sprintf( char *dst, int len_dst, const char *format, ...)
|
|||
inline void PlaySound( char *szSound, float vol ) { gEngfuncs.pfnPlaySoundByName( szSound, vol ); }
|
||||
inline void PlaySound( int iSound, float vol ) { gEngfuncs.pfnPlaySoundByIndex( iSound, vol ); }
|
||||
|
||||
#define max(a, b) (((a) > (b)) ? (a) : (b))
|
||||
#define min(a, b) (((a) < (b)) ? (a) : (b))
|
||||
#define fabs(x) ((x) > 0 ? (x) : 0 - (x))
|
||||
|
||||
void ScaleColors( int &r, int &g, int &b, int a );
|
||||
|
|
|
@ -93,7 +93,7 @@ int CHudDeathNotice :: Init( void )
|
|||
|
||||
HOOK_MESSAGE( DeathMsg );
|
||||
|
||||
CVAR_CREATE( "hud_deathnotice_time", "6", 0 );
|
||||
CVAR_CREATE( "hud_deathnotice_time", "6", FCVAR_ARCHIVE );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -83,6 +83,7 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
|
|||
{
|
||||
// hit the world, try to play sound based on texture material type
|
||||
char chTextureType = CHAR_TEX_CONCRETE;
|
||||
cl_entity_t *cl_entity = NULL;
|
||||
float fvol;
|
||||
float fvolbar;
|
||||
char *rgsz[4];
|
||||
|
@ -101,12 +102,7 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
|
|||
chTextureType = 0;
|
||||
|
||||
// Player
|
||||
if ( entity >= 1 && entity <= gEngfuncs.GetMaxClients() )
|
||||
{
|
||||
// hit body
|
||||
chTextureType = CHAR_TEX_FLESH;
|
||||
}
|
||||
else if ( entity == 0 )
|
||||
if ( entity == 0 )
|
||||
{
|
||||
// get texture from entity or world (world is ent(0))
|
||||
pTextureName = (char *)gEngfuncs.pEventAPI->EV_TraceTexture( ptr->ent, vecSrc, vecEnd );
|
||||
|
@ -135,6 +131,20 @@ float EV_HLDM_PlayTextureSound( int idx, pmtrace_t *ptr, float *vecSrc, float *v
|
|||
chTextureType = PM_FindTextureType( szbuffer );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// JoshA: Look up the entity and find the EFLAG_FLESH_SOUND flag.
|
||||
// This broke at some point then TF:C added prediction.
|
||||
//
|
||||
// It used to use Classify of pEntity->Classify() != CLASS_NONE && pEntity->Classify() != CLASS_MACHINE
|
||||
// to determine what sound to play, but that's server side and isn't available on the client
|
||||
// and got lost in the translation to that.
|
||||
// Now the server will replicate that state via an eflag.
|
||||
cl_entity = gEngfuncs.GetEntityByIndex( entity );
|
||||
|
||||
if ( cl_entity && !!( cl_entity->curstate.eflags & EFLAG_FLESH_SOUND ) )
|
||||
chTextureType = CHAR_TEX_FLESH;
|
||||
}
|
||||
|
||||
switch (chTextureType)
|
||||
{
|
||||
|
|
|
@ -68,10 +68,14 @@ int CHudGeiger::Draw (float flTime)
|
|||
int rg[3];
|
||||
int i;
|
||||
|
||||
if (m_iGeigerRange <= 800 && m_iGeigerRange > 0)
|
||||
if (m_iGeigerRange < 1000 && m_iGeigerRange > 0)
|
||||
{
|
||||
// peicewise linear is better than continuous formula for this
|
||||
if (m_iGeigerRange > 600)
|
||||
if (m_iGeigerRange > 800)
|
||||
{
|
||||
pct = 0; //Con_Printf ( "range > 800\n");
|
||||
}
|
||||
else if (m_iGeigerRange > 600)
|
||||
{
|
||||
pct = 2;
|
||||
flvol = 0.4; //Con_Printf ( "range > 600\n");
|
||||
|
|
|
@ -309,49 +309,49 @@ int CHudHealth::DrawPain(float flTime)
|
|||
if (m_fAttackFront > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackFront, 0.5 );
|
||||
shade = a * max( m_fAttackFront, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3;
|
||||
SPR_DrawAdditive(0, x, y, NULL);
|
||||
m_fAttackFront = max( 0, m_fAttackFront - fFade );
|
||||
m_fAttackFront = max( 0.0f, m_fAttackFront - fFade );
|
||||
} else
|
||||
m_fAttackFront = 0;
|
||||
|
||||
if (m_fAttackRight > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackRight, 0.5 );
|
||||
shade = a * max( m_fAttackRight, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2;
|
||||
SPR_DrawAdditive(1, x, y, NULL);
|
||||
m_fAttackRight = max( 0, m_fAttackRight - fFade );
|
||||
m_fAttackRight = max( 0.0f, m_fAttackRight - fFade );
|
||||
} else
|
||||
m_fAttackRight = 0;
|
||||
|
||||
if (m_fAttackRear > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackRear, 0.5 );
|
||||
shade = a * max( m_fAttackRear, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2;
|
||||
y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2;
|
||||
SPR_DrawAdditive(2, x, y, NULL);
|
||||
m_fAttackRear = max( 0, m_fAttackRear - fFade );
|
||||
m_fAttackRear = max( 0.0f, m_fAttackRear - fFade );
|
||||
} else
|
||||
m_fAttackRear = 0;
|
||||
|
||||
if (m_fAttackLeft > 0.4)
|
||||
{
|
||||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackLeft, 0.5 );
|
||||
shade = a * max( m_fAttackLeft, 0.5f );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
|
@ -359,7 +359,7 @@ int CHudHealth::DrawPain(float flTime)
|
|||
y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2;
|
||||
SPR_DrawAdditive(3, x, y, NULL);
|
||||
|
||||
m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
|
||||
m_fAttackLeft = max( 0.0f, m_fAttackLeft - fFade );
|
||||
} else
|
||||
m_fAttackLeft = 0;
|
||||
|
||||
|
|
|
@ -211,8 +211,8 @@ void CHud :: Init( void )
|
|||
m_iLogo = 0;
|
||||
m_iFOV = 0;
|
||||
|
||||
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
|
||||
default_fov = CVAR_CREATE( "default_fov", "90", 0 );
|
||||
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", FCVAR_ARCHIVE );
|
||||
default_fov = CVAR_CREATE( "default_fov", "90", FCVAR_ARCHIVE );
|
||||
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
|
||||
m_pCvarStealMouse = CVAR_CREATE( "hud_capturemouse", "1", FCVAR_ARCHIVE );
|
||||
m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
|
||||
|
|
|
@ -50,7 +50,7 @@ void CHud::Think(void)
|
|||
// think about default fov
|
||||
if ( m_iFOV == 0 )
|
||||
{ // only let players adjust up in fov, and only if they are not overriden by something else
|
||||
m_iFOV = max( default_fov->value, 90 );
|
||||
m_iFOV = max<int>( default_fov->value, 90 );;
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||
//========= Copyright <EFBFBD> 1996-2001, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
|
@ -162,7 +162,8 @@ void UTIL_StringToVector( float * pVector, const char *pString )
|
|||
char *pstr, *pfront, tempString[128];
|
||||
int j;
|
||||
|
||||
strcpy( tempString, pString );
|
||||
strncpy( tempString, pString, sizeof( tempString ) );
|
||||
tempString[ sizeof( tempString ) - 1 ] = '\0';
|
||||
pstr = pfront = tempString;
|
||||
|
||||
for ( j = 0; j < 3; j++ )
|
||||
|
@ -578,7 +579,7 @@ void CHudSpectator::DirectorMessage( int iSize, void *pbuf )
|
|||
*/
|
||||
|
||||
case DRC_CMD_STUFFTEXT:
|
||||
ClientCmd( READ_STRING() );
|
||||
FilteredClientCmd( READ_STRING() );
|
||||
break;
|
||||
|
||||
default : gEngfuncs.Con_DPrintf("CHudSpectator::DirectorMessage: unknown command %i.\n", cmd );
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
// 02/21/97 JCB Added extended DirectInput code to support external controllers.
|
||||
|
||||
#include "port.h"
|
||||
#include <SDL2/SDL_events.h>
|
||||
#include <SDL2/SDL_mouse.h>
|
||||
#include <SDL2/SDL_gamecontroller.h>
|
||||
|
||||
|
@ -111,7 +112,7 @@ enum _ControlList
|
|||
|
||||
DWORD dwAxisMap[ JOY_MAX_AXES ];
|
||||
DWORD dwControlMap[ JOY_MAX_AXES ];
|
||||
DWORD pdwRawValue[ JOY_MAX_AXES ];
|
||||
int pdwRawValue[ JOY_MAX_AXES ];
|
||||
DWORD joy_oldbuttonstate, joy_oldpovstate;
|
||||
|
||||
int joy_id;
|
||||
|
@ -134,6 +135,7 @@ cvar_t *joy_advaxisz;
|
|||
cvar_t *joy_advaxisr;
|
||||
cvar_t *joy_advaxisu;
|
||||
cvar_t *joy_advaxisv;
|
||||
cvar_t *joy_supported;
|
||||
cvar_t *joy_forwardthreshold;
|
||||
cvar_t *joy_sidethreshold;
|
||||
cvar_t *joy_pitchthreshold;
|
||||
|
@ -269,6 +271,18 @@ void IN_ResetMouse( void )
|
|||
{
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
IN_ResetRelativeMouseState
|
||||
===========
|
||||
*/
|
||||
void IN_ResetRelativeMouseState(void)
|
||||
{
|
||||
SDL_PumpEvents();
|
||||
int deltaX, deltaY;
|
||||
SDL_GetRelativeMouseState(&deltaX, &deltaY);
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
IN_MouseEvent
|
||||
|
@ -742,8 +756,6 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
|
|||
{
|
||||
// get the floating point zero-centered, potentially-inverted data for the current axis
|
||||
fAxisValue = (float) pdwRawValue[i];
|
||||
// move centerpoint to zero
|
||||
fAxisValue -= 32768.0;
|
||||
|
||||
if (joy_wwhack2->value != 0.0)
|
||||
{
|
||||
|
@ -907,7 +919,7 @@ IN_Init
|
|||
void IN_Init (void)
|
||||
{
|
||||
m_filter = gEngfuncs.pfnRegisterVariable ( "m_filter","0", FCVAR_ARCHIVE );
|
||||
sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE ); // user mouse sensitivity setting.
|
||||
sensitivity = gEngfuncs.pfnRegisterVariable ( "sensitivity","3", FCVAR_ARCHIVE | FCVAR_FILTERSTUFFTEXT ); // user mouse sensitivity setting.
|
||||
|
||||
in_joystick = gEngfuncs.pfnRegisterVariable ( "joystick","0", FCVAR_ARCHIVE );
|
||||
joy_name = gEngfuncs.pfnRegisterVariable ( "joyname", "joystick", 0 );
|
||||
|
@ -918,6 +930,7 @@ void IN_Init (void)
|
|||
joy_advaxisr = gEngfuncs.pfnRegisterVariable ( "joyadvaxisr", "0", 0 );
|
||||
joy_advaxisu = gEngfuncs.pfnRegisterVariable ( "joyadvaxisu", "0", 0 );
|
||||
joy_advaxisv = gEngfuncs.pfnRegisterVariable ( "joyadvaxisv", "0", 0 );
|
||||
joy_supported = gEngfuncs.pfnRegisterVariable ( "joysupported", "1", 0 );
|
||||
joy_forwardthreshold = gEngfuncs.pfnRegisterVariable ( "joyforwardthreshold", "0.15", 0 );
|
||||
joy_sidethreshold = gEngfuncs.pfnRegisterVariable ( "joysidethreshold", "0.15", 0 );
|
||||
joy_pitchthreshold = gEngfuncs.pfnRegisterVariable ( "joypitchthreshold", "0.15", 0 );
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue