forked from valve/halflife-sdk
commit The Wastes 1.5 changes built on top of Half-Life SDK 2.2
This commit is contained in:
parent
4ec16cce0e
commit
3e44e27574
176 changed files with 42678 additions and 4463 deletions
44
TheWastes/TheWastes.dsw
Normal file
44
TheWastes/TheWastes.dsw
Normal file
|
@ -0,0 +1,44 @@
|
|||
Microsoft Developer Studio Workspace File, Format Version 6.00
|
||||
# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "cl_dll"="..\cl_dll\cl_dll.dsp" - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Project: "hl"="..\dlls\hl.dsp" - Package Owner=<4>
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<4>
|
||||
{{{
|
||||
Begin Project Dependency
|
||||
Project_Dep_Name cl_dll
|
||||
End Project Dependency
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
||||
Global:
|
||||
|
||||
Package=<5>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
Package=<3>
|
||||
{{{
|
||||
}}}
|
||||
|
||||
###############################################################################
|
||||
|
34
cl_dll/ParseBsp.h
Normal file
34
cl_dll/ParseBsp.h
Normal file
|
@ -0,0 +1,34 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#ifndef __PARSEBSP_H_
|
||||
#define __PARSEBSP_H_
|
||||
|
||||
class CParseBsp
|
||||
{
|
||||
public:
|
||||
CParseBsp();
|
||||
|
||||
int CheckMap();
|
||||
private:
|
||||
char *ParseEntity( char *pBuf, int &error, CBspEntity *pEnt );
|
||||
void LumpPass( char *pBuf, char *pszClassname, CBspEntity *pEnt );
|
||||
char *LoadEntityLump( char *pszFilename );
|
||||
void ParseBsp( char *pszClassname, CBspEntity *pEnt );
|
||||
|
||||
char m_szCurrentLevel[256];
|
||||
};
|
||||
|
||||
extern CParseBsp g_ParseBsp;
|
||||
|
||||
#endif
|
234
cl_dll/ParseBspEnt.cpp
Normal file
234
cl_dll/ParseBspEnt.cpp
Normal file
|
@ -0,0 +1,234 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#include "extdll.h"
|
||||
#include "entity_state.h"
|
||||
#include "pm_defs.h"
|
||||
#include "pm_movevars.h"
|
||||
#include "hud_iface.h"
|
||||
#include "com_model.h"
|
||||
#include "event_api.h"
|
||||
#include "com_weapons.h"
|
||||
#include "event_flags.h"
|
||||
#include "dmc_bspfile.h"
|
||||
#include "cl_util.h"
|
||||
#include "ParseBspEnt.h"
|
||||
#include "ParticleBase.h"
|
||||
|
||||
#include <vector>
|
||||
using namespace std;
|
||||
|
||||
CBspWorldspawn g_Worldspawn;
|
||||
extern vector<CBspEnvFog> g_EnvFogList;
|
||||
|
||||
//
|
||||
// CBspEntity
|
||||
//
|
||||
CBspEntity::CBspEntity()
|
||||
{
|
||||
ResetVars();
|
||||
}
|
||||
|
||||
void CBspEntity::ResetVars()
|
||||
{
|
||||
memset(szClassname,0,sizeof(szClassname));
|
||||
memset(flOrigin,0,sizeof(flOrigin));
|
||||
}
|
||||
|
||||
void CBspEntity::SetKeyValue( const char *pszKey, const char *pszValue )
|
||||
{
|
||||
float x,y,z;
|
||||
|
||||
if( stricmp( pszKey, "classname" ) == 0 )
|
||||
{
|
||||
strcpy( szClassname, pszValue );
|
||||
}
|
||||
else if( stricmp( pszKey, "origin" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%f %f %f", &x, &y, &z ) == 3 )
|
||||
{
|
||||
flOrigin[0] = x;
|
||||
flOrigin[1] = y;
|
||||
flOrigin[2] = z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// CBspWorldspawn
|
||||
//
|
||||
void CBspWorldspawn::AddEntity()
|
||||
{
|
||||
g_Worldspawn.flFogcolor_b = this->flFogcolor_b;
|
||||
g_Worldspawn.flFogcolor_end = this->flFogcolor_end;
|
||||
g_Worldspawn.flFogcolor_g = this->flFogcolor_g;
|
||||
g_Worldspawn.flFogcolor_r = this->flFogcolor_r;
|
||||
g_Worldspawn.flFogcolor_start = this->flFogcolor_start;
|
||||
memcpy( g_Worldspawn.flOrigin, this->flOrigin, sizeof( flOrigin ) );
|
||||
g_Worldspawn.iEnableFog = this->iEnableFog;
|
||||
strcpy( g_Worldspawn.szClassname, this->szClassname );
|
||||
}
|
||||
|
||||
void CBspWorldspawn::ResetVars()
|
||||
{
|
||||
CBspEntity::ResetVars();
|
||||
|
||||
iEnableFog = 0;
|
||||
|
||||
flFogcolor_r = 0.0f;
|
||||
flFogcolor_g = 0.0f;
|
||||
flFogcolor_b = 0.0f;
|
||||
flFogcolor_start = 0.0f;
|
||||
flFogcolor_end = 0.0f;
|
||||
}
|
||||
|
||||
void CBspWorldspawn::SetKeyValue( const char *pszKey, const char *pszValue )
|
||||
{
|
||||
int i;
|
||||
float x;
|
||||
|
||||
if(stricmp(pszKey,"enablefog") == 0)
|
||||
{
|
||||
if(sscanf(pszValue,"%i",&i) == 1)
|
||||
iEnableFog = i;
|
||||
}
|
||||
else if(stricmp(pszKey,"fogcolor_r") == 0)
|
||||
{
|
||||
if(sscanf(pszValue,"%f",&x) == 1)
|
||||
flFogcolor_r = x;
|
||||
}
|
||||
else if(stricmp(pszKey,"fogcolor_g") == 0)
|
||||
{
|
||||
if(sscanf(pszValue,"%f",&x) == 1)
|
||||
flFogcolor_g = x;
|
||||
}
|
||||
else if(stricmp(pszKey,"fogcolor_b") == 0)
|
||||
{
|
||||
if(sscanf(pszValue,"%f",&x) == 1)
|
||||
flFogcolor_b = x;
|
||||
}
|
||||
else if(stricmp(pszKey,"fogcolor_start") == 0)
|
||||
{
|
||||
if(sscanf(pszValue,"%f",&x) == 1)
|
||||
flFogcolor_start = x;
|
||||
}
|
||||
else if(stricmp(pszKey,"fogcolor_end") == 0)
|
||||
{
|
||||
if(sscanf(pszValue,"%f",&x) == 1)
|
||||
flFogcolor_end = x;
|
||||
}
|
||||
else
|
||||
CBspEntity::SetKeyValue( pszKey, pszValue );
|
||||
}
|
||||
|
||||
//
|
||||
// CBspEnvFog
|
||||
//
|
||||
void CBspEnvFog::AddEntity()
|
||||
{
|
||||
g_EnvFogList.push_back( *this );
|
||||
}
|
||||
|
||||
void CBspEnvFog::ResetVars()
|
||||
{
|
||||
CBspEntity::ResetVars();
|
||||
|
||||
iRadius = 0;
|
||||
iFogState = 0;
|
||||
|
||||
flFogcolor_r = 0.0f;
|
||||
flFogcolor_g = 0.0f;
|
||||
flFogcolor_b = 0.0f;
|
||||
flFog_start = 0.0f;
|
||||
flFog_end = 0.0f;
|
||||
}
|
||||
|
||||
void CBspEnvFog::SetKeyValue( const char *pszKey, const char *pszValue )
|
||||
{
|
||||
int i;
|
||||
float x;
|
||||
|
||||
if( stricmp( pszKey, "radius" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%i", &i ) == 1 )
|
||||
iRadius = i;
|
||||
}
|
||||
else if( stricmp( pszKey, "fogstate" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%i", &i ) == 1 )
|
||||
iFogState = i;
|
||||
}
|
||||
else if( stricmp( pszKey, "fogcolor_r" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%f", &x ) == 1 )
|
||||
flFogcolor_r = x;
|
||||
}
|
||||
else if( stricmp( pszKey, "fogcolor_g" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%f", &x ) == 1 )
|
||||
flFogcolor_g = x;
|
||||
}
|
||||
else if( stricmp( pszKey, "fogcolor_b" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%f", &x ) == 1 )
|
||||
flFogcolor_b = x;
|
||||
}
|
||||
else if( stricmp( pszKey, "fog_start" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%f", &x ) == 1 )
|
||||
flFog_start = x;
|
||||
}
|
||||
else if( stricmp( pszKey, "fog_end" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%f", &x ) == 1 )
|
||||
flFog_end = x;
|
||||
}
|
||||
else
|
||||
CBspEntity::SetKeyValue( pszKey, pszValue );
|
||||
}
|
||||
|
||||
//
|
||||
// CBspEnvParticleSystem
|
||||
//
|
||||
void CBspEnvParticleSystem::AddEntity()
|
||||
{
|
||||
if( iClientSide )
|
||||
{
|
||||
g_ParticleSystemManager.AddParticleSystem( szParticleSystem, flOrigin );
|
||||
}
|
||||
}
|
||||
|
||||
void CBspEnvParticleSystem::ResetVars()
|
||||
{
|
||||
CBspEntity::ResetVars();
|
||||
|
||||
iClientSide = 0;
|
||||
memset( szParticleSystem, 0, sizeof( szParticleSystem ) );
|
||||
}
|
||||
|
||||
void CBspEnvParticleSystem::SetKeyValue( const char *pszKey, const char *pszValue )
|
||||
{
|
||||
int i;
|
||||
|
||||
if( stricmp( pszKey, "client_side" ) == 0 )
|
||||
{
|
||||
if( sscanf( pszValue, "%i", &i ) == 1 )
|
||||
iClientSide = i;
|
||||
}
|
||||
else if( stricmp( pszKey, "particle_system" ) == 0 )
|
||||
{
|
||||
strcpy( szParticleSystem, pszValue );
|
||||
}
|
||||
else
|
||||
CBspEntity::SetKeyValue( pszKey, pszValue );
|
||||
}
|
76
cl_dll/ParseBspEnt.h
Normal file
76
cl_dll/ParseBspEnt.h
Normal file
|
@ -0,0 +1,76 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#if !defined( __PARSEBSPENT_H_ )
|
||||
#define __PARSEBSPENT_H_
|
||||
|
||||
class CBspEntity
|
||||
{
|
||||
public:
|
||||
CBspEntity();
|
||||
|
||||
virtual void AddEntity() = 0;
|
||||
virtual void ResetVars();
|
||||
virtual void SetKeyValue( const char *pszKey, const char *pszValue );
|
||||
|
||||
char szClassname[32];
|
||||
float flOrigin[3];
|
||||
};
|
||||
|
||||
class CBspWorldspawn : public CBspEntity
|
||||
{
|
||||
public:
|
||||
void AddEntity();
|
||||
void ResetVars();
|
||||
void SetKeyValue( const char *pszKey, const char *pszValue );
|
||||
|
||||
// Fog info
|
||||
int iEnableFog;
|
||||
|
||||
float flFogcolor_r;
|
||||
float flFogcolor_g;
|
||||
float flFogcolor_b;
|
||||
float flFogcolor_start;
|
||||
float flFogcolor_end;
|
||||
};
|
||||
|
||||
class CBspEnvFog : public CBspEntity
|
||||
{
|
||||
public:
|
||||
void AddEntity();
|
||||
void ResetVars();
|
||||
void SetKeyValue( const char *pszKey, const char *pszValue );
|
||||
|
||||
int iRadius;
|
||||
int iFogState;
|
||||
float flFogcolor_r;
|
||||
float flFogcolor_g;
|
||||
float flFogcolor_b;
|
||||
float flFog_start;
|
||||
float flFog_end;
|
||||
};
|
||||
|
||||
class CBspEnvParticleSystem : public CBspEntity
|
||||
{
|
||||
public:
|
||||
void AddEntity();
|
||||
void ResetVars();
|
||||
void SetKeyValue( const char *pszKey, const char *pszValue );
|
||||
|
||||
int iClientSide;
|
||||
char szParticleSystem[64];
|
||||
};
|
||||
|
||||
extern CBspWorldspawn g_Worldspawn;
|
||||
|
||||
#endif
|
525
cl_dll/ParticleBase.cpp
Normal file
525
cl_dll/ParticleBase.cpp
Normal file
|
@ -0,0 +1,525 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#include <string.h>
|
||||
|
||||
#include "hud.h"
|
||||
#include "wrect.h"
|
||||
#include "cl_util.h"
|
||||
#include "tri.h"
|
||||
#include "pm_defs.h"
|
||||
#include "event_api.h"
|
||||
#include "ParticleBase.h"
|
||||
|
||||
CParticleSystemManager g_ParticleSystemManager;
|
||||
|
||||
void HUD_GetLastOrg( float *org );
|
||||
|
||||
//==================================================
|
||||
// CSpriteEmitter
|
||||
//==================================================
|
||||
CSpriteEmitter::CSpriteEmitter()
|
||||
{
|
||||
memset( m_szName, 0, sizeof( m_szName ) );
|
||||
memset( m_Origin, 0, sizeof( m_Origin ) );
|
||||
memset( m_Acceleration, 0, sizeof( m_Acceleration ) );
|
||||
memset( m_StartOriginOffset, 0, sizeof( m_StartOriginOffset ) );
|
||||
memset( m_StartOriginRange, 0, sizeof( m_StartOriginRange ) );
|
||||
memset( m_StartVelocity, 0, sizeof( m_StartVelocity ) );
|
||||
memset( m_MinVelocity, 0, sizeof( m_MinVelocity ) );
|
||||
memset( m_MaxVelocity, 0, sizeof( m_MaxVelocity ) );
|
||||
memset( m_flParticleLifetime, 0, sizeof( m_flParticleLifetime ) );
|
||||
memset( m_flStartScaleRange, 0, sizeof( m_flStartScaleRange ) );
|
||||
memset( m_flGrowScaleRange, 0, sizeof( m_flGrowScaleRange ) );
|
||||
|
||||
m_iNumSprites = 0;
|
||||
memset( m_iSpriteHandles, 0, sizeof( m_iSpriteHandles ) );
|
||||
|
||||
m_iMaxParticles = 1;
|
||||
m_flParticlesPerSecond = 0.0f;
|
||||
m_iRenderMode = PRM_Normal;
|
||||
m_iCoordSystem = PCS_Standard;
|
||||
m_flInactiveTime = 0.0f;
|
||||
|
||||
m_flLastParticleTime = 0.0f;
|
||||
m_pParticles = 0;
|
||||
m_iNumParticles = 0;
|
||||
m_flInactiveStart = -1.0f;
|
||||
}
|
||||
|
||||
CSpriteEmitter::CSpriteEmitter( const CSpriteEmitter &Cpy )
|
||||
{
|
||||
strcpy( m_szName, Cpy.m_szName );
|
||||
|
||||
VectorCopy( Cpy.m_Origin, m_Origin );
|
||||
VectorCopy( Cpy.m_Acceleration, m_Acceleration );
|
||||
VectorCopy( Cpy.m_StartOriginOffset, m_StartOriginOffset );
|
||||
VectorCopy( Cpy.m_StartOriginRange[0], m_StartOriginRange[0] );
|
||||
VectorCopy( Cpy.m_StartOriginRange[1], m_StartOriginRange[1] );
|
||||
VectorCopy( Cpy.m_StartVelocity[0], m_StartVelocity[0] );
|
||||
VectorCopy( Cpy.m_StartVelocity[1], m_StartVelocity[1] );
|
||||
VectorCopy( Cpy.m_MinVelocity, m_MinVelocity );
|
||||
VectorCopy( Cpy.m_MaxVelocity, m_MaxVelocity );
|
||||
|
||||
memcpy( m_flParticleLifetime, Cpy.m_flParticleLifetime, sizeof( m_flParticleLifetime ) );
|
||||
memcpy( m_flStartScaleRange, Cpy.m_flStartScaleRange, sizeof( m_flStartScaleRange ) );
|
||||
memcpy( m_flGrowScaleRange, Cpy.m_flGrowScaleRange, sizeof( m_flGrowScaleRange ) );
|
||||
|
||||
m_iNumSprites = Cpy.m_iNumSprites;
|
||||
memcpy( m_iSpriteHandles, Cpy.m_iSpriteHandles, sizeof( m_iSpriteHandles ) );
|
||||
|
||||
m_iMaxParticles = Cpy.m_iMaxParticles;
|
||||
m_flParticlesPerSecond = Cpy.m_flParticlesPerSecond;
|
||||
m_iRenderMode = Cpy.m_iRenderMode;
|
||||
m_iCoordSystem = Cpy.m_iCoordSystem;
|
||||
m_flInactiveTime = Cpy.m_flInactiveTime;
|
||||
|
||||
// These are unique to each emitter
|
||||
m_flLastParticleTime = 0.0f;
|
||||
m_pParticles = 0;
|
||||
m_iNumParticles = 0;
|
||||
m_flInactiveStart = -1.0f;
|
||||
}
|
||||
|
||||
CSpriteEmitter::~CSpriteEmitter()
|
||||
{
|
||||
ClearList( m_pParticles );
|
||||
}
|
||||
|
||||
void CSpriteEmitter::Render()
|
||||
{
|
||||
if( m_flInactiveTime > 0.0f )
|
||||
{
|
||||
psvec3_t origin, angles, forward, right, up;
|
||||
int idx = gEngfuncs.GetLocalPlayer()->index;
|
||||
pmtrace_t tr;
|
||||
|
||||
// See if we shouldn't render the emitter
|
||||
gEngfuncs.GetViewAngles((float*)&angles);
|
||||
HUD_GetLastOrg((float*)&origin);
|
||||
AngleVectors(angles,forward,right,up);
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, false );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PushPMStates();
|
||||
gEngfuncs.pEventAPI->EV_SetSolidPlayers( idx - 1 );
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 1 );
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( origin, m_Origin, PM_WORLD_ONLY|PM_GLASS_IGNORE, -1, &tr );
|
||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||
|
||||
if( tr.fraction != 1.0f )
|
||||
{
|
||||
if( m_flInactiveStart == -1.0f )
|
||||
m_flInactiveStart = gHUD.m_flTime;
|
||||
else if( gHUD.m_flTime >= m_flInactiveStart + m_flInactiveTime )
|
||||
return;
|
||||
}
|
||||
else
|
||||
m_flInactiveStart = -1.0f;
|
||||
}
|
||||
|
||||
CParticle *pCurPcl = m_pParticles;
|
||||
while( pCurPcl )
|
||||
{
|
||||
const struct model_s *spritemodel;
|
||||
psvec3_t angles,forward,right,up;
|
||||
psvec3_t origin;
|
||||
|
||||
spritemodel = gEngfuncs.GetSpritePointer( m_iSpriteHandles[ pCurPcl->m_iModelIndex ] );
|
||||
gEngfuncs.GetViewAngles( angles );
|
||||
AngleVectors( angles, forward, right, up );
|
||||
|
||||
if( m_iCoordSystem == PCS_Relative )
|
||||
{
|
||||
VectorAdd( m_Origin, pCurPcl->m_Origin, origin );
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorCopy( pCurPcl->m_Origin, origin );
|
||||
}
|
||||
|
||||
R_Billboard( spritemodel, 0, m_iRenderMode,
|
||||
1.0f, 1.0f, 1.0f, 1.0f,
|
||||
origin, up, right, pCurPcl->m_flScale );
|
||||
|
||||
pCurPcl = pCurPcl->m_pNext;
|
||||
}
|
||||
|
||||
if( gHUD.m_flTime - m_flLastParticleTime >= 1/m_flParticlesPerSecond )
|
||||
{
|
||||
m_flLastParticleTime = gHUD.m_flTime;
|
||||
AddParticle();
|
||||
}
|
||||
}
|
||||
|
||||
void CSpriteEmitter::Update( double flFrametime )
|
||||
{
|
||||
// Dont update if we dont have to
|
||||
// if( m_flInactiveStart != -1.0f && gHUD.m_flTime >= m_flInactiveStart + m_flInactiveTime )
|
||||
// return;
|
||||
|
||||
CParticle *pCurPcl = m_pParticles;
|
||||
while( pCurPcl )
|
||||
{
|
||||
VectorMA( pCurPcl->m_Origin, flFrametime, pCurPcl->m_Velocity, pCurPcl->m_Origin );
|
||||
VectorAdd( pCurPcl->m_Velocity, m_Acceleration, pCurPcl->m_Velocity );
|
||||
|
||||
for( int i = 0;i < 3;i++ )
|
||||
{
|
||||
if( m_MinVelocity[i] != 0 && pCurPcl->m_Velocity[i] < m_MinVelocity[i])
|
||||
pCurPcl->m_Velocity[i] = m_MinVelocity[i];
|
||||
else if( m_MaxVelocity[i] != 0 && pCurPcl->m_Velocity[i] > m_MaxVelocity[i] )
|
||||
pCurPcl->m_Velocity[i] = m_MaxVelocity[i];
|
||||
}
|
||||
|
||||
pCurPcl->m_flScale += flFrametime * pCurPcl->m_flGrowScale;
|
||||
pCurPcl = pCurPcl->m_pNext;
|
||||
}
|
||||
|
||||
// See if we should delete any particles
|
||||
// TODO: Clean this shit up will ya ? :)
|
||||
pCurPcl = m_pParticles;
|
||||
while( pCurPcl != NULL )
|
||||
{
|
||||
if( pCurPcl->m_flLifetime - gHUD.m_flTime <= 0.0f )
|
||||
{
|
||||
CParticle *pPrevPcl = m_pParticles;
|
||||
|
||||
if( pPrevPcl == pCurPcl )
|
||||
{
|
||||
m_pParticles = pCurPcl->m_pNext;
|
||||
delete pCurPcl;
|
||||
pCurPcl = m_pParticles;
|
||||
}
|
||||
else
|
||||
{
|
||||
while( pPrevPcl->m_pNext != NULL )
|
||||
{
|
||||
if( pPrevPcl->m_pNext == pCurPcl )
|
||||
{
|
||||
pPrevPcl->m_pNext = pCurPcl->m_pNext;
|
||||
delete pCurPcl;
|
||||
m_iNumParticles--;
|
||||
break;
|
||||
}
|
||||
|
||||
pPrevPcl = pPrevPcl->m_pNext;
|
||||
}
|
||||
|
||||
pCurPcl = pPrevPcl->m_pNext;
|
||||
}
|
||||
}
|
||||
else
|
||||
pCurPcl = pCurPcl->m_pNext;
|
||||
}
|
||||
}
|
||||
|
||||
void CSpriteEmitter::AddParticle()
|
||||
{
|
||||
// Delete oldest particle if we are at max
|
||||
if( m_iNumParticles >= m_iMaxParticles && m_pParticles )
|
||||
{
|
||||
CParticle *pDel = m_pParticles;
|
||||
m_pParticles = m_pParticles->m_pNext;
|
||||
delete pDel;
|
||||
}
|
||||
|
||||
CParticle *pNewPcl = new CParticle;
|
||||
|
||||
// Origin
|
||||
psvec3_t RangedOrigin;
|
||||
RangedOrigin[0] = gEngfuncs.pfnRandomFloat( m_StartOriginRange[0][0], m_StartOriginRange[1][0] );
|
||||
RangedOrigin[1] = gEngfuncs.pfnRandomFloat( m_StartOriginRange[0][1], m_StartOriginRange[1][1] );
|
||||
RangedOrigin[2] = gEngfuncs.pfnRandomFloat( m_StartOriginRange[0][2], m_StartOriginRange[1][2] );
|
||||
|
||||
if( m_iCoordSystem == PCS_Relative )
|
||||
{
|
||||
VectorCopy( RangedOrigin, pNewPcl->m_Origin );
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorAdd( m_Origin, RangedOrigin, pNewPcl->m_Origin );
|
||||
}
|
||||
|
||||
VectorAdd( pNewPcl->m_Origin, m_StartOriginOffset, pNewPcl->m_Origin );
|
||||
|
||||
// Velocity
|
||||
VectorSet( pNewPcl->m_Velocity,
|
||||
gEngfuncs.pfnRandomFloat( m_StartVelocity[0][0], m_StartVelocity[1][0] ),
|
||||
gEngfuncs.pfnRandomFloat( m_StartVelocity[0][1], m_StartVelocity[1][1] ),
|
||||
gEngfuncs.pfnRandomFloat( m_StartVelocity[0][2], m_StartVelocity[1][2] ) );
|
||||
|
||||
pNewPcl->m_flLifetime = gHUD.m_flTime + gEngfuncs.pfnRandomFloat( m_flParticleLifetime[0], m_flParticleLifetime[1] );
|
||||
pNewPcl->m_flScale = gEngfuncs.pfnRandomFloat( m_flStartScaleRange[0], m_flStartScaleRange[1] );
|
||||
pNewPcl->m_flGrowScale = gEngfuncs.pfnRandomFloat( m_flGrowScaleRange[0], m_flGrowScaleRange[1] );
|
||||
|
||||
pNewPcl->m_iModelIndex = gEngfuncs.pfnRandomLong( 0, m_iNumSprites-1 );
|
||||
|
||||
if( m_pParticles )
|
||||
m_pParticles->AddParticle( pNewPcl );
|
||||
else
|
||||
m_pParticles = pNewPcl;
|
||||
|
||||
m_iNumParticles++;
|
||||
}
|
||||
|
||||
void CSpriteEmitter::ClearList( CParticle *pList )
|
||||
{
|
||||
CParticle *pCurPcl = pList;
|
||||
while( pCurPcl )
|
||||
{
|
||||
CParticle *pNextPcl = pCurPcl->m_pNext;
|
||||
delete pCurPcl;
|
||||
pCurPcl = pNextPcl;
|
||||
}
|
||||
}
|
||||
|
||||
//==================================================
|
||||
// CParticleSystem
|
||||
//==================================================
|
||||
CParticleSystem::CParticleSystem()
|
||||
{
|
||||
memset( m_szName, 0, sizeof( m_szName ) );
|
||||
memset( m_Origin, 0, sizeof( m_Origin ) );
|
||||
}
|
||||
|
||||
CParticleSystem::CParticleSystem( const CParticleSystem &Cpy )
|
||||
{
|
||||
strcpy( m_szName, Cpy.m_szName );
|
||||
VectorCopy( Cpy.m_Origin, m_Origin );
|
||||
}
|
||||
|
||||
CParticleSystem::~CParticleSystem()
|
||||
{
|
||||
}
|
||||
|
||||
void CParticleSystem::Render( int Transparent )
|
||||
{
|
||||
if( m_Emitters.size() )
|
||||
{
|
||||
list<CSpriteEmitter>::iterator iter;
|
||||
|
||||
for( iter = m_Emitters.begin(); iter != m_Emitters.end(); iter++ )
|
||||
{
|
||||
if( Transparent && iter->IsTransparent() )
|
||||
iter->Render();
|
||||
else if( !Transparent && !iter->IsTransparent() )
|
||||
iter->Render();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CParticleSystem::Update( double flFrametime )
|
||||
{
|
||||
if( m_Emitters.size() )
|
||||
{
|
||||
list<CSpriteEmitter>::iterator iter;
|
||||
|
||||
for( iter = m_Emitters.begin(); iter != m_Emitters.end(); iter++ )
|
||||
{
|
||||
VectorCopy( m_Origin, iter->m_Origin );
|
||||
iter->Update( flFrametime );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//==================================================
|
||||
// CParticleSystemManager
|
||||
//==================================================
|
||||
CParticleSystemManager::CParticleSystemManager()
|
||||
{
|
||||
memset( m_szCurrentLevel, 0, sizeof( m_szCurrentLevel ) );
|
||||
}
|
||||
|
||||
CParticleSystemManager::~CParticleSystemManager()
|
||||
{
|
||||
}
|
||||
|
||||
void CParticleSystemManager::RenderNormal()
|
||||
{
|
||||
if( m_ActiveSystems.size() )
|
||||
{
|
||||
list<CParticleSystem>::iterator iter;
|
||||
|
||||
for( iter = m_ActiveSystems.begin(); iter != m_ActiveSystems.end(); iter++ )
|
||||
iter->Render( 0 );
|
||||
}
|
||||
}
|
||||
|
||||
void CParticleSystemManager::RenderTransparent()
|
||||
{
|
||||
if( m_ActiveSystems.size() )
|
||||
{
|
||||
list<CParticleSystem>::iterator iter;
|
||||
|
||||
for( iter = m_ActiveSystems.begin(); iter != m_ActiveSystems.end(); iter++ )
|
||||
iter->Render( 1 );
|
||||
}
|
||||
}
|
||||
|
||||
void CParticleSystemManager::Update( double flFrametime )
|
||||
{
|
||||
if( m_ActiveSystems.size() )
|
||||
{
|
||||
list<CParticleSystem>::iterator iter;
|
||||
|
||||
for( iter = m_ActiveSystems.begin(); iter != m_ActiveSystems.end(); iter++ )
|
||||
iter->Update( flFrametime );
|
||||
}
|
||||
}
|
||||
|
||||
void CParticleSystemManager::AddParticleSystem( char *pszName, psvec3_t Origin )
|
||||
{
|
||||
gEngfuncs.Con_Printf( "Adding particle system \"%s\" at %f %f %f\n", pszName, Origin[0],
|
||||
Origin[1], Origin[2] );
|
||||
|
||||
const CParticleSystem *pNewPclSystem = GetParticleSystem( pszName );
|
||||
if( pNewPclSystem != NULL )
|
||||
{
|
||||
m_ActiveSystems.push_back( *pNewPclSystem );
|
||||
return;
|
||||
}
|
||||
|
||||
gEngfuncs.Con_Printf( "Particle system \"%s\" not found!\n", pszName );
|
||||
}
|
||||
|
||||
const CParticleSystem *CParticleSystemManager::GetParticleSystem( char *pszName )
|
||||
{
|
||||
if( m_ReferenceSystems.size() )
|
||||
{
|
||||
list<CParticleSystem>::iterator iter;
|
||||
|
||||
for( iter = m_ReferenceSystems.begin(); iter != m_ReferenceSystems.end(); iter++ )
|
||||
{
|
||||
if( stricmp( iter->m_szName, pszName ) == 0 )
|
||||
return &*iter;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
const CSpriteEmitter *CParticleSystemManager::GetEmitter( char *pszName )
|
||||
{
|
||||
if( m_ReferenceEmitters.size() )
|
||||
{
|
||||
list<CSpriteEmitter>::iterator iter;
|
||||
|
||||
for( iter = m_ReferenceEmitters.begin(); iter != m_ReferenceEmitters.end(); iter++ )
|
||||
{
|
||||
if( stricmp( iter->m_szName, pszName ) == 0 )
|
||||
return &*iter;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
void CParticleSystemManager::CheckMap()
|
||||
{
|
||||
// Maps dont match, time to reinitialize emitters!
|
||||
if( stricmp( m_szCurrentLevel, gEngfuncs.pfnGetLevelName() ) != 0 )
|
||||
{
|
||||
strcpy( m_szCurrentLevel, gEngfuncs.pfnGetLevelName() );
|
||||
|
||||
m_ActiveSystems.clear();
|
||||
m_ReferenceEmitters.clear();
|
||||
m_ReferenceSystems.clear();
|
||||
|
||||
// Test values
|
||||
#if 1
|
||||
CSpriteEmitter newEmitter;
|
||||
|
||||
strcpy( newEmitter.m_szName, "test.sewer_ventsmoke_emitter" );
|
||||
VectorSet( newEmitter.m_StartVelocity[0], 50, 0, -50.0f );
|
||||
VectorSet( newEmitter.m_StartVelocity[1], 100, 0, -100.0f );
|
||||
newEmitter.m_flParticlesPerSecond = 10.0f;
|
||||
newEmitter.m_flParticleLifetime[0] = 5.0f;
|
||||
newEmitter.m_flParticleLifetime[1] = 6.0f;
|
||||
|
||||
VectorSet( newEmitter.m_StartOriginOffset, 0, 0, 0 );
|
||||
VectorSet( newEmitter.m_StartOriginRange[0], -10, -10, -10 );
|
||||
VectorSet( newEmitter.m_StartOriginRange[1], 10, 10, 10 );
|
||||
|
||||
newEmitter.m_flStartScaleRange[0] = 10.0f;
|
||||
newEmitter.m_flStartScaleRange[1] = 15.0f;
|
||||
newEmitter.m_flGrowScaleRange[0] = 1.0f;
|
||||
newEmitter.m_flGrowScaleRange[1] = 2.0f;
|
||||
|
||||
newEmitter.m_iRenderMode = PRM_TransAdd;
|
||||
newEmitter.m_iCoordSystem = PCS_Standard;
|
||||
|
||||
newEmitter.m_iMaxParticles = 256;
|
||||
|
||||
newEmitter.m_iNumSprites = 1;
|
||||
newEmitter.m_iSpriteHandles[0] = gEngfuncs.pfnSPR_Load( "sprites/circle.spr" );
|
||||
|
||||
newEmitter.m_flInactiveTime = 0.5f;
|
||||
|
||||
m_ReferenceEmitters.push_back( newEmitter );
|
||||
|
||||
CParticleSystem newSystem;
|
||||
strcpy( newSystem.m_szName, "test.sewer_ventsmoke" );
|
||||
newSystem.m_Emitters.push_back( newEmitter );
|
||||
m_ReferenceSystems.push_back( newSystem );
|
||||
|
||||
// test.sewer_lightsmoke
|
||||
// test.sewer_ventsmoke
|
||||
|
||||
/* CSpriteEmitter newEmitter;
|
||||
|
||||
strcpy( newEmitter.m_szName, "test.testemitter" );
|
||||
VectorSet( newEmitter.m_Origin, 0, 0, 50.0f );
|
||||
newEmitter.m_Origin[2] -= 25.0f;
|
||||
VectorSet( newEmitter.m_StartVelocity[0], 0, 0, -500.0f );
|
||||
VectorSet( newEmitter.m_StartVelocity[1], 0, 0, -750.0f );
|
||||
newEmitter.m_flParticlesPerSecond = 100.0f;
|
||||
newEmitter.m_flParticleLifetime[0] = 4.0f;
|
||||
newEmitter.m_flParticleLifetime[1] = 5.0f;
|
||||
|
||||
VectorSet( newEmitter.m_StartOriginOffset, 0, 0, 480 );
|
||||
VectorSet( newEmitter.m_StartOriginRange[0], -500.0f, -500.0f, 0 );
|
||||
VectorSet( newEmitter.m_StartOriginRange[1], 500.0f, 500.0f, 0 );
|
||||
|
||||
VectorSet( newEmitter.m_MinVelocity, 0, 0, 0 );
|
||||
VectorSet( newEmitter.m_MaxVelocity, 0, 0, 0 );
|
||||
|
||||
newEmitter.m_flStartScaleRange[0] = 10.0;
|
||||
newEmitter.m_flStartScaleRange[1] = 15.0;
|
||||
newEmitter.m_flGrowScaleRange[0] = 0.0;
|
||||
newEmitter.m_flGrowScaleRange[1] = 0.0;
|
||||
|
||||
newEmitter.m_iRenderMode = PRM_TransAdd;
|
||||
newEmitter.m_iCoordSystem = PCS_Standard;
|
||||
|
||||
newEmitter.m_iMaxParticles = 1024;
|
||||
|
||||
newEmitter.m_iNumSprites = 1;
|
||||
newEmitter.m_iSpriteHandles[0] = gEngfuncs.pfnSPR_Load( "sprites/circle.spr" );
|
||||
|
||||
newEmitter.m_flInactiveTime = 1.0f;
|
||||
|
||||
m_ReferenceEmitters.push_back( newEmitter );
|
||||
|
||||
CParticleSystem newSystem;
|
||||
|
||||
strcpy( newSystem.m_szName, "test.testsystem" );
|
||||
VectorCopy( newEmitter.m_Origin, newSystem.m_Origin );
|
||||
|
||||
// newSystem.m_pEmitters.push_back( new CSpriteEmitter( g_ParticleSystemManager.GetEmitter( "test.testemitter" ) ) );
|
||||
|
||||
m_ActiveSystems.push_back( newSystem );
|
||||
m_ReferenceSystems.push_back( newSystem );*/
|
||||
#endif
|
||||
}
|
||||
}
|
158
cl_dll/ParticleBase.h
Normal file
158
cl_dll/ParticleBase.h
Normal file
|
@ -0,0 +1,158 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#if !defined( __PARTICLEBASE_H_ )
|
||||
#define __PARTICLEBASE_H_
|
||||
|
||||
#include <list>
|
||||
using namespace std;
|
||||
|
||||
//
|
||||
// Data types
|
||||
//
|
||||
|
||||
// Identical to vec3_t only it wont convert to Vector
|
||||
typedef vec_t psvec3_t[3];
|
||||
|
||||
enum PclRenderMode_e {
|
||||
PRM_Normal = kRenderNormal,
|
||||
PRM_TransColor = kRenderTransColor,
|
||||
PRM_TransTexture = kRenderTransTexture,
|
||||
PRM_TransGlow = kRenderGlow,
|
||||
PRM_TransAlpha = kRenderTransAlpha,
|
||||
PRM_TransAdd = kRenderTransAdd,
|
||||
};
|
||||
|
||||
enum PclCoordSystem_e {
|
||||
PCS_Standard, // Particles spawn based off emitter location then use world coordinates
|
||||
PCS_Relative, // Particles spawn based off emitter location, and stays relative to emitter location
|
||||
};
|
||||
|
||||
// singly-linked particle
|
||||
struct CParticle
|
||||
{
|
||||
CParticle() :
|
||||
m_flLifetime( 0 ), m_iModelIndex( 0 ), m_pNext( 0 )
|
||||
{
|
||||
memset( m_Origin, 0, sizeof( m_Origin ) );
|
||||
memset( m_Velocity, 0, sizeof( m_Velocity ) );
|
||||
}
|
||||
void AddParticle( CParticle *pPcl )
|
||||
{
|
||||
if( m_pNext )
|
||||
m_pNext->AddParticle( pPcl );
|
||||
else
|
||||
{
|
||||
m_pNext = pPcl;
|
||||
}
|
||||
}
|
||||
|
||||
psvec3_t m_Origin;
|
||||
psvec3_t m_Velocity;
|
||||
float m_flLifetime;
|
||||
float m_flScale;
|
||||
float m_flGrowScale;
|
||||
|
||||
int m_iModelIndex;
|
||||
CParticle *m_pNext;
|
||||
};
|
||||
|
||||
//
|
||||
// CSpriteEmitter
|
||||
//
|
||||
class CSpriteEmitter
|
||||
{
|
||||
public:
|
||||
CSpriteEmitter();
|
||||
CSpriteEmitter( const CSpriteEmitter &Cpy );
|
||||
~CSpriteEmitter();
|
||||
|
||||
bool IsTransparent(){ return ( m_iRenderMode != PRM_Normal ) ? true : false; }
|
||||
void Render();
|
||||
void Update( double flFrametime );
|
||||
|
||||
char m_szName[64]; // Emitter name
|
||||
int m_iNumSprites; // How many sprites does this emitter use?
|
||||
int m_iSpriteHandles[10]; // Handles to sprites to utilize
|
||||
psvec3_t m_Origin; // Location of this emitter
|
||||
psvec3_t m_Acceleration; // Acceleration to apply to each particle
|
||||
psvec3_t m_StartOriginOffset; // Offset to apply to each newly created particle
|
||||
psvec3_t m_StartOriginRange[2]; // Location min/max range to apply to each particle randomly
|
||||
psvec3_t m_StartVelocity[2]; // Starting velocity range for each particle
|
||||
psvec3_t m_MinVelocity; // Min particle velocity
|
||||
psvec3_t m_MaxVelocity; // Max particle velocity
|
||||
int m_iMaxParticles; // Maximum number of particles.
|
||||
float m_flParticlesPerSecond; // Particles to generate each second
|
||||
float m_flParticleLifetime[2]; // Particle lifetime range
|
||||
float m_flStartScaleRange[2]; // Particle starting scale range
|
||||
float m_flGrowScaleRange[2]; // Particle grow rate, rate per sec
|
||||
int m_iRenderMode; // Rendering mode of the particles
|
||||
int m_iCoordSystem; // Coordinate system for particles
|
||||
float m_flInactiveTime; // If the particle emitter can't be seen for this time, it wont be rendered.
|
||||
private:
|
||||
void AddParticle();
|
||||
void ClearList( CParticle *pList );
|
||||
|
||||
CParticle *m_pParticles;
|
||||
float m_flLastParticleTime;
|
||||
float m_flNextPpsChange;
|
||||
int m_iNumParticles;
|
||||
float m_flInactiveStart;
|
||||
};
|
||||
|
||||
class CParticleSystem
|
||||
{
|
||||
public:
|
||||
CParticleSystem();
|
||||
CParticleSystem( const CParticleSystem &Cpy );
|
||||
~CParticleSystem();
|
||||
|
||||
void Render( int Transparent );
|
||||
void Update( double flFrametime );
|
||||
|
||||
char m_szName[64]; // Particle system name
|
||||
psvec3_t m_Origin; // Particle system origin
|
||||
|
||||
list<CSpriteEmitter> m_Emitters;
|
||||
};
|
||||
|
||||
// Stores definitions of all particle systems read from disk
|
||||
// Also maintains currently active particle systems
|
||||
class CParticleSystemManager
|
||||
{
|
||||
public:
|
||||
CParticleSystemManager();
|
||||
~CParticleSystemManager();
|
||||
|
||||
void RenderNormal();
|
||||
void RenderTransparent();
|
||||
void Update( double flFrametime );
|
||||
|
||||
void AddParticleSystem( char *pszName, psvec3_t Origin );
|
||||
|
||||
const CParticleSystem *GetParticleSystem( char *pszName );
|
||||
const CSpriteEmitter *GetEmitter( char *pszName );
|
||||
|
||||
void CheckMap();
|
||||
private:
|
||||
list<CParticleSystem> m_ActiveSystems; // Currently active particle systems
|
||||
|
||||
list<CSpriteEmitter> m_ReferenceEmitters; // Emitters loaded from disk
|
||||
list<CParticleSystem> m_ReferenceSystems; // Particle Systems loaded from disk
|
||||
|
||||
char m_szCurrentLevel[1024];
|
||||
};
|
||||
|
||||
extern CParticleSystemManager g_ParticleSystemManager;
|
||||
|
||||
#endif
|
|
@ -29,6 +29,15 @@
|
|||
#include "StudioModelRenderer.h"
|
||||
#include "GameStudioModelRenderer.h"
|
||||
|
||||
//#include "entity_types.h"
|
||||
//#include "usercmd.h"
|
||||
//#include "eventscripts.h"
|
||||
//#include "ev_hldm.h"
|
||||
//#include "r_efx.h"
|
||||
#include "event_api.h"
|
||||
#include "event_args.h"
|
||||
//#include "in_defs.h"
|
||||
|
||||
// Global engine <-> studio model rendering code interface
|
||||
engine_studio_api_t IEngineStudio;
|
||||
|
||||
|
@ -1314,6 +1323,8 @@ void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer )
|
|||
m_pPlayerInfo->gaitframe += pseqdesc->numframes;
|
||||
}
|
||||
|
||||
texture_t red_texture;
|
||||
|
||||
/*
|
||||
====================
|
||||
StudioDrawPlayer
|
||||
|
@ -1503,6 +1514,8 @@ void CStudioModelRenderer::StudioCalcAttachments( void )
|
|||
}
|
||||
}
|
||||
|
||||
extern int ev_thermal;
|
||||
|
||||
/*
|
||||
====================
|
||||
StudioRenderModel
|
||||
|
@ -1537,6 +1550,12 @@ void CStudioModelRenderer::StudioRenderModel( void )
|
|||
}
|
||||
else
|
||||
{
|
||||
// no texture / translucent render
|
||||
if(ev_thermal)
|
||||
{
|
||||
IEngineStudio.SetForceFaceFlags( STUDIO_NF_CHROME );
|
||||
}
|
||||
|
||||
StudioRenderFinal( );
|
||||
}
|
||||
}
|
||||
|
|
227
cl_dll/ammo.cpp
227
cl_dll/ammo.cpp
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -26,7 +26,10 @@
|
|||
#include <stdio.h>
|
||||
|
||||
#include "ammohistory.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
int HUD_CanChangeWeapon(int iId);
|
||||
|
||||
WEAPON *gpActiveSel; // NULL means off, 1 means just the menu bar, otherwise
|
||||
// this points to the active weapon menu item
|
||||
|
@ -64,7 +67,7 @@ int WeaponsResource :: HasAmmo( WEAPON *p )
|
|||
if ( p->iMax1 == -1 )
|
||||
return TRUE;
|
||||
|
||||
return (p->iAmmoType == -1) || p->iClip > 0 || CountAmmo(p->iAmmoType)
|
||||
return (p->iAmmoType == -1) || p->iClip > 0 || CountAmmo(p->iAmmoType) || p->iClip2 > 0
|
||||
|| CountAmmo(p->iAmmo2Type) || ( p->iFlags & WEAPON_FLAGS_SELECTONEMPTY );
|
||||
}
|
||||
|
||||
|
@ -86,6 +89,7 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
|
|||
memset( &pWeapon->rcActive, 0, sizeof(wrect_t) );
|
||||
memset( &pWeapon->rcInactive, 0, sizeof(wrect_t) );
|
||||
memset( &pWeapon->rcAmmo, 0, sizeof(wrect_t) );
|
||||
memset( &pWeapon->rcAmmobullet, 0, sizeof(wrect_t) );
|
||||
memset( &pWeapon->rcAmmo2, 0, sizeof(wrect_t) );
|
||||
pWeapon->hInactive = 0;
|
||||
pWeapon->hActive = 0;
|
||||
|
@ -179,6 +183,28 @@ void WeaponsResource :: LoadWeaponSprites( WEAPON *pWeapon )
|
|||
}
|
||||
else
|
||||
pWeapon->hAmmo = 0;
|
||||
p = GetSpriteList(pList, "ammobullet", iRes, i);
|
||||
if (p)
|
||||
{
|
||||
sprintf(sz, "sprites/%s.spr", p->szSprite);
|
||||
pWeapon->hAmmobullet = SPR_Load(sz);
|
||||
pWeapon->rcAmmobullet = p->rc;
|
||||
|
||||
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
|
||||
}
|
||||
else
|
||||
pWeapon->hAmmobullet2 = 0;
|
||||
p = GetSpriteList(pList, "ammobullet2", iRes, i);
|
||||
if (p)
|
||||
{
|
||||
sprintf(sz, "sprites/%s.spr", p->szSprite);
|
||||
pWeapon->hAmmobullet2 = SPR_Load(sz);
|
||||
pWeapon->rcAmmobullet2 = p->rc;
|
||||
|
||||
gHR.iHistoryGap = max( gHR.iHistoryGap, pWeapon->rcActive.bottom - pWeapon->rcActive.top );
|
||||
}
|
||||
else
|
||||
pWeapon->hAmmobullet2 = 0;
|
||||
|
||||
p = GetSpriteList(pList, "ammo2", iRes, i);
|
||||
if (p)
|
||||
|
@ -201,7 +227,7 @@ WEAPON *WeaponsResource :: GetFirstPos( int iSlot )
|
|||
|
||||
for (int i = 0; i < MAX_WEAPON_POSITIONS; i++)
|
||||
{
|
||||
if ( rgSlots[iSlot][i] && HasAmmo( rgSlots[iSlot][i] ) )
|
||||
if ( rgSlots[iSlot][i] /*&& HasAmmo( rgSlots[iSlot][i] )*/ )
|
||||
{
|
||||
pret = rgSlots[iSlot][i];
|
||||
break;
|
||||
|
@ -219,7 +245,7 @@ WEAPON* WeaponsResource :: GetNextActivePos( int iSlot, int iSlotPos )
|
|||
|
||||
WEAPON *p = gWR.rgSlots[ iSlot ][ iSlotPos+1 ];
|
||||
|
||||
if ( !p || !gWR.HasAmmo(p) )
|
||||
if ( !p /*|| !gWR.HasAmmo(p)*/ )
|
||||
return GetNextActivePos( iSlot, iSlotPos + 1 );
|
||||
|
||||
return p;
|
||||
|
@ -309,7 +335,6 @@ void CHudAmmo::Reset(void)
|
|||
gHR.Reset();
|
||||
|
||||
// VidInit();
|
||||
|
||||
}
|
||||
|
||||
int CHudAmmo::VidInit(void)
|
||||
|
@ -374,17 +399,20 @@ void CHudAmmo::Think(void)
|
|||
// has the player selected one?
|
||||
if (gHUD.m_iKeyBits & IN_ATTACK)
|
||||
{
|
||||
if (gpActiveSel != (WEAPON *)1)
|
||||
// if(HUD_CanChangeWeapon(gpActiveSel->iId))
|
||||
{
|
||||
ServerCmd(gpActiveSel->szName);
|
||||
g_weaponselect = gpActiveSel->iId;
|
||||
if (gpActiveSel != (WEAPON *)1)
|
||||
{
|
||||
ServerCmd(gpActiveSel->szName);
|
||||
g_weaponselect = gpActiveSel->iId;
|
||||
}
|
||||
|
||||
gpLastSel = gpActiveSel;
|
||||
gpActiveSel = NULL;
|
||||
gHUD.m_iKeyBits &= ~IN_ATTACK;
|
||||
|
||||
PlaySound("common/wpn_select.wav", 1);
|
||||
}
|
||||
|
||||
gpLastSel = gpActiveSel;
|
||||
gpActiveSel = NULL;
|
||||
gHUD.m_iKeyBits &= ~IN_ATTACK;
|
||||
|
||||
PlaySound("common/wpn_select.wav", 1);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -429,12 +457,12 @@ void WeaponsResource :: SelectSlot( int iSlot, int fAdvance, int iDirection )
|
|||
if ( gHUD.m_fPlayerDead || gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL ) )
|
||||
return;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
/* if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return;
|
||||
|
||||
if ( ! ( gHUD.m_iWeaponBits & ~(1<<(WEAPON_SUIT)) ))
|
||||
return;
|
||||
|
||||
*/
|
||||
WEAPON *p = NULL;
|
||||
bool fastSwitch = CVAR_GET_FLOAT( "hud_fastswitch" ) != 0;
|
||||
|
||||
|
@ -568,6 +596,7 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
|
|||
int iState = READ_BYTE();
|
||||
int iId = READ_CHAR();
|
||||
int iClip = READ_CHAR();
|
||||
int iClip2 = READ_CHAR();
|
||||
|
||||
// detect if we're also on target
|
||||
if ( iState > 1 )
|
||||
|
@ -599,13 +628,17 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
|
|||
pWeapon->iClip = abs(iClip);
|
||||
else
|
||||
pWeapon->iClip = iClip;
|
||||
|
||||
|
||||
if ( iClip2 < -1 )
|
||||
pWeapon->iClip2 = abs(iClip2);
|
||||
else
|
||||
pWeapon->iClip2 = iClip2;
|
||||
|
||||
if ( iState == 0 ) // we're not the current weapon, so update no more
|
||||
return 1;
|
||||
|
||||
m_pWeapon = pWeapon;
|
||||
|
||||
/*
|
||||
if ( !(gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
|
||||
{
|
||||
if ( gHUD.m_iFOV >= 90 )
|
||||
|
@ -623,7 +656,7 @@ int CHudAmmo::MsgFunc_CurWeapon(const char *pszName, int iSize, void *pbuf )
|
|||
SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255);
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
m_fFade = 200.0f; //!!!
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
|
@ -656,6 +689,7 @@ int CHudAmmo::MsgFunc_WeaponList(const char *pszName, int iSize, void *pbuf )
|
|||
Weapon.iId = READ_CHAR();
|
||||
Weapon.iFlags = READ_BYTE();
|
||||
Weapon.iClip = 0;
|
||||
Weapon.iClip2 = 0;
|
||||
|
||||
gWR.AddWeapon( &Weapon );
|
||||
|
||||
|
@ -764,7 +798,7 @@ void CHudAmmo::UserCmd_NextWeapon(void)
|
|||
{
|
||||
WEAPON *wsp = gWR.GetWeaponSlot( slot, pos );
|
||||
|
||||
if ( wsp && gWR.HasAmmo(wsp) )
|
||||
if ( wsp/* && gWR.HasAmmo(wsp)*/ )
|
||||
{
|
||||
gpActiveSel = wsp;
|
||||
return;
|
||||
|
@ -805,7 +839,7 @@ void CHudAmmo::UserCmd_PrevWeapon(void)
|
|||
{
|
||||
WEAPON *wsp = gWR.GetWeaponSlot( slot, pos );
|
||||
|
||||
if ( wsp && gWR.HasAmmo(wsp) )
|
||||
if ( wsp /*&& gWR.HasAmmo(wsp)*/ )
|
||||
{
|
||||
gpActiveSel = wsp;
|
||||
return;
|
||||
|
@ -832,12 +866,18 @@ int CHudAmmo::Draw(float flTime)
|
|||
int a, x, y, r, g, b;
|
||||
int AmmoWidth;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return 1;
|
||||
|
||||
if ( (gHUD.m_iHideHUDDisplay & ( HIDEHUD_WEAPONS | HIDEHUD_ALL )) )
|
||||
return 1;
|
||||
|
||||
// If you want to reenable autoaim crosshair, feel free to try. :P
|
||||
if (m_pWeapon && gHUD.m_Health.m_iHealth)
|
||||
{
|
||||
if ( gHUD.m_iFOV >= 90 ) // normal crosshairs
|
||||
SetCrosshair(m_pWeapon->hCrosshair, m_pWeapon->rcCrosshair, 255, 255, 255);
|
||||
else // zoomed crosshairs
|
||||
SetCrosshair(m_pWeapon->hZoomedCrosshair, m_pWeapon->rcZoomedCrosshair, 255, 255, 255);
|
||||
}
|
||||
|
||||
// Draw Weapon Menu
|
||||
DrawWList(flTime);
|
||||
|
||||
|
@ -856,7 +896,6 @@ int CHudAmmo::Draw(float flTime)
|
|||
if ((pw->iAmmoType < 0) && (pw->iAmmo2Type < 0))
|
||||
return 0;
|
||||
|
||||
|
||||
int iFlags = DHN_DRAWZERO; // draw 0 values
|
||||
|
||||
AmmoWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
||||
|
@ -866,7 +905,7 @@ int CHudAmmo::Draw(float flTime)
|
|||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20);
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
ScaleColors(r, g, b, a );
|
||||
|
||||
|
@ -883,8 +922,8 @@ int CHudAmmo::Draw(float flTime)
|
|||
// room for the number and the '|' and the current ammo
|
||||
|
||||
x = ScreenWidth - (8 * AmmoWidth) - iIconWidth;
|
||||
x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b);
|
||||
|
||||
//x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->iClip, r, g, b);
|
||||
|
||||
wrect_t rc;
|
||||
rc.top = 0;
|
||||
rc.left = 0;
|
||||
|
@ -895,18 +934,40 @@ int CHudAmmo::Draw(float flTime)
|
|||
|
||||
x += AmmoWidth/2;
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
// draw the | bar
|
||||
FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a);
|
||||
|
||||
x += iBarWidth + AmmoWidth/2;;
|
||||
//FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a);
|
||||
|
||||
m_iAmmocount = 0;
|
||||
// GL Seems to need this
|
||||
ScaleColors(r, g, b, a );
|
||||
x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmoType), r, g, b);
|
||||
|
||||
|
||||
|
||||
SPR_Set(m_pWeapon->hAmmobullet, r, g, b);
|
||||
x = ScreenWidth - (gHUD.GetSpriteRect(m_pWeapon->hAmmobullet).right - gHUD.GetSpriteRect(m_pWeapon->hAmmobullet).left);
|
||||
|
||||
if( m_iAmmocount <= pw->iClip )
|
||||
{
|
||||
while(m_iAmmocount < pw->iClip )
|
||||
{
|
||||
int iOffset = (m_pWeapon->rcAmmobullet.bottom - m_pWeapon->rcAmmobullet.top);
|
||||
SPR_DrawHoles(0, x - 21, y, &m_pWeapon->rcAmmobullet);
|
||||
y-= iOffset;
|
||||
m_iAmmocount++;
|
||||
}
|
||||
}
|
||||
/* else if(m_iAmmocount > gWR.CountAmmo(pw->iAmmoType) )
|
||||
{
|
||||
while(m_iAmmocount > gWR.CountAmmo(pw->iAmmoType) )
|
||||
{
|
||||
iOffset = (m_pWeapon->rcAmmobullet.bottom - m_pWeapon->rcAmmobullet.top);
|
||||
SPR_DrawHoles(1, x, y, &m_pWeapon->rcAmmobullet);
|
||||
y+= iOffset;
|
||||
m_iAmmocount--;
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -916,11 +977,14 @@ int CHudAmmo::Draw(float flTime)
|
|||
}
|
||||
|
||||
// Draw the ammo Icon
|
||||
int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8;
|
||||
SPR_Set(m_pWeapon->hAmmo, r, g, b);
|
||||
SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo);
|
||||
//int iOffset = (m_pWeapon->rcAmmo.bottom - m_pWeapon->rcAmmo.top)/8;
|
||||
// SPR_Set(m_pWeapon->hAmmo, r, g, b);
|
||||
// SPR_DrawAdditive(0, x, y -= 12, &m_pWeapon->rcAmmo);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
// Does weapon have seconday ammo?
|
||||
if (pw->iAmmo2Type > 0)
|
||||
{
|
||||
|
@ -939,6 +1003,71 @@ int CHudAmmo::Draw(float flTime)
|
|||
SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2);
|
||||
}
|
||||
}
|
||||
*/
|
||||
// ADS - 2nd clip
|
||||
// Does weapon have any secondary ammo at all?
|
||||
if (m_pWeapon->iAmmo2Type > 0 && (gWR.CountAmmo(pw->iAmmo2Type) || pw->iClip2 >= 0))
|
||||
{
|
||||
int iIconWidth = m_pWeapon->rcAmmo2.right - m_pWeapon->rcAmmo2.left;
|
||||
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight/2;
|
||||
y -= gHUD.m_iFontHeight + gHUD.m_iFontHeight/4;
|
||||
|
||||
|
||||
if (pw->iClip2 >= 0)
|
||||
{
|
||||
// room for the number and the '|' and the current ammo
|
||||
x = ScreenWidth - (8 * AmmoWidth) - iIconWidth;
|
||||
// x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, pw->iClip2, r, g, b);
|
||||
|
||||
wrect_t rc;
|
||||
rc.top = 0;
|
||||
rc.left = 0;
|
||||
rc.right = AmmoWidth;
|
||||
rc.bottom = 100;
|
||||
|
||||
int iBarWidth = AmmoWidth/10;
|
||||
|
||||
x += AmmoWidth/2;
|
||||
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
// draw the | bar
|
||||
// FillRGBA(x, y, iBarWidth, gHUD.m_iFontHeight, r, g, b, a);
|
||||
|
||||
x += iBarWidth + AmmoWidth/2;;
|
||||
|
||||
// GL Seems to need this
|
||||
ScaleColors(r, g, b, a );
|
||||
x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmo2Type), r, g, b);
|
||||
m_iAmmocount = 0;
|
||||
|
||||
SPR_Set(m_pWeapon->hAmmobullet2, r, g, b);
|
||||
x = ScreenWidth - ((gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).right - gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).left)+(gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).right - gHUD.GetSpriteRect(m_pWeapon->hAmmobullet2).left));
|
||||
if( m_iAmmocount < pw->iClip2 )
|
||||
{
|
||||
while(m_iAmmocount < pw->iClip2 )
|
||||
{
|
||||
int iOffset = (m_pWeapon->rcAmmobullet2.bottom - m_pWeapon->rcAmmobullet2.top);
|
||||
SPR_DrawHoles(0, x-21, y, &m_pWeapon->rcAmmobullet2);
|
||||
y-= iOffset;
|
||||
m_iAmmocount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// SPR_Draw a bullets only line
|
||||
x = ScreenWidth - 4 * AmmoWidth - iIconWidth;
|
||||
x = gHUD.DrawHudNumber(x, y, iFlags | DHN_3DIGITS, gWR.CountAmmo(pw->iAmmo2Type), r, g, b);
|
||||
}
|
||||
|
||||
// Draw the ammo Icon
|
||||
// int iOffset = (m_pWeapon->rcAmmo2.bottom - m_pWeapon->rcAmmo2.top)/8;
|
||||
// SPR_Set(m_pWeapon->hAmmo2, r, g, b);
|
||||
// SPR_DrawAdditive(0, x, y - iOffset, &m_pWeapon->rcAmmo2);
|
||||
}
|
||||
//
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -968,7 +1097,7 @@ int DrawBar(int x, int y, int width, int height, float f)
|
|||
width -= w;
|
||||
}
|
||||
|
||||
UnpackRGB(r, g, b, RGB_YELLOWISH);
|
||||
UnpackRGB(r, g, b, RGB_WHITE);
|
||||
|
||||
FillRGBA(x, y, width, height, r, g, b, 128);
|
||||
|
||||
|
@ -1044,7 +1173,7 @@ int CHudAmmo::DrawWList(float flTime)
|
|||
{
|
||||
int iWidth;
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
if ( iActiveSlot == i )
|
||||
a = 255;
|
||||
|
@ -1066,7 +1195,7 @@ int CHudAmmo::DrawWList(float flTime)
|
|||
else
|
||||
iWidth = giBucketWidth;
|
||||
|
||||
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i));
|
||||
SPR_DrawHoles(0, x, y, &gHUD.GetSpriteRect(m_HUD_bucket0 + i));
|
||||
|
||||
x += iWidth + 5;
|
||||
}
|
||||
|
@ -1096,14 +1225,21 @@ int CHudAmmo::DrawWList(float flTime)
|
|||
if ( !p || !p->iId )
|
||||
continue;
|
||||
|
||||
UnpackRGB( r,g,b, RGB_YELLOWISH );
|
||||
UnpackRGB( r,g,b, RGB_WHITE );
|
||||
|
||||
// if active, then we must have ammo.
|
||||
// LIES -> Gage :)
|
||||
|
||||
if ( gpActiveSel == p )
|
||||
{
|
||||
if ( !gWR.HasAmmo(p) )
|
||||
{
|
||||
UnpackRGB(r,g,b, RGB_REDISH);
|
||||
ScaleColors(r, g, b, 128);
|
||||
}
|
||||
|
||||
SPR_Set(p->hActive, r, g, b );
|
||||
SPR_DrawAdditive(0, x, y, &p->rcActive);
|
||||
SPR_DrawHoles(0, x, y, &p->rcActive);
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_selection), r, g, b );
|
||||
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_selection));
|
||||
|
@ -1111,7 +1247,6 @@ int CHudAmmo::DrawWList(float flTime)
|
|||
else
|
||||
{
|
||||
// Draw Weapon if Red if no ammo
|
||||
|
||||
if ( gWR.HasAmmo(p) )
|
||||
ScaleColors(r, g, b, 192);
|
||||
else
|
||||
|
@ -1138,7 +1273,7 @@ int CHudAmmo::DrawWList(float flTime)
|
|||
{
|
||||
// Draw Row of weapons.
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
for ( int iPos = 0; iPos < MAX_WEAPON_POSITIONS; iPos++ )
|
||||
{
|
||||
|
@ -1149,7 +1284,7 @@ int CHudAmmo::DrawWList(float flTime)
|
|||
|
||||
if ( gWR.HasAmmo(p) )
|
||||
{
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
a = 128;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -35,7 +35,7 @@ struct WEAPON
|
|||
int iFlags;
|
||||
int iId;
|
||||
int iClip;
|
||||
|
||||
int iClip2;
|
||||
int iCount; // # of itesm in plist
|
||||
|
||||
HSPRITE hActive;
|
||||
|
@ -44,6 +44,10 @@ struct WEAPON
|
|||
wrect_t rcInactive;
|
||||
HSPRITE hAmmo;
|
||||
wrect_t rcAmmo;
|
||||
HSPRITE hAmmobullet;
|
||||
wrect_t rcAmmobullet;
|
||||
HSPRITE hAmmobullet2;
|
||||
wrect_t rcAmmobullet2;
|
||||
HSPRITE hAmmo2;
|
||||
wrect_t rcAmmo2;
|
||||
HSPRITE hCrosshair;
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -60,7 +60,7 @@ 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 );
|
||||
UnpackRGB( r, g, b, RGB_WHITE );
|
||||
a = (int) max( MIN_ALPHA, m_fFade );
|
||||
if (m_fFade > 0)
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20); // slowly lower alpha to fade out icons
|
||||
|
|
|
@ -124,7 +124,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
HSPRITE *spr = gWR.GetAmmoPicFromWeapon( rgAmmoHistory[i].iId, rcPic );
|
||||
|
||||
int r, g, b;
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
|
@ -148,7 +148,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
return 1; // we don't know about the weapon yet, so don't draw anything
|
||||
|
||||
int r, g, b;
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
if ( !gWR.HasAmmo( weap ) )
|
||||
UnpackRGB(r,g,b, RGB_REDISH); // if the weapon doesn't have ammo, display it as red
|
||||
|
@ -170,7 +170,7 @@ int HistoryResource :: DrawAmmoHistory( float flTime )
|
|||
|
||||
wrect_t rect = gHUD.GetSpriteRect( rgAmmoHistory[i].iId );
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
float scale = (rgAmmoHistory[i].DisplayTime - flTime) * 80;
|
||||
ScaleColors(r, g, b, min(scale, 255) );
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -17,7 +17,7 @@
|
|||
//
|
||||
|
||||
// this is the max number of items in each bucket
|
||||
#define MAX_WEAPON_POSITIONS MAX_WEAPON_SLOTS
|
||||
#define MAX_WEAPON_POSITIONS 8//MAX_WEAPON_SLOTS
|
||||
|
||||
class WeaponsResource
|
||||
{
|
||||
|
@ -28,7 +28,6 @@ private:
|
|||
// counts of weapons * ammo
|
||||
WEAPON* rgSlots[MAX_WEAPON_SLOTS+1][MAX_WEAPON_POSITIONS+1]; // The slots currently in use by weapons. The value is a pointer to the weapon; if it's NULL, no weapon is there
|
||||
int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type
|
||||
|
||||
public:
|
||||
void Init( void )
|
||||
{
|
||||
|
|
|
@ -32,13 +32,27 @@ extern "C"
|
|||
#include "hud_servers.h"
|
||||
#include "vgui_int.h"
|
||||
#include "interface.h"
|
||||
#include "ParseBspEnt.h"
|
||||
#include "ParseBsp.h"
|
||||
#include "twm.h"
|
||||
#include "twmmanager.h"
|
||||
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
|
||||
|
||||
cl_enginefunc_t gEngfuncs;
|
||||
CHud gHUD;
|
||||
TeamFortressViewport *gViewPort = NULL;
|
||||
TheWastesViewport *gViewPort = NULL;
|
||||
|
||||
extern int ev_thermal;
|
||||
extern int g_iClientLasersEnabled[32];
|
||||
|
||||
cvar_t *cl_shellcase_lifetime = NULL;
|
||||
cvar_t *cl_shellcase_quality = NULL;
|
||||
cvar_t *cl_enablefog = NULL;
|
||||
cvar_t *cl_efx_frequency = NULL;
|
||||
|
||||
// Msg definitions
|
||||
int __MsgFunc_LaserInfo(const char *pszName, int iSize, void *pbuf );
|
||||
|
||||
void InitInput (void);
|
||||
void EV_HookEvents( void );
|
||||
|
@ -66,7 +80,7 @@ int DLLEXPORT HUD_ConnectionlessPacket( struct netadr_s *net_from, const char *
|
|||
int DLLEXPORT HUD_GetHullBounds( int hullnumber, float *mins, float *maxs );
|
||||
void DLLEXPORT HUD_Frame( double time );
|
||||
void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking);
|
||||
void DLLEXPORT HUD_DirectorEvent(unsigned char command, unsigned int firstObject, unsigned int secondObject, unsigned int flags);
|
||||
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -150,10 +164,15 @@ int DLLEXPORT Initialize( cl_enginefunc_t *pEnginefuncs, int iVersion )
|
|||
|
||||
EV_HookEvents();
|
||||
|
||||
// Client side cvars
|
||||
cl_shellcase_lifetime = gEngfuncs.pfnRegisterVariable("cl_shellcase_lifetime","5.0",FCVAR_ARCHIVE); // How long shellcases stay on ground
|
||||
cl_shellcase_quality = gEngfuncs.pfnRegisterVariable("cl_shellcase_quality","0",FCVAR_ARCHIVE); // Hi/Lo Quality casings
|
||||
cl_enablefog = gEngfuncs.pfnRegisterVariable("cl_enablefog","0",FCVAR_ARCHIVE); // Fog
|
||||
cl_efx_frequency = gEngfuncs.pfnRegisterVariable("cl_efx_frequency","0.5",FCVAR_ARCHIVE); // How often special efx should be enabled
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_VidInit
|
||||
|
@ -163,13 +182,24 @@ and whenever the vid_mode is changed
|
|||
so the HUD can reinitialize itself.
|
||||
==========================
|
||||
*/
|
||||
|
||||
int DLLEXPORT HUD_VidInit( void )
|
||||
{
|
||||
gHUD.VidInit();
|
||||
|
||||
VGui_Startup();
|
||||
|
||||
ev_thermal = 0; // Make sure thermal is off
|
||||
|
||||
// No clients have lasersights enabled
|
||||
memset(g_iClientLasersEnabled,0,sizeof(int)*32);
|
||||
|
||||
// Reset .TWM data
|
||||
memset(g_MuzzleflashModels,0,sizeof(g_MuzzleflashModels));
|
||||
g_iNumMuzzleflashModels = 0;
|
||||
|
||||
// Precache .TWM's
|
||||
g_TwmManager.BeginPrecache();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -182,16 +212,19 @@ to a server. Reinitializes all
|
|||
the hud variables.
|
||||
==========================
|
||||
*/
|
||||
|
||||
int DLLEXPORT HUD_Init( void )
|
||||
{
|
||||
InitInput();
|
||||
gHUD.Init();
|
||||
Scheme_Init();
|
||||
|
||||
// Not strictly HUD based
|
||||
// messages, so stick them here ?
|
||||
HOOK_MESSAGE(LaserInfo);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_Redraw
|
||||
|
@ -208,7 +241,6 @@ int DLLEXPORT HUD_Redraw( float time, int intermission )
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==========================
|
||||
HUD_UpdateClientData
|
||||
|
@ -274,15 +306,14 @@ void DLLEXPORT HUD_VoiceStatus(int entindex, qboolean bTalking)
|
|||
|
||||
/*
|
||||
==========================
|
||||
HUD_DirectorEvent
|
||||
HUD_DirectorMessage
|
||||
|
||||
Called when a director event message was received
|
||||
==========================
|
||||
*/
|
||||
|
||||
void DLLEXPORT HUD_DirectorEvent(unsigned char command, unsigned int firstObject, unsigned int secondObject, unsigned int flags)
|
||||
void DLLEXPORT HUD_DirectorMessage( int iSize, void *pbuf )
|
||||
{
|
||||
gHUD.m_Spectator.DirectorEvent(command, firstObject, secondObject, flags);
|
||||
gHUD.m_Spectator.DirectorMessage( iSize, pbuf );
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -38,8 +38,8 @@ RSC=rc.exe
|
|||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir ".\Release"
|
||||
# PROP Intermediate_Dir ".\Release"
|
||||
# PROP Output_Dir "..\obj\ReleaseClient"
|
||||
# PROP Intermediate_Dir "..\obj\ReleaseClient"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
|
||||
|
@ -53,7 +53,7 @@ BSC32=bscmake.exe
|
|||
# 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 /nologo /subsystem:windows /dll /map /machine:I386 /out:".\Release\client.dll"
|
||||
# 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 /nologo /subsystem:windows /dll /map /machine:I386 /out:"../../cl_dlls/client.dll"
|
||||
|
||||
!ELSEIF "$(CFG)" == "cl_dll - Win32 Debug"
|
||||
|
||||
|
@ -64,8 +64,8 @@ LINK32=link.exe
|
|||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir ".\Debug"
|
||||
# PROP Intermediate_Dir ".\Debug"
|
||||
# PROP Output_Dir "..\obj\DebugClient"
|
||||
# PROP Intermediate_Dir "..\obj\DebugClient"
|
||||
# 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
|
||||
|
@ -79,7 +79,7 @@ BSC32=bscmake.exe
|
|||
# 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 /nologo /subsystem:windows /dll /debug /machine:I386 /out:".\Debug\client.dll"
|
||||
# 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 /nologo /subsystem:windows /dll /debug /machine:I386 /out:"../../cl_dlls/client.dll"
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
@ -95,51 +95,23 @@ LINK32=link.exe
|
|||
# PROP Default_Filter "*.CPP"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\crossbow.cpp
|
||||
SOURCE=.\ev_thewastes.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\crowbar.cpp
|
||||
SOURCE=.\thewastes\hl_baseentity.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\egon.cpp
|
||||
SOURCE=.\thewastes\hl_events.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_hldm.cpp
|
||||
SOURCE=.\thewastes\hl_objects.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
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hl\hl_objects.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\hl\hl_weapons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\wpn_shared\hl_wpn_glock.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\hornetgun.cpp
|
||||
SOURCE=.\thewastes\hl_weapons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -147,31 +119,31 @@ SOURCE=..\common\interface.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\mp5.cpp
|
||||
SOURCE=..\dlls\thewastes.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\python.cpp
|
||||
SOURCE=..\dlls\wpn_shared\tw_akimbos.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\rpg.cpp
|
||||
SOURCE=..\dlls\wpn_shared\tw_automatics.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\satchel.cpp
|
||||
SOURCE=..\dlls\wpn_shared\tw_explosives.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\shotgun.cpp
|
||||
SOURCE=..\dlls\wpn_shared\tw_melee.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\squeakgrenade.cpp
|
||||
SOURCE=..\dlls\wpn_shared\tw_shotguns.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\tripmine.cpp
|
||||
SOURCE=..\dlls\wpn_shared\tw_sidearms.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -208,10 +180,6 @@ 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
|
||||
|
@ -232,6 +200,10 @@ SOURCE=.\entity.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\env_fog.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_common.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -305,11 +277,19 @@ SOURCE=.\overview.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\parsebsp.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ParseBspEnt.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\parsemsg.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\parsemsg.h
|
||||
SOURCE=.\ParticleBase.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -341,6 +321,10 @@ SOURCE=.\studio_util.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\studioevent.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\StudioModelRenderer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -349,6 +333,10 @@ SOURCE=.\text_message.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\thewastes_hud.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\train.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -357,6 +345,10 @@ SOURCE=.\tri.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\twm.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -365,10 +357,6 @@ SOURCE=..\game_shared\vgui_checkbutton2.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ClassMenu.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ConsolePanel.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -393,6 +381,10 @@ SOURCE=.\vgui_int.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_ItemSelection.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\vgui_listbox.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -417,11 +409,11 @@ SOURCE=.\vgui_ServerBrowser.cpp
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_TeamFortressViewport.cpp
|
||||
SOURCE=.\vgui_teammenu.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_teammenu.cpp
|
||||
SOURCE=.\vgui_TheWastesViewport.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -449,6 +441,14 @@ SOURCE=.\cl_dll.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\cl_entity.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
|
||||
|
@ -457,7 +457,15 @@ SOURCE=.\demo.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_hldm.h
|
||||
SOURCE=..\common\entity_state.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ev_thewastes.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\event_args.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -497,10 +505,6 @@ SOURCE=.\in_defs.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\itrackeruser.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\kbutton.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -509,6 +513,22 @@ SOURCE=.\overview.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\parsebsp.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ParseBspEnt.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\parsemsg.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ParticleBase.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\pm_shared\pm_debug.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -533,6 +553,22 @@ SOURCE=..\pm_shared\pm_shared.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\pmtrace.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\r_efx.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\r_studioint.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\ref_params.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\studio_util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
@ -541,7 +577,35 @@ SOURCE=.\StudioModelRenderer.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.h
|
||||
SOURCE=.\tf_defs.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\tri.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\triangleapi.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\tw_common.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\tw_vgui.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\twm.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\twmmanager.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\dlls\util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
@ -573,7 +637,7 @@ SOURCE=.\vgui_ServerBrowser.h
|
|||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vgui_TeamFortressViewport.h
|
||||
SOURCE=.\vgui_TheWastesViewport.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
|
|
|
@ -114,10 +114,7 @@ inline void ConsolePrint( const char *string )
|
|||
gEngfuncs.pfnConsolePrint( string );
|
||||
}
|
||||
|
||||
inline void CenterPrint( const char *string )
|
||||
{
|
||||
gEngfuncs.pfnCenterPrint( string );
|
||||
}
|
||||
void CenterPrint(const char*);
|
||||
|
||||
// returns the players name of entity no.
|
||||
#define GetPlayerInfo (*gEngfuncs.pfnGetPlayerInfo)
|
||||
|
@ -136,6 +133,7 @@ void ScaleColors( int &r, int &g, int &b, int a );
|
|||
#define VectorSubtract(a,b,c) {(c)[0]=(a)[0]-(b)[0];(c)[1]=(a)[1]-(b)[1];(c)[2]=(a)[2]-(b)[2];}
|
||||
#define VectorAdd(a,b,c) {(c)[0]=(a)[0]+(b)[0];(c)[1]=(a)[1]+(b)[1];(c)[2]=(a)[2]+(b)[2];}
|
||||
#define VectorCopy(a,b) {(b)[0]=(a)[0];(b)[1]=(a)[1];(b)[2]=(a)[2];}
|
||||
#define VectorSet(v,x,y,z) {(v)[0]=(x);(v)[1]=(y);(v)[2]=(z);}
|
||||
inline void VectorClear(float *a) { a[0]=0.0;a[1]=0.0;a[2]=0.0;}
|
||||
float Length(const float *v);
|
||||
void VectorMA (const float *veca, float scale, const float *vecb, float *vecc);
|
||||
|
@ -158,3 +156,6 @@ inline void UnpackRGB(int &r, int &g, int &b, unsigned long ulRGB)\
|
|||
}
|
||||
|
||||
HSPRITE LoadSprite(const char *pszName);
|
||||
|
||||
// This code is used for jerking around a persons view
|
||||
#define RECOIL_VIEW(amountx,amounty) { vec3_t ViewAngle; gEngfuncs.GetViewAngles((float*)ViewAngle); ViewAngle.x -= amountx; ViewAngle.y -= amounty; gEngfuncs.SetViewAngles((float*)ViewAngle); }
|
||||
|
|
151
cl_dll/death.cpp
151
cl_dll/death.cpp
|
@ -22,17 +22,20 @@
|
|||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
DECLARE_MESSAGE( m_DeathNotice, DeathMsg );
|
||||
|
||||
struct DeathNoticeItem {
|
||||
char szKiller[MAX_PLAYER_NAME_LENGTH*2];
|
||||
char szVictim[MAX_PLAYER_NAME_LENGTH*2];
|
||||
char szDeathMessage[128];
|
||||
int iId; // the index number of the associated sprite
|
||||
int iSuicide;
|
||||
int iTeamKill;
|
||||
int iNonPlayerKill;
|
||||
int iSpecialDeath;
|
||||
float flDisplayTime;
|
||||
float *KillerColor;
|
||||
float *VictimColor;
|
||||
|
@ -41,7 +44,7 @@ struct DeathNoticeItem {
|
|||
#define MAX_DEATHNOTICES 4
|
||||
static int DEATHNOTICE_DISPLAY_TIME = 6;
|
||||
|
||||
#define DEATHNOTICE_TOP 20
|
||||
#define DEATHNOTICE_TOP ScreenHeight - 72
|
||||
|
||||
DeathNoticeItem rgDeathNoticeList[ MAX_DEATHNOTICES + 1 ];
|
||||
|
||||
|
@ -83,7 +86,9 @@ void CHudDeathNotice :: InitHUDData( void )
|
|||
|
||||
int CHudDeathNotice :: VidInit( void )
|
||||
{
|
||||
m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" );
|
||||
m_HUD_d_skull = gHUD.GetSpriteIndex( "d_skull" );
|
||||
m_HUD_d_headshot = gHUD.GetSpriteIndex( "d_headshot" );
|
||||
m_HUD_d_bleeding = gHUD.GetSpriteIndex( "d_bleed" );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
@ -91,8 +96,19 @@ int CHudDeathNotice :: VidInit( void )
|
|||
int CHudDeathNotice :: Draw( float flTime )
|
||||
{
|
||||
int x, y, r, g, b;
|
||||
int text_y;
|
||||
int deathcount = 0;
|
||||
|
||||
for ( int i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
// How many death messages are there.
|
||||
|
||||
for( int i = 0;i < MAX_DEATHNOTICES; i++)
|
||||
{
|
||||
if(rgDeathNoticeList[i].iId == 0)
|
||||
break;
|
||||
deathcount++;
|
||||
}
|
||||
|
||||
for ( i = 0; i < MAX_DEATHNOTICES; i++ )
|
||||
{
|
||||
if ( rgDeathNoticeList[i].iId == 0 )
|
||||
break; // we've gone through them all
|
||||
|
@ -110,11 +126,41 @@ int CHudDeathNotice :: Draw( float flTime )
|
|||
// Only draw if the viewport will let me
|
||||
if ( gViewPort && gViewPort->AllowedToPrintText() )
|
||||
{
|
||||
// Draw the death notice
|
||||
y = DEATHNOTICE_TOP + (20 * i); //!!!
|
||||
// Get the initial offset.
|
||||
int offset = (20 * deathcount );
|
||||
|
||||
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);
|
||||
// Draw the death notice
|
||||
y = DEATHNOTICE_TOP + (20 * i) - offset; //!!!
|
||||
|
||||
int id,special_id = 0;
|
||||
|
||||
switch(rgDeathNoticeList[i].iSpecialDeath)
|
||||
{
|
||||
default:
|
||||
case 0:
|
||||
break;
|
||||
case 1:
|
||||
special_id = m_HUD_d_headshot;
|
||||
break;
|
||||
case 2:
|
||||
special_id = m_HUD_d_bleeding;
|
||||
break;
|
||||
}
|
||||
|
||||
id = (rgDeathNoticeList[i].iId == -1) ? m_HUD_d_skull : rgDeathNoticeList[i].iId;
|
||||
|
||||
int id_length;
|
||||
|
||||
if(rgDeathNoticeList[i].iSpecialDeath == 2 && !rgDeathNoticeList[i].iSuicide)
|
||||
id_length = 0;
|
||||
else
|
||||
id_length = (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
|
||||
int special_id_length = (rgDeathNoticeList[i].iSpecialDeath && !rgDeathNoticeList[i].iSuicide) ? (gHUD.GetSpriteRect(special_id).right - gHUD.GetSpriteRect(special_id).left) : 0;
|
||||
|
||||
// Put in center
|
||||
x = (ScreenWidth/2) -
|
||||
(ConsoleStringLen(rgDeathNoticeList[i].szVictim) - id_length - special_id_length)/2;
|
||||
|
||||
if ( !rgDeathNoticeList[i].iSuicide )
|
||||
{
|
||||
|
@ -126,17 +172,29 @@ int CHudDeathNotice :: Draw( float flTime )
|
|||
x = 5 + DrawConsoleString( x, y, rgDeathNoticeList[i].szKiller );
|
||||
}
|
||||
|
||||
r = 255; g = 80; b = 0;
|
||||
// r = 255; g = 80; b = 0;
|
||||
r = g = b = 255; // WHITE - Gage
|
||||
if ( rgDeathNoticeList[i].iTeamKill )
|
||||
{
|
||||
r = 10; g = 240; b = 10; // display it in sickly green
|
||||
}
|
||||
|
||||
// Draw death weapon
|
||||
SPR_Set( gHUD.GetSprite(id), r, g, b );
|
||||
SPR_DrawAdditive( 0, x, y, &gHUD.GetSpriteRect(id) );
|
||||
// Draw death weapon if needed
|
||||
if(!(special_id_length && rgDeathNoticeList[i].iSuicide) && id_length)
|
||||
{
|
||||
SPR_Set( gHUD.GetSprite(id), r, g, b );
|
||||
SPR_DrawHoles( 0, x, y, &gHUD.GetSpriteRect(id) );
|
||||
|
||||
x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
x += (gHUD.GetSpriteRect(id).right - gHUD.GetSpriteRect(id).left);
|
||||
}
|
||||
|
||||
if(special_id_length)
|
||||
{
|
||||
SPR_Set(gHUD.GetSprite(special_id),r,g,b);
|
||||
SPR_DrawHoles(0,x,y,&gHUD.GetSpriteRect(special_id));
|
||||
|
||||
x += (gHUD.GetSpriteRect(special_id).right - gHUD.GetSpriteRect(special_id).left);
|
||||
}
|
||||
|
||||
// Draw victims name (if it was a player that was killed)
|
||||
if (rgDeathNoticeList[i].iNonPlayerKill == FALSE)
|
||||
|
@ -145,6 +203,13 @@ int CHudDeathNotice :: Draw( float flTime )
|
|||
gEngfuncs.pfnDrawSetTextColor( rgDeathNoticeList[i].VictimColor[0], rgDeathNoticeList[i].VictimColor[1], rgDeathNoticeList[i].VictimColor[2] );
|
||||
x = DrawConsoleString( x, y, rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
|
||||
int text_w,text_h;
|
||||
GetConsoleStringSize(rgDeathNoticeList[i].szDeathMessage,&text_w,&text_h);
|
||||
|
||||
text_y = text_h*i;
|
||||
|
||||
DrawConsoleString(ScreenWidth-text_w,text_y,rgDeathNoticeList[i].szDeathMessage);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -158,8 +223,9 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p
|
|||
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int killer = READ_BYTE();
|
||||
int victim = READ_BYTE();
|
||||
int killer = READ_BYTE();
|
||||
int victim = READ_BYTE();
|
||||
int special = READ_BYTE();
|
||||
|
||||
char killedwith[32];
|
||||
strcpy( killedwith, "d_" );
|
||||
|
@ -184,6 +250,9 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p
|
|||
if (gViewPort)
|
||||
gViewPort->GetAllPlayersInfo();
|
||||
|
||||
// Set special death
|
||||
rgDeathNoticeList[i].iSpecialDeath = special;
|
||||
|
||||
// Get the Killer's name
|
||||
char *killer_name = g_PlayerInfoList[ killer ].name;
|
||||
if ( !killer_name )
|
||||
|
@ -232,6 +301,14 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p
|
|||
rgDeathNoticeList[i].iTeamKill = TRUE;
|
||||
}
|
||||
|
||||
char *szDeathMessage = READ_STRING();
|
||||
|
||||
// fill deathmessage string
|
||||
if(killer == victim || killer == 0)
|
||||
sprintf(rgDeathNoticeList[i].szDeathMessage,"%s commited suicide",victim_name);
|
||||
else
|
||||
sprintf(rgDeathNoticeList[i].szDeathMessage,szDeathMessage,killer_name,victim_name);
|
||||
|
||||
// Find the sprite in the list
|
||||
int spr = gHUD.GetSpriteIndex( killedwith );
|
||||
|
||||
|
@ -249,47 +326,9 @@ int CHudDeathNotice :: MsgFunc_DeathMsg( const char *pszName, int iSize, void *p
|
|||
}
|
||||
else
|
||||
{
|
||||
// record the death notice in the console
|
||||
if ( rgDeathNoticeList[i].iSuicide )
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
|
||||
if ( !strcmp( killedwith, "d_world" ) )
|
||||
{
|
||||
ConsolePrint( " died" );
|
||||
}
|
||||
else
|
||||
{
|
||||
ConsolePrint( " killed self" );
|
||||
}
|
||||
}
|
||||
else if ( rgDeathNoticeList[i].iTeamKill )
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed his teammate " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
else
|
||||
{
|
||||
ConsolePrint( rgDeathNoticeList[i].szKiller );
|
||||
ConsolePrint( " killed " );
|
||||
ConsolePrint( rgDeathNoticeList[i].szVictim );
|
||||
}
|
||||
|
||||
if ( killedwith && *killedwith && (*killedwith > 13 ) && strcmp( killedwith, "d_world" ) && !rgDeathNoticeList[i].iTeamKill )
|
||||
{
|
||||
ConsolePrint( " with " );
|
||||
|
||||
// replace the code names with the 'real' names
|
||||
if ( !strcmp( killedwith+2, "egon" ) )
|
||||
strcpy( killedwith, "d_gluon gun" );
|
||||
if ( !strcmp( killedwith+2, "gauss" ) )
|
||||
strcpy( killedwith, "d_tau cannon" );
|
||||
|
||||
ConsolePrint( killedwith+2 ); // skip over the "d_" part
|
||||
}
|
||||
|
||||
ConsolePrint( "\n" );
|
||||
// record new death notices
|
||||
ConsolePrint(rgDeathNoticeList[i].szDeathMessage);
|
||||
ConsolePrint("\n");
|
||||
}
|
||||
|
||||
return 1;
|
||||
|
|
48
cl_dll/dmc_bspfile.h
Normal file
48
cl_dll/dmc_bspfile.h
Normal file
|
@ -0,0 +1,48 @@
|
|||
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#if !defined( DMC_BSPFILE_H )
|
||||
#define DMC_BSPFILE_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
// MINI-version of BSPFILE.H to support DeathMatch Classic's entity lump extraction stuff.
|
||||
|
||||
#define BSPVERSION 30
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int fileofs, filelen;
|
||||
} lump_t;
|
||||
|
||||
#define LUMP_ENTITIES 0
|
||||
#define LUMP_PLANES 1
|
||||
#define LUMP_TEXTURES 2
|
||||
#define LUMP_VERTEXES 3
|
||||
#define LUMP_VISIBILITY 4
|
||||
#define LUMP_NODES 5
|
||||
#define LUMP_TEXINFO 6
|
||||
#define LUMP_FACES 7
|
||||
#define LUMP_LIGHTING 8
|
||||
#define LUMP_CLIPNODES 9
|
||||
#define LUMP_LEAFS 10
|
||||
#define LUMP_MARKSURFACES 11
|
||||
#define LUMP_EDGES 12
|
||||
#define LUMP_SURFEDGES 13
|
||||
#define LUMP_MODELS 14
|
||||
|
||||
#define HEADER_LUMPS 15
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int version;
|
||||
lump_t lumps[HEADER_LUMPS];
|
||||
} dheader_t;
|
||||
|
||||
|
||||
#endif // DMC_BSPFILE_H
|
|
@ -17,22 +17,24 @@
|
|||
#include "r_efx.h"
|
||||
#include "event_api.h"
|
||||
#include "pm_defs.h"
|
||||
#include "pmtrace.h"
|
||||
|
||||
#include "pmtrace.h"
|
||||
#include "in_defs.h"
|
||||
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
|
||||
void Game_AddObjects( void );
|
||||
void Game_UpdateObjects(double frametime);
|
||||
|
||||
extern vec3_t v_origin;
|
||||
|
||||
int g_iAlive = 1;
|
||||
|
||||
double g_iFrametime = 0;
|
||||
|
||||
extern "C"
|
||||
{
|
||||
int DLLEXPORT HUD_AddEntity( int type, struct cl_entity_s *ent, const char *modelname );
|
||||
void DLLEXPORT HUD_CreateEntities( void );
|
||||
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
|
||||
void DLLEXPORT HUD_TxferLocalOverrides( struct entity_state_s *state, const struct clientdata_s *client );
|
||||
void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct entity_state_s *src );
|
||||
void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct entity_state_s *pps, struct clientdata_s *pcd, const struct clientdata_s *ppcd, struct weapon_data_s *wd, const struct weapon_data_s *pwd );
|
||||
|
@ -159,6 +161,10 @@ void DLLEXPORT HUD_ProcessPlayerState( struct entity_state_s *dst, const struct
|
|||
g_iUser2 = src->iuser2;
|
||||
g_iUser3 = src->iuser3;
|
||||
|
||||
// if the movetype is NOCLIP, we are in observer mode.
|
||||
if(src->movetype == MOVETYPE_NOCLIP)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -210,15 +216,11 @@ void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct
|
|||
pcd->iuser1 = g_iUser1; // observer mode
|
||||
pcd->iuser2 = g_iUser2; // first target
|
||||
pcd->iuser3 = g_iUser3; // second target
|
||||
|
||||
}
|
||||
|
||||
// Fire prevention
|
||||
pcd->iuser4 = ppcd->iuser4;
|
||||
|
||||
pcd->fuser2 = ppcd->fuser2;
|
||||
pcd->fuser3 = ppcd->fuser3;
|
||||
|
||||
VectorCopy( ppcd->vuser1, pcd->vuser1 );
|
||||
VectorCopy( ppcd->vuser2, pcd->vuser2 );
|
||||
VectorCopy( ppcd->vuser3, pcd->vuser3 );
|
||||
|
@ -228,82 +230,26 @@ void DLLEXPORT HUD_TxferPredictionData ( struct entity_state_s *ps, const struct
|
|||
}
|
||||
|
||||
/*
|
||||
//#define TEST_IT
|
||||
#if defined( TEST_IT )
|
||||
|
||||
cl_entity_t mymodel[9];
|
||||
|
||||
void MoveModel( void )
|
||||
{
|
||||
cl_entity_t *player;
|
||||
int i, j;
|
||||
int modelindex;
|
||||
struct model_s *mod;
|
||||
|
||||
// Load it up with some bogus data
|
||||
player = gEngfuncs.GetLocalPlayer();
|
||||
if ( !player )
|
||||
return;
|
||||
|
||||
mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex );
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
for ( j = 0; j < 3; j++ )
|
||||
{
|
||||
// Don't draw over ourself...
|
||||
if ( ( i == 1 ) && ( j == 1 ) )
|
||||
continue;
|
||||
|
||||
mymodel[ i * 3 + j ] = *player;
|
||||
|
||||
mymodel[ i * 3 + j ].player = 0;
|
||||
|
||||
mymodel[ i * 3 + j ].model = mod;
|
||||
mymodel[ i * 3 + j ].curstate.modelindex = modelindex;
|
||||
|
||||
// Move it out a bit
|
||||
mymodel[ i * 3 + j ].origin[0] = player->origin[0] + 50 * ( 1 - i );
|
||||
mymodel[ i * 3 + j ].origin[1] = player->origin[1] + 50 * ( 1 - j );
|
||||
|
||||
gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &mymodel[i*3+j] );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
//#define TRACE_TEST
|
||||
#if defined( TRACE_TEST )
|
||||
|
||||
extern int hitent;
|
||||
|
||||
cl_entity_t hit;
|
||||
|
||||
void TraceModel( void )
|
||||
{
|
||||
cl_entity_t *ent;
|
||||
|
||||
if ( hitent <= 0 )
|
||||
return;
|
||||
|
||||
// Load it up with some bogus data
|
||||
ent = gEngfuncs.GetEntityByIndex( hitent );
|
||||
if ( !ent )
|
||||
return;
|
||||
|
||||
hit = *ent;
|
||||
//hit.curstate.rendermode = kRenderTransTexture;
|
||||
//hit.curstate.renderfx = kRenderFxGlowShell;
|
||||
//hit.curstate.renderamt = 100;
|
||||
|
||||
hit.origin[2] += 40;
|
||||
|
||||
gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, &hit );
|
||||
}
|
||||
|
||||
#endif
|
||||
=========================
|
||||
HUD_CreateEntities
|
||||
|
||||
Gives us a chance to add additional entities to the render this frame
|
||||
=========================
|
||||
*/
|
||||
void DLLEXPORT HUD_CreateEntities( void )
|
||||
{
|
||||
// e.g., create a persistent cl_entity_t somewhere.
|
||||
// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
|
||||
// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
|
||||
|
||||
// Add in any game specific objects
|
||||
Game_AddObjects();
|
||||
|
||||
// Update any game specific objects
|
||||
Game_UpdateObjects(g_iFrametime);
|
||||
|
||||
GetClientVoiceMgr()->CreateEntities();
|
||||
}
|
||||
|
||||
/*
|
||||
void ParticleCallback( struct particle_s *particle, float frametime )
|
||||
|
@ -431,152 +377,6 @@ void TempEnts( void )
|
|||
}
|
||||
*/
|
||||
|
||||
#if defined( BEAM_TEST )
|
||||
// Note can't index beam[ 0 ] in Beam callback, so don't use that index
|
||||
// Room for 1 beam ( 0 can't be used )
|
||||
static cl_entity_t beams[ 2 ];
|
||||
|
||||
void BeamEndModel( void )
|
||||
{
|
||||
cl_entity_t *player, *model;
|
||||
int modelindex;
|
||||
struct model_s *mod;
|
||||
|
||||
// Load it up with some bogus data
|
||||
player = gEngfuncs.GetLocalPlayer();
|
||||
if ( !player )
|
||||
return;
|
||||
|
||||
mod = gEngfuncs.CL_LoadModel( "models/sentry3.mdl", &modelindex );
|
||||
if ( !mod )
|
||||
return;
|
||||
|
||||
// Slot 1
|
||||
model = &beams[ 1 ];
|
||||
|
||||
*model = *player;
|
||||
model->player = 0;
|
||||
model->model = mod;
|
||||
model->curstate.modelindex = modelindex;
|
||||
|
||||
// Move it out a bit
|
||||
model->origin[0] = player->origin[0] - 100;
|
||||
model->origin[1] = player->origin[1];
|
||||
|
||||
model->attachment[0] = model->origin;
|
||||
model->attachment[1] = model->origin;
|
||||
model->attachment[2] = model->origin;
|
||||
model->attachment[3] = model->origin;
|
||||
|
||||
gEngfuncs.CL_CreateVisibleEntity( ET_NORMAL, model );
|
||||
}
|
||||
|
||||
void Beams( void )
|
||||
{
|
||||
static float lasttime;
|
||||
float curtime;
|
||||
struct model_s *mod;
|
||||
int index;
|
||||
|
||||
BeamEndModel();
|
||||
|
||||
curtime = gEngfuncs.GetClientTime();
|
||||
float end[ 3 ];
|
||||
|
||||
if ( ( curtime - lasttime ) < 10.0 )
|
||||
return;
|
||||
|
||||
mod = gEngfuncs.CL_LoadModel( "sprites/laserbeam.spr", &index );
|
||||
if ( !mod )
|
||||
return;
|
||||
|
||||
lasttime = curtime;
|
||||
|
||||
end [ 0 ] = v_origin.x + 100;
|
||||
end [ 1 ] = v_origin.y + 100;
|
||||
end [ 2 ] = v_origin.z;
|
||||
|
||||
BEAM *p1;
|
||||
p1 = gEngfuncs.pEfxAPI->R_BeamEntPoint( -1, end, index,
|
||||
10.0, 2.0, 0.3, 1.0, 5.0, 0.0, 1.0, 1.0, 1.0, 1.0 );
|
||||
}
|
||||
#endif
|
||||
|
||||
/*
|
||||
=========================
|
||||
HUD_CreateEntities
|
||||
|
||||
Gives us a chance to add additional entities to the render this frame
|
||||
=========================
|
||||
*/
|
||||
void DLLEXPORT HUD_CreateEntities( void )
|
||||
{
|
||||
// e.g., create a persistent cl_entity_t somewhere.
|
||||
// Load an appropriate model into it ( gEngfuncs.CL_LoadModel )
|
||||
// Call gEngfuncs.CL_CreateVisibleEntity to add it to the visedicts list
|
||||
/*
|
||||
#if defined( TEST_IT )
|
||||
MoveModel();
|
||||
#endif
|
||||
|
||||
#if defined( TRACE_TEST )
|
||||
TraceModel();
|
||||
#endif
|
||||
*/
|
||||
/*
|
||||
Particles();
|
||||
*/
|
||||
/*
|
||||
TempEnts();
|
||||
*/
|
||||
|
||||
#if defined( BEAM_TEST )
|
||||
Beams();
|
||||
#endif
|
||||
|
||||
|
||||
// Add in any game specific objects
|
||||
Game_AddObjects();
|
||||
|
||||
GetClientVoiceMgr()->CreateEntities();
|
||||
}
|
||||
|
||||
/*
|
||||
=========================
|
||||
HUD_StudioEvent
|
||||
|
||||
The entity's studio model description indicated an event was
|
||||
fired during this frame, handle the event by it's tag ( e.g., muzzleflash, sound )
|
||||
=========================
|
||||
*/
|
||||
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity )
|
||||
{
|
||||
switch( event->event )
|
||||
{
|
||||
case 5001:
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[0], atoi( event->options) );
|
||||
break;
|
||||
case 5011:
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[1], atoi( event->options) );
|
||||
break;
|
||||
case 5021:
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[2], atoi( event->options) );
|
||||
break;
|
||||
case 5031:
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash( (float *)&entity->attachment[3], atoi( event->options) );
|
||||
break;
|
||||
case 5002:
|
||||
gEngfuncs.pEfxAPI->R_SparkEffect( (float *)&entity->attachment[0], atoi( event->options), -100, 100 );
|
||||
break;
|
||||
// Client side sound
|
||||
case 5004:
|
||||
gEngfuncs.pfnPlaySoundByNameAtLocation( (char *)event->options, 1.0, (float *)&entity->attachment[0] );
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CL_UpdateTEnts
|
||||
|
@ -598,6 +398,8 @@ void DLLEXPORT HUD_TempEntUpdate (
|
|||
TEMPENTITY *pTemp, *pnext, *pprev;
|
||||
float freq, gravity, gravitySlow, life, fastFreq;
|
||||
|
||||
g_iFrametime = frametime;
|
||||
|
||||
// Nothing to simulate
|
||||
if ( !*ppTempEntActive )
|
||||
return;
|
||||
|
@ -729,7 +531,6 @@ void DLLEXPORT HUD_TempEntUpdate (
|
|||
pTemp->entity.origin[1] += pTemp->entity.baseline.origin[1] * frametime + 4 * sin( client_time * 30 + (int)pTemp );
|
||||
pTemp->entity.origin[2] += pTemp->entity.baseline.origin[2] * frametime;
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
for ( i = 0; i < 3; i++ )
|
||||
|
@ -912,9 +713,13 @@ void DLLEXPORT HUD_TempEntUpdate (
|
|||
}
|
||||
|
||||
if ( pTemp->flags & FTENT_GRAVITY )
|
||||
{
|
||||
pTemp->entity.baseline.origin[2] += gravity;
|
||||
}
|
||||
else if ( pTemp->flags & FTENT_SLOWGRAVITY )
|
||||
{
|
||||
pTemp->entity.baseline.origin[2] += gravitySlow;
|
||||
}
|
||||
|
||||
if ( pTemp->flags & FTENT_CLIENTCUSTOM )
|
||||
{
|
||||
|
@ -958,19 +763,13 @@ Indices must start at 1, not zero.
|
|||
*/
|
||||
cl_entity_t DLLEXPORT *HUD_GetUserEntity( int index )
|
||||
{
|
||||
#if defined( BEAM_TEST )
|
||||
// None by default, you would return a valic pointer if you create a client side
|
||||
// beam and attach it to a client side entity.
|
||||
if ( index > 0 && index <= 1 )
|
||||
{
|
||||
return &beams[ index ];
|
||||
}
|
||||
// Do we need this? - Gage
|
||||
#if 0
|
||||
if(index > 0 && index <= 1)
|
||||
return &laser_beams[index];
|
||||
else
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
#else
|
||||
return NULL;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
119
cl_dll/env_fog.cpp
Normal file
119
cl_dll/env_fog.cpp
Normal file
|
@ -0,0 +1,119 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// env_fog.cpp -> env_fog's are client side entities useful in manipulating
|
||||
// the fog code in HL for more useful purposes
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
#include "ParseBspEnt.h"
|
||||
#include "ParseBsp.h"
|
||||
#include "tri.h"
|
||||
|
||||
#include <vector>
|
||||
using namespace std;
|
||||
|
||||
#define VectorLength(a) sqrt((double) ((double)((a)[0] * (a)[0]) + (double)( (a)[1] * (a)[1]) + (double)( (a)[2] * (a)[2])) )
|
||||
|
||||
enum bsp_fogstate_e {
|
||||
FOGSTATE_OFF = 0,
|
||||
FOGSTATE_ON,
|
||||
FOGSTATE_MAPDEFAULT,
|
||||
};
|
||||
|
||||
vector<CBspEnvFog> g_EnvFogList;
|
||||
CBspEnvFog *g_pActiveEnvFog = NULL;
|
||||
|
||||
extern cvar_t *cl_enablefog;
|
||||
|
||||
/*
|
||||
==============================
|
||||
EnvFog_RenderFog
|
||||
|
||||
Return 0 to use worldspawn fog
|
||||
==============================
|
||||
*/
|
||||
int EnvFog_RenderFog(CBspEnvFog *pActive)
|
||||
{
|
||||
if(pActive == NULL)
|
||||
return 0;
|
||||
|
||||
if(pActive->iFogState == FOGSTATE_MAPDEFAULT)
|
||||
return 0;
|
||||
|
||||
R_SetFog(pActive->flFogcolor_r,
|
||||
pActive->flFogcolor_g,
|
||||
pActive->flFogcolor_b,
|
||||
pActive->flFog_start,
|
||||
pActive->flFog_end,
|
||||
(cl_enablefog->value && pActive->iFogState == FOGSTATE_ON) ? 1 : 0);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
==============================
|
||||
EnvFog_SetFog
|
||||
|
||||
==============================
|
||||
*/
|
||||
int EnvFog_SetFog()
|
||||
{
|
||||
// Find the nearest valid env_fog
|
||||
for( int i = 0;i < g_EnvFogList.size();i++ )
|
||||
{
|
||||
CBspEnvFog *pCurNode = &g_EnvFogList[i];
|
||||
|
||||
vec3_t location = pCurNode->flOrigin;
|
||||
int radius = pCurNode->iRadius;
|
||||
double dist = VectorLength(location - gEngfuncs.GetLocalPlayer()->origin);
|
||||
|
||||
// The player is inside this env_fog,
|
||||
// So compare against the current active
|
||||
// env_fog to fight for priority
|
||||
if(radius && dist <= radius)
|
||||
{
|
||||
if(g_pActiveEnvFog == NULL)
|
||||
{
|
||||
g_pActiveEnvFog = pCurNode;
|
||||
return EnvFog_RenderFog(g_pActiveEnvFog);
|
||||
}
|
||||
else
|
||||
{
|
||||
vec3_t activeloc = g_pActiveEnvFog->flOrigin;
|
||||
double activedist = VectorLength(activeloc - gEngfuncs.GetLocalPlayer()->origin);
|
||||
|
||||
// See if this env_fog is better than the current
|
||||
// active fog entity.
|
||||
if(activedist <= radius)
|
||||
{
|
||||
if(dist < activedist)
|
||||
{
|
||||
g_pActiveEnvFog = pCurNode;
|
||||
return EnvFog_RenderFog(g_pActiveEnvFog);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
g_pActiveEnvFog = pCurNode;
|
||||
return EnvFog_RenderFog(g_pActiveEnvFog);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return EnvFog_RenderFog(g_pActiveEnvFog);
|
||||
}
|
|
@ -132,7 +132,8 @@ void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, i
|
|||
vec3_t endpos;
|
||||
VectorClear( endpos );
|
||||
endpos[1] = rotation;
|
||||
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, 2.5, model, soundtype );
|
||||
|
||||
gEngfuncs.pEfxAPI->R_TempModel( origin, velocity, endpos, CVAR_GET_FLOAT("cl_shellcase_lifetime"), model, soundtype );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -142,7 +143,7 @@ EV_GetDefaultShellInfo
|
|||
Determine where to eject shells from
|
||||
=================
|
||||
*/
|
||||
void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale )
|
||||
void EV_GetDefaultShellInfo( int iWeaponType, event_args_t *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale )
|
||||
{
|
||||
int i;
|
||||
vec3_t view_ofs;
|
||||
|
@ -155,7 +156,7 @@ void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity,
|
|||
VectorClear( view_ofs );
|
||||
view_ofs[2] = DEFAULT_VIEWHEIGHT;
|
||||
|
||||
if ( EV_IsPlayer( idx ) )
|
||||
if(EV_IsPlayer(idx))
|
||||
{
|
||||
if ( EV_IsLocal( idx ) )
|
||||
{
|
||||
|
@ -167,13 +168,38 @@ void EV_GetDefaultShellInfo( event_args_t *args, float *origin, float *velocity,
|
|||
}
|
||||
}
|
||||
|
||||
fR = gEngfuncs.pfnRandomFloat( 50, 70 );
|
||||
fU = gEngfuncs.pfnRandomFloat( 100, 150 );
|
||||
switch(iWeaponType)
|
||||
{
|
||||
case 2:
|
||||
// Automatics dont have an "upward" ejection motion
|
||||
fU = gEngfuncs.pfnRandomFloat( 5, 15 );
|
||||
fR = gEngfuncs.pfnRandomFloat( 120, 140 );
|
||||
break;
|
||||
case 1:
|
||||
default:
|
||||
fR = gEngfuncs.pfnRandomFloat( 50, 70 );
|
||||
fU = gEngfuncs.pfnRandomFloat( 100, 150 );
|
||||
break;
|
||||
}
|
||||
|
||||
for ( i = 0; i < 3; i++ )
|
||||
{
|
||||
ShellVelocity[i] = velocity[i] + right[i] * fR + up[i] * fU + forward[i] * 25;
|
||||
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
|
||||
|
||||
switch(iWeaponType)
|
||||
{
|
||||
case 1:
|
||||
// Aiming pistols if needed
|
||||
if(!args->bparam2)
|
||||
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
|
||||
else
|
||||
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale;
|
||||
break;
|
||||
default:
|
||||
// Everything else
|
||||
ShellOrigin[i] = origin[i] + view_ofs[i] + up[i] * upScale + forward[i] * forwardScale + right[i] * rightScale;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
2252
cl_dll/ev_thewastes.cpp
Normal file
2252
cl_dll/ev_thewastes.cpp
Normal file
File diff suppressed because it is too large
Load diff
39
cl_dll/ev_thewastes.h
Normal file
39
cl_dll/ev_thewastes.h
Normal file
|
@ -0,0 +1,39 @@
|
|||
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#if !defined ( EV_HLDMH )
|
||||
#define EV_HLDMH
|
||||
|
||||
// bullet types
|
||||
typedef enum
|
||||
{
|
||||
BULLET_NONE = 0,
|
||||
|
||||
// Wasteland Bullet Types
|
||||
BULLET_9MMP,
|
||||
BULLET_10MM,
|
||||
BULLET_50AE,
|
||||
BULLET_454CASULL,
|
||||
BULLET_556MM,
|
||||
BULLET_20GAUGE,
|
||||
BULLET_10GAUGE,
|
||||
BULLET_12GAUGE,
|
||||
BULLET_SLUG,
|
||||
BULLET_9MM,
|
||||
BULLET_762MM,
|
||||
BULLET_45ACP,
|
||||
BULLET_47MM,
|
||||
} Bullet;
|
||||
|
||||
void EV_HLDM_GunshotDecalTrace( pmtrace_t *pTrace, char *decalName );
|
||||
void EV_HLDM_DecalGunshot( pmtrace_t *pTrace, int iBulletType );
|
||||
int EV_HLDM_CheckTracer( int idx, float *vecSrc, float *end, float *forward, float *right, int iBulletType, int iTracerFreq, int *tracerCount );
|
||||
void EV_HLDM_FireBullets( int idx, float *forward, float *right, float *up, int cShots, float *vecSrc, float *vecDirShooting, float flDistance, int iBulletType, int iTracerFreq, int *tracerCount, float flSpreadX, float flSpreadY );
|
||||
//BLONDE - Bulletsmoke is for weapon effects and texture specific bulletholes
|
||||
float EV_HLDM_BulletSmoke ( int idx, pmtrace_t *ptr, float *vecSrc, float *vecEnd, int iBulletType, int glowy );
|
||||
//&BLONDE
|
||||
#endif // EV_HLDMH
|
|
@ -48,20 +48,18 @@
|
|||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
//TF ADDITIONS
|
||||
#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
||||
/*#define DMG_IGNITE (1 << 24) // Players hit by this begin to burn
|
||||
#define DMG_RADIUS_MAX (1 << 25) // Radius damage with this flag doesn't decrease over distance
|
||||
#define DMG_RADIUS_QUAKE (1 << 26) // Radius damage is done like Quake. 1/2 damage at 1/2 radius.
|
||||
#define DMG_IGNOREARMOR (1 << 27) // Damage ignores target's armor
|
||||
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
||||
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
||||
|
||||
#define DMG_CALTROP (1<<30)
|
||||
#define DMG_HALLUC (1<<31)
|
||||
*/
|
||||
|
||||
// Some of these are HL/TFC specific?
|
||||
void EV_EjectBrass( float *origin, float *velocity, float rotation, int model, int soundtype );
|
||||
void EV_GetGunPosition( struct event_args_s *args, float *pos, float *origin );
|
||||
void EV_GetDefaultShellInfo( struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale );
|
||||
void EV_GetDefaultShellInfo( int iWeaponType,struct event_args_s *args, float *origin, float *velocity, float *ShellVelocity, float *ShellOrigin, float *forward, float *right, float *up, float forwardScale, float upScale, float rightScale );
|
||||
qboolean EV_IsLocal( int idx );
|
||||
qboolean EV_IsPlayer( int idx );
|
||||
void EV_CreateTracer( float *start, float *end );
|
||||
|
|
|
@ -25,8 +25,6 @@
|
|||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
|
||||
|
||||
DECLARE_MESSAGE(m_Flash, FlashBat)
|
||||
DECLARE_MESSAGE(m_Flash, Flashlight)
|
||||
|
||||
|
@ -102,9 +100,6 @@ int CHudFlashlight::Draw(float flTime)
|
|||
int r, g, b, x, y, a;
|
||||
wrect_t rc;
|
||||
|
||||
if (!(gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)) ))
|
||||
return 1;
|
||||
|
||||
if (m_fOn)
|
||||
a = 225;
|
||||
else
|
||||
|
@ -113,7 +108,7 @@ int CHudFlashlight::Draw(float flTime)
|
|||
if (m_flBat < 0.20)
|
||||
UnpackRGB(r,g,b, RGB_REDISH);
|
||||
else
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
ScaleColors(r, g, b, a);
|
||||
|
||||
|
|
|
@ -27,7 +27,6 @@
|
|||
#include "parsemsg.h"
|
||||
#include <string.h>
|
||||
|
||||
|
||||
DECLARE_MESSAGE(m_Health, Health )
|
||||
DECLARE_MESSAGE(m_Health, Damage )
|
||||
|
||||
|
@ -46,19 +45,18 @@ int giDmgFlags[NUM_DMG_TYPES] =
|
|||
DMG_NERVEGAS,
|
||||
DMG_RADIATION,
|
||||
DMG_SHOCK,
|
||||
DMG_CALTROP,
|
||||
DMG_TRANQ,
|
||||
DMG_CONCUSS,
|
||||
DMG_HALLUC
|
||||
};
|
||||
|
||||
int CHudHealth::Init(void)
|
||||
{
|
||||
HOOK_MESSAGE(Health);
|
||||
HOOK_MESSAGE(Damage);
|
||||
m_iHealth = 100;
|
||||
m_fFade = 0;
|
||||
m_iFlags = 0;
|
||||
m_iFlags = HUD_ACTIVE;
|
||||
|
||||
m_iHealth = m_iOldHealth = 100;
|
||||
|
||||
m_bitsDamage = 0;
|
||||
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
|
||||
giDmgHeight = 0;
|
||||
|
@ -66,7 +64,6 @@ int CHudHealth::Init(void)
|
|||
|
||||
memset(m_dmg, 0, sizeof(DAMAGE_IMAGE) * NUM_DMG_TYPES);
|
||||
|
||||
|
||||
gHUD.AddHudElem(this);
|
||||
return 1;
|
||||
}
|
||||
|
@ -76,7 +73,6 @@ void CHudHealth::Reset( void )
|
|||
// make sure the pain compass is cleared when the player respawns
|
||||
m_fAttackFront = m_fAttackRear = m_fAttackRight = m_fAttackLeft = 0;
|
||||
|
||||
|
||||
// force all the flashing damage icons to expire
|
||||
m_bitsDamage = 0;
|
||||
for ( int i = 0; i < NUM_DMG_TYPES; i++ )
|
||||
|
@ -87,35 +83,29 @@ void CHudHealth::Reset( void )
|
|||
|
||||
int CHudHealth::VidInit(void)
|
||||
{
|
||||
m_hSprite = 0;
|
||||
m_hDamageSprite = 0;
|
||||
|
||||
m_HUD_dmg_bio = gHUD.GetSpriteIndex( "dmg_bio" ) + 1;
|
||||
m_HUD_cross = gHUD.GetSpriteIndex( "cross" );
|
||||
|
||||
giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
|
||||
giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
|
||||
m_HUD_healthbar = gHUD.GetSpriteIndex("healthbar");
|
||||
m_HUD_healthbg = gHUD.GetSpriteIndex("healthbg");
|
||||
|
||||
giDmgHeight = gHUD.GetSpriteRect(m_HUD_dmg_bio).right - gHUD.GetSpriteRect(m_HUD_dmg_bio).left;
|
||||
giDmgWidth = gHUD.GetSpriteRect(m_HUD_dmg_bio).bottom - gHUD.GetSpriteRect(m_HUD_dmg_bio).top;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudHealth:: MsgFunc_Health(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
// TODO: update local health data
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
int x = READ_BYTE();
|
||||
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
|
||||
// Only update the fade if we've changed health
|
||||
if (x != m_iHealth)
|
||||
{
|
||||
m_fFade = FADE_TIME;
|
||||
m_iHealth = x;
|
||||
}
|
||||
m_iHealth = x;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
@ -133,12 +123,13 @@ int CHudHealth:: MsgFunc_Damage(const char *pszName, int iSize, void *pbuf )
|
|||
|
||||
// Actually took damage?
|
||||
if ( damageTaken > 0 || armor > 0 )
|
||||
{
|
||||
CalcDamageDirection(vecFrom);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
// Returns back a color from the
|
||||
// Green <-> Yellow <-> Red ramp
|
||||
void CHudHealth::GetPainColor( int &r, int &g, int &b )
|
||||
|
@ -156,7 +147,7 @@ void CHudHealth::GetPainColor( int &r, int &g, int &b )
|
|||
#else
|
||||
if (m_iHealth > 25)
|
||||
{
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -169,66 +160,83 @@ void CHudHealth::GetPainColor( int &r, int &g, int &b )
|
|||
|
||||
int CHudHealth::Draw(float flTime)
|
||||
{
|
||||
int r, g, b;
|
||||
int a = 0, x, y;
|
||||
int HealthWidth;
|
||||
|
||||
if ( (gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH) || gEngfuncs.IsSpectateOnly() )
|
||||
if(gHUD.m_iHideHUDDisplay & (HIDEHUD_ALL|HIDEHUD_HEALTH))
|
||||
return 1;
|
||||
|
||||
if ( !m_hSprite )
|
||||
m_hSprite = LoadSprite(PAIN_NAME);
|
||||
|
||||
// Has health changed? Flash the health #
|
||||
if (m_fFade)
|
||||
int x,y,r,g,b,a;
|
||||
wrect_t *prc;
|
||||
|
||||
// Draw background
|
||||
a = 255;
|
||||
|
||||
UnpackRGB(r,g,b,RGB_WHITE);
|
||||
ScaleColors(r,g,b,a);
|
||||
|
||||
prc = &gHUD.GetSpriteRect(m_HUD_healthbg);
|
||||
|
||||
x = (ScreenWidth / 2) - (prc->right - prc->left) / 2;
|
||||
y = ScreenHeight - (prc->bottom - prc->top);
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_healthbg),r,g,b);
|
||||
SPR_DrawHoles(0,x,y,prc);
|
||||
|
||||
if(gHUD.m_PlayerState.ActiveState() == PS_BLEEDING && gHUD.m_Health.m_iHealth > 0 && gHUD.m_Health.m_iHealth < 100)
|
||||
UnpackRGB(r,g,b,RGB_REDISH);
|
||||
else
|
||||
UnpackRGB(r,g,b,RGB_GREENISH);
|
||||
|
||||
ScaleColors(r,g,b,a);
|
||||
|
||||
// Center of health bar
|
||||
x += (prc->right - prc->left) / 2;
|
||||
y += (prc->bottom - prc->top) / 2;
|
||||
|
||||
prc = &gHUD.GetSpriteRect(m_HUD_healthbar);
|
||||
|
||||
// Get new coordinates
|
||||
x -= (prc->right - prc->left) / 2;
|
||||
y -= (prc->bottom - prc->top) / 2;
|
||||
|
||||
int iHealthWidth = (prc->right - prc->left) * m_iHealth / 100;
|
||||
|
||||
// Draw old health
|
||||
if(m_iOldHealth > m_iHealth)
|
||||
{
|
||||
m_fFade -= (gHUD.m_flTimeDelta * 20);
|
||||
if (m_fFade <= 0)
|
||||
{
|
||||
a = MIN_ALPHA;
|
||||
m_fFade = 0;
|
||||
}
|
||||
int or,og,ob,oa;
|
||||
int iScissorX,iScissorWidth;
|
||||
|
||||
// Fade the health number back to dim
|
||||
oa = 225;
|
||||
|
||||
a = MIN_ALPHA + (m_fFade/FADE_TIME) * 128;
|
||||
UnpackRGB(or,og,ob,RGB_YELLOWISH);
|
||||
ScaleColors(or,og,ob,oa);
|
||||
|
||||
iScissorX = x + iHealthWidth;
|
||||
iScissorWidth = ((prc->right-prc->left) * m_iOldHealth / 100) - iHealthWidth;
|
||||
|
||||
SPR_EnableScissor(iScissorX,0,iScissorWidth,ScreenHeight);
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_healthbar),or,og,ob);
|
||||
SPR_DrawAdditive(0,x,y,prc);
|
||||
|
||||
SPR_DisableScissor();
|
||||
|
||||
// Reduce old health value
|
||||
m_iOldHealth -= gHUD.m_flTimeDelta * 1.5;
|
||||
}
|
||||
else
|
||||
a = MIN_ALPHA;
|
||||
m_iOldHealth = m_iHealth;
|
||||
|
||||
// If health is getting low, make it bright red
|
||||
if (m_iHealth <= 15)
|
||||
a = 255;
|
||||
|
||||
GetPainColor( r, g, b );
|
||||
ScaleColors(r, g, b, a );
|
||||
// Draw current health
|
||||
SPR_EnableScissor(x,0,iHealthWidth,ScreenHeight);
|
||||
|
||||
// Only draw health if we have the suit.
|
||||
if (gHUD.m_iWeaponBits & (1<<(WEAPON_SUIT)))
|
||||
{
|
||||
HealthWidth = gHUD.GetSpriteRect(gHUD.m_HUD_number_0).right - gHUD.GetSpriteRect(gHUD.m_HUD_number_0).left;
|
||||
int CrossWidth = gHUD.GetSpriteRect(m_HUD_cross).right - gHUD.GetSpriteRect(m_HUD_cross).left;
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_healthbar),r,g,b);
|
||||
SPR_DrawAdditive(0,x,y,prc);
|
||||
|
||||
y = ScreenHeight - gHUD.m_iFontHeight - gHUD.m_iFontHeight / 2;
|
||||
x = CrossWidth /2;
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_HUD_cross), r, g, b);
|
||||
SPR_DrawAdditive(0, x, y, &gHUD.GetSpriteRect(m_HUD_cross));
|
||||
|
||||
x = CrossWidth + HealthWidth / 2;
|
||||
|
||||
x = gHUD.DrawHudNumber(x, y, DHN_3DIGITS | DHN_DRAWZERO, m_iHealth, r, g, b);
|
||||
|
||||
x += HealthWidth/2;
|
||||
|
||||
int iHeight = gHUD.m_iFontHeight;
|
||||
int iWidth = HealthWidth/10;
|
||||
FillRGBA(x, y, iWidth, iHeight, 255, 160, 0, a);
|
||||
}
|
||||
SPR_DisableScissor();
|
||||
|
||||
DrawDamage(flTime);
|
||||
return DrawPain(flTime);
|
||||
// return DrawPain(flTime);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
|
||||
|
@ -243,11 +251,9 @@ void CHudHealth::CalcDamageDirection(vec3_t vecFrom)
|
|||
return;
|
||||
}
|
||||
|
||||
|
||||
memcpy(vecOrigin, gHUD.m_vecOrigin, sizeof(vec3_t));
|
||||
memcpy(vecAngles, gHUD.m_vecAngles, sizeof(vec3_t));
|
||||
|
||||
|
||||
VectorSubtract (vecFrom, vecOrigin, vecFrom);
|
||||
|
||||
float flDistToTarget = vecFrom.Length();
|
||||
|
@ -309,10 +315,10 @@ int CHudHealth::DrawPain(float flTime)
|
|||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackFront, 0.5 );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
SPR_Set(m_hDamageSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 0)/2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,0) * 3;
|
||||
x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 0)/2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,0) * 3;
|
||||
SPR_DrawAdditive(0, x, y, NULL);
|
||||
m_fAttackFront = max( 0, m_fAttackFront - fFade );
|
||||
} else
|
||||
|
@ -323,10 +329,10 @@ int CHudHealth::DrawPain(float flTime)
|
|||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackRight, 0.5 );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
SPR_Set(m_hDamageSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 + SPR_Width(m_hSprite, 1) * 2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,1)/2;
|
||||
x = ScreenWidth/2 + SPR_Width(m_hDamageSprite, 1) * 2;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,1)/2;
|
||||
SPR_DrawAdditive(1, x, y, NULL);
|
||||
m_fAttackRight = max( 0, m_fAttackRight - fFade );
|
||||
} else
|
||||
|
@ -337,10 +343,10 @@ int CHudHealth::DrawPain(float flTime)
|
|||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackRear, 0.5 );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
SPR_Set(m_hDamageSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 2)/2;
|
||||
y = ScreenHeight/2 + SPR_Height(m_hSprite,2) * 2;
|
||||
x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 2)/2;
|
||||
y = ScreenHeight/2 + SPR_Height(m_hDamageSprite,2) * 2;
|
||||
SPR_DrawAdditive(2, x, y, NULL);
|
||||
m_fAttackRear = max( 0, m_fAttackRear - fFade );
|
||||
} else
|
||||
|
@ -351,10 +357,10 @@ int CHudHealth::DrawPain(float flTime)
|
|||
GetPainColor(r,g,b);
|
||||
shade = a * max( m_fAttackLeft, 0.5 );
|
||||
ScaleColors(r, g, b, shade);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
SPR_Set(m_hDamageSprite, r, g, b );
|
||||
|
||||
x = ScreenWidth/2 - SPR_Width(m_hSprite, 3) * 3;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hSprite,3)/2;
|
||||
x = ScreenWidth/2 - SPR_Width(m_hDamageSprite, 3) * 3;
|
||||
y = ScreenHeight/2 - SPR_Height(m_hDamageSprite,3)/2;
|
||||
SPR_DrawAdditive(3, x, y, NULL);
|
||||
|
||||
m_fAttackLeft = max( 0, m_fAttackLeft - fFade );
|
||||
|
@ -372,7 +378,7 @@ int CHudHealth::DrawDamage(float flTime)
|
|||
if (!m_bitsDamage)
|
||||
return 1;
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
|
||||
a = (int)( fabs(sin(flTime*2)) * 256.0);
|
||||
|
||||
|
@ -389,7 +395,6 @@ int CHudHealth::DrawDamage(float flTime)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// check for bits that should be expired
|
||||
for ( i = 0; i < NUM_DMG_TYPES; i++ )
|
||||
{
|
||||
|
@ -424,7 +429,6 @@ int CHudHealth::DrawDamage(float flTime)
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
|
||||
{
|
||||
DAMAGE_IMAGE *pdmg;
|
||||
|
@ -448,7 +452,7 @@ void CHudHealth::UpdateTiles(float flTime, long bitsDamage)
|
|||
if (bitsOn & giDmgFlags[i])
|
||||
{
|
||||
// put this one at the bottom
|
||||
pdmg->x = giDmgWidth/8;
|
||||
pdmg->x = giDmgWidth/8 + ScreenWidth/4;
|
||||
pdmg->y = ScreenHeight - giDmgHeight * 2;
|
||||
pdmg->fExpire=flTime + DMG_IMAGE_LIFE;
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
|
@ -46,7 +46,6 @@
|
|||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
|
||||
|
||||
// time-based damage
|
||||
//mask off TF-specific stuff too
|
||||
#define DMG_TIMEBASED (~(0xff003fff)) // mask for time-based damage
|
||||
|
@ -73,21 +72,15 @@
|
|||
#define DMG_AIMED (1 << 28) // Does Hit location damage
|
||||
#define DMG_WALLPIERCING (1 << 29) // Blast Damages ents through walls
|
||||
|
||||
#define DMG_CALTROP (1<<30)
|
||||
#define DMG_HALLUC (1<<31)
|
||||
|
||||
// TF Healing Additions for TakeHealth
|
||||
#define DMG_IGNORE_MAXHEALTH DMG_IGNITE
|
||||
// TF Redefines since we never use the originals
|
||||
#define DMG_NAIL DMG_SLASH
|
||||
#define DMG_NOT_SELF DMG_FREEZE
|
||||
|
||||
|
||||
#define DMG_TRANQ DMG_MORTAR
|
||||
#define DMG_CONCUSS DMG_SONIC
|
||||
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
float fExpire;
|
||||
|
@ -105,21 +98,27 @@ public:
|
|||
virtual int VidInit( void );
|
||||
virtual int Draw(float fTime);
|
||||
virtual void Reset( void );
|
||||
|
||||
int MsgFunc_Health(const char *pszName, int iSize, void *pbuf);
|
||||
int MsgFunc_Damage(const char *pszName, int iSize, void *pbuf);
|
||||
int m_iHealth;
|
||||
int m_HUD_dmg_bio;
|
||||
int m_HUD_cross;
|
||||
float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight;
|
||||
void GetPainColor( int &r, int &g, int &b );
|
||||
float m_fFade;
|
||||
|
||||
// Made public so other parts of the HUD can read it
|
||||
int m_iHealth;
|
||||
private:
|
||||
HSPRITE m_hSprite;
|
||||
HSPRITE m_hDamage;
|
||||
int m_HUD_dmg_bio;
|
||||
int m_HUD_healthbar;
|
||||
int m_HUD_healthbg;
|
||||
|
||||
DAMAGE_IMAGE m_dmg[NUM_DMG_TYPES];
|
||||
int m_bitsDamage;
|
||||
|
||||
HSPRITE m_hDamageSprite;
|
||||
float m_fAttackFront, m_fAttackRear, m_fAttackLeft, m_fAttackRight;
|
||||
|
||||
int m_iOldHealth;
|
||||
|
||||
// Support functions
|
||||
void GetPainColor( int &r, int &g, int &b );
|
||||
int DrawPain(float fTime);
|
||||
int DrawDamage(float fTime);
|
||||
void CalcDamageDirection(vec3_t vecFrom);
|
||||
|
|
104
cl_dll/hud.cpp
104
cl_dll/hud.cpp
|
@ -25,13 +25,16 @@
|
|||
#include "parsemsg.h"
|
||||
#include "hud_servers.h"
|
||||
#include "vgui_int.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
#include "demo.h"
|
||||
#include "demo_api.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_scorepanel.h"
|
||||
#include "tw_common.h"
|
||||
|
||||
|
||||
extern int g_iClientLasersEnabled[32];
|
||||
|
||||
class CHLVoiceStatusHelper : public IVoiceStatusHelper
|
||||
{
|
||||
|
@ -85,12 +88,6 @@ cvar_t *cl_lw = NULL;
|
|||
|
||||
void ShutdownInput (void);
|
||||
|
||||
//DECLARE_MESSAGE(m_Logo, Logo)
|
||||
int __MsgFunc_Logo(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
return gHUD.MsgFunc_Logo(pszName, iSize, pbuf );
|
||||
}
|
||||
|
||||
//DECLARE_MESSAGE(m_Logo, Logo)
|
||||
int __MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
|
@ -118,6 +115,18 @@ int __MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
|
|||
return gHUD.MsgFunc_GameMode( pszName, iSize, pbuf );
|
||||
}
|
||||
|
||||
int __MsgFunc_LaserInfo(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
int index = READ_BYTE();
|
||||
int setting = READ_BYTE();
|
||||
|
||||
g_iClientLasersEnabled[index] = setting;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// TFFree Command Menu
|
||||
void __CmdFunc_OpenCommandMenu(void)
|
||||
{
|
||||
|
@ -127,15 +136,6 @@ void __CmdFunc_OpenCommandMenu(void)
|
|||
}
|
||||
}
|
||||
|
||||
// TFC "special" command
|
||||
void __CmdFunc_InputPlayerSpecial(void)
|
||||
{
|
||||
if ( gViewPort )
|
||||
{
|
||||
gViewPort->InputPlayerSpecial();
|
||||
}
|
||||
}
|
||||
|
||||
void __CmdFunc_CloseCommandMenu(void)
|
||||
{
|
||||
if ( gViewPort )
|
||||
|
@ -152,6 +152,14 @@ void __CmdFunc_ForceCloseCommandMenu( void )
|
|||
}
|
||||
}
|
||||
|
||||
void __CmdFunc_OpenItemSelectionMenu( void )
|
||||
{
|
||||
if( gViewPort )
|
||||
{
|
||||
gViewPort->ShowVGUIMenu(MENU_ITEMSELECTION);
|
||||
}
|
||||
}
|
||||
|
||||
void __CmdFunc_ToggleServerBrowser( void )
|
||||
{
|
||||
if ( gViewPort )
|
||||
|
@ -175,20 +183,6 @@ int __MsgFunc_TeamNames(const char *pszName, int iSize, void *pbuf)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int __MsgFunc_Feign(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
if (gViewPort)
|
||||
return gViewPort->MsgFunc_Feign( pszName, iSize, pbuf );
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __MsgFunc_Detpack(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
if (gViewPort)
|
||||
return gViewPort->MsgFunc_Detpack( pszName, iSize, pbuf );
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __MsgFunc_VGUIMenu(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
if (gViewPort)
|
||||
|
@ -203,6 +197,13 @@ int __MsgFunc_MOTD(const char *pszName, int iSize, void *pbuf)
|
|||
return 0;
|
||||
}
|
||||
|
||||
int __MsgFunc_Briefing(const char *pszName,int iSize,void *pbuf)
|
||||
{
|
||||
if(gViewPort)
|
||||
return gViewPort->MsgFunc_Briefing(pszName,iSize,pbuf);
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __MsgFunc_BuildSt(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
if (gViewPort)
|
||||
|
@ -258,11 +259,17 @@ int __MsgFunc_AllowSpec(const char *pszName, int iSize, void *pbuf)
|
|||
return gViewPort->MsgFunc_AllowSpec( pszName, iSize, pbuf );
|
||||
return 0;
|
||||
}
|
||||
|
||||
int __MsgFunc_LmsStart( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
if( gViewPort )
|
||||
return gViewPort->MsgFunc_LmsStart( pszName, iSize, pbuf );
|
||||
return 0;
|
||||
}
|
||||
|
||||
// This is called every time the DLL is loaded
|
||||
void CHud :: Init( void )
|
||||
{
|
||||
HOOK_MESSAGE( Logo );
|
||||
HOOK_MESSAGE( ResetHUD );
|
||||
HOOK_MESSAGE( GameMode );
|
||||
HOOK_MESSAGE( InitHUD );
|
||||
|
@ -272,15 +279,14 @@ void CHud :: Init( void )
|
|||
// TFFree CommandMenu
|
||||
HOOK_COMMAND( "+commandmenu", OpenCommandMenu );
|
||||
HOOK_COMMAND( "-commandmenu", CloseCommandMenu );
|
||||
HOOK_COMMAND( "itemmenu", OpenItemSelectionMenu );
|
||||
HOOK_COMMAND( "ForceCloseCommandMenu", ForceCloseCommandMenu );
|
||||
HOOK_COMMAND( "special", InputPlayerSpecial );
|
||||
HOOK_COMMAND( "togglebrowser", ToggleServerBrowser );
|
||||
|
||||
HOOK_MESSAGE( ValClass );
|
||||
HOOK_MESSAGE( TeamNames );
|
||||
HOOK_MESSAGE( Feign );
|
||||
HOOK_MESSAGE( Detpack );
|
||||
HOOK_MESSAGE( MOTD );
|
||||
HOOK_MESSAGE( Briefing );
|
||||
HOOK_MESSAGE( BuildSt );
|
||||
HOOK_MESSAGE( RandomPC );
|
||||
HOOK_MESSAGE( ServerName );
|
||||
|
@ -290,6 +296,7 @@ void CHud :: Init( void )
|
|||
|
||||
HOOK_MESSAGE( Spectator );
|
||||
HOOK_MESSAGE( AllowSpec );
|
||||
HOOK_MESSAGE( LmsStart );
|
||||
|
||||
// VGUI Menus
|
||||
HOOK_MESSAGE( VGUIMenu );
|
||||
|
@ -297,8 +304,6 @@ void CHud :: Init( void )
|
|||
CVAR_CREATE( "hud_classautokill", "1", FCVAR_ARCHIVE | FCVAR_USERINFO ); // controls whether or not to suicide immediately on TF class switch
|
||||
CVAR_CREATE( "hud_takesshots", "0", FCVAR_ARCHIVE ); // controls whether or not to automatically take screenshots at the end of a round
|
||||
|
||||
|
||||
m_iLogo = 0;
|
||||
m_iFOV = 0;
|
||||
|
||||
CVAR_CREATE( "zoom_sensitivity_ratio", "1.2", 0 );
|
||||
|
@ -325,20 +330,23 @@ void CHud :: Init( void )
|
|||
// In case we get messages before the first update -- time will be valid
|
||||
m_flTime = 1.0;
|
||||
|
||||
m_Ammo.Init();
|
||||
m_Scanlines.Init();
|
||||
m_Health.Init();
|
||||
m_Geiger.Init();
|
||||
m_Train.Init();
|
||||
m_Battery.Init();
|
||||
m_Flash.Init();
|
||||
m_Message.Init();
|
||||
m_StatusBar.Init();
|
||||
m_DeathNotice.Init();
|
||||
m_Scope.Init();
|
||||
m_Ammo.Init();
|
||||
m_AmmoSecondary.Init();
|
||||
m_TextMessage.Init();
|
||||
m_StatusIcons.Init();
|
||||
GetClientVoiceMgr()->Init(&g_VoiceStatusHelper, (vgui::Panel**)&gViewPort);
|
||||
m_Spectator.Init();
|
||||
m_CrosshairInfo.Init();
|
||||
m_PlayerState.Init();
|
||||
|
||||
m_SayText.Init();
|
||||
m_Menu.Init();
|
||||
|
@ -474,9 +482,9 @@ void CHud :: VidInit( void )
|
|||
|
||||
m_Ammo.VidInit();
|
||||
m_Health.VidInit();
|
||||
m_Scanlines.VidInit();
|
||||
m_Geiger.VidInit();
|
||||
m_Train.VidInit();
|
||||
m_Battery.VidInit();
|
||||
m_Flash.VidInit();
|
||||
m_Message.VidInit();
|
||||
m_StatusBar.VidInit();
|
||||
|
@ -485,19 +493,12 @@ void CHud :: VidInit( void )
|
|||
m_Menu.VidInit();
|
||||
m_AmmoSecondary.VidInit();
|
||||
m_TextMessage.VidInit();
|
||||
m_Scope.VidInit();
|
||||
m_StatusIcons.VidInit();
|
||||
GetClientVoiceMgr()->VidInit();
|
||||
m_Spectator.VidInit();
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_Logo(const char *pszName, int iSize, void *pbuf)
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
// update Train data
|
||||
m_iLogo = READ_BYTE();
|
||||
|
||||
return 1;
|
||||
m_CrosshairInfo.VidInit();
|
||||
m_PlayerState.VidInit();
|
||||
}
|
||||
|
||||
float g_lastFOV = 0.0;
|
||||
|
@ -601,7 +602,7 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
|
|||
int newfov = READ_BYTE();
|
||||
int def_fov = CVAR_GET_FLOAT( "default_fov" );
|
||||
|
||||
//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
|
||||
//Weapon prediction already takes care of changing the fov. ( g_lastFOV ).
|
||||
if ( cl_lw && cl_lw->value )
|
||||
return 1;
|
||||
|
||||
|
@ -633,7 +634,6 @@ int CHud::MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf)
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CHud::AddHudElem(CHudBase *phudelem)
|
||||
{
|
||||
HUDLIST *pdl, *ptemp;
|
||||
|
|
153
cl_dll/hud.h
153
cl_dll/hud.h
|
@ -21,9 +21,11 @@
|
|||
//
|
||||
|
||||
|
||||
#define RGB_WHITE 0x00FFFFFF //255,255,255
|
||||
#define RGB_YELLOWISH 0x00FFA000 //255,160,0
|
||||
#define RGB_REDISH 0x00FF1010 //255,160,0
|
||||
#define RGB_GREENISH 0x0000A000 //0,160,0
|
||||
#define RGB_REDISH 0x00FF1010 //255,160,0
|
||||
#define RGB_GREENISH 0x0000A000 //0,160,0
|
||||
#define RGB_BLUISH 0x000080FF //0,128,255
|
||||
|
||||
#include "wrect.h"
|
||||
#include "cl_dll.h"
|
||||
|
@ -77,7 +79,6 @@ public:
|
|||
virtual void Think(void) {return;}
|
||||
virtual void Reset(void) {return;}
|
||||
virtual void InitHUDData( void ) {} // called every time a server is connected to
|
||||
|
||||
};
|
||||
|
||||
struct HUDLIST {
|
||||
|
@ -129,12 +130,15 @@ public:
|
|||
void _cdecl UserCmd_NextWeapon( void );
|
||||
void _cdecl UserCmd_PrevWeapon( void );
|
||||
|
||||
const WEAPON *GetCurWeapon(){ return m_pWeapon; }
|
||||
|
||||
private:
|
||||
float m_fFade;
|
||||
RGBA m_rgba;
|
||||
WEAPON *m_pWeapon;
|
||||
int m_HUD_bucket0;
|
||||
int m_HUD_selection;
|
||||
int m_iAmmocount;
|
||||
|
||||
};
|
||||
|
||||
|
@ -259,6 +263,58 @@ protected:
|
|||
float *m_pflNameColors[MAX_STATUSBAR_LINES];
|
||||
};
|
||||
|
||||
class CHudScanlines : public CHudBase
|
||||
{
|
||||
public:
|
||||
int Init( void );
|
||||
int VidInit( void );
|
||||
int Draw(float fTime);
|
||||
void Reset( void );
|
||||
private:
|
||||
int m_iScanlines;
|
||||
int m_iScrolllines;
|
||||
|
||||
float m_flScrollY;
|
||||
};
|
||||
|
||||
class CCrosshairInfo : public CHudBase
|
||||
{
|
||||
public:
|
||||
int Init();
|
||||
int VidInit();
|
||||
int Draw(float fTime);
|
||||
|
||||
void UpdateInfo(int index);
|
||||
private:
|
||||
float m_flCenterTime;
|
||||
char m_szCenterName[64];
|
||||
};
|
||||
|
||||
enum enum_playerstate_e {
|
||||
PS_NORMAL = 0,
|
||||
PS_COMPOSURE,
|
||||
PS_BLEEDING,
|
||||
PS_WILLPOWER,
|
||||
};
|
||||
|
||||
class CHudPlayerState : public CHudBase
|
||||
{
|
||||
public:
|
||||
int Init();
|
||||
int VidInit();
|
||||
int Draw(float fTime);
|
||||
|
||||
int _cdecl MsgFunc_PlayerState(const char *pszName,int iSize,void *pbuf);
|
||||
|
||||
int ActiveState();
|
||||
private:
|
||||
int m_iActiveSprite;
|
||||
|
||||
int m_HUD_bleeding;
|
||||
int m_HUD_composure;
|
||||
int m_HUD_willpower;
|
||||
};
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
|
@ -298,7 +354,7 @@ struct extra_player_info_t
|
|||
{
|
||||
short frags;
|
||||
short deaths;
|
||||
short playerclass;
|
||||
short alive;
|
||||
short teamnumber;
|
||||
char teamname[MAX_TEAM_NAME];
|
||||
};
|
||||
|
@ -336,7 +392,9 @@ public:
|
|||
int MsgFunc_DeathMsg( const char *pszName, int iSize, void *pbuf );
|
||||
|
||||
private:
|
||||
int m_HUD_d_skull; // sprite index of skull icon
|
||||
int m_HUD_d_skull; // sprite index of skull icon
|
||||
int m_HUD_d_headshot; // sprite index of headshot icon
|
||||
int m_HUD_d_bleeding; // sprite index of bleeding icon
|
||||
};
|
||||
|
||||
//
|
||||
|
@ -375,28 +433,6 @@ public:
|
|||
void EnsureTextFitsInOneLineAndWrapIfHaveTo( int line );
|
||||
};
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
class CHudBattery: public CHudBase
|
||||
{
|
||||
public:
|
||||
int Init( void );
|
||||
int VidInit( void );
|
||||
int Draw(float flTime);
|
||||
int MsgFunc_Battery(const char *pszName, int iSize, void *pbuf );
|
||||
|
||||
private:
|
||||
HSPRITE m_hSprite1;
|
||||
HSPRITE m_hSprite2;
|
||||
wrect_t *m_prc1;
|
||||
wrect_t *m_prc2;
|
||||
int m_iBat;
|
||||
float m_fFade;
|
||||
int m_iHeight; // width of the battery innards
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
|
@ -421,7 +457,7 @@ private:
|
|||
int m_iBat;
|
||||
int m_fOn;
|
||||
float m_fFade;
|
||||
int m_iWidth; // width of the battery innards
|
||||
int m_iWidth; // width of the innards
|
||||
};
|
||||
|
||||
//
|
||||
|
@ -493,6 +529,22 @@ private:
|
|||
int m_HUD_title_half;
|
||||
};
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
class CHudScope : public CHudBase
|
||||
{
|
||||
private:
|
||||
HSPRITE m_h320Scope;
|
||||
HSPRITE m_h640Scope;
|
||||
HSPRITE m_h1280Scope;
|
||||
public:
|
||||
int Init();
|
||||
int VidInit();
|
||||
void DrawScopePart(int frame,int x,int y,HSPRITE hSprite,wrect_t *rect);
|
||||
int Draw(float flTime);
|
||||
};
|
||||
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
|
@ -535,21 +587,16 @@ private:
|
|||
//
|
||||
//-----------------------------------------------------
|
||||
//
|
||||
|
||||
|
||||
|
||||
class CHud
|
||||
{
|
||||
private:
|
||||
HUDLIST *m_pHudList;
|
||||
HSPRITE m_hsprLogo;
|
||||
int m_iLogo;
|
||||
client_sprite_t *m_pSpriteList;
|
||||
int m_iSpriteCount;
|
||||
int m_iSpriteCountAllRes;
|
||||
float m_flMouseSensitivity;
|
||||
int m_iConcussionEffect;
|
||||
|
||||
public:
|
||||
|
||||
HSPRITE m_hsprCursor;
|
||||
|
@ -561,7 +608,7 @@ public:
|
|||
int m_iKeyBits;
|
||||
int m_iHideHUDDisplay;
|
||||
int m_iFOV;
|
||||
int m_Teamplay;
|
||||
int m_Gamemode;
|
||||
int m_iRes;
|
||||
cvar_t *m_pCvarStealMouse;
|
||||
|
||||
|
@ -594,21 +641,24 @@ public:
|
|||
|
||||
int GetSpriteIndex( const char *SpriteName ); // gets a sprite index, for use in the m_rghSprites[] array
|
||||
|
||||
CHudAmmo m_Ammo;
|
||||
CHudHealth m_Health;
|
||||
CHudGeiger m_Geiger;
|
||||
CHudBattery m_Battery;
|
||||
CHudTrain m_Train;
|
||||
CHudFlashlight m_Flash;
|
||||
CHudMessage m_Message;
|
||||
CHudStatusBar m_StatusBar;
|
||||
CHudDeathNotice m_DeathNotice;
|
||||
CHudSayText m_SayText;
|
||||
CHudMenu m_Menu;
|
||||
CHudScanlines m_Scanlines;
|
||||
CHudAmmo m_Ammo;
|
||||
CHudHealth m_Health;
|
||||
CHudGeiger m_Geiger;
|
||||
CHudTrain m_Train;
|
||||
CHudFlashlight m_Flash;
|
||||
CHudMessage m_Message;
|
||||
CHudStatusBar m_StatusBar;
|
||||
CHudDeathNotice m_DeathNotice;
|
||||
CHudSayText m_SayText;
|
||||
CHudMenu m_Menu;
|
||||
CHudAmmoSecondary m_AmmoSecondary;
|
||||
CHudTextMessage m_TextMessage;
|
||||
CHudStatusIcons m_StatusIcons;
|
||||
CHudSpectator m_Spectator;
|
||||
CHudTextMessage m_TextMessage;
|
||||
CHudScope m_Scope;
|
||||
CHudStatusIcons m_StatusIcons;
|
||||
CHudSpectator m_Spectator;
|
||||
CCrosshairInfo m_CrosshairInfo;
|
||||
CHudPlayerState m_PlayerState;
|
||||
|
||||
void Init( void );
|
||||
void VidInit( void );
|
||||
|
@ -622,7 +672,6 @@ public:
|
|||
// user messages
|
||||
int _cdecl MsgFunc_Damage(const char *pszName, int iSize, void *pbuf );
|
||||
int _cdecl MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf );
|
||||
int _cdecl MsgFunc_Logo(const char *pszName, int iSize, void *pbuf);
|
||||
int _cdecl MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf);
|
||||
void _cdecl MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf );
|
||||
int _cdecl MsgFunc_SetFOV(const char *pszName, int iSize, void *pbuf);
|
||||
|
@ -638,17 +687,15 @@ public:
|
|||
// sprite indexes
|
||||
int m_HUD_number_0;
|
||||
|
||||
|
||||
void AddHudElem(CHudBase *p);
|
||||
|
||||
float GetSensitivity();
|
||||
|
||||
};
|
||||
|
||||
class TeamFortressViewport;
|
||||
class TheWastesViewport;
|
||||
|
||||
extern CHud gHUD;
|
||||
extern TeamFortressViewport *gViewPort;
|
||||
extern TheWastesViewport *gViewPort;
|
||||
|
||||
extern int g_iPlayerClass;
|
||||
extern int g_iTeamNumber;
|
||||
|
|
|
@ -23,9 +23,6 @@
|
|||
|
||||
#define MAX_CLIENTS 32
|
||||
|
||||
extern BEAM *pBeam;
|
||||
extern BEAM *pBeam2;
|
||||
|
||||
/// USER-DEFINED SERVER MESSAGE HANDLERS
|
||||
|
||||
int CHud :: MsgFunc_ResetHUD(const char *pszName, int iSize, void *pbuf )
|
||||
|
@ -62,16 +59,13 @@ void CHud :: MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
|
|||
pList->p->InitHUDData();
|
||||
pList = pList->pNext;
|
||||
}
|
||||
|
||||
//Probably not a good place to put this.
|
||||
pBeam = pBeam2 = NULL;
|
||||
}
|
||||
|
||||
|
||||
int CHud :: MsgFunc_GameMode(const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_Teamplay = READ_BYTE();
|
||||
m_Gamemode = READ_BYTE();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
|
@ -18,8 +18,10 @@
|
|||
#include <math.h>
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "tw_common.h"
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
#define MAX_LOGO_FRAMES 56
|
||||
|
||||
|
@ -146,26 +148,7 @@ int CHud :: Redraw( float flTime, int intermission )
|
|||
pList = pList->pNext;
|
||||
}
|
||||
|
||||
// are we in demo mode? do we need to draw the logo in the top corner?
|
||||
if (m_iLogo)
|
||||
{
|
||||
int x, y, i;
|
||||
|
||||
if (m_hsprLogo == 0)
|
||||
m_hsprLogo = LoadSprite("sprites/%d_logo.spr");
|
||||
|
||||
SPR_Set(m_hsprLogo, 250, 250, 250 );
|
||||
|
||||
x = SPR_Width(m_hsprLogo, 0);
|
||||
x = ScreenWidth - x;
|
||||
y = SPR_Height(m_hsprLogo, 0)/2;
|
||||
|
||||
// Draw the logo at 20 fps
|
||||
int iFrame = (int)(flTime * 20) % MAX_LOGO_FRAMES;
|
||||
i = grgLogoFrame[iFrame] - 1;
|
||||
|
||||
SPR_DrawAdditive(i, x, y, NULL);
|
||||
}
|
||||
// m_Scope.Draw(flTime);
|
||||
|
||||
/*
|
||||
if ( g_iVisibleMouse )
|
||||
|
@ -189,6 +172,15 @@ int CHud :: Redraw( float flTime, int intermission )
|
|||
}
|
||||
*/
|
||||
|
||||
#ifdef TW_BETA
|
||||
char szBanner[256];
|
||||
|
||||
sprintf(szBanner,TW_BANNER,__DATE__);
|
||||
|
||||
gEngfuncs.pfnDrawSetTextColor(255,0,0);
|
||||
DrawConsoleString((ScreenWidth/2)-(ConsoleStringLen(szBanner)/2),0,szBanner);
|
||||
#endif
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -9,8 +9,11 @@
|
|||
#include "cl_util.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
#include "hltv.h"
|
||||
#include "tw_common.h"
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include "pm_shared.h"
|
||||
#include "entity_types.h"
|
||||
|
@ -242,7 +245,6 @@ int CHudSpectator::Draw(float flTime)
|
|||
|
||||
}
|
||||
|
||||
|
||||
// Only draw the icon names only if map mode is in Main Mode
|
||||
if ( m_iMainMode != MAIN_MAP_FREE )
|
||||
return 1;
|
||||
|
@ -253,7 +255,6 @@ int CHudSpectator::Draw(float flTime)
|
|||
// make sure we have player info
|
||||
gViewPort->GetAllPlayersInfo();
|
||||
|
||||
|
||||
// loop through all the players and draw additional infos to their sprites on the map
|
||||
for (int i = 0; i < MAX_PLAYERS; i++)
|
||||
{
|
||||
|
@ -293,41 +294,142 @@ int CHudSpectator::Draw(float flTime)
|
|||
return 1;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CHudSpectator::DirectorEvent(unsigned char command, unsigned int firstObject, unsigned int secondObject, unsigned int flags)
|
||||
void CHudSpectator::DirectorMessage( int iSize, void *pbuf )
|
||||
{
|
||||
switch ( command )
|
||||
{
|
||||
case HLTV_ACTIVE : // we are connected to a proxy or listening to a multicast stream
|
||||
// now we have to do some things clientside, since the proxy doesn't know our mod
|
||||
g_iPlayerClass = 0;
|
||||
g_iTeamNumber = 0;
|
||||
iJumpSpectator = 0;
|
||||
m_iMainMode = m_iInsetMode = 0;
|
||||
m_iObserverTarget = m_lastPrimaryObject = m_lastSecondaryObject = 0;
|
||||
m_flNextObserverInput = 0.0f;
|
||||
memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities));
|
||||
SetModes(MAIN_CHASE_FREE, INSET_OFF);
|
||||
ParseOverviewFile();
|
||||
LoadMapSprites();
|
||||
SetSpectatorStartPosition();
|
||||
break;
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
|
||||
case HLTV_CAMERA : if ( g_iUser1 == OBS_DIRECTED )
|
||||
{
|
||||
m_iObserverTarget = g_iUser2 = firstObject;
|
||||
g_iUser3 = secondObject;
|
||||
}
|
||||
int cmd = READ_BYTE(); //read in what type of message it is
|
||||
|
||||
m_lastPrimaryObject = firstObject;
|
||||
m_lastSecondaryObject = secondObject;
|
||||
uiDirectorFlags = flags;
|
||||
// gEngfuncs.Con_Printf("Director Camera: %i %i\n", firstObject, secondObject);
|
||||
break;
|
||||
switch ( cmd ) // director command byte
|
||||
{
|
||||
//sent by proxy
|
||||
case DRC_CMD_START : // now we have to do some things clientside, since the proxy doesn't know our mod
|
||||
{
|
||||
g_iPlayerClass = 0;
|
||||
g_iTeamNumber = 0;
|
||||
|
||||
default : gEngfuncs.Con_DPrintf("CHudSpectator::DirectorEvent: unknown director command.\n");
|
||||
}
|
||||
// fake a InitHUD & ResetHUD message
|
||||
gHUD.MsgFunc_InitHUD(NULL,0, NULL);
|
||||
gHUD.MsgFunc_ResetHUD(NULL, 0, NULL); // put all init stuff in
|
||||
}
|
||||
break;
|
||||
|
||||
//sent by client!
|
||||
case DRC_CMD_EVENT :
|
||||
{
|
||||
m_lastPrimaryObject = READ_WORD();
|
||||
m_lastSecondaryObject = READ_WORD();
|
||||
// m_iObserverFlags = READ_LONG(); //TODO
|
||||
|
||||
//This section below was sent by Martin, but it seems to be a CS bit of code. I commented it out, and director mode works fine.
|
||||
|
||||
/* TODO
|
||||
//this is where the magic happens!
|
||||
//unfortunately we don't know what m_autoDirector is :/
|
||||
|
||||
if ( m_autoDirector->value )
|
||||
{
|
||||
if ( (g_iUser2 != m_lastPrimaryObject) || (g_iUser3 != m_lastSecondaryObject) )
|
||||
V_ResetChaseCam();
|
||||
|
||||
g_iUser2 = m_lastPrimaryObject;
|
||||
g_iUser3 = m_lastSecondaryObject;
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
//I kept these two just in case
|
||||
|
||||
g_iUser2 = m_lastPrimaryObject;
|
||||
g_iUser3 = m_lastSecondaryObject;
|
||||
|
||||
//some debug text
|
||||
gEngfuncs.Con_Printf("Director Camera: %i %i\n", m_lastPrimaryObject,m_lastSecondaryObject);
|
||||
}
|
||||
break;
|
||||
|
||||
case DRC_CMD_TIMESCALE :
|
||||
{
|
||||
float scale = READ_FLOAT(); // if timescale was changed by slow motion effect
|
||||
gEngfuncs.Con_Printf("HLTV Timescale: %f\n", scale );
|
||||
}
|
||||
break;
|
||||
|
||||
case DRC_CMD_STATUS:
|
||||
{
|
||||
int slots = READ_LONG(); // total number of spectator slots
|
||||
int numspecs = READ_LONG(); // total number of spectator
|
||||
int relays = READ_WORD(); // total number of relay proxies
|
||||
|
||||
// gViewPort->UpdateSpectatorPanel(); TODO //if you wanted to update a VGUI showing the number of spectators, do something here
|
||||
gEngfuncs.Con_Printf("HLTV Status: %i / %i spectators, %i relays \n", numspecs, slots, relays );
|
||||
|
||||
}
|
||||
break;
|
||||
|
||||
case DRC_CMD_MESSAGE:
|
||||
{
|
||||
|
||||
//This message is from the "msg" command on the HLTV console, along with random "You are watching HLTV..." messages that I kept getting.
|
||||
|
||||
//The first 4 bytes are color, and 29 and on are the string. The rest I was too lazy to figure out.
|
||||
|
||||
char data[64];
|
||||
memset( data, 0, 64 );
|
||||
int i = 4;
|
||||
|
||||
int color = READ_LONG();
|
||||
|
||||
|
||||
while( i < 29 ) // we dont know yet what the format of this data is. it represents duration, x and y positions on the screen
|
||||
{
|
||||
data[i] = READ_BYTE();
|
||||
i++;
|
||||
}
|
||||
|
||||
//29++ is the string
|
||||
char *str = READ_STRING();
|
||||
|
||||
gEngfuncs.Con_Printf( "HLTV Message: %s \n", str );
|
||||
}
|
||||
break;
|
||||
|
||||
//below are some other messages that don't seem to be implemented. ( at least not by me )
|
||||
|
||||
case DRC_CMD_SOUND:
|
||||
{
|
||||
gEngfuncs.Con_Printf( "HLTV Sound: \n" );
|
||||
}
|
||||
break;
|
||||
|
||||
case DRC_CMD_FADE:
|
||||
{
|
||||
gEngfuncs.Con_Printf( "HLTV Fade: \n" );
|
||||
}
|
||||
break;
|
||||
|
||||
case DRC_CMD_SHAKE:
|
||||
{
|
||||
gEngfuncs.Con_Printf( "HLTV Shake!: \n" );
|
||||
}
|
||||
break;
|
||||
|
||||
case DRC_CMD_BANNER:
|
||||
{
|
||||
// gEngfuncs.Con_DPrintf("GUI: Banner %s\n",READ_STRING() );
|
||||
// name of banner tga eg gfx/temp/7454562234563475.tga
|
||||
|
||||
//not yet supported
|
||||
|
||||
//gViewPort->m_pSpectatorPanel->m_TopBanner->LoadImage( READ_STRING() );
|
||||
//gViewPort->UpdateSpectatorPanel();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
gEngfuncs.Con_DPrintf("CHudSpectator::DirectorMessage: unknown command %i.\n", cmd );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CHudSpectator::FindNextPlayer(bool bReverse)
|
||||
|
@ -472,6 +574,7 @@ void CHudSpectator::HandleButtonsUp( int ButtonPressed )
|
|||
if ( ButtonPressed & (IN_MOVELEFT | IN_MOVERIGHT) )
|
||||
m_moveDelta = 0.0f;
|
||||
}
|
||||
|
||||
void CHudSpectator::SetModes(int iNewMainMode, int iNewInsetMode)
|
||||
{
|
||||
char string[32];
|
||||
|
@ -576,7 +679,6 @@ void CHudSpectator::SetModes(int iNewMainMode, int iNewInsetMode)
|
|||
SetModes( m_iMainMode, INSET_OFF );
|
||||
}
|
||||
gViewPort->UpdateSpectatorMenu();
|
||||
|
||||
}
|
||||
|
||||
bool CHudSpectator::IsActivePlayer(cl_entity_t * ent)
|
||||
|
@ -617,6 +719,8 @@ bool CHudSpectator::ParseOverviewFile( )
|
|||
|
||||
sprintf(filename, "overviews/%s.txt", levelname );
|
||||
|
||||
strcpy( m_OverviewData.map, levelname );
|
||||
|
||||
pfile = (char *)gEngfuncs.COM_LoadFile( filename, 5, NULL);
|
||||
|
||||
if (!pfile)
|
||||
|
@ -918,7 +1022,7 @@ void CHudSpectator::DrawOverviewEntities()
|
|||
|
||||
z = m_OverviewData.layersHeights[0] * zScale;
|
||||
// get yellow/brown HUD color
|
||||
UnpackRGB(ir,ig,ib, RGB_YELLOWISH);
|
||||
UnpackRGB(ir,ig,ib, RGB_WHITE);
|
||||
r = (float)ir/255.0f;
|
||||
g = (float)ig/255.0f;
|
||||
b = (float)ib/255.0f;
|
||||
|
@ -1181,3 +1285,51 @@ bool CHudSpectator::AddOverviewEntityToList(HSPRITE sprite, cl_entity_t *ent, do
|
|||
|
||||
return false; // maximum overview entities reached
|
||||
}
|
||||
|
||||
void CHudSpectator::Reset()
|
||||
{
|
||||
// Reset HUD
|
||||
if ( strcmp( m_OverviewData.map, gEngfuncs.pfnGetLevelName() ) )
|
||||
{
|
||||
// update level overview if level changed
|
||||
ParseOverviewFile();
|
||||
LoadMapSprites();
|
||||
}
|
||||
|
||||
memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities));
|
||||
|
||||
SetSpectatorStartPosition();
|
||||
}
|
||||
|
||||
void CHudSpectator::InitHUDData()
|
||||
{
|
||||
m_lastPrimaryObject = m_lastSecondaryObject = 0;
|
||||
m_flNextObserverInput = 0.0f;
|
||||
// m_lastHudMessage = 0; //?
|
||||
// m_iSpectatorNumber = 0; //?
|
||||
iJumpSpectator = 0;
|
||||
g_iUser1 = g_iUser2 = 0;
|
||||
|
||||
memset( &m_OverviewData, 0, sizeof(m_OverviewData));
|
||||
memset( &m_OverviewEntities, 0, sizeof(m_OverviewEntities));
|
||||
|
||||
/* // this block was in martin's code - not clear what m_autoDirector is.
|
||||
|
||||
if ( gEngfuncs.IsSpectateOnly() || gEngfuncs.pDemoAPI->IsPlayingback() )
|
||||
m_autoDirector->value = 1.0f;
|
||||
else
|
||||
m_autoDirector->value = 0.0f;
|
||||
|
||||
*/
|
||||
|
||||
Reset();
|
||||
|
||||
SetModes( OBS_CHASE_FREE, INSET_OFF );
|
||||
CenterPrint(""); // Prevent stupid "Free Chase-Camera" on startup - gage
|
||||
|
||||
g_iUser2 = 0; // fake not target until first camera command
|
||||
|
||||
// reset HUD FOV
|
||||
gHUD.m_iFOV = CVAR_GET_FLOAT("default_fov");
|
||||
}
|
||||
|
||||
|
|
|
@ -43,6 +43,7 @@ typedef struct overviewInfo_s {
|
|||
int insetWindowY;
|
||||
int insetWindowHeight;
|
||||
int insetWindowWidth;
|
||||
char map[255]; // holds the name of the map we're on
|
||||
} overviewInfo_t;
|
||||
|
||||
typedef struct overviewEntity_s {
|
||||
|
@ -72,7 +73,9 @@ public:
|
|||
void HandleButtonsDown(int ButtonPressed);
|
||||
void HandleButtonsUp(int ButtonPressed);
|
||||
void FindNextPlayer( bool bReverse );
|
||||
void DirectorEvent(unsigned char command, unsigned int firstObject, unsigned int secondObject, unsigned int flags);
|
||||
void DirectorMessage( int iSize, void *pbuf );
|
||||
void InitHUDData( void );
|
||||
void Reset( void );
|
||||
void SetSpectatorStartPosition();
|
||||
int Init();
|
||||
int VidInit();
|
||||
|
|
|
@ -428,7 +428,7 @@ void CAM_ToThirdPerson(void)
|
|||
vec3_t viewangles;
|
||||
|
||||
#if !defined( _DEBUG )
|
||||
if ( gEngfuncs.GetMaxClients() > 1 )
|
||||
if ( gEngfuncs.GetMaxClients() > 1 && !CVAR_GET_FLOAT("sv_cheats"))
|
||||
{
|
||||
// no thirdperson in multiplayer.
|
||||
return;
|
||||
|
|
|
@ -27,7 +27,8 @@ extern "C"
|
|||
#include <string.h>
|
||||
#include <ctype.h>
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
|
||||
extern "C"
|
||||
|
@ -77,6 +78,7 @@ cvar_t *cl_yawspeed;
|
|||
cvar_t *cl_pitchspeed;
|
||||
cvar_t *cl_anglespeedkey;
|
||||
cvar_t *cl_vsmoothing;
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
|
@ -116,11 +118,11 @@ kbutton_t in_use;
|
|||
kbutton_t in_jump;
|
||||
kbutton_t in_attack;
|
||||
kbutton_t in_attack2;
|
||||
kbutton_t in_special;
|
||||
kbutton_t in_up;
|
||||
kbutton_t in_down;
|
||||
kbutton_t in_duck;
|
||||
kbutton_t in_reload;
|
||||
kbutton_t in_alt1;
|
||||
kbutton_t in_score;
|
||||
kbutton_t in_break;
|
||||
kbutton_t in_graph; // Display the netgraph
|
||||
|
@ -455,13 +457,9 @@ void IN_SpeedUp(void) {KeyUp(&in_speed);}
|
|||
void IN_StrafeDown(void) {KeyDown(&in_strafe);}
|
||||
void IN_StrafeUp(void) {KeyUp(&in_strafe);}
|
||||
|
||||
// needs capture by hud/vgui also
|
||||
extern void __CmdFunc_InputPlayerSpecial(void);
|
||||
|
||||
void IN_Attack2Down(void)
|
||||
{
|
||||
KeyDown(&in_attack2);
|
||||
__CmdFunc_InputPlayerSpecial();
|
||||
gHUD.m_Spectator.HandleButtonsDown( IN_ATTACK2 );
|
||||
}
|
||||
|
||||
|
@ -484,8 +482,6 @@ void IN_DuckDown(void)
|
|||
void IN_DuckUp(void) {KeyUp(&in_duck);}
|
||||
void IN_ReloadDown(void) {KeyDown(&in_reload);}
|
||||
void IN_ReloadUp(void) {KeyUp(&in_reload);}
|
||||
void IN_Alt1Down(void) {KeyDown(&in_alt1);}
|
||||
void IN_Alt1Up(void) {KeyUp(&in_alt1);}
|
||||
void IN_GraphDown(void) {KeyDown(&in_graph);}
|
||||
void IN_GraphUp(void) {KeyUp(&in_graph);}
|
||||
|
||||
|
@ -501,6 +497,16 @@ void IN_AttackUp(void)
|
|||
in_cancel = 0;
|
||||
}
|
||||
|
||||
void IN_SpecialDown( void )
|
||||
{
|
||||
KeyDown( &in_special );
|
||||
}
|
||||
|
||||
void IN_SpecialUp( void )
|
||||
{
|
||||
KeyUp( &in_special );
|
||||
}
|
||||
|
||||
// Special handling
|
||||
void IN_Cancel(void)
|
||||
{
|
||||
|
@ -788,6 +794,11 @@ int CL_ButtonBits( int bResetState )
|
|||
{
|
||||
int bits = 0;
|
||||
|
||||
if( in_special.state & 3 )
|
||||
{
|
||||
bits |= IN_SPECIAL;
|
||||
}
|
||||
|
||||
if ( in_attack.state & 3 )
|
||||
{
|
||||
bits |= IN_ATTACK;
|
||||
|
@ -853,11 +864,6 @@ int CL_ButtonBits( int bResetState )
|
|||
bits |= IN_RELOAD;
|
||||
}
|
||||
|
||||
if (in_alt1.state & 3)
|
||||
{
|
||||
bits |= IN_ALT1;
|
||||
}
|
||||
|
||||
if ( in_score.state & 3 )
|
||||
{
|
||||
bits |= IN_SCORE;
|
||||
|
@ -871,6 +877,7 @@ int CL_ButtonBits( int bResetState )
|
|||
|
||||
if ( bResetState )
|
||||
{
|
||||
in_special.state &= ~2;
|
||||
in_attack.state &= ~2;
|
||||
in_duck.state &= ~2;
|
||||
in_jump.state &= ~2;
|
||||
|
@ -883,7 +890,6 @@ int CL_ButtonBits( int bResetState )
|
|||
in_moveright.state &= ~2;
|
||||
in_attack2.state &= ~2;
|
||||
in_reload.state &= ~2;
|
||||
in_alt1.state &= ~2;
|
||||
in_score.state &= ~2;
|
||||
}
|
||||
|
||||
|
@ -951,6 +957,8 @@ void InitInput (void)
|
|||
gEngfuncs.pfnAddCommand ("-attack", IN_AttackUp);
|
||||
gEngfuncs.pfnAddCommand ("+attack2", IN_Attack2Down);
|
||||
gEngfuncs.pfnAddCommand ("-attack2", IN_Attack2Up);
|
||||
gEngfuncs.pfnAddCommand ("+special", IN_SpecialDown );
|
||||
gEngfuncs.pfnAddCommand ("-special", IN_SpecialUp );
|
||||
gEngfuncs.pfnAddCommand ("+use", IN_UseDown);
|
||||
gEngfuncs.pfnAddCommand ("-use", IN_UseUp);
|
||||
gEngfuncs.pfnAddCommand ("+jump", IN_JumpDown);
|
||||
|
@ -966,8 +974,6 @@ void InitInput (void)
|
|||
gEngfuncs.pfnAddCommand ("-duck", IN_DuckUp);
|
||||
gEngfuncs.pfnAddCommand ("+reload", IN_ReloadDown);
|
||||
gEngfuncs.pfnAddCommand ("-reload", IN_ReloadUp);
|
||||
gEngfuncs.pfnAddCommand ("+alt1", IN_Alt1Down);
|
||||
gEngfuncs.pfnAddCommand ("-alt1", IN_Alt1Up);
|
||||
gEngfuncs.pfnAddCommand ("+score", IN_ScoreDown);
|
||||
gEngfuncs.pfnAddCommand ("-score", IN_ScoreUp);
|
||||
gEngfuncs.pfnAddCommand ("+showscores", IN_ScoreDown);
|
||||
|
@ -989,7 +995,6 @@ void InitInput (void)
|
|||
cl_movespeedkey = gEngfuncs.pfnRegisterVariable ( "cl_movespeedkey", "0.3", 0 );
|
||||
cl_pitchup = gEngfuncs.pfnRegisterVariable ( "cl_pitchup", "89", 0 );
|
||||
cl_pitchdown = gEngfuncs.pfnRegisterVariable ( "cl_pitchdown", "89", 0 );
|
||||
|
||||
cl_vsmoothing = gEngfuncs.pfnRegisterVariable ( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE );
|
||||
|
||||
m_pitch = gEngfuncs.pfnRegisterVariable ( "m_pitch","0.022", FCVAR_ARCHIVE );
|
||||
|
|
|
@ -311,7 +311,8 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd)
|
|||
|
||||
//jjb - this disbles normal mouse control if the user is trying to
|
||||
// move the camera, or if the mouse cursor is visible or if we're in intermission
|
||||
if ( !iMouseInUse && !g_iVisibleMouse && !gHUD.m_iIntermission )
|
||||
// GAGE -> if your dead you cant move your head dumbass :)
|
||||
if ( !iMouseInUse && !g_iVisibleMouse && !gHUD.m_iIntermission)
|
||||
{
|
||||
GetCursorPos (¤t_pos);
|
||||
|
||||
|
@ -321,54 +322,57 @@ void IN_MouseMove ( float frametime, usercmd_t *cmd)
|
|||
mx_accum = 0;
|
||||
my_accum = 0;
|
||||
|
||||
if (m_filter->value)
|
||||
if(gHUD.m_Health.m_iHealth)
|
||||
{
|
||||
mouse_x = (mx + old_mouse_x) * 0.5;
|
||||
mouse_y = (my + old_mouse_y) * 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
mouse_x = mx;
|
||||
mouse_y = my;
|
||||
}
|
||||
|
||||
old_mouse_x = mx;
|
||||
old_mouse_y = my;
|
||||
|
||||
if ( gHUD.GetSensitivity() != 0 )
|
||||
{
|
||||
mouse_x *= gHUD.GetSensitivity();
|
||||
mouse_y *= gHUD.GetSensitivity();
|
||||
}
|
||||
else
|
||||
{
|
||||
mouse_x *= sensitivity->value;
|
||||
mouse_y *= sensitivity->value;
|
||||
}
|
||||
|
||||
// add mouse X/Y movement to cmd
|
||||
if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
|
||||
cmd->sidemove += m_side->value * mouse_x;
|
||||
else
|
||||
viewangles[YAW] -= m_yaw->value * mouse_x;
|
||||
|
||||
if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
|
||||
{
|
||||
viewangles[PITCH] += m_pitch->value * mouse_y;
|
||||
if (viewangles[PITCH] > cl_pitchdown->value)
|
||||
viewangles[PITCH] = cl_pitchdown->value;
|
||||
if (viewangles[PITCH] < -cl_pitchup->value)
|
||||
viewangles[PITCH] = -cl_pitchup->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() )
|
||||
if (m_filter->value)
|
||||
{
|
||||
cmd->upmove -= m_forward->value * mouse_y;
|
||||
mouse_x = (mx + old_mouse_x) * 0.5;
|
||||
mouse_y = (my + old_mouse_y) * 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
cmd->forwardmove -= m_forward->value * mouse_y;
|
||||
mouse_x = mx;
|
||||
mouse_y = my;
|
||||
}
|
||||
|
||||
old_mouse_x = mx;
|
||||
old_mouse_y = my;
|
||||
|
||||
if ( gHUD.GetSensitivity() != 0 )
|
||||
{
|
||||
mouse_x *= gHUD.GetSensitivity();
|
||||
mouse_y *= gHUD.GetSensitivity();
|
||||
}
|
||||
else
|
||||
{
|
||||
mouse_x *= sensitivity->value;
|
||||
mouse_y *= sensitivity->value;
|
||||
}
|
||||
|
||||
// add mouse X/Y movement to cmd
|
||||
if ( (in_strafe.state & 1) || (lookstrafe->value && (in_mlook.state & 1) ))
|
||||
cmd->sidemove += m_side->value * mouse_x;
|
||||
else
|
||||
viewangles[YAW] -= m_yaw->value * mouse_x;
|
||||
|
||||
if ( (in_mlook.state & 1) && !(in_strafe.state & 1))
|
||||
{
|
||||
viewangles[PITCH] += m_pitch->value * mouse_y;
|
||||
if (viewangles[PITCH] > cl_pitchdown->value)
|
||||
viewangles[PITCH] = cl_pitchdown->value;
|
||||
if (viewangles[PITCH] < -cl_pitchup->value)
|
||||
viewangles[PITCH] = -cl_pitchup->value;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((in_strafe.state & 1) && gEngfuncs.IsNoClipping() )
|
||||
{
|
||||
cmd->upmove -= m_forward->value * mouse_y;
|
||||
}
|
||||
else
|
||||
{
|
||||
cmd->forwardmove -= m_forward->value * mouse_y;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -24,7 +24,8 @@
|
|||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
#define MAX_MENU_STRING 512
|
||||
char g_szMenuString[MAX_MENU_STRING];
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "cl_util.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
// these are included for the math functions
|
||||
#include "com_model.h"
|
||||
|
|
228
cl_dll/parsebsp.cpp
Normal file
228
cl_dll/parsebsp.cpp
Normal file
|
@ -0,0 +1,228 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// parsebsp.cpp -> parse bsp entity information client side
|
||||
// some of this code was graciously accepted from DMC_Teleporters.cpp
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "entity_state.h"
|
||||
#include "pm_defs.h"
|
||||
#include "pm_movevars.h"
|
||||
#include "hud_iface.h"
|
||||
#include "com_model.h"
|
||||
#include "event_api.h"
|
||||
#include "com_weapons.h"
|
||||
#include "event_flags.h"
|
||||
#include "dmc_bspfile.h"
|
||||
#include "cl_util.h"
|
||||
#include "ParseBspEnt.h"
|
||||
#include "ParseBsp.h"
|
||||
|
||||
#include <vector>
|
||||
using namespace std;
|
||||
|
||||
CParseBsp g_ParseBsp;
|
||||
|
||||
CParseBsp::CParseBsp()
|
||||
{
|
||||
memset( m_szCurrentLevel, 0, sizeof( m_szCurrentLevel ) );
|
||||
}
|
||||
|
||||
int CParseBsp::CheckMap()
|
||||
{
|
||||
if( stricmp( m_szCurrentLevel, gEngfuncs.pfnGetLevelName() ) != 0 )
|
||||
{
|
||||
strcpy( m_szCurrentLevel, gEngfuncs.pfnGetLevelName() );
|
||||
|
||||
// Right now this is kind of a strong approach to read entities
|
||||
// The entire .bsp must be read for each new entity we wish to read.
|
||||
ParseBsp( "worldspawn", new CBspWorldspawn() );
|
||||
ParseBsp( "env_fog", new CBspEnvFog() );
|
||||
ParseBsp( "env_particlesystem", new CBspEnvParticleSystem() );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
char *CParseBsp::ParseEntity( char *pBuf, int &error, CBspEntity *pEnt )
|
||||
{
|
||||
char key[256];
|
||||
char token[ 1024 ];
|
||||
int n;
|
||||
|
||||
while (1)
|
||||
{
|
||||
// Parse key
|
||||
pBuf = gEngfuncs.COM_ParseFile ( pBuf, token );
|
||||
if ( token[0] == '}' )
|
||||
break;
|
||||
|
||||
// Ran out of input buffer?
|
||||
if ( !pBuf )
|
||||
{
|
||||
error = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
// Store off the key
|
||||
strcpy ( key, token );
|
||||
|
||||
// Fix heynames with trailing spaces
|
||||
n = strlen( key );
|
||||
while (n && key[n-1] == ' ')
|
||||
{
|
||||
key[n-1] = 0;
|
||||
n--;
|
||||
}
|
||||
|
||||
// Parse value
|
||||
pBuf = gEngfuncs.COM_ParseFile ( pBuf, token );
|
||||
|
||||
// Ran out of buffer?
|
||||
if (!pBuf)
|
||||
{
|
||||
error = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
// Hit the end instead of a value?
|
||||
if ( token[0] == '}' )
|
||||
{
|
||||
error = 1;
|
||||
break;
|
||||
}
|
||||
|
||||
if ( token[0] == '}' && token[1] == '(' )
|
||||
int k = 0;
|
||||
|
||||
// Assign k/v pair
|
||||
pEnt->SetKeyValue( key, token );
|
||||
}
|
||||
|
||||
// Return what's left in the stream
|
||||
return pBuf;
|
||||
}
|
||||
|
||||
char *CParseBsp::LoadEntityLump( char *pszFilename )
|
||||
{
|
||||
FILE *fp;
|
||||
int i;
|
||||
dheader_t header;
|
||||
int size;
|
||||
lump_t *curLump;
|
||||
char *buffer = NULL;
|
||||
|
||||
fp = fopen( pszFilename, "rb" );
|
||||
if( !fp )
|
||||
return NULL;
|
||||
|
||||
// Read in the .bsp header
|
||||
if ( fread(&header, sizeof(dheader_t), 1, fp) != 1 )
|
||||
{
|
||||
gEngfuncs.Con_Printf("Dmc_LoadEntityLump: Could not read BSP header for map [%s].\n", pszFilename);
|
||||
fclose(fp);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Check the version
|
||||
i = header.version;
|
||||
if ( i != 29 && i != 30)
|
||||
{
|
||||
fclose(fp);
|
||||
gEngfuncs.Con_Printf("Dmc_LoadEntityLump: Map [%s] has incorrect BSP version (%i should be %i).\n", pszFilename, i, BSPVERSION);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Get entity lump
|
||||
curLump = &header.lumps[ LUMP_ENTITIES ];
|
||||
// and entity lump size
|
||||
size = curLump->filelen;
|
||||
|
||||
// Jump to it
|
||||
fseek( fp, curLump->fileofs, SEEK_SET );
|
||||
|
||||
// Allocate sufficient memmory
|
||||
buffer = new char[ size + 1 ];
|
||||
if ( buffer == NULL )
|
||||
{
|
||||
fclose(fp);
|
||||
gEngfuncs.Con_Printf("Dmc_LoadEntityLump: Couldn't allocate %i bytes\n", size + 1 );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Read in the entity lump
|
||||
fread( buffer, size, 1, fp );
|
||||
|
||||
// Terminate the string
|
||||
buffer[ size ] = '\0';
|
||||
|
||||
if ( fp )
|
||||
{
|
||||
fclose(fp);
|
||||
}
|
||||
|
||||
return buffer;
|
||||
}
|
||||
|
||||
void CParseBsp::LumpPass( char *pBuf, char *pszClassname, CBspEntity *pEnt )
|
||||
{
|
||||
char szToken[ 1024 ];
|
||||
int error = 0;
|
||||
|
||||
while( 1 )
|
||||
{
|
||||
pBuf = gEngfuncs.COM_ParseFile( pBuf, szToken );
|
||||
if( pBuf == NULL )
|
||||
break;
|
||||
|
||||
// Didn't find opening brace?
|
||||
if( szToken[0] != '{' )
|
||||
{
|
||||
gEngfuncs.Con_Printf( "CParseBsp::ParseBsp: found %s when expecting {\n", szToken[0] );
|
||||
break;
|
||||
}
|
||||
|
||||
pBuf = ParseEntity( pBuf, error, pEnt );
|
||||
if( stricmp( pszClassname, pEnt->szClassname ) == 0 )
|
||||
pEnt->AddEntity();
|
||||
|
||||
if( error )
|
||||
{
|
||||
gEngfuncs.Con_Printf( "CParseBsp::ParseBsp: error parsing entities\n" );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
delete pEnt;
|
||||
}
|
||||
|
||||
void CParseBsp::ParseBsp( char *pszClassname, CBspEntity *pEnt )
|
||||
{
|
||||
char szFilename[256];
|
||||
char *pBuf;
|
||||
|
||||
sprintf( szFilename, "%s/%s", gEngfuncs.pfnGetGameDirectory(), m_szCurrentLevel );
|
||||
|
||||
pBuf = LoadEntityLump( szFilename );
|
||||
if( pBuf != NULL )
|
||||
{
|
||||
LumpPass( pBuf, pszClassname, pEnt );
|
||||
delete[] pBuf;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -25,7 +25,8 @@
|
|||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
extern float *GetClientColor( int clientIndex );
|
||||
|
||||
|
|
321
cl_dll/studioevent.cpp
Normal file
321
cl_dll/studioevent.cpp
Normal file
|
@ -0,0 +1,321 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// studioevent.cpp -> Model Event code
|
||||
//
|
||||
|
||||
#include <memory.h>
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "const.h"
|
||||
#include "entity_types.h"
|
||||
#include "studio_event.h" // def. of mstudioevent_t
|
||||
#include "r_efx.h"
|
||||
#include "event_api.h"
|
||||
#include "pm_defs.h"
|
||||
#include "pmtrace.h"
|
||||
#include "twm.h"
|
||||
#include "twmmanager.h"
|
||||
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
|
||||
extern "C"
|
||||
{
|
||||
#if 0
|
||||
// THE ORIGINAL HUD_StudioEvent declaration is
|
||||
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, const struct cl_entity_s *entity );
|
||||
// But we want to modify the cl_entity_s* parameter. Since C doesnt have the concept of const,
|
||||
// and to the best of my knowledge the HL code is still c, i Figured i'd remove it... if we
|
||||
// have problems with studio events dont hesitate to point at this.
|
||||
// Gage - July 02, 2002
|
||||
#else
|
||||
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, struct cl_entity_s *entity );
|
||||
#endif
|
||||
}
|
||||
|
||||
void HUD_GetCurrentAmmoInfo(int &cur_ammo,int &max_ammo);
|
||||
|
||||
extern int cam_thirdperson;
|
||||
extern vec3_t v_origin,v_angles;
|
||||
|
||||
/*
|
||||
=========================
|
||||
STUDIO_SmokePuff
|
||||
|
||||
=========================
|
||||
*/
|
||||
void STUDIO_SmokePuff(float *vecSrc,float scale,cl_entity_t *entity)
|
||||
{
|
||||
// create the puff
|
||||
TEMPENTITY *pTent = gEngfuncs.pEfxAPI->R_TempSprite(vecSrc,
|
||||
Vector(0,0,5),
|
||||
scale,
|
||||
gEngfuncs.pEventAPI->EV_FindModelIndex("sprites/smoke1.spr"),
|
||||
kRenderTransAlpha,
|
||||
0,
|
||||
25,
|
||||
5,
|
||||
FTENT_SPRANIMATE);
|
||||
|
||||
// state settings
|
||||
if(pTent != NULL)
|
||||
{
|
||||
pTent->clientIndex = entity->index;
|
||||
|
||||
//pTent->entity.curstate.rendercolor = Color;
|
||||
pTent->entity.curstate.framerate = 10;
|
||||
pTent->entity.curstate.renderamt = 128;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=========================
|
||||
STUDIO_EjectModel
|
||||
|
||||
=========================
|
||||
*/
|
||||
void STUDIO_EjectModel(int iEventId,const char *szEventOptions,struct cl_entity_s *entity,int count)
|
||||
{
|
||||
char szShellname[64];
|
||||
int shell_index;
|
||||
int attachment_num,velocity_type,sound_type,quality_check;
|
||||
float scaleR,scaleU;
|
||||
vec3_t shell_velocity;
|
||||
vec3_t shell_origin;
|
||||
vec3_t angles,forward,right,up;
|
||||
vec3_t endpos;
|
||||
|
||||
// Read options from event parameters
|
||||
sscanf(szEventOptions,"%i,%i,%i,%i,%s",&attachment_num,&velocity_type,&sound_type,&quality_check,szShellname);
|
||||
|
||||
// Finalize shellcase parameter (set high or low quality)
|
||||
if(quality_check)
|
||||
sprintf(szShellname,"%s%s",szShellname,CVAR_GET_FLOAT("cl_shellcase_quality") ? "_hi.mdl" : "_lo.mdl");
|
||||
|
||||
#if 0
|
||||
gEngfuncs.pfnCenterPrint(szShellname);
|
||||
#endif
|
||||
|
||||
// set up shell properties
|
||||
shell_index = gEngfuncs.pEventAPI->EV_FindModelIndex(szShellname);
|
||||
|
||||
if(shell_index == 0)
|
||||
gEngfuncs.Con_DPrintf("STUDIO_EjectModel: invalid model %s\n",szShellname);
|
||||
|
||||
// Get needed angles
|
||||
VectorCopy(entity->angles,angles);
|
||||
AngleVectors(angles,forward,right,up);
|
||||
|
||||
for(int i = 0;i < count;i++)
|
||||
{
|
||||
|
||||
switch(velocity_type)
|
||||
{
|
||||
case 1:
|
||||
// Pistols, Small arms ejection
|
||||
scaleR = gEngfuncs.pfnRandomFloat( 50, 70 );
|
||||
scaleU = gEngfuncs.pfnRandomFloat( 100, 150 );
|
||||
|
||||
VectorClear(shell_origin);
|
||||
break;
|
||||
case 2:
|
||||
// No velocity, magazine dropping
|
||||
scaleR = gEngfuncs.pfnRandomFloat(0.0,0.0);
|
||||
scaleU = gEngfuncs.pfnRandomFloat(0.0,0.0);
|
||||
|
||||
// Randomize the location a bit,
|
||||
// so events that call multiple times
|
||||
// (such as ruger reload) have shellcases
|
||||
// going everywhere
|
||||
VectorClear(shell_origin);
|
||||
|
||||
shell_origin[0] = gEngfuncs.pfnRandomFloat(-1.0f,6.0f);
|
||||
shell_origin[1] = gEngfuncs.pfnRandomFloat(-1.0f,6.0f);
|
||||
shell_origin[2] = gEngfuncs.pfnRandomFloat(-1.0f,6.0f);
|
||||
break;
|
||||
}
|
||||
|
||||
for(int i = 0;i< 3;i++)
|
||||
{
|
||||
shell_velocity[i] = right[i] * scaleR + up[i] * scaleU + forward[i] * 25;
|
||||
|
||||
// go by ent origin, not attachment
|
||||
if(attachment_num == -1)
|
||||
{
|
||||
shell_origin[i] += entity->origin[i];
|
||||
|
||||
// Spawn a bit lower
|
||||
if(i == 2)
|
||||
shell_origin[i] -= 16;
|
||||
}
|
||||
else
|
||||
shell_origin[i] += entity->attachment[attachment_num][i];
|
||||
}
|
||||
|
||||
// Eject the shell
|
||||
VectorClear( endpos );
|
||||
endpos[1] = angles[1];
|
||||
|
||||
// sound type, we do a
|
||||
// switch in the unlikely event
|
||||
// that these macros change on us
|
||||
switch(sound_type)
|
||||
{
|
||||
case 0: sound_type = TE_BOUNCE_NULL; break;
|
||||
case 1: sound_type = TE_BOUNCE_SHELL; break;
|
||||
case 2: sound_type = TE_BOUNCE_SHOTSHELL; break;
|
||||
}
|
||||
|
||||
gEngfuncs.pEfxAPI->R_TempModel(shell_origin,shell_velocity,endpos,CVAR_GET_FLOAT("cl_shellcase_lifetime"),shell_index,sound_type);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void STUDIO_TwmMuzzleFlash(int iEventId,const char *szEventOptions,struct cl_entity_s *entity)
|
||||
{
|
||||
CTwmModel *pTwm;
|
||||
twm_clientinfo_t *clientinfo = NULL;
|
||||
int attachment_num;
|
||||
float fadetime;
|
||||
|
||||
// sanity check
|
||||
if(g_iNumMuzzleflashModels > 64)
|
||||
{
|
||||
gEngfuncs.Con_Printf("STUDIO_TwmMuzzleFlash: too many muzzle flashes!\n");
|
||||
return;
|
||||
}
|
||||
|
||||
g_iNumMuzzleflashModels++;
|
||||
|
||||
// TODO: use szEventOptions for this stuff
|
||||
pTwm = g_TwmManager.GetModelByName("models/muz_test.twm");
|
||||
attachment_num = 0;
|
||||
fadetime = 2.5f;
|
||||
|
||||
// end of array
|
||||
clientinfo = &g_MuzzleflashModels[g_iNumMuzzleflashModels - 1];
|
||||
|
||||
// We go through the current muzzleflash
|
||||
// array, if this entity has a
|
||||
// muzzleflash for it, put in our new data
|
||||
for(int i = 0;i < g_iNumMuzzleflashModels;i++)
|
||||
{
|
||||
twm_clientinfo_t *cur_info = &g_MuzzleflashModels[i];
|
||||
|
||||
if(cur_info->attached_ent == entity)
|
||||
{
|
||||
clientinfo = &g_MuzzleflashModels[i];
|
||||
g_iNumMuzzleflashModels--; // reset value
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
clientinfo->twm_info = &pTwm->twminfo;
|
||||
clientinfo->attached_ent = entity;
|
||||
clientinfo->attachment_num = attachment_num;
|
||||
|
||||
clientinfo->fadetime = fadetime;
|
||||
|
||||
// triAPI information
|
||||
clientinfo->render_mode = kRenderTransAdd;
|
||||
clientinfo->sprite_frame = 0; // TODO: make a random frame
|
||||
clientinfo->brightness = gEngfuncs.pfnRandomFloat(0.8f,1.0f);
|
||||
|
||||
// RGBA
|
||||
clientinfo->color[0] = 1.0f;
|
||||
clientinfo->color[1] = 1.0f;
|
||||
clientinfo->color[2] = 1.0f;
|
||||
clientinfo->color[3] = gEngfuncs.pfnRandomFloat(0.5f,1.0f);
|
||||
}
|
||||
|
||||
/*
|
||||
=========================
|
||||
HUD_StudioEvent
|
||||
|
||||
The entity's studio model description indicated an event was
|
||||
fired during this frame, handle the event by it's tag ( e.g., muzzleflash, sound )
|
||||
=========================
|
||||
*/
|
||||
void DLLEXPORT HUD_StudioEvent( const struct mstudioevent_s *event, struct cl_entity_s *entity )
|
||||
{
|
||||
switch( event->event )
|
||||
{
|
||||
|
||||
/*******************
|
||||
* muzzle flashes *
|
||||
*******************/
|
||||
case 5001:
|
||||
// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[0], atoi( event->options) );
|
||||
break;
|
||||
case 5011:
|
||||
// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[1], atoi( event->options) );
|
||||
break;
|
||||
case 5021:
|
||||
// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[2], atoi( event->options) );
|
||||
break;
|
||||
case 5031:
|
||||
// STUDIO_TwmMuzzleFlash(event->event,event->options,entity);
|
||||
gEngfuncs.pEfxAPI->R_MuzzleFlash((float *)&entity->attachment[3], atoi( event->options) );
|
||||
break;
|
||||
|
||||
/*******************
|
||||
* smoke puffs *
|
||||
*******************/
|
||||
case 5041:
|
||||
STUDIO_SmokePuff((float *)&entity->attachment[1],0.5f,entity);
|
||||
break;
|
||||
|
||||
/*******************
|
||||
* sparks *
|
||||
*******************/
|
||||
case 5002:
|
||||
gEngfuncs.pEfxAPI->R_SparkEffect((float *)&entity->attachment[0], atoi( event->options), -100, 100 );
|
||||
break;
|
||||
|
||||
/*******************
|
||||
* sound *
|
||||
*******************/
|
||||
case 5004:
|
||||
gEngfuncs.pfnPlaySoundByNameAtLocation((char*)event->options,1.0,(float*)&entity->attachment[0]);
|
||||
break;
|
||||
|
||||
/*******************
|
||||
* skin change *
|
||||
*******************/
|
||||
case 5005:
|
||||
entity->curstate.skin = atoi(event->options);
|
||||
break;
|
||||
|
||||
/*******************
|
||||
* model ejection *
|
||||
*******************/
|
||||
case 5006:
|
||||
STUDIO_EjectModel(event->event,event->options,entity,1);
|
||||
break;
|
||||
// Ruger reload
|
||||
case 5007:
|
||||
STUDIO_EjectModel(event->event,event->options,entity,5 - gHUD.m_Ammo.GetCurWeapon()->iClip);
|
||||
break;
|
||||
// Sawed off reload
|
||||
case 5008:
|
||||
STUDIO_EjectModel(event->event,event->options,entity,2 - gHUD.m_Ammo.GetCurWeapon()->iClip);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
|
@ -26,7 +26,8 @@
|
|||
#include <stdio.h>
|
||||
#include "parsemsg.h"
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
DECLARE_MESSAGE( m_TextMessage, TextMsg );
|
||||
|
||||
|
|
|
@ -82,7 +82,6 @@
|
|||
|
||||
#define IT_INVISIBILITY 524288
|
||||
#define IT_INVULNERABILITY 1048576
|
||||
#define IT_SUIT 2097152
|
||||
#define IT_QUAD 4194304
|
||||
#define IT_HOOK 8388608
|
||||
|
||||
|
@ -101,7 +100,6 @@
|
|||
#define TFSTATE_INVINCIBLE 32 // Player has permanent Invincibility (Usually by GoalItem)
|
||||
#define TFSTATE_INVISIBLE 64 // Player has permanent Invisibility (Usually by GoalItem)
|
||||
#define TFSTATE_QUAD 128 // Player has permanent Quad Damage (Usually by GoalItem)
|
||||
#define TFSTATE_RADSUIT 256 // Player has permanent Radsuit (Usually by GoalItem)
|
||||
#define TFSTATE_BURNING 512 // Is on fire
|
||||
#define TFSTATE_GRENTHROWING 1024 // is throwing a grenade
|
||||
#define TFSTATE_AIMING 2048 // is using the laser sight
|
||||
|
@ -284,11 +282,6 @@ enum
|
|||
#define TF_SCAN_SOUND 162 // Scanner sounds on/off
|
||||
#define TF_SCAN_30 163 // Scan using 30 energy (2 cells)
|
||||
#define TF_SCAN_100 164 // Scan using 100 energy (5 cells)
|
||||
#define TF_DETPACK_5 165 // Detpack set to 5 seconds
|
||||
#define TF_DETPACK_20 166 // Detpack set to 20 seconds
|
||||
#define TF_DETPACK_50 167 // Detpack set to 50 seconds
|
||||
#define TF_DETPACK 168 // Detpack Pre-Impulse
|
||||
#define TF_DETPACK_STOP 169 // Impulse to stop setting detpack
|
||||
#define TF_PB_DETONATE 170 // Detonate Pipebombs
|
||||
|
||||
// Special skill
|
||||
|
@ -309,10 +302,6 @@ enum
|
|||
// Select Medikit
|
||||
#define TF_MEDIKIT 176
|
||||
|
||||
// Spy Impulses
|
||||
#define TF_SPY_SPY 177 // On net, go invisible, on LAN, change skin/color
|
||||
#define TF_SPY_DIE 178 // Feign Death
|
||||
|
||||
// Engineer Impulses
|
||||
#define TF_ENGINEER_BUILD 179
|
||||
#define TF_ENGINEER_SANDBAG 180
|
||||
|
@ -357,9 +346,6 @@ enum
|
|||
// Yet MORE Admin Commands
|
||||
#define TF_ADMIN_LISTIPS 198
|
||||
|
||||
// Silent Spy Feign
|
||||
#define TF_SPY_SILENTDIE 199
|
||||
|
||||
|
||||
/*==================================================*/
|
||||
/* Colors */
|
||||
|
@ -455,7 +441,6 @@ enum
|
|||
#define WEAP_INCENDIARY 16384
|
||||
#define WEAP_ASSAULT_CANNON 32768
|
||||
#define WEAP_LIGHTNING 65536
|
||||
#define WEAP_DETPACK 131072
|
||||
#define WEAP_TRANQ 262144
|
||||
#define WEAP_LASER 524288
|
||||
// still room for 12 more weapons
|
||||
|
@ -480,7 +465,6 @@ enum
|
|||
#define WEAPON_INCENDIARY (WEAPON_HOOK+14)
|
||||
#define WEAPON_ASSAULT_CANNON (WEAPON_HOOK+16)
|
||||
#define WEAPON_LIGHTNING (WEAPON_HOOK+17)
|
||||
#define WEAPON_DETPACK (WEAPON_HOOK+18)
|
||||
#define WEAPON_TRANQ (WEAPON_HOOK+19)
|
||||
#define WEAPON_LASER (WEAPON_HOOK+20)
|
||||
#define WEAPON_PIPEBOMB_LAUNCHER (WEAPON_HOOK+21)
|
||||
|
@ -512,13 +496,6 @@ enum
|
|||
// Spanner
|
||||
#define WEAP_SPANNER_REPAIR 10
|
||||
|
||||
// Detpack
|
||||
#define WEAP_DETPACK_DISARMTIME 3 // Time it takes to disarm a Detpack
|
||||
#define WEAP_DETPACK_SETTIME 3 // Time it takes to set a Detpack
|
||||
#define WEAP_DETPACK_SIZE 700 // Explosion Size
|
||||
#define WEAP_DETPACK_GOAL_SIZE 1500 // Explosion Size for goal triggering
|
||||
#define WEAP_DETPACK_BITS_NO 12 // Bits that detpack explodes into
|
||||
|
||||
// Tranquiliser Gun
|
||||
#define TRANQ_TIME 15
|
||||
|
||||
|
@ -687,34 +664,6 @@ enum
|
|||
#define MAX_CONCUSSION_GRENS 3
|
||||
#define MAX_CALTROP_CANS 3
|
||||
|
||||
// Class Details for DEMOLITION MAN
|
||||
#define PC_DEMOMAN_SKIN 1
|
||||
#define PC_DEMOMAN_MAXHEALTH 90
|
||||
#define PC_DEMOMAN_MAXSPEED 280
|
||||
#define PC_DEMOMAN_MAXSTRAFESPEED 280
|
||||
#define PC_DEMOMAN_MAXARMOR 120
|
||||
#define PC_DEMOMAN_INITARMOR 50
|
||||
#define PC_DEMOMAN_MAXARMORTYPE 0.6
|
||||
#define PC_DEMOMAN_INITARMORTYPE 0.6
|
||||
#define PC_DEMOMAN_ARMORCLASSES 31 // ALL
|
||||
#define PC_DEMOMAN_INITARMORCLASS 0
|
||||
#define PC_DEMOMAN_WEAPONS WEAP_AXE | WEAP_SHOTGUN | WEAP_GRENADE_LAUNCHER | WEAP_DETPACK
|
||||
#define PC_DEMOMAN_MAXAMMO_SHOT 75
|
||||
#define PC_DEMOMAN_MAXAMMO_NAIL 50
|
||||
#define PC_DEMOMAN_MAXAMMO_CELL 50
|
||||
#define PC_DEMOMAN_MAXAMMO_ROCKET 50
|
||||
#define PC_DEMOMAN_MAXAMMO_DETPACK 1
|
||||
#define PC_DEMOMAN_INITAMMO_SHOT 30
|
||||
#define PC_DEMOMAN_INITAMMO_NAIL 0
|
||||
#define PC_DEMOMAN_INITAMMO_CELL 0
|
||||
#define PC_DEMOMAN_INITAMMO_ROCKET 20
|
||||
#define PC_DEMOMAN_INITAMMO_DETPACK 1
|
||||
#define PC_DEMOMAN_GRENADE_TYPE_1 GR_TYPE_NORMAL
|
||||
#define PC_DEMOMAN_GRENADE_TYPE_2 GR_TYPE_MIRV
|
||||
#define PC_DEMOMAN_GRENADE_INIT_1 4
|
||||
#define PC_DEMOMAN_GRENADE_INIT_2 4
|
||||
#define PC_DEMOMAN_TF_ITEMS 0
|
||||
|
||||
// Class Details for COMBAT MEDIC
|
||||
#define PC_MEDIC_SKIN 3
|
||||
#define PC_MEDIC_MAXHEALTH 90
|
||||
|
@ -891,7 +840,6 @@ enum
|
|||
// for complete descriptions.
|
||||
// Defines for Goal Activation types : goal_activation (in goals)
|
||||
#define TFGA_TOUCH 1 // Activated when touched
|
||||
#define TFGA_TOUCH_DETPACK 2 // Activated when touched by a detpack explosion
|
||||
#define TFGA_REVERSE_AP 4 // Activated when AP details are _not_ met
|
||||
#define TFGA_SPANNER 8 // Activated when hit by an engineer's spanner
|
||||
#define TFGA_DROPTOGROUND 2048 // Drop to Ground when spawning
|
||||
|
@ -1046,11 +994,9 @@ float already_chosen_map;
|
|||
#define DMSG_GREN_NAIL 9
|
||||
#define DMSG_GREN_MIRV 10
|
||||
#define DMSG_GREN_PIPE 11
|
||||
#define DMSG_DETPACK 12
|
||||
#define DMSG_BIOWEAPON 13
|
||||
#define DMSG_BIOWEAPON_ATT 14
|
||||
#define DMSG_FLAME 15
|
||||
#define DMSG_DETPACK_DIS 16
|
||||
#define DMSG_AXE 17
|
||||
#define DMSG_SNIPERRIFLE 18
|
||||
#define DMSG_AUTORIFLE 19
|
||||
|
@ -1107,24 +1053,11 @@ float already_chosen_map;
|
|||
|
||||
#define MENU_DEFAULT 1
|
||||
#define MENU_TEAM 2
|
||||
#define MENU_CLASS 3
|
||||
#define MENU_MAPBRIEFING 4
|
||||
#define MENU_INTRO 5
|
||||
#define MENU_CLASSHELP 6
|
||||
#define MENU_CLASSHELP2 7
|
||||
#define MENU_REPEATHELP 8
|
||||
#define MENU_ITEMSELECTION 9
|
||||
|
||||
|
||||
|
||||
#define MENU_SPY 12
|
||||
#define MENU_SPY_SKIN 13
|
||||
#define MENU_SPY_COLOR 14
|
||||
#define MENU_ENGINEER 15
|
||||
#define MENU_ENGINEER_FIX_DISPENSER 16
|
||||
#define MENU_ENGINEER_FIX_SENTRYGUN 17
|
||||
#define MENU_ENGINEER_FIX_MORTAR 18
|
||||
#define MENU_DISPENSER 19
|
||||
#define MENU_CLASS_CHANGE 20
|
||||
#define MENU_TEAM_CHANGE 21
|
||||
|
||||
#define MENU_REFRESH_RATE 25
|
||||
|
@ -1142,8 +1075,6 @@ float already_chosen_map;
|
|||
#define TF_TIMER_REGENERATION 6
|
||||
#define TF_TIMER_GRENPRIME 7
|
||||
#define TF_TIMER_CELLREGENERATION 8
|
||||
#define TF_TIMER_DETPACKSET 9
|
||||
#define TF_TIMER_DETPACKDISARM 10
|
||||
#define TF_TIMER_BUILD 11
|
||||
#define TF_TIMER_CHECKBUILDDISTANCE 12
|
||||
#define TF_TIMER_DISGUISE 13
|
||||
|
@ -1285,7 +1216,7 @@ extern cvar_t tfc_spam_penalty2;// incremental gag penalty (seconds) for each ti
|
|||
extern cvar_t tfc_spam_limit; // at this many points, gag the spammer
|
||||
extern cvar_t tfc_clanbattle, tfc_clanbattle_prematch, tfc_prematch, tfc_clanbattle_ceasefire, tfc_balance_teams, tfc_balance_scores;
|
||||
extern cvar_t tfc_clanbattle_locked, tfc_birthday, tfc_autokick_kills, tfc_fragscoring, tfc_autokick_time, tfc_adminpwd;
|
||||
extern cvar_t weaponstay, footsteps, flashlight, aimcrosshair, falldamage, teamplay;
|
||||
extern cvar_t weaponstay, flashlight, aimcrosshair, teamplay;
|
||||
|
||||
/*==========================================================================*/
|
||||
class CTFFlame : public CBaseMonster
|
||||
|
|
340
cl_dll/thewastes/hl_baseentity.cpp
Normal file
340
cl_dll/thewastes/hl_baseentity.cpp
Normal file
|
@ -0,0 +1,340 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
==========================
|
||||
This file contains "stubs" of class member implementations so that we can predict certain
|
||||
weapons client side. From time to time you might find that you need to implement part of the
|
||||
these functions. If so, cut it from here, paste it in hl_weapons.cpp or somewhere else and
|
||||
add in the functionality you need.
|
||||
==========================
|
||||
*/
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "nodes.h"
|
||||
#include "soundent.h"
|
||||
|
||||
// Globals used by game logic
|
||||
const Vector g_vecZero = Vector( 0, 0, 0 );
|
||||
int gmsgWeapPickup = 0;
|
||||
enginefuncs_t g_engfuncs;
|
||||
globalvars_t *gpGlobals;
|
||||
|
||||
ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
|
||||
|
||||
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch) { }
|
||||
|
||||
// CBaseEntity Stubs
|
||||
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
|
||||
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
|
||||
CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
|
||||
int CBaseEntity::Save( CSave &save ) { return 1; }
|
||||
int CBaseEntity::Restore( CRestore &restore ) { return 1; }
|
||||
void CBaseEntity::SetObjectCollisionBox( void ) { }
|
||||
int CBaseEntity :: Intersects( CBaseEntity *pOther ) { return 0; }
|
||||
void CBaseEntity :: MakeDormant( void ) { }
|
||||
int CBaseEntity :: IsDormant( void ) { return 0; }
|
||||
BOOL CBaseEntity :: IsInWorld( void ) { return TRUE; }
|
||||
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
|
||||
int CBaseEntity :: DamageDecal( int bitsDamageType ) { return -1; }
|
||||
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
|
||||
void CBaseEntity::SUB_Remove( void ) { }
|
||||
|
||||
// CBaseDelay Stubs
|
||||
void CBaseDelay :: KeyValue( struct KeyValueData_s * ) { }
|
||||
int CBaseDelay::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseDelay::Save( class CSave & ) { return 1; }
|
||||
|
||||
// CBaseAnimating Stubs
|
||||
int CBaseAnimating::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseAnimating::Save( class CSave & ) { return 1; }
|
||||
|
||||
// DEBUG Stubs
|
||||
edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; }
|
||||
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage) { }
|
||||
|
||||
// UTIL_* Stubs
|
||||
void UTIL_PrecacheOther( const char *szClassname ) { }
|
||||
void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { }
|
||||
void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||||
void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { }
|
||||
void UTIL_MakeVectors( const Vector &vecAngles ) { }
|
||||
BOOL UTIL_IsValidEntity( edict_t *pent ) { return TRUE; }
|
||||
void UTIL_SetOrigin( entvars_t *, const Vector &org ) { }
|
||||
BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return TRUE; }
|
||||
void UTIL_LogPrintf(char *,...) { }
|
||||
void UTIL_ClientPrintAll( int,char const *,char const *,char const *,char const *,char const *) { }
|
||||
void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { }
|
||||
|
||||
// CBaseToggle Stubs
|
||||
int CBaseToggle::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseToggle::Save( class CSave & ) { return 1; }
|
||||
void CBaseToggle :: KeyValue( struct KeyValueData_s * ) { }
|
||||
|
||||
// CGrenade Stubs
|
||||
void CGrenade::BounceSound( void ) { }
|
||||
void CGrenade::Explode( Vector, Vector ) { }
|
||||
void CGrenade::Explode( TraceResult *, int ) { }
|
||||
void CGrenade::Killed( entvars_t *, int ) { }
|
||||
void CGrenade::Spawn( void ) { }
|
||||
CGrenade * CGrenade:: ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; }
|
||||
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ){ return 0; }
|
||||
void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){ }
|
||||
|
||||
void UTIL_Remove( CBaseEntity *pEntity ){ }
|
||||
void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ){ }
|
||||
CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ){ return 0;}
|
||||
|
||||
Vector UTIL_VecToAngles( const Vector &vec ){ return 0; }
|
||||
CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ) { return 0; }
|
||||
void CBeam::PointEntInit( const Vector &start, int endIndex ) { }
|
||||
CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { return NULL; }
|
||||
void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { }
|
||||
|
||||
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
|
||||
void CBaseMonster :: Eat ( float flFullDuration ) { }
|
||||
BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; }
|
||||
void CBaseMonster :: Listen ( void ) { }
|
||||
float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; }
|
||||
BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; }
|
||||
void CBaseMonster :: Look ( int iDistance ) { }
|
||||
int CBaseMonster :: ISoundMask ( void ) { return 0; }
|
||||
CSound* CBaseMonster :: PBestSound ( void ) { return NULL; }
|
||||
CSound* CBaseMonster :: PBestScent ( void ) { return NULL; }
|
||||
float CBaseAnimating :: StudioFrameAdvance ( float flInterval ) { return 0.0; }
|
||||
void CBaseMonster :: MonsterThink ( void ) { }
|
||||
void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
|
||||
int CBaseMonster :: IgnoreConditions ( void ) { return 0; }
|
||||
void CBaseMonster :: RouteClear ( void ) { }
|
||||
void CBaseMonster :: RouteNew ( void ) { }
|
||||
BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; }
|
||||
BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
|
||||
BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
|
||||
BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
|
||||
BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
|
||||
int ShouldSimplify( int routeType ) { return TRUE; }
|
||||
void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { }
|
||||
BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; }
|
||||
BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
||||
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { }
|
||||
BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; }
|
||||
int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; }
|
||||
void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
|
||||
BOOL CBaseMonster :: PopEnemy( ) { return FALSE; }
|
||||
void CBaseMonster :: SetActivity ( Activity NewActivity ) { }
|
||||
void CBaseMonster :: SetSequenceByName ( char *szSequence ) { }
|
||||
int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
|
||||
float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
|
||||
void CBaseMonster :: AdvanceRoute ( float distance ) { }
|
||||
int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; }
|
||||
BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
|
||||
void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { }
|
||||
BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
|
||||
void CBaseMonster :: Move ( float flInterval ) { }
|
||||
BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
|
||||
void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
|
||||
void CBaseMonster :: MonsterInit ( void ) { }
|
||||
void CBaseMonster :: MonsterInitThink ( void ) { }
|
||||
void CBaseMonster :: StartMonster ( void ) { }
|
||||
void CBaseMonster :: MovementComplete( void ) { }
|
||||
int CBaseMonster::TaskIsRunning( void ) { return 0; }
|
||||
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
||||
BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
|
||||
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
||||
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
||||
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
||||
float CBaseMonster::FlYawDiff ( void ) { return 0.0; }
|
||||
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
||||
float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; }
|
||||
int CBaseAnimating :: LookupActivity ( int activity ) { return 0; }
|
||||
int CBaseAnimating :: LookupActivityHeaviest ( int activity ) { return 0; }
|
||||
void CBaseMonster :: SetEyePosition ( void ) { }
|
||||
int CBaseAnimating :: LookupSequence ( const char *label ) { return 0; }
|
||||
void CBaseAnimating :: ResetSequenceInfo ( ) { }
|
||||
BOOL CBaseAnimating :: GetSequenceFlags( ) { return FALSE; }
|
||||
void CBaseAnimating :: DispatchAnimEvents ( float flInterval ) { }
|
||||
void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { }
|
||||
float CBaseAnimating :: SetBoneController ( int iController, float flValue ) { return 0.0; }
|
||||
void CBaseAnimating :: InitBoneControllers ( void ) { }
|
||||
float CBaseAnimating :: SetBlending ( int iBlender, float flValue ) { return 0; }
|
||||
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles ) { }
|
||||
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles ) { }
|
||||
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; }
|
||||
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
|
||||
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue ) { }
|
||||
int CBaseAnimating :: GetBodygroup( int iGroup ) { return 0; }
|
||||
Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; }
|
||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue) {}
|
||||
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
|
||||
void CBaseEntity :: TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
|
||||
void CBaseMonster :: MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
|
||||
BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; }
|
||||
int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; }
|
||||
void CBaseMonster::ReportAIState( void ) { }
|
||||
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
||||
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
||||
int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
|
||||
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; }
|
||||
BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; }
|
||||
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue) { }
|
||||
CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
|
||||
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
||||
void CBaseMonster :: RadiusDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||
void CBaseMonster :: RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
|
||||
void CBaseMonster::FadeMonster( void ) { }
|
||||
void CBaseMonster :: GibMonster( void ) { }
|
||||
BOOL CBaseMonster :: HasHumanGibs( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
||||
Activity CBaseMonster :: GetDeathActivity ( void ) { return ACT_DIE_HEADSHOT; }
|
||||
void CBaseMonster :: RunTask ( Task_t *pTask ) { }
|
||||
void CBaseMonster :: StartTask ( Task_t *pTask ) { }
|
||||
void CBaseMonster::BecomeDead( void ) {}
|
||||
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib) {}
|
||||
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
||||
int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||
int CBaseMonster::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseMonster::Save( class CSave & ) { return 1; }
|
||||
|
||||
int TrainSpeed(int iSpeed, int iMax) { return 0; }
|
||||
|
||||
CPlayerInventory::CPlayerInventory(){}
|
||||
BOOL CPlayerInventory::SetInventory(int Slot,int Index){ return FALSE; }
|
||||
void CPlayerInventory::SpawnInventory(CBasePlayer *pPlayer){}
|
||||
void CPlayerInventory::SetRandom( BOOL b ){}
|
||||
playeritemlist_t *CPlayerInventory::GetListForSlot( int Slot ){ return NULL; }
|
||||
|
||||
void CBasePlayer :: DeathSound( void ) { }
|
||||
int CBasePlayer :: TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
|
||||
void CBasePlayer :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue) {}
|
||||
int CBasePlayer :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
|
||||
void CBasePlayer::PackDeadPlayerItems( void ) { }
|
||||
void CBasePlayer::RemoveAllItems( void ) { }
|
||||
void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
|
||||
void CBasePlayer::WaterMove() { }
|
||||
BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; }
|
||||
void CBasePlayer::PlayerDeathThink(void) { }
|
||||
void CBasePlayer::StartDeathCam( void ) { }
|
||||
void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) { }
|
||||
void CBasePlayer::PlayerUse ( void ) { }
|
||||
void CBasePlayer::Jump() { }
|
||||
void CBasePlayer::Duck( ) { }
|
||||
int CBasePlayer::Classify ( void ) { return 0; }
|
||||
void CBasePlayer::PreThink(void) { }
|
||||
void CBasePlayer::CheckTimeBasedDamage() { }
|
||||
void CBasePlayer :: UpdatePlayerSound ( void ) { }
|
||||
void CBasePlayer :: Precache( void ) { }
|
||||
int CBasePlayer::Save( CSave &save ) { return 0; }
|
||||
void CBasePlayer::RenewItems(void) { }
|
||||
int CBasePlayer::Restore( CRestore &restore ) { return 0; }
|
||||
void CBasePlayer::SelectNextItem( int iItem ) { }
|
||||
BOOL CBasePlayer::HasWeapons( void ) { return FALSE; }
|
||||
void CBasePlayer::SelectPrevItem( int iItem ) { }
|
||||
CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; }
|
||||
BOOL CBasePlayer :: FlashlightIsOn( void ) { return FALSE; }
|
||||
void CBasePlayer :: FlashlightTurnOn( void ) { }
|
||||
void CBasePlayer :: FlashlightTurnOff( void ) { }
|
||||
void CBasePlayer :: ForceClientDllUpdate( void ) { }
|
||||
void CBasePlayer::ImpulseCommands( ) { }
|
||||
void CBasePlayer::CheatImpulseCommands( int iImpulse ) { }
|
||||
int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||||
int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
|
||||
void CBasePlayer::ItemPreFrame() { }
|
||||
void CBasePlayer::ItemPostFrame() { }
|
||||
void CBasePlayer::PostThink(){ }
|
||||
float CBasePlayer::flCalculateInventoryWeight(){ return 1; }
|
||||
int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; }
|
||||
int CBasePlayer::GetAmmoIndex(const char *psz) { return -1; }
|
||||
void CBasePlayer::SendAmmoUpdate(void) { }
|
||||
void CBasePlayer :: UpdateClientData( void ) { }
|
||||
BOOL CBasePlayer :: FBecomeProne ( void ) { return TRUE; }
|
||||
int CBasePlayer :: Illumination( void ) { return 0; }
|
||||
void CBasePlayer :: EnableControl(BOOL fControl) { }
|
||||
Vector CBasePlayer :: GetAutoaimVector( float flDelta ) { return g_vecZero; }
|
||||
Vector CBasePlayer :: AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; }
|
||||
void CBasePlayer :: ResetAutoaim( ) { }
|
||||
void CBasePlayer :: SetCustomDecalFrames( int nFrames ) { }
|
||||
int CBasePlayer :: GetCustomDecalFrames( void ) { return -1; }
|
||||
void CBasePlayer::DropPlayerItem ( char *pszItemName ) { }
|
||||
BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
|
||||
BOOL CBasePlayer :: SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
|
||||
Vector CBasePlayer :: GetGunPosition( void ) { return g_vecZero; }
|
||||
const char *CBasePlayer::TeamID( void ) { return ""; }
|
||||
int CBasePlayer :: GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
|
||||
void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
|
||||
void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
|
||||
|
||||
void ClearMultiDamage(void) { }
|
||||
void ApplyMultiDamage(entvars_t *pevInflictor, entvars_t *pevAttacker ) { }
|
||||
void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { }
|
||||
void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage) { }
|
||||
int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; }
|
||||
void DecalGunshot( TraceResult *pTrace, int iBulletType ) { }
|
||||
void EjectBrass ( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { }
|
||||
void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { }
|
||||
int CBasePlayerItem::Restore( class CRestore & ) { return 1; }
|
||||
int CBasePlayerItem::Save( class CSave & ) { return 1; }
|
||||
int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; }
|
||||
int CBasePlayerWeapon::Save( class CSave & ) { return 1; }
|
||||
void CBasePlayerItem :: SetObjectCollisionBox( void ) { }
|
||||
void CBasePlayerItem :: FallInit( void ) { }
|
||||
void CBasePlayerItem::FallThink ( void ) { }
|
||||
void CBasePlayerItem::Materialize( void ) { }
|
||||
void CBasePlayerItem::AttemptToMaterialize( void ) { }
|
||||
void CBasePlayerItem :: CheckRespawn ( void ) { }
|
||||
CBaseEntity* CBasePlayerItem::Respawn( void ) { return NULL; }
|
||||
void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { }
|
||||
void CBasePlayerItem::DestroyItem( void ) { }
|
||||
int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; }
|
||||
void CBasePlayerItem::Drop( void ) { }
|
||||
void CBasePlayerItem::Kill( void ) { }
|
||||
void CBasePlayerItem::Holster( int skiplocal ) { }
|
||||
void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { }
|
||||
int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; }
|
||||
int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; }
|
||||
int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
|
||||
BOOL CBasePlayerWeapon :: AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; }
|
||||
BOOL CBasePlayerWeapon :: AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; }
|
||||
BOOL CBasePlayerWeapon :: IsUseable( void ) { return TRUE; }
|
||||
int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; }
|
||||
int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; }
|
||||
void CBasePlayerAmmo::Spawn( void ) { }
|
||||
CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; }
|
||||
void CBasePlayerAmmo::Materialize( void ) { }
|
||||
void CBasePlayerAmmo :: DefaultTouch( CBaseEntity *pOther ) { }
|
||||
int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||
int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
|
||||
void CBasePlayerWeapon::RetireWeapon( void ) { }
|
||||
void CSoundEnt::InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
|
||||
void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
|
95
cl_dll/thewastes/hl_events.cpp
Normal file
95
cl_dll/thewastes/hl_events.cpp
Normal file
|
@ -0,0 +1,95 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "../hud.h"
|
||||
#include "../cl_util.h"
|
||||
#include "event_api.h"
|
||||
|
||||
extern "C"
|
||||
{
|
||||
// Events
|
||||
void EV_BerettaShoot (struct event_args_s *args);
|
||||
void EV_ColtShoot (struct event_args_s *args);
|
||||
void EV_DeagleShoot (struct event_args_s *args);
|
||||
void EV_RugerShoot (struct event_args_s *args);
|
||||
void EV_HandcannonShoot(struct event_args_s *args);
|
||||
void EV_SawedOffShoot (struct event_args_s *args);
|
||||
void EV_MossbergShoot (struct event_args_s *args);
|
||||
void EV_WinchesterShoot(struct event_args_s *args);
|
||||
void EV_Smg9Shoot (struct event_args_s *args);
|
||||
void EV_FnFalShoot (struct event_args_s *args);
|
||||
void EV_TommyGunShoot (struct event_args_s *args);
|
||||
void EV_JackHammerShoot(struct event_args_s *args);
|
||||
void EV_G11Shoot (struct event_args_s *args);
|
||||
void EV_BoltRifleShoot (struct event_args_s *args);
|
||||
void EV_StenShoot (struct event_args_s *args);
|
||||
void EV_MolotovCocktail(struct event_args_s *args);
|
||||
void EV_FragGrenade (struct event_args_s *args);
|
||||
void EV_Pipebomb (struct event_args_s *args);
|
||||
void EV_CombatKnife (struct event_args_s *args);
|
||||
void EV_BaseballBat (struct event_args_s *args);
|
||||
void EV_SledgeHammer (struct event_args_s *args);
|
||||
void EV_Katana (struct event_args_s *args);
|
||||
void EV_Spear (struct event_args_s *args);
|
||||
void EV_CattleProd (struct event_args_s *args);
|
||||
void EV_AkimboBerettas (struct event_args_s *args);
|
||||
void EV_AkimboColts (struct event_args_s *args);
|
||||
void EV_AkimboDeagles (struct event_args_s *args);
|
||||
void EV_AkimboSawedOffs(struct event_args_s *args);
|
||||
}
|
||||
|
||||
/*
|
||||
======================
|
||||
Game_HookEvents
|
||||
|
||||
Associate script file name with callback functions. Callback's must be extern "C" so
|
||||
the engine doesn't get confused about name mangling stuff. Note that the format is
|
||||
always the same. Of course, a clever mod team could actually embed parameters, behavior
|
||||
into the actual .sc files and create a .sc file parser and hook their functionality through
|
||||
that.. i.e., a scripting system.
|
||||
|
||||
That was what we were going to do, but we ran out of time...oh well.
|
||||
======================
|
||||
*/
|
||||
void Game_HookEvents( void )
|
||||
{
|
||||
gEngfuncs.pfnHookEvent( "events/beretta.sc", EV_BerettaShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/colt.sc", EV_ColtShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/deagle.sc", EV_DeagleShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/ruger.sc", EV_RugerShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/handcannon.sc", EV_HandcannonShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/sawedoff.sc", EV_SawedOffShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/mossberg.sc", EV_MossbergShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/winchester.sc", EV_WinchesterShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/smg9.sc", EV_Smg9Shoot );
|
||||
gEngfuncs.pfnHookEvent( "events/fnfal.sc", EV_FnFalShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/tommygun.sc", EV_TommyGunShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/jackhammer.sc", EV_JackHammerShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/g11.sc", EV_G11Shoot );
|
||||
gEngfuncs.pfnHookEvent( "events/boltrifle.sc", EV_BoltRifleShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/sten.sc", EV_StenShoot );
|
||||
gEngfuncs.pfnHookEvent( "events/molotovcocktail.sc", EV_MolotovCocktail );
|
||||
gEngfuncs.pfnHookEvent( "events/fraggrenade.sc", EV_FragGrenade );
|
||||
gEngfuncs.pfnHookEvent( "events/pipebomb.sc", EV_Pipebomb );
|
||||
gEngfuncs.pfnHookEvent( "events/combatknife.sc", EV_CombatKnife );
|
||||
gEngfuncs.pfnHookEvent( "events/baseballbat.sc", EV_BaseballBat );
|
||||
gEngfuncs.pfnHookEvent( "events/sledgehammer.sc", EV_SledgeHammer );
|
||||
gEngfuncs.pfnHookEvent( "events/katana.sc", EV_Katana );
|
||||
gEngfuncs.pfnHookEvent( "events/spear.sc", EV_Spear );
|
||||
gEngfuncs.pfnHookEvent( "events/cattleprod.sc", EV_CattleProd );
|
||||
gEngfuncs.pfnHookEvent( "events/akimboberettas.sc", EV_AkimboBerettas );
|
||||
gEngfuncs.pfnHookEvent( "events/akimbocolts.sc", EV_AkimboColts );
|
||||
gEngfuncs.pfnHookEvent( "events/akimbodeagles.sc", EV_AkimboDeagles );
|
||||
gEngfuncs.pfnHookEvent( "events/akimbosawedoffs.sc", EV_AkimboSawedOffs );
|
||||
}
|
151
cl_dll/thewastes/hl_objects.cpp
Normal file
151
cl_dll/thewastes/hl_objects.cpp
Normal file
|
@ -0,0 +1,151 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "../hud.h"
|
||||
#include "../cl_util.h"
|
||||
#include "../demo.h"
|
||||
|
||||
#include "demo_api.h"
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
|
||||
#include "pm_defs.h"
|
||||
#include "event_api.h"
|
||||
#include "entity_types.h"
|
||||
#include "r_efx.h"
|
||||
|
||||
#include "twm.h"
|
||||
#include "../twmmanager.h"
|
||||
|
||||
#include "../ParseBspEnt.h"
|
||||
#include "../ParseBsp.h"
|
||||
#include "../tri.h"
|
||||
|
||||
#include "../ParticleBase.h"
|
||||
|
||||
extern cvar_t *cl_enablefog;
|
||||
|
||||
int EnvFog_SetFog();
|
||||
void HUD_GetLastOrg( float *org );
|
||||
|
||||
void UpdateBeams ( void )
|
||||
{
|
||||
vec3_t forward, vecSrc, vecEnd, origin, angles, right, up;
|
||||
vec3_t view_ofs;
|
||||
pmtrace_t tr;
|
||||
cl_entity_t *pthisplayer = gEngfuncs.GetLocalPlayer();
|
||||
int idx = pthisplayer->index;
|
||||
|
||||
// Get our exact viewangles from engine
|
||||
gEngfuncs.GetViewAngles( (float *)angles );
|
||||
|
||||
// Determine our last predicted origin
|
||||
HUD_GetLastOrg( (float *)&origin );
|
||||
|
||||
AngleVectors( angles, forward, right, up );
|
||||
|
||||
VectorCopy( origin, vecSrc );
|
||||
|
||||
VectorMA( vecSrc, 2048, forward, vecEnd );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( false, true );
|
||||
|
||||
// Store off the old count
|
||||
gEngfuncs.pEventAPI->EV_PushPMStates();
|
||||
|
||||
// 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_PopPMStates();
|
||||
}
|
||||
|
||||
void Game_CrosshairInfo()
|
||||
{
|
||||
vec3_t angles,origin,forward,right,up,src,dest;
|
||||
pmtrace_t tr;
|
||||
cl_entity_t *pLocalPlayer = gEngfuncs.GetLocalPlayer();
|
||||
int idx = pLocalPlayer->index;
|
||||
|
||||
// Get player's origin and angle
|
||||
gEngfuncs.GetViewAngles((float*)&angles);
|
||||
HUD_GetLastOrg((float*)&origin);
|
||||
AngleVectors(angles,forward,right,up);
|
||||
|
||||
// Set up source and dest vectors
|
||||
VectorCopy(origin,src);
|
||||
VectorMA(src,128,forward,dest);
|
||||
|
||||
// Trace ahead to find a player
|
||||
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction(false,true);
|
||||
|
||||
// Store off the old count
|
||||
gEngfuncs.pEventAPI->EV_PushPMStates();
|
||||
|
||||
// Now add in all of the players.
|
||||
gEngfuncs.pEventAPI->EV_SetSolidPlayers(idx - 1);
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull(2);
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace(src,dest,PM_STUDIO_BOX,-1,&tr);
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||
|
||||
// We hit something
|
||||
if(tr.fraction != 1.0f)
|
||||
gHUD.m_CrosshairInfo.UpdateInfo(tr.ent);
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
Game_AddObjects
|
||||
|
||||
Add game specific, client-side objects here
|
||||
=====================
|
||||
*/
|
||||
void Game_AddObjects( void )
|
||||
{
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
Game_UpdateObjects
|
||||
|
||||
Update info needed
|
||||
=====================
|
||||
*/
|
||||
void Game_UpdateObjects(double frametime)
|
||||
{
|
||||
// Update particles
|
||||
g_ParticleSystemManager.Update( frametime );
|
||||
|
||||
// Update crosshair
|
||||
Game_CrosshairInfo();
|
||||
|
||||
// Update 3d muzzleflashes
|
||||
TWM_UPDATE_ARRAY(g_MuzzleflashModels,g_iNumMuzzleflashModels,frametime);
|
||||
|
||||
// Update fog
|
||||
if(!EnvFog_SetFog())
|
||||
{
|
||||
R_SetFog(g_Worldspawn.flFogcolor_r,
|
||||
g_Worldspawn.flFogcolor_g,
|
||||
g_Worldspawn.flFogcolor_b,
|
||||
g_Worldspawn.flFogcolor_start,
|
||||
g_Worldspawn.flFogcolor_end,
|
||||
cl_enablefog->value ? g_Worldspawn.iEnableFog : 0);
|
||||
}
|
||||
}
|
1112
cl_dll/thewastes/hl_weapons.cpp
Normal file
1112
cl_dll/thewastes/hl_weapons.cpp
Normal file
File diff suppressed because it is too large
Load diff
393
cl_dll/thewastes_hud.cpp
Normal file
393
cl_dll/thewastes_hud.cpp
Normal file
|
@ -0,0 +1,393 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// thewastes_hud.cpp
|
||||
//
|
||||
#include "STDIO.H"
|
||||
#include "STDLIB.H"
|
||||
#include "MATH.H"
|
||||
#include <string.h>
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "parsemsg.h"
|
||||
#include "cl_entity.h"
|
||||
|
||||
#include "tw_common.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
#define MAX_CLIENTS 32
|
||||
|
||||
/*
|
||||
===================
|
||||
CrosshairInfo
|
||||
===================
|
||||
*/
|
||||
int CCrosshairInfo::Init()
|
||||
{
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
m_flCenterTime = 0.0f;
|
||||
|
||||
strcpy(m_szCenterName,"");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CCrosshairInfo::VidInit()
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
// We do this client side now ;)
|
||||
int CCrosshairInfo::Draw(float fTime)
|
||||
{
|
||||
// print in middle of screen
|
||||
// TODO: Disabled until i can fix the code from
|
||||
// flagging the wrong entities
|
||||
/* if(!gHUD.m_iIntermission && gHUD.m_flTime < m_flCenterTime)
|
||||
{
|
||||
int x,y;
|
||||
|
||||
int width,height;
|
||||
GetConsoleStringSize(m_szCenterName,&width,&height);
|
||||
|
||||
y = ScreenHeight * 0.55f;
|
||||
x = ScreenWidth/2 - width/2;
|
||||
|
||||
DrawConsoleString(x,y,m_szCenterName);
|
||||
}
|
||||
*/
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CCrosshairInfo::UpdateInfo(int index)
|
||||
{
|
||||
cl_entity_t *pEnt = gEngfuncs.GetEntityByIndex(index);
|
||||
|
||||
gViewPort->GetAllPlayersInfo();
|
||||
|
||||
if(pEnt == NULL)
|
||||
return;
|
||||
|
||||
// Player checks
|
||||
if(!pEnt->player || pEnt == gEngfuncs.GetLocalPlayer())
|
||||
return;
|
||||
|
||||
sprintf(m_szCenterName,"%s (%i%%)",g_PlayerInfoList[pEnt->index].name,pEnt->curstate.health);
|
||||
m_flCenterTime = gHUD.m_flTime + 0.25f;
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
PlayerState
|
||||
===================
|
||||
*/
|
||||
DECLARE_MESSAGE(m_PlayerState,PlayerState);
|
||||
|
||||
int CHudPlayerState::Init()
|
||||
{
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
HOOK_MESSAGE(PlayerState);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudPlayerState::VidInit()
|
||||
{
|
||||
m_iActiveSprite = 0;
|
||||
|
||||
m_HUD_bleeding = gHUD.GetSpriteIndex("bleeding");
|
||||
m_HUD_composure = gHUD.GetSpriteIndex("composure");
|
||||
m_HUD_willpower = gHUD.GetSpriteIndex("willpower");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudPlayerState::Draw(float fTime)
|
||||
{
|
||||
if(gHUD.m_iHideHUDDisplay & HIDEHUD_HEALTH)
|
||||
return 1;
|
||||
|
||||
if(gHUD.m_Health.m_iHealth >= 100 || gHUD.m_Health.m_iHealth <= 0)
|
||||
return 1;
|
||||
|
||||
int r,g,b,x,y;
|
||||
wrect_t *prc;
|
||||
int cursprite;
|
||||
|
||||
switch(m_iActiveSprite)
|
||||
{
|
||||
case 0: return 1;
|
||||
case 1: cursprite = m_HUD_composure; break;
|
||||
case 2: cursprite = m_HUD_bleeding; break;
|
||||
case 3: cursprite = m_HUD_willpower; break;
|
||||
}
|
||||
|
||||
UnpackRGB(r,g,b,RGB_WHITE);
|
||||
ScaleColors(r,g,b,225);
|
||||
|
||||
prc = &gHUD.GetSpriteRect(cursprite);
|
||||
|
||||
x = 5;
|
||||
y = ScreenHeight / 2 - (prc->bottom - prc->top) / 2;
|
||||
|
||||
// Draw sprite
|
||||
SPR_Set(gHUD.GetSprite(cursprite),r,g,b);
|
||||
SPR_DrawHoles(0,x,y,prc);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudPlayerState::MsgFunc_PlayerState(const char *pszName,int iSize,void *pbuf)
|
||||
{
|
||||
BEGIN_READ(pbuf,iSize);
|
||||
|
||||
m_iActiveSprite = READ_BYTE();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudPlayerState::ActiveState()
|
||||
{
|
||||
return m_iActiveSprite;
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
Scope
|
||||
===================
|
||||
*/
|
||||
int CHudScope::Init()
|
||||
{
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudScope::VidInit()
|
||||
{
|
||||
m_h320Scope = SPR_Load("sprites/320scope.spr");
|
||||
m_h640Scope = SPR_Load("sprites/640scope.spr");
|
||||
m_h1280Scope = SPR_Load("sprites/1280scope.spr");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudScope::DrawScopePart(int frame,int x,int y,HSPRITE hSprite,wrect_t *rect)
|
||||
{
|
||||
SPR_Set(hSprite,255,255,255);
|
||||
SPR_DrawHoles(frame,x,y,rect);
|
||||
}
|
||||
|
||||
int CHudScope::Draw(float flTime)
|
||||
{
|
||||
if(gHUD.m_iHideHUDDisplay & HIDEHUD_ALL)
|
||||
return 1;
|
||||
|
||||
// y Yes~
|
||||
return 1;
|
||||
|
||||
int x,y;
|
||||
int center_x,center_y;
|
||||
wrect_t rect;
|
||||
|
||||
x = y = 0;
|
||||
center_x = ScreenWidth / 2;
|
||||
center_y = ScreenHeight / 2;
|
||||
|
||||
// We have a few scope sprites to choose from
|
||||
// To match the best resolution
|
||||
switch(ScreenWidth)
|
||||
{
|
||||
case 320:
|
||||
// 320x240
|
||||
rect = gHUD.GetSpriteRect(gHUD.GetSpriteIndex("320scope"));
|
||||
|
||||
DrawScopePart(0,0,0,m_h320Scope,&rect);
|
||||
DrawScopePart(1,160,0,m_h320Scope,&rect);
|
||||
DrawScopePart(1,0,120,m_h320Scope,&rect);
|
||||
DrawScopePart(1,160,120,m_h320Scope,&rect);
|
||||
break;
|
||||
case 640:
|
||||
case 800:
|
||||
// 640x480
|
||||
// 800x600
|
||||
rect = gHUD.GetSpriteRect(gHUD.GetSpriteIndex("640scope"));
|
||||
|
||||
x = center_x - 160*2;
|
||||
y = center_y - 240;
|
||||
DrawScopePart(0,x,y,m_h640Scope,&rect);
|
||||
x += 160;
|
||||
DrawScopePart(1,x,y,m_h640Scope,&rect);
|
||||
x += 160;
|
||||
DrawScopePart(2,x,y,m_h640Scope,&rect);
|
||||
x += 160;
|
||||
DrawScopePart(3,x,y,m_h640Scope,&rect);
|
||||
|
||||
y += 240;
|
||||
x = center_x - 160*2;
|
||||
DrawScopePart(4,x,y,m_h640Scope,&rect);
|
||||
x += 160;
|
||||
DrawScopePart(5,x,y,m_h640Scope,&rect);
|
||||
x += 160;
|
||||
DrawScopePart(6,x,y,m_h640Scope,&rect);
|
||||
x += 160;
|
||||
DrawScopePart(7,x,y,m_h640Scope,&rect);
|
||||
|
||||
// Fill blank areas
|
||||
{
|
||||
int r,g,b,a;
|
||||
|
||||
r = g = b = 128;
|
||||
a = 255;
|
||||
ScaleColors(r, g, b, a );
|
||||
|
||||
FillRGBA(0,(ScreenHeight-480)/2,ScreenWidth/2-160*2,480,r,g,b,a);
|
||||
FillRGBA(ScreenWidth-(ScreenWidth/2-160*2),(ScreenHeight-480)/2,ScreenWidth/2-160*2,480,r,g,b,a);
|
||||
FillRGBA(0,0,ScreenWidth,(ScreenHeight-480)/2,r,g,b,a);
|
||||
FillRGBA(0,ScreenHeight-((ScreenHeight-480)/2),ScreenWidth,(ScreenHeight-480)/2,r,g,b,a);
|
||||
}
|
||||
|
||||
break;
|
||||
case 1280:
|
||||
case 1600:
|
||||
// 1280x960
|
||||
// 1600x1200
|
||||
rect = gHUD.GetSpriteRect(gHUD.GetSpriteIndex("1280scope"));
|
||||
|
||||
x = 0;
|
||||
DrawScopePart(0,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(1,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(2,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(3,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(4,x,y,m_h1280Scope,&rect);
|
||||
y += 240;
|
||||
x = 0;
|
||||
DrawScopePart(5,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(6,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(7,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(8,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(9,x,y,m_h1280Scope,&rect);
|
||||
y += 240;
|
||||
x = 0;
|
||||
DrawScopePart(10,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(11,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(12,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(13,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(14,x,y,m_h1280Scope,&rect);
|
||||
y += 240;
|
||||
x = 0;
|
||||
DrawScopePart(15,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(16,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(17,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(18,x,y,m_h1280Scope,&rect);
|
||||
x += 256;
|
||||
DrawScopePart(19,x,y,m_h1280Scope,&rect);
|
||||
break;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
Scanlines
|
||||
===================
|
||||
*/
|
||||
#define SCROLL_WIDTH ScreenWidth
|
||||
|
||||
#include <string.h>
|
||||
|
||||
extern int ev_thermal;
|
||||
|
||||
int CHudScanlines::Init()
|
||||
{
|
||||
m_iFlags |= HUD_ACTIVE;
|
||||
gHUD.AddHudElem(this);
|
||||
|
||||
m_flScrollY = 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudScanlines::VidInit()
|
||||
{
|
||||
m_iScanlines = gHUD.GetSpriteIndex("scanlines");
|
||||
m_iScrolllines = gHUD.GetSpriteIndex("scrolllines");
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CHudScanlines::Draw(float fTime)
|
||||
{
|
||||
m_flScrollY += (150*(ScreenHeight/640)) * gHUD.m_flTimeDelta; // always increment the scroll line
|
||||
|
||||
// Dont draw unless we are in thermal vision
|
||||
if(!ev_thermal || (gHUD.m_iHideHUDDisplay & HIDEHUD_ALL))
|
||||
return 1;
|
||||
|
||||
int r,g,b,a;
|
||||
wrect_t rect;
|
||||
int iScanWidth,iScanHeight;
|
||||
int x,y;
|
||||
|
||||
UnpackRGB(r,g,b,RGB_REDISH);
|
||||
a = 128;
|
||||
ScaleColors(r,g,b,a);
|
||||
|
||||
rect = gHUD.GetSpriteRect(m_iScanlines);
|
||||
iScanWidth = rect.right - rect.left;
|
||||
iScanHeight = rect.bottom - rect.top;
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_iScanlines), r, g, b);
|
||||
|
||||
// Tile across screen
|
||||
for(y = 0;y < ScreenHeight;y += iScanHeight)
|
||||
for(x = 0;x < ScreenWidth;x += iScanWidth)
|
||||
SPR_DrawAdditive(0,x,y,&rect);
|
||||
|
||||
// Sync scroll
|
||||
if(m_flScrollY > ScreenHeight)
|
||||
m_flScrollY = -(gHUD.GetSpriteRect(m_iScrolllines).bottom-gHUD.GetSpriteRect(m_iScrolllines).top);
|
||||
|
||||
SPR_Set(gHUD.GetSprite(m_iScrolllines),r,g,b);
|
||||
for(x = 0;x < ScreenWidth;x += gHUD.GetSpriteRect(m_iScrolllines).right-gHUD.GetSpriteRect(m_iScrolllines).left)
|
||||
SPR_DrawAdditive(0,x,m_flScrollY,&gHUD.GetSpriteRect(m_iScrolllines));
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CHudScanlines::Reset()
|
||||
{
|
||||
}
|
|
@ -54,7 +54,7 @@ int CHudTrain::Draw(float fTime)
|
|||
{
|
||||
int r, g, b, x, y;
|
||||
|
||||
UnpackRGB(r,g,b, RGB_YELLOWISH);
|
||||
UnpackRGB(r,g,b, RGB_WHITE);
|
||||
SPR_Set(m_hSprite, r, g, b );
|
||||
|
||||
// This should show up to the right and part way up the armor number
|
||||
|
|
358
cl_dll/tri.cpp
358
cl_dll/tri.cpp
|
@ -16,6 +16,22 @@
|
|||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
#include "ref_params.h"
|
||||
#include "pm_defs.h"
|
||||
#include "pmtrace.h"
|
||||
#include "event_api.h"
|
||||
#include "r_efx.h"
|
||||
#include "ParseBspEnt.h"
|
||||
#include "ParseBsp.h"
|
||||
#include <time.h>
|
||||
|
||||
#include "in_defs.h"
|
||||
#include "twm.h"
|
||||
#include "twmmanager.h"
|
||||
|
||||
#include "../common/com_model.h"
|
||||
|
||||
#include "ParticleBase.h"
|
||||
|
||||
#define DLLEXPORT __declspec( dllexport )
|
||||
|
||||
|
@ -25,71 +41,274 @@ extern "C"
|
|||
void DLLEXPORT HUD_DrawTransparentTriangles( void );
|
||||
};
|
||||
|
||||
//#define TEST_IT
|
||||
#if defined( TEST_IT )
|
||||
// This should be all the muzzleflashes we need,
|
||||
// assuming everyone on the server shoots akimbo weapons at the same time and you see it :)
|
||||
twm_clientinfo_t g_MuzzleflashModels[64];
|
||||
int g_iNumMuzzleflashModels;
|
||||
|
||||
/*
|
||||
=================
|
||||
Draw_Triangles
|
||||
R_TwmModel
|
||||
|
||||
Example routine. Draws a sprite offset from the player origin.
|
||||
Render a TWM model with
|
||||
given origin and angles
|
||||
=================
|
||||
*/
|
||||
void Draw_Triangles( void )
|
||||
void R_TwmModel(twm_clientinfo_t *twm_clientinfo,vec3_t origin,vec3_t angles)
|
||||
{
|
||||
cl_entity_t *player;
|
||||
vec3_t org;
|
||||
int i,k,j;
|
||||
const twm_info_t *twm_info = twm_clientinfo->twm_info;
|
||||
float *color = twm_clientinfo->color;
|
||||
vec3_t forward,right,up;
|
||||
|
||||
// Load it up with some bogus data
|
||||
player = gEngfuncs.GetLocalPlayer();
|
||||
if ( !player )
|
||||
return;
|
||||
gEngfuncs.pTriAPI->RenderMode(twm_clientinfo->render_mode);
|
||||
gEngfuncs.pTriAPI->CullFace(TRI_NONE); // TODO: Cull something?
|
||||
|
||||
org = player->origin;
|
||||
|
||||
org.x += 50;
|
||||
org.y += 50;
|
||||
|
||||
if (gHUD.m_hsprCursor == 0)
|
||||
// Render model by materialgroup
|
||||
for(k = 0;k < twm_info->num_materialgroups;k++)
|
||||
{
|
||||
char sz[256];
|
||||
sprintf( sz, "sprites/cursor.spr" );
|
||||
gHUD.m_hsprCursor = SPR_Load( sz );
|
||||
twm_materialgroup_t *cur_mat = &twm_info->materialgroup_lump[k];
|
||||
|
||||
gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)gEngfuncs.GetSpritePointer(cur_mat->sprite_handle),twm_clientinfo->sprite_frame);
|
||||
|
||||
// Render each triangle
|
||||
for(i = 0;i < cur_mat->num_triangles;i++)
|
||||
{
|
||||
twm_triangle_t *cur_tri = &twm_info->triangle_lump[cur_mat->tris_indices[i]];
|
||||
|
||||
gEngfuncs.pTriAPI->Begin(TRI_TRIANGLES);
|
||||
gEngfuncs.pTriAPI->Color4f(color[0],color[1],color[2],color[3]);
|
||||
// Add vertex information
|
||||
for(j = 0;j < 3;j++)
|
||||
{
|
||||
vec3_t vec;
|
||||
|
||||
vec[0] = twm_info->vertex_lump[cur_tri->vert_indices[j]][0];
|
||||
vec[1] = twm_info->vertex_lump[cur_tri->vert_indices[j]][1];
|
||||
vec[2] = twm_info->vertex_lump[cur_tri->vert_indices[j]][2];
|
||||
|
||||
// Add in angles
|
||||
VectorMA(vec,1,angles,vec);
|
||||
|
||||
// Add in origin
|
||||
// VectorAdd(origin,vec,vec);
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness(twm_clientinfo->brightness);
|
||||
gEngfuncs.pTriAPI->TexCoord2f(cur_tri->u[j],cur_tri->v[j]);
|
||||
gEngfuncs.pTriAPI->Vertex3fv(vec);
|
||||
}
|
||||
gEngfuncs.pTriAPI->End();
|
||||
}
|
||||
}
|
||||
|
||||
if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a triangle, sigh
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
gEngfuncs.pTriAPI->CullFace( TRI_NONE );
|
||||
gEngfuncs.pTriAPI->Begin( TRI_QUADS );
|
||||
// Overload p->color with index into tracer palette, p->packedColor with brightness
|
||||
gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
|
||||
// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness( 1 );
|
||||
gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
|
||||
gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
|
||||
|
||||
gEngfuncs.pTriAPI->End();
|
||||
gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
|
||||
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
|
||||
}
|
||||
|
||||
#endif
|
||||
/*
|
||||
=================
|
||||
R_Billboard
|
||||
|
||||
Render a quad that always faces the camera
|
||||
=================
|
||||
*/
|
||||
void R_Billboard(const struct model_s *sprite,int sprite_frame,int render_mode,float r,float g,float b,float alpha,float *origin,float *v_up,float *v_right,float scale)
|
||||
{
|
||||
gEngfuncs.pTriAPI->RenderMode(render_mode);
|
||||
gEngfuncs.pTriAPI->CullFace(TRI_NONE);
|
||||
gEngfuncs.pTriAPI->SpriteTexture((struct model_s*)sprite,sprite_frame);
|
||||
|
||||
// Render the sprite
|
||||
gEngfuncs.pTriAPI->Begin(TRI_QUADS);
|
||||
gEngfuncs.pTriAPI->Color4f(r,g,b,alpha);
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness(1);
|
||||
gEngfuncs.pTriAPI->TexCoord2f(0,1);
|
||||
gEngfuncs.pTriAPI->Vertex3f(origin[0]+((-v_right[0]+v_up[0])*scale),origin[1]+((-v_right[1]+v_up[1])*scale),origin[2]+((-v_right[2]+v_up[2])*scale));
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness(1);
|
||||
gEngfuncs.pTriAPI->TexCoord2f(0,0);
|
||||
gEngfuncs.pTriAPI->Vertex3f(origin[0]+((v_right[0]+v_up[0])*scale),origin[1]+((v_right[1]+v_up[1])*scale),origin[2]+((v_right[2]+v_up[2])*scale));
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness(1);
|
||||
gEngfuncs.pTriAPI->TexCoord2f(1,0);
|
||||
gEngfuncs.pTriAPI->Vertex3f(origin[0]+((v_right[0]-v_up[0])*scale),origin[1]+((v_right[1]-v_up[1])*scale),origin[2]+((v_right[2]-v_up[2])*scale));
|
||||
|
||||
gEngfuncs.pTriAPI->Brightness(1);
|
||||
gEngfuncs.pTriAPI->TexCoord2f(1,1);
|
||||
gEngfuncs.pTriAPI->Vertex3f(origin[0]+((-v_right[0]-v_up[0])*scale),origin[1]+((-v_right[1]-v_up[1])*scale),origin[2]+((-v_right[2]-v_up[2])*scale));
|
||||
gEngfuncs.pTriAPI->End();
|
||||
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
|
||||
}
|
||||
|
||||
static cl_entity_t laser_beams[2]; // The beams :)
|
||||
int g_iClientLasersEnabled[32];
|
||||
|
||||
extern int cam_thirdperson;
|
||||
extern vec3_t v_origin,v_angles;
|
||||
|
||||
/*
|
||||
=================
|
||||
R_LaserBeam
|
||||
|
||||
Draw a laser beam
|
||||
Parts contributed by Stuart Crouch
|
||||
=================
|
||||
*/
|
||||
void R_LaserBeam( cl_entity_t *player )
|
||||
{
|
||||
float end[ 3 ], start[ 3 ];
|
||||
int beamindex;
|
||||
struct model_s *laserbeam;
|
||||
vec3_t forward, up, right;
|
||||
vec3_t origin, vecSrc, vecDest, angles;
|
||||
pmtrace_t tr;
|
||||
float dotscale;
|
||||
int dotindex;
|
||||
struct model_s *dotmodel;
|
||||
vec3_t v_forward,v_up,v_right;
|
||||
float beam_r,beam_g,beam_b;
|
||||
float dot_r,dot_g,dot_b;
|
||||
BEAM *pBeam1;
|
||||
|
||||
// Load it up with some bogus data
|
||||
//player = gEngfuncs.GetLocalPlayer();
|
||||
cl_entity_t *localplayer = gEngfuncs.GetLocalPlayer();
|
||||
|
||||
if ( !localplayer )
|
||||
return; // paranioa
|
||||
if ( !player )
|
||||
return;
|
||||
if ( !player->player )
|
||||
return; // Player isnt a player.
|
||||
|
||||
// we cancel if its intermission time and
|
||||
// trying to draw the local laserbeam
|
||||
if(g_pparams->intermission && !cam_thirdperson && gEngfuncs.pEventAPI->EV_IsLocal(player->index-1))
|
||||
return;
|
||||
|
||||
gEngfuncs.pEventAPI->EV_SetUpPlayerPrediction( true, true );
|
||||
gEngfuncs.pEventAPI->EV_PushPMStates();
|
||||
gEngfuncs.pEventAPI->EV_SetSolidPlayers ( player->index -1 );
|
||||
gEngfuncs.pEventAPI->EV_SetTraceHull( 2 );
|
||||
|
||||
if(!cam_thirdperson && gEngfuncs.pEventAPI->EV_IsLocal(player->index - 1))
|
||||
{
|
||||
// First person starting points are
|
||||
// different so they line up
|
||||
cl_entity_t *pView = gEngfuncs.GetViewModel();
|
||||
|
||||
VectorCopy(pView->attachment[1],vecSrc);
|
||||
VectorCopy(pView->angles,angles);
|
||||
|
||||
// Use Attachment 3 on the view model to get the forward axis
|
||||
VectorSubtract(pView->attachment[1],pView->attachment[2],forward);
|
||||
VectorNormalize(forward);
|
||||
VectorMA(vecSrc,8192,forward,vecDest);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Third person starting points
|
||||
VectorCopy( player->origin, vecSrc );
|
||||
VectorCopy( player->angles, angles );
|
||||
angles[ PITCH ] *= -3;
|
||||
vecSrc[2] += 20;
|
||||
|
||||
AngleVectors (angles, forward, right, up);
|
||||
|
||||
// Draw from player model
|
||||
for (int i = 0; i < 3; i++ )
|
||||
vecSrc[ i ] += 20 * forward[ i ];
|
||||
|
||||
VectorMA(vecSrc,8192,forward,vecDest);
|
||||
}
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PlayerTrace( vecSrc, vecDest, PM_GLASS_IGNORE|PM_STUDIO_BOX, -1, &tr );
|
||||
|
||||
if(!cam_thirdperson && gEngfuncs.pEventAPI->EV_IsLocal(player->index - 1))
|
||||
{
|
||||
// Draw from view models attachment
|
||||
cl_entity_t *pView = gEngfuncs.GetViewModel();
|
||||
|
||||
if(pView != NULL)
|
||||
{
|
||||
// Attachment 1
|
||||
start[0] = pView->attachment[1].x;
|
||||
start[1] = pView->attachment[1].y;
|
||||
start[2] = pView->attachment[1].z;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw from players attachment point
|
||||
start [ 0 ] = player->attachment[1].x;
|
||||
start [ 1 ] = player->attachment[1].y;
|
||||
start [ 2 ] = player->attachment[1].z;
|
||||
}
|
||||
|
||||
end [ 0 ] = tr.endpos.x;
|
||||
end [ 1 ] = tr.endpos.y;
|
||||
end [ 2 ] = tr.endpos.z;
|
||||
|
||||
laserbeam = gEngfuncs.CL_LoadModel( "sprites/laserbeam.spr", &beamindex );
|
||||
if ( !laserbeam )
|
||||
return;
|
||||
|
||||
// Easter Egg ;D
|
||||
time_t Time;
|
||||
time(&Time);
|
||||
|
||||
// Josh's Birthday, July 9th
|
||||
if(localtime(&Time)->tm_mday == 9 && localtime(&Time)->tm_mon == 6)
|
||||
{
|
||||
beam_r = dot_r = 0.0;
|
||||
beam_g = dot_g = 1.0;
|
||||
beam_b = dot_b = 0.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// normal :)
|
||||
beam_r = 1.0;
|
||||
beam_g = 0.0;
|
||||
beam_b = 0.0;
|
||||
|
||||
dot_r = 1.0;
|
||||
dot_g = 1.0;
|
||||
dot_b = 1.0;
|
||||
}
|
||||
|
||||
pBeam1 = gEngfuncs.pEfxAPI->R_BeamPoints( start, end, beamindex,
|
||||
0.0001, 0.3, 0.0, 0.14, 5.0, 0.0, 1.0, beam_r,beam_g,beam_b );
|
||||
|
||||
gEngfuncs.pEventAPI->EV_PopPMStates();
|
||||
|
||||
// Now to render a halo around the light beginning point. :)
|
||||
dotscale = 4; // TODO: make like a lenticular halo and resize for distance?
|
||||
|
||||
AngleVectors (v_angles, v_forward, v_right, v_up);
|
||||
|
||||
dotmodel = gEngfuncs.CL_LoadModel( "sprites/hand_laser_dot.spr", &dotindex );
|
||||
if(dotmodel == NULL)
|
||||
gEngfuncs.Con_DPrintf("Bogus laser sprite, check R_LaserBeam");
|
||||
|
||||
R_Billboard(dotmodel,0,kRenderTransAdd,dot_r,dot_g,dot_b,1.0,start,v_up,v_right,dotscale);
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
R_SetFog
|
||||
|
||||
Set current fog state
|
||||
=================
|
||||
*/
|
||||
void R_SetFog(float r,float g,float b,float start,float end,int enable)
|
||||
{
|
||||
float color[3];
|
||||
|
||||
color[0] = r;
|
||||
color[1] = g;
|
||||
color[2] = b;
|
||||
|
||||
gEngfuncs.pTriAPI->Fog(color,start,end,enable);
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
|
@ -100,12 +319,10 @@ Non-transparent triangles-- add them here
|
|||
*/
|
||||
void DLLEXPORT HUD_DrawNormalTriangles( void )
|
||||
{
|
||||
// Render particle effects
|
||||
g_ParticleSystemManager.RenderNormal();
|
||||
|
||||
gHUD.m_Spectator.DrawOverview();
|
||||
|
||||
#if defined( TEST_IT )
|
||||
// Draw_Triangles();
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -117,8 +334,31 @@ Render any triangles with transparent rendermode needs here
|
|||
*/
|
||||
void DLLEXPORT HUD_DrawTransparentTriangles( void )
|
||||
{
|
||||
// Render particle effects
|
||||
g_ParticleSystemManager.RenderTransparent();
|
||||
|
||||
#if defined( TEST_IT )
|
||||
// Draw_Triangles();
|
||||
#endif
|
||||
// Render laser beams
|
||||
for(int i = 0;i < gEngfuncs.GetMaxClients();i++)
|
||||
{
|
||||
cl_entity_t *player = gEngfuncs.GetEntityByIndex(i);
|
||||
if(player != NULL && g_iClientLasersEnabled[i])
|
||||
R_LaserBeam(player);
|
||||
}
|
||||
|
||||
// Render 3d muzzleflashes
|
||||
for(i = 0;i < g_iNumMuzzleflashModels;i++)
|
||||
{
|
||||
twm_clientinfo_t *clientinfo = &g_MuzzleflashModels[i];
|
||||
|
||||
// TODO: Perhaps relink
|
||||
// entities at the end of the
|
||||
// array here, so we dont have
|
||||
// dead links
|
||||
if(clientinfo->dead)
|
||||
continue;
|
||||
|
||||
// Render it
|
||||
cl_entity_t *attached_ent = clientinfo->attached_ent;
|
||||
R_TwmModel(clientinfo,attached_ent->attachment[clientinfo->attachment_num],attached_ent->angles);
|
||||
}
|
||||
}
|
22
cl_dll/tri.h
Normal file
22
cl_dll/tri.h
Normal file
|
@ -0,0 +1,22 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#ifndef __TRI_H_
|
||||
#define __TRI_H_
|
||||
|
||||
// tri.cpp functions
|
||||
void R_Billboard(const struct model_s *sprite,int sprite_frame,int render_mode,float r,float g,float b,float alpha,float *origin,float *v_up,float *v_right,float scale);
|
||||
void R_LaserBeam( cl_entity_t *player );
|
||||
void R_SetFog(float r,float g,float b,float start,float end,int enable);
|
||||
|
||||
#endif
|
33
cl_dll/tw_vgui.h
Normal file
33
cl_dll/tw_vgui.h
Normal file
|
@ -0,0 +1,33 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#ifndef __TW_VGUI_H_
|
||||
#define __TW_VGUI_H_
|
||||
|
||||
// VGUI Color Scheme info
|
||||
|
||||
// Panel Scheme
|
||||
#define TW_PANEL_BG_RGB 64,64,64
|
||||
#define TW_PANEL_BG_RGBA TW_PANEL_BG_RGB ,128
|
||||
#define TW_PANEL_BORDER_RGBA 255,255,255,128
|
||||
|
||||
// CommandButton Scheme
|
||||
#define TW_COMMANDBUTTON_BG_RGBA TW_PANEL_BG_RGBA
|
||||
#define TW_COMMANDBUTTON_BORDER_RGBA TW_PANEL_BORDER_RGBA
|
||||
#define TW_COMMANDBUTTON_ACTIVE_RGBA TW_PANEL_BORDER_RGBA
|
||||
|
||||
// Scorepanel Scheme
|
||||
#define TW_SCOREPANEL_HIGHLIGHT_TEXT_RGBA TW_PANEL_BG_RGB ,0
|
||||
#define TW_SCOREPANEL_HIGHLIGHT_COLOR_A 64
|
||||
|
||||
#endif
|
227
cl_dll/twm.cpp
Normal file
227
cl_dll/twm.cpp
Normal file
|
@ -0,0 +1,227 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// twm.cpp -> .TWM loading code
|
||||
//
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include "triangleapi.h"
|
||||
#include "ref_params.h"
|
||||
#include "event_api.h"
|
||||
#include "r_efx.h"
|
||||
#include "twm.h"
|
||||
#include "twmmanager.h"
|
||||
|
||||
CTwmManager g_TwmManager;
|
||||
|
||||
/*
|
||||
CTwmModel methods
|
||||
*/
|
||||
CTwmModel::CTwmModel()
|
||||
{
|
||||
twminfo.num_vertices = 0;
|
||||
twminfo.vertex_lump = NULL;
|
||||
|
||||
twminfo.num_tris = 0;
|
||||
twminfo.triangle_lump = NULL;
|
||||
|
||||
twminfo.num_materialgroups = 0;
|
||||
twminfo.materialgroup_lump = NULL;
|
||||
}
|
||||
|
||||
CTwmModel::~CTwmModel()
|
||||
{
|
||||
// free all our data used
|
||||
if(twminfo.num_vertices)
|
||||
delete[] twminfo.vertex_lump;
|
||||
|
||||
if(twminfo.num_tris)
|
||||
delete[] twminfo.triangle_lump;
|
||||
|
||||
if(twminfo.num_materialgroups)
|
||||
{
|
||||
for(int i = 0;i < twminfo.num_materialgroups;i++)
|
||||
delete[] twminfo.materialgroup_lump[i].tris_indices;
|
||||
|
||||
delete[] twminfo.materialgroup_lump;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
CTwmManager methods
|
||||
*/
|
||||
CTwmManager::CTwmManager()
|
||||
{
|
||||
}
|
||||
|
||||
CTwmManager::~CTwmManager()
|
||||
{
|
||||
// Remove all precached models
|
||||
for(int i = 0;i < vecModels.size();i++)
|
||||
delete vecModels[i];
|
||||
|
||||
vecModels.clear();
|
||||
}
|
||||
|
||||
void CTwmManager::ParseVertexLump(FILE *pFile,CTwmModel *pTwmModel)
|
||||
{
|
||||
// Vertex count
|
||||
fread((char*)&pTwmModel->twminfo.num_vertices,sizeof(short),1,pFile);
|
||||
|
||||
// Allocate and store verts
|
||||
pTwmModel->twminfo.vertex_lump = new twm_vert_t[pTwmModel->twminfo.num_vertices];
|
||||
fread((char*)pTwmModel->twminfo.vertex_lump,sizeof(twm_vert_t)*pTwmModel->twminfo.num_vertices,1,pFile);
|
||||
}
|
||||
|
||||
void CTwmManager::ParseTriangleLump(FILE *pFile,CTwmModel *pTwmModel)
|
||||
{
|
||||
// Triangle count
|
||||
fread((char*)&pTwmModel->twminfo.num_tris,sizeof(short),1,pFile);
|
||||
|
||||
// allocate and store triangle info
|
||||
pTwmModel->twminfo.triangle_lump = new twm_triangle_t[pTwmModel->twminfo.num_tris];
|
||||
|
||||
for(int i = 0;i < pTwmModel->twminfo.num_tris;i++)
|
||||
{
|
||||
twm_triangle_t *cur_tri = &pTwmModel->twminfo.triangle_lump[i];
|
||||
|
||||
fread((char*)cur_tri->vert_indices,sizeof(short)*3,1,pFile);
|
||||
fread((char*)cur_tri->u,sizeof(float)*3,1,pFile);
|
||||
fread((char*)cur_tri->v,sizeof(float)*3,1,pFile);
|
||||
}
|
||||
}
|
||||
|
||||
void CTwmManager::ParseMaterialLump(FILE *pFile,CTwmModel *pTwmModel)
|
||||
{
|
||||
// Material count
|
||||
fread((char*)&pTwmModel->twminfo.num_materialgroups,sizeof(short),1,pFile);
|
||||
|
||||
// allocate and store material info
|
||||
pTwmModel->twminfo.materialgroup_lump = new twm_materialgroup_t[pTwmModel->twminfo.num_materialgroups];
|
||||
|
||||
for(int i = 0;i < pTwmModel->twminfo.num_materialgroups;i++)
|
||||
{
|
||||
twm_materialgroup_t *cur_mat = &pTwmModel->twminfo.materialgroup_lump[i];
|
||||
|
||||
fread(cur_mat->texturename,sizeof(char)*64,1,pFile);
|
||||
|
||||
// Precache material
|
||||
cur_mat->sprite_handle = gEngfuncs.pfnSPR_Load(cur_mat->texturename);
|
||||
|
||||
// allocate triangle list
|
||||
fread((char*)&cur_mat->num_triangles,sizeof(short),1,pFile);
|
||||
cur_mat->tris_indices = new short[cur_mat->num_triangles];
|
||||
fread((char*)cur_mat->tris_indices,sizeof(short)*cur_mat->num_triangles,1,pFile);
|
||||
}
|
||||
}
|
||||
|
||||
// just use C style i/o
|
||||
int CTwmManager::PrecacheModel(string filename)
|
||||
{
|
||||
char path[256];
|
||||
CTwmModel *TwmModel = new CTwmModel;
|
||||
FILE *pFile;
|
||||
|
||||
// store full path
|
||||
sprintf(path,"%s/%s",gEngfuncs.pfnGetGameDirectory(),filename.c_str());
|
||||
gEngfuncs.Con_DPrintf("TWM: Loading Model %s\n",filename.c_str());
|
||||
pFile = fopen(path,"rb");
|
||||
|
||||
if(pFile == NULL)
|
||||
{
|
||||
gEngfuncs.Con_DPrintf("TWM ERROR: Invalid file %s\n",filename.c_str());
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Put basic information into twm model
|
||||
TwmModel->filename = filename;
|
||||
|
||||
fread((char*)&TwmModel->twminfo.header_id,sizeof(int),1,pFile);
|
||||
fread((char*)&TwmModel->twminfo.major_version,sizeof(short),1,pFile);
|
||||
fread((char*)&TwmModel->twminfo.minor_version,sizeof(short),1,pFile);
|
||||
|
||||
if(TwmModel->twminfo.header_id == TWM_ID)
|
||||
{
|
||||
if(TwmModel->twminfo.major_version == TWM_MAJOR_VERSION)
|
||||
{
|
||||
// Only warning if minor versions differ
|
||||
if(TwmModel->twminfo.minor_version != TWM_MINOR_VERSION)
|
||||
gEngfuncs.Con_DPrintf("TWM WARNING: Different minor version for %s, expected %i got %i\n",filename.c_str(),TWM_MINOR_VERSION,TwmModel->twminfo.minor_version);
|
||||
|
||||
// Start parsing!
|
||||
ParseVertexLump(pFile,TwmModel);
|
||||
ParseTriangleLump(pFile,TwmModel);
|
||||
ParseMaterialLump(pFile,TwmModel);
|
||||
|
||||
// push onto vector for storage
|
||||
vecModels.push_back(TwmModel);
|
||||
|
||||
goto precache_noerror;
|
||||
}
|
||||
else
|
||||
gEngfuncs.Con_DPrintf("TWM ERROR: Invalid version for %s, expected %i got %i\n",filename.c_str(),TWM_MAJOR_VERSION,TwmModel->twminfo.major_version);
|
||||
}
|
||||
else
|
||||
gEngfuncs.Con_DPrintf("TWM ERROR: Invalid header for %s\n",filename.c_str());
|
||||
|
||||
fclose(pFile);
|
||||
return 0;
|
||||
precache_noerror:
|
||||
fclose(pFile);
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CTwmManager::BeginPrecache()
|
||||
{
|
||||
// Remove all precached models
|
||||
for(int i = 0;i < vecModels.size();i++)
|
||||
delete vecModels[i];
|
||||
|
||||
vecModels.clear();
|
||||
|
||||
// Start precaching!
|
||||
GetModelByName("models/muz_test.twm");
|
||||
}
|
||||
|
||||
CTwmModel *CTwmManager::GetModelByName(string filename)
|
||||
{
|
||||
for(int i = 0;i < vecModels.size();i++)
|
||||
if(vecModels[i]->filename == filename)
|
||||
return vecModels[i];
|
||||
|
||||
// Oops! we couldnt find the model, precache and return that
|
||||
if(PrecacheModel(filename))
|
||||
return vecModels[vecModels.size()-1];
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// Update a specific twm object
|
||||
void CTwmManager::TwmUpdate(twm_clientinfo_t *clientinfo, double frametime)
|
||||
{
|
||||
bool bDie = false;
|
||||
|
||||
// fade out model
|
||||
clientinfo->color[3] -= clientinfo->fadetime * frametime;
|
||||
if(clientinfo->color[3] <= 0.0f)
|
||||
bDie = true;
|
||||
|
||||
// set dead var
|
||||
clientinfo->dead = bDie;
|
||||
}
|
||||
|
67
cl_dll/twmmanager.h
Normal file
67
cl_dll/twmmanager.h
Normal file
|
@ -0,0 +1,67 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#ifndef __TWMMANAGER_H_
|
||||
#define __TWMMANAGER_H_
|
||||
|
||||
// STL stuff
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
using namespace std;
|
||||
|
||||
class CTwmModel
|
||||
{
|
||||
public:
|
||||
CTwmModel();
|
||||
~CTwmModel();
|
||||
|
||||
string filename;
|
||||
twm_info_t twminfo;
|
||||
};
|
||||
|
||||
class CTwmManager
|
||||
{
|
||||
private:
|
||||
// all our precached models
|
||||
vector<CTwmModel*> vecModels;
|
||||
|
||||
// Helper functions for PrecacheModel
|
||||
void ParseVertexLump(FILE *pFile,CTwmModel *pTwmModel);
|
||||
void ParseTriangleLump(FILE *pFile,CTwmModel *pTwmModel);
|
||||
void ParseMaterialLump(FILE *pFile,CTwmModel *pTwmModel);
|
||||
|
||||
int PrecacheModel(string filename);
|
||||
public:
|
||||
CTwmManager();
|
||||
~CTwmManager();
|
||||
|
||||
// Called when we need to load the base .twm's
|
||||
void BeginPrecache();
|
||||
|
||||
// .TWM retrieval operations
|
||||
CTwmModel *GetModelByName(string filename);
|
||||
|
||||
// Update twm info :o
|
||||
void TwmUpdate(twm_clientinfo_t *clientinfo,double frametime);
|
||||
};
|
||||
|
||||
extern CTwmManager g_TwmManager;
|
||||
|
||||
// 3d muzzleflashes
|
||||
extern twm_clientinfo_t g_MuzzleflashModels[64];
|
||||
extern int g_iNumMuzzleflashModels;
|
||||
|
||||
#define TWM_UPDATE_ARRAY(array,count,frametime) {for(int i = 0;i < count;i++)g_TwmManager.TwmUpdate(&array[i],frametime);}
|
||||
|
||||
#endif
|
|
@ -131,3 +131,15 @@ HSPRITE LoadSprite(const char *pszName)
|
|||
return SPR_Load(sz);
|
||||
}
|
||||
|
||||
// Added by gage
|
||||
|
||||
int GetLocalPlayerIndex()
|
||||
{
|
||||
return gEngfuncs.GetLocalPlayer()->index;
|
||||
}
|
||||
|
||||
// Made this a normal function so weapons code can grab it
|
||||
void CenterPrint( const char *string )
|
||||
{
|
||||
gEngfuncs.pfnCenterPrint( string );
|
||||
}
|
|
@ -116,6 +116,6 @@ 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 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 ); }\
|
||||
|
||||
#define vec3_t Vector
|
||||
|
|
|
@ -30,10 +30,13 @@
|
|||
#include "parsemsg.h"
|
||||
|
||||
#include "vgui_int.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
#include "vgui_ServerBrowser.h"
|
||||
#include "..\game_shared\vgui_LoadTGA.h"
|
||||
|
||||
#include "tw_vgui.h"
|
||||
|
||||
// Arrow filenames
|
||||
char *sArrowFilenames[] =
|
||||
{
|
||||
|
@ -69,6 +72,14 @@ BitmapTGA *LoadTGAForRes( const char* pImageName )
|
|||
sprintf(sz, "%%d_%s", pImageName);
|
||||
pTGA = vgui_LoadTGA(GetTGANameForRes(sz));
|
||||
|
||||
if(pTGA == NULL)
|
||||
{
|
||||
// Instead of returning a null image (and probably crashing the VGUI) we are
|
||||
// going to load the NULL texture. if the null textures dont exist this is
|
||||
// useless anyways D: - JAC
|
||||
pTGA = vgui_LoadTGA("gfx/vgui/null.tga");
|
||||
}
|
||||
|
||||
return pTGA;
|
||||
}
|
||||
|
||||
|
@ -194,13 +205,12 @@ void CommandButton::paintBackground()
|
|||
{
|
||||
if ( isArmed() )
|
||||
{
|
||||
// Orange highlight background
|
||||
drawSetColor( Scheme::sc_primary2 );
|
||||
drawSetColor(TW_COMMANDBUTTON_ACTIVE_RGBA);
|
||||
drawFilledRect(0,0,_size[0],_size[1]);
|
||||
}
|
||||
|
||||
// Orange Border
|
||||
drawSetColor( Scheme::sc_secondary1 );
|
||||
// Border
|
||||
drawSetColor(TW_COMMANDBUTTON_BORDER_RGBA);
|
||||
drawOutlinedRect(0,0,_size[0],_size[1]);
|
||||
}
|
||||
|
||||
|
@ -306,6 +316,23 @@ CImageLabel::CImageLabel( const char* pImageName,int x,int y,int wide,int tall )
|
|||
setImage( m_pTGA );
|
||||
}
|
||||
|
||||
void CImageLabel::NewImage(const char *pImageName)
|
||||
{
|
||||
if(m_pTGA != NULL)
|
||||
{
|
||||
setImage(NULL);
|
||||
delete m_pTGA;
|
||||
}
|
||||
|
||||
m_pTGA = LoadTGAForRes(pImageName);
|
||||
setImage(m_pTGA);
|
||||
}
|
||||
|
||||
void CImageLabel::setImageColor(Color col)
|
||||
{
|
||||
m_pTGA->setColor(col);
|
||||
}
|
||||
|
||||
//===========================================================
|
||||
// Image size
|
||||
int CImageLabel::getImageWide( void )
|
||||
|
@ -389,7 +416,8 @@ void CTFSlider::paintBackground( void )
|
|||
getNobPos(nobx,noby);
|
||||
|
||||
// Border
|
||||
drawSetColor( Scheme::sc_secondary1 );
|
||||
drawSetColor(TW_PANEL_BORDER_RGBA);
|
||||
|
||||
drawOutlinedRect( 0,0,wide,tall );
|
||||
|
||||
if( isVertical() )
|
||||
|
|
633
cl_dll/vgui_ItemSelection.cpp
Normal file
633
cl_dll/vgui_ItemSelection.cpp
Normal file
|
@ -0,0 +1,633 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#include "VGUI_TextImage.h"
|
||||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
#include "tw_common.h"
|
||||
#include <vector>
|
||||
|
||||
#define INFO_PANEL_X XRES(236)
|
||||
#define INFO_PANEL_Y YRES(188)
|
||||
#define INFO_PANEL_SIZE_X XRES(328)
|
||||
#define INFO_PANEL_SIZE_Y YRES(220)
|
||||
|
||||
#define IMAGE_PANEL_X XRES(236)
|
||||
#define IMAGE_PANEL_Y YRES(34)
|
||||
#define IMAGE_PANEL_SIZE_X XRES(328)
|
||||
#define IMAGE_PANEL_SIZE_Y YRES(76)
|
||||
|
||||
#define LIST_BUTTON_X XRES(68)
|
||||
#define LIST_BUTTON_Y YRES(34)
|
||||
|
||||
#define MAIN_BUTTON_X XRES(68)
|
||||
#define MAIN_BUTTON_Y YRES(416)
|
||||
|
||||
#define BUTTON_SIZE_X XRES(160)
|
||||
//#define BUTTON_SIZE_Y YRES(30)
|
||||
|
||||
// Important:
|
||||
// join_game -> join this game
|
||||
// setweapons -> set weapons command, 5 arguments like setweapons -1 -1 -1 -1 -1
|
||||
// setrandom -> random weaps
|
||||
// unsetrandom -> non random weaps
|
||||
// spectate -> spectate this game
|
||||
|
||||
class CItemList;
|
||||
|
||||
/*
|
||||
==========
|
||||
CInformationPanel
|
||||
==========
|
||||
*/
|
||||
class CInformationPanel : public CTransparentPanel
|
||||
{
|
||||
public:
|
||||
CInformationPanel( int x, int y, int wide, int tall );
|
||||
|
||||
void SetInfo( char *pszClassname );
|
||||
private:
|
||||
ScrollPanel *m_pScrollPanel;
|
||||
TextPanel *m_pTextPanel;
|
||||
CImageLabel *m_pImageLabel;
|
||||
|
||||
char m_szClassname[128];
|
||||
};
|
||||
|
||||
/*
|
||||
==========
|
||||
CItemSelectionPanel
|
||||
==========
|
||||
*/
|
||||
class CItemSelectionPanel : public CMenuPanel
|
||||
{
|
||||
public:
|
||||
CItemSelectionPanel(int x,int y,int wide,int tall);
|
||||
~CItemSelectionPanel();
|
||||
|
||||
void paintBackground();
|
||||
|
||||
void SetInfo(char *pszClassname);
|
||||
void SetImage( char *pszClassname, int iIndex );
|
||||
void AddItem( playeritemlist_t *pList, int iSlot, int iIndex );
|
||||
void SendItems();
|
||||
private:
|
||||
CImageLabel *m_pImageLabels[5];
|
||||
CItemList *m_pItemList;
|
||||
CInformationPanel *m_pInformationPanel;
|
||||
|
||||
int m_iWeaponIndices[5];
|
||||
};
|
||||
|
||||
/*
|
||||
==========
|
||||
CItemSelectionPanel_Create
|
||||
|
||||
Used by external modules to spawn this item selection code
|
||||
==========
|
||||
*/
|
||||
CMenuPanel *CItemSelectionPanel_Create(int x,int y,int wide,int tall)
|
||||
{
|
||||
return new CItemSelectionPanel(x,y,wide,tall);
|
||||
}
|
||||
|
||||
/*
|
||||
==========
|
||||
CItemListHandler_NewItemList
|
||||
==========
|
||||
*/
|
||||
enum e_itemcategories {
|
||||
ITEM_MELEE = 0,
|
||||
ITEM_SIDEARMS,
|
||||
ITEM_PRIMARY,
|
||||
ITEM_UNIQUE,
|
||||
ITEM_EXPLOSIVES,
|
||||
ITEM_BACK,
|
||||
};
|
||||
|
||||
class CItemListHandler_NewItemList : public ActionSignal
|
||||
{
|
||||
public:
|
||||
CItemListHandler_NewItemList(int iCategory,CItemList *pItemList);
|
||||
|
||||
virtual void actionPerformed(Panel *panel);
|
||||
private:
|
||||
int m_iCategory;
|
||||
CItemList *m_pOldItemList;
|
||||
};
|
||||
|
||||
/*
|
||||
==========
|
||||
CHandler_SendChanges
|
||||
==========
|
||||
*/
|
||||
class CHandler_SendChanges : public ActionSignal
|
||||
{
|
||||
public:
|
||||
CHandler_SendChanges(CItemSelectionPanel *pPanel)
|
||||
{
|
||||
m_pInfoPanel = pPanel;
|
||||
}
|
||||
|
||||
virtual void actionPerformed(Panel *panel)
|
||||
{
|
||||
m_pInfoPanel->SendItems();
|
||||
}
|
||||
private:
|
||||
CItemSelectionPanel *m_pInfoPanel;
|
||||
};
|
||||
|
||||
/*
|
||||
==========
|
||||
CItemButtonHandler_SetItem
|
||||
==========
|
||||
*/
|
||||
class CItemButtonHandler_SetItem : public ActionSignal
|
||||
{
|
||||
public:
|
||||
CItemButtonHandler_SetItem( playeritemlist_t *pList, int iSlot, int iIndex, CItemSelectionPanel *pPanel) :
|
||||
m_pList( pList ), m_iWeaponIndex( iIndex ), m_iWeaponSlot( iSlot ), m_pPanel( pPanel )
|
||||
{
|
||||
}
|
||||
|
||||
virtual void actionPerformed(Panel *panel)
|
||||
{
|
||||
m_pPanel->AddItem( m_pList, m_iWeaponSlot, m_iWeaponIndex );
|
||||
}
|
||||
private:
|
||||
CItemSelectionPanel *m_pPanel;
|
||||
|
||||
playeritemlist_t *m_pList;
|
||||
int m_iWeaponIndex;
|
||||
int m_iWeaponSlot;
|
||||
};
|
||||
|
||||
/*
|
||||
==========
|
||||
CommandButtonShaded
|
||||
==========
|
||||
*/
|
||||
class CommandButtonShaded : public CommandButton
|
||||
{
|
||||
public:
|
||||
CommandButtonShaded(const char *text,int x,int y,int wide,int tall,bool bNoHighlight);
|
||||
|
||||
void paint();
|
||||
};
|
||||
|
||||
CommandButtonShaded::CommandButtonShaded(const char *text,int x,int y,int wide,int tall,bool bNoHighlight = 0) : CommandButton(text,x,y,wide,tall,bNoHighlight)
|
||||
{
|
||||
}
|
||||
|
||||
void CommandButtonShaded::paint()
|
||||
{
|
||||
if(!isArmed())
|
||||
{
|
||||
drawSetColor(TW_PANEL_BG_RGBA);
|
||||
drawFilledRect(0,0,_size[0],_size[1]);
|
||||
}
|
||||
|
||||
CommandButton::paint();
|
||||
}
|
||||
|
||||
/*
|
||||
==========
|
||||
ItemButtonShaded
|
||||
==========
|
||||
*/
|
||||
class ItemButtonShaded : public CommandButtonShaded
|
||||
{
|
||||
public:
|
||||
ItemButtonShaded(const char *classname,int x,int y,int wide,int tall,bool bNoHighlight);
|
||||
|
||||
void setParent(Panel *newParent);
|
||||
void paint();
|
||||
private:
|
||||
char m_szClassname[128];
|
||||
};
|
||||
|
||||
ItemButtonShaded::ItemButtonShaded(const char *classname,int x,int y,int wide,int tall,bool bNoHighlight = 0) : CommandButtonShaded(classname,x,y,wide,tall,bNoHighlight)
|
||||
{
|
||||
char szRealText[128];
|
||||
|
||||
strcpy(m_szClassname,classname);
|
||||
|
||||
// Localize the text on the buttons
|
||||
sprintf(szRealText,"#ItemList_%s",classname);
|
||||
|
||||
setText(CHudTextMessage::BufferedLocaliseTextString(szRealText));
|
||||
}
|
||||
|
||||
void ItemButtonShaded::setParent(Panel *newParent)
|
||||
{
|
||||
CommandButtonShaded::setParent(newParent);
|
||||
}
|
||||
|
||||
void ItemButtonShaded::paint()
|
||||
{
|
||||
CommandButtonShaded::paint();
|
||||
|
||||
if(isArmed())
|
||||
{
|
||||
CItemSelectionPanel *pPanel = (CItemSelectionPanel*)getParent();
|
||||
|
||||
if(pPanel != NULL)
|
||||
pPanel->SetInfo(m_szClassname);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==========
|
||||
CItemList
|
||||
|
||||
Base class to show vgui buttons pertaining to categories of weapons
|
||||
==========
|
||||
*/
|
||||
class CItemList
|
||||
{
|
||||
public:
|
||||
CItemList(CItemSelectionPanel *pPanel, playeritemlist_t *pList, int iSlot, int iNextSlot ) :
|
||||
m_pParentPanel( pPanel ), m_pItemArray( pList ), m_iSlot( iSlot ), m_iNextSlot( iNextSlot )
|
||||
{
|
||||
}
|
||||
virtual ~CItemList()
|
||||
{
|
||||
for( int i = 0;i < m_ItemButtons.size();i++ )
|
||||
{
|
||||
m_pParentPanel->removeChild( m_ItemButtons[i] );
|
||||
}
|
||||
}
|
||||
|
||||
void BuildButtons()
|
||||
{
|
||||
int iButtonPosY = LIST_BUTTON_Y;
|
||||
|
||||
for( int i = 0;i < m_pItemArray->size; i++ )
|
||||
{
|
||||
playeritem_t *pItem = &m_pItemArray->array[i];
|
||||
ItemButtonShaded *newButton;
|
||||
|
||||
newButton = new ItemButtonShaded( pItem->weapon_classname, LIST_BUTTON_X, iButtonPosY, BUTTON_SIZE_X, BUTTON_SIZE_Y );
|
||||
newButton->setParent( m_pParentPanel );
|
||||
newButton->addActionSignal( new CItemButtonHandler_SetItem( m_pItemArray, m_iSlot, i, m_pParentPanel ) );
|
||||
newButton->addActionSignal( new CItemListHandler_NewItemList(m_iNextSlot,this) );
|
||||
|
||||
m_ItemButtons.push_back( newButton );
|
||||
iButtonPosY += BUTTON_SIZE_Y + YRES(8);
|
||||
}
|
||||
|
||||
CommandButtonShaded *backButton;
|
||||
backButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Back"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
|
||||
backButton->setParent( m_pParentPanel );
|
||||
backButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_BACK,this));
|
||||
m_ItemButtons.push_back( backButton );
|
||||
|
||||
m_iNumButtons = ++i;
|
||||
}
|
||||
|
||||
playeritemlist_t *m_pItemArray;
|
||||
int m_iSlot,m_iNextSlot;
|
||||
CItemSelectionPanel *m_pParentPanel;
|
||||
public:
|
||||
std::vector<CommandButton*> m_ItemButtons;
|
||||
int m_iNumButtons;
|
||||
};
|
||||
|
||||
class CMainCategories : public CItemList
|
||||
{
|
||||
public:
|
||||
CMainCategories(CItemSelectionPanel *pPanel, playeritemlist_t *pList ) : CItemList(pPanel, pList, -1, -1)
|
||||
{
|
||||
int iButtonPosY = LIST_BUTTON_Y;
|
||||
|
||||
m_pMeleeButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Melee"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
|
||||
m_pMeleeButton->setParent(m_pParentPanel);
|
||||
m_pMeleeButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_MELEE,this));
|
||||
|
||||
iButtonPosY += BUTTON_SIZE_Y + YRES(8);
|
||||
|
||||
m_pSidearmsButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Sidearms"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
|
||||
m_pSidearmsButton->setParent(m_pParentPanel);
|
||||
m_pSidearmsButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_SIDEARMS,this));
|
||||
|
||||
iButtonPosY += BUTTON_SIZE_Y + YRES(8);
|
||||
|
||||
m_pSecondaryButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Secondary"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
|
||||
m_pSecondaryButton->setParent(m_pParentPanel);
|
||||
m_pSecondaryButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_PRIMARY,this));
|
||||
|
||||
iButtonPosY += BUTTON_SIZE_Y + YRES(8);
|
||||
|
||||
m_pExplosivesButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Explosives"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
|
||||
m_pExplosivesButton->setParent(m_pParentPanel);
|
||||
m_pExplosivesButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_EXPLOSIVES,this));
|
||||
|
||||
// No uniques for now :|
|
||||
/* iButtonPosY += BUTTON_SIZE_Y + YRES(8);
|
||||
|
||||
m_pUniqueButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#ItemList_Unique"),LIST_BUTTON_X,iButtonPosY,BUTTON_SIZE_X,BUTTON_SIZE_Y);
|
||||
m_pUniqueButton->setParent(m_pParentPanel);
|
||||
m_pUniqueButton->addActionSignal(new CItemListHandler_NewItemList(ITEM_UNIQUE,this));
|
||||
*/
|
||||
iButtonPosY += BUTTON_SIZE_Y + YRES(8);
|
||||
}
|
||||
|
||||
~CMainCategories()
|
||||
{
|
||||
m_pParentPanel->removeChild(m_pMeleeButton);
|
||||
m_pParentPanel->removeChild(m_pSidearmsButton);
|
||||
m_pParentPanel->removeChild(m_pSecondaryButton);
|
||||
m_pParentPanel->removeChild(m_pExplosivesButton);
|
||||
// m_pParentPanel->removeChild(m_pUniqueButton);
|
||||
}
|
||||
private:
|
||||
CommandButtonShaded *m_pMeleeButton;
|
||||
CommandButtonShaded *m_pSidearmsButton;
|
||||
CommandButtonShaded *m_pSecondaryButton;
|
||||
CommandButtonShaded *m_pExplosivesButton;
|
||||
// CommandButtonShaded *m_pUniqueButton;
|
||||
};
|
||||
|
||||
/*
|
||||
CItemSelectionPanel methods
|
||||
*/
|
||||
CItemSelectionPanel::CItemSelectionPanel(int x,int y,int wide,int tall) : CMenuPanel(100,false,x,y,wide,tall)
|
||||
{
|
||||
memset( m_iWeaponIndices, -1, sizeof( m_iWeaponIndices ) );
|
||||
|
||||
// Start up selection images
|
||||
for(int i = 0;i < 5;i++)
|
||||
{
|
||||
m_pImageLabels[i] = new CImageLabel("",0,0);
|
||||
m_pImageLabels[i]->setParent(this);
|
||||
m_pImageLabels[i]->setVisible(false);
|
||||
}
|
||||
|
||||
// Load the item manager
|
||||
m_pItemList = new CMainCategories(this, NULL );
|
||||
|
||||
// Information Panel
|
||||
m_pInformationPanel = new CInformationPanel(INFO_PANEL_X,INFO_PANEL_Y,INFO_PANEL_SIZE_X,INFO_PANEL_SIZE_Y);
|
||||
m_pInformationPanel->setParent(this);
|
||||
m_pInformationPanel->setVisible(true);
|
||||
|
||||
int iButtonPosX = MAIN_BUTTON_X;
|
||||
|
||||
CommandButtonShaded *pOkButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#Menu_JoinGame"), iButtonPosX, MAIN_BUTTON_Y, BUTTON_SIZE_X, BUTTON_SIZE_Y );
|
||||
pOkButton->setParent(this);
|
||||
// pOkButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
|
||||
pOkButton->addActionSignal(new CHandler_SendChanges(this));
|
||||
|
||||
iButtonPosX += XRES(168);
|
||||
|
||||
CommandButtonShaded *pRandomButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#Menu_Random"), iButtonPosX,MAIN_BUTTON_Y, BUTTON_SIZE_X, BUTTON_SIZE_Y );
|
||||
pRandomButton->setParent(this);
|
||||
pRandomButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
|
||||
pRandomButton->addActionSignal(new CMenuHandler_StringCommand("setrandom"));
|
||||
pRandomButton->addActionSignal(new CMenuHandler_StringCommand("join_game"));
|
||||
|
||||
iButtonPosX += XRES(168);
|
||||
|
||||
CommandButtonShaded *pSpectateButton = new CommandButtonShaded(CHudTextMessage::BufferedLocaliseTextString("#Menu_Spectate"), iButtonPosX, MAIN_BUTTON_Y, BUTTON_SIZE_X,BUTTON_SIZE_Y );
|
||||
pSpectateButton->setParent(this);
|
||||
pSpectateButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
|
||||
pSpectateButton->addActionSignal(new CMenuHandler_StringCommand("spectate"));
|
||||
}
|
||||
|
||||
CItemSelectionPanel::~CItemSelectionPanel()
|
||||
{
|
||||
delete m_pItemList;
|
||||
|
||||
for( int i = 0;i < 5;i++ )
|
||||
delete m_pImageLabels[i];
|
||||
}
|
||||
|
||||
void CItemSelectionPanel::SetInfo(char *pszClassname)
|
||||
{
|
||||
m_pInformationPanel->SetInfo(pszClassname);
|
||||
}
|
||||
|
||||
void CItemSelectionPanel::SetImage(char *pszClassname,int iIndex)
|
||||
{
|
||||
// Show image
|
||||
char szImageName[128];
|
||||
|
||||
sprintf(szImageName,"inv_%s",pszClassname);
|
||||
|
||||
m_pImageLabels[iIndex]->NewImage(szImageName);
|
||||
m_pImageLabels[iIndex]->setVisible(true);
|
||||
m_pImageLabels[iIndex]->setImageColor(Color(255,255,255,160)); // Slightly faded
|
||||
|
||||
// Set image bounds
|
||||
int x, y;
|
||||
int w,h;
|
||||
|
||||
w = m_pImageLabels[iIndex]->getImageWide();
|
||||
h = m_pImageLabels[iIndex]->getImageTall();
|
||||
|
||||
switch( iIndex )
|
||||
{
|
||||
case 0:
|
||||
x = IMAGE_PANEL_X;
|
||||
y = IMAGE_PANEL_Y;
|
||||
break;
|
||||
case 1:
|
||||
x = IMAGE_PANEL_X;
|
||||
y = IMAGE_PANEL_Y + h + YRES(8);
|
||||
break;
|
||||
case 2:
|
||||
x = IMAGE_PANEL_X + w + XRES(8);
|
||||
y = IMAGE_PANEL_Y;
|
||||
break;
|
||||
case 3:
|
||||
case 4:
|
||||
x = IMAGE_PANEL_X + w + XRES(8);
|
||||
y = IMAGE_PANEL_Y + h + YRES(8);
|
||||
break;
|
||||
}
|
||||
|
||||
m_pImageLabels[iIndex]->setPos( x, y );
|
||||
}
|
||||
|
||||
void CItemSelectionPanel::paintBackground()
|
||||
{
|
||||
drawSetColor(TW_PANEL_BORDER_RGBA);
|
||||
drawOutlinedRect(0,0,_size[0],_size[1]);
|
||||
}
|
||||
|
||||
void CItemSelectionPanel::AddItem( playeritemlist_t *pList, int iSlot, int iIndex )
|
||||
{
|
||||
m_iWeaponIndices[iSlot] = iIndex;
|
||||
|
||||
SetImage( pList->array[iIndex].weapon_classname, iSlot );
|
||||
}
|
||||
|
||||
void CItemSelectionPanel::SendItems()
|
||||
{
|
||||
// Must have a melee or backup weapon to spawn.
|
||||
if( m_iWeaponIndices[0] == -1 )
|
||||
{
|
||||
gEngfuncs.pfnCenterPrint( "Must choose a melee weapon" );
|
||||
return;
|
||||
}
|
||||
|
||||
gViewPort->HideTopMenu();
|
||||
|
||||
char szText[64];
|
||||
sprintf( szText, "setweapons %i %i %i %i %i",
|
||||
m_iWeaponIndices[0], m_iWeaponIndices[1], m_iWeaponIndices[2],
|
||||
m_iWeaponIndices[3], m_iWeaponIndices[4] );
|
||||
|
||||
gEngfuncs.pfnClientCmd( "unsetrandom" );
|
||||
gEngfuncs.pfnClientCmd( szText );
|
||||
gEngfuncs.pfnClientCmd( "join_game" );
|
||||
}
|
||||
|
||||
/*
|
||||
CInformationPanel methods
|
||||
*/
|
||||
CInformationPanel::CInformationPanel(int x,int y,int wide,int tall) : CTransparentPanel(0,x,y,wide,tall)
|
||||
{
|
||||
memset( m_szClassname, 0, sizeof( m_szClassname ) );
|
||||
|
||||
m_pImageLabel = new CImageLabel("",0,0);
|
||||
m_pImageLabel->setParent(this);
|
||||
m_pImageLabel->setVisible(false);
|
||||
|
||||
// Get the scheme used for the Titles
|
||||
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
|
||||
|
||||
// schemes
|
||||
SchemeHandle_t hTitleScheme = pSchemes->getSchemeHandle( "Title Font" );
|
||||
SchemeHandle_t hMOTDText = pSchemes->getSchemeHandle( "Briefing Text" );
|
||||
|
||||
// color schemes
|
||||
int r, g, b, a;
|
||||
|
||||
m_pScrollPanel = new CTFScrollPanel(XRES(16),YRES(16), wide - XRES(32), tall - YRES(32));
|
||||
m_pScrollPanel->setParent(this);
|
||||
|
||||
// force scrollbars on to set clientClip
|
||||
m_pScrollPanel->setScrollBarAutoVisible(false, false);
|
||||
m_pScrollPanel->setScrollBarVisible(true, true);
|
||||
m_pScrollPanel->validate();
|
||||
|
||||
m_pTextPanel = new TextPanel("",0,0,64,64);
|
||||
m_pTextPanel->setParent(m_pScrollPanel->getClient());
|
||||
|
||||
// Set font
|
||||
m_pTextPanel->setFont(pSchemes->getFont(hMOTDText));
|
||||
pSchemes->getFgColor(hMOTDText,r,g,b,a);
|
||||
m_pTextPanel->setFgColor(r,g,b,a);
|
||||
pSchemes->getBgColor(hMOTDText,r,g,b,a);
|
||||
m_pTextPanel->setBgColor(r,g,b,a);
|
||||
}
|
||||
|
||||
void CInformationPanel::SetInfo( char *pszClassname )
|
||||
{
|
||||
// Dont update if we are already showing info
|
||||
if( strcmp( pszClassname, m_szClassname ) == 0 )
|
||||
return;
|
||||
|
||||
strcpy( m_szClassname, pszClassname );
|
||||
|
||||
// Show image
|
||||
char szImageName[128];
|
||||
|
||||
sprintf(szImageName,"info_%s",pszClassname);
|
||||
|
||||
m_pImageLabel->NewImage(szImageName);
|
||||
m_pImageLabel->setVisible(true);
|
||||
m_pImageLabel->setImageColor(Color(255,255,255,160)); // Slightly faded
|
||||
|
||||
// Set image bounds
|
||||
int w,h;
|
||||
|
||||
getSize(w,h);
|
||||
|
||||
m_pImageLabel->setPos(w/2 - m_pImageLabel->getImageWide()/2,h/2 - m_pImageLabel->getImageTall()/2);
|
||||
|
||||
// Set text
|
||||
char szLocalizedClass[128];
|
||||
|
||||
sprintf(szLocalizedClass,"#Information_%s",pszClassname);
|
||||
|
||||
m_pTextPanel->setText(CHudTextMessage::BufferedLocaliseTextString(szLocalizedClass));
|
||||
|
||||
// Get the total size of the MOTD text and resize the text panel
|
||||
int iScrollSizeX, iScrollSizeY;
|
||||
|
||||
// First, set the size so that the client's width is correct at least because the
|
||||
// width is critical for getting the "wrapped" size right.
|
||||
// You'll see a horizontal scroll bar if there is a single word that won't wrap in the
|
||||
// specified width.
|
||||
m_pTextPanel->getTextImage()->setSize(m_pScrollPanel->getClientClip()->getWide(), m_pScrollPanel->getClientClip()->getTall());
|
||||
m_pTextPanel->getTextImage()->getTextSizeWrapped( iScrollSizeX, iScrollSizeY );
|
||||
|
||||
// Now resize the textpanel to fit the scrolled size
|
||||
m_pTextPanel->setSize( iScrollSizeX , iScrollSizeY );
|
||||
|
||||
//turn the scrollbars back into automode
|
||||
m_pScrollPanel->setScrollBarAutoVisible(true, true);
|
||||
m_pScrollPanel->setScrollBarVisible(false, false);
|
||||
|
||||
m_pScrollPanel->validate();
|
||||
}
|
||||
|
||||
/*
|
||||
CItemListHandler_NewItemList methods
|
||||
*/
|
||||
CItemListHandler_NewItemList::CItemListHandler_NewItemList(int iCategory,CItemList *pItemList)
|
||||
{
|
||||
m_iCategory = iCategory;
|
||||
m_pOldItemList = pItemList;
|
||||
}
|
||||
|
||||
void CItemListHandler_NewItemList::actionPerformed(Panel *panel)
|
||||
{
|
||||
CItemSelectionPanel *pParent = m_pOldItemList->m_pParentPanel;
|
||||
|
||||
delete m_pOldItemList;
|
||||
|
||||
switch( m_iCategory )
|
||||
{
|
||||
case ITEM_MELEE:
|
||||
m_pOldItemList = new CItemList( pParent, &g_MeleeItems, ITEM_MELEE, ITEM_SIDEARMS );
|
||||
m_pOldItemList->BuildButtons();
|
||||
break;
|
||||
case ITEM_SIDEARMS:
|
||||
m_pOldItemList = new CItemList( pParent, &g_SidearmItems, ITEM_SIDEARMS, ITEM_PRIMARY );
|
||||
m_pOldItemList->BuildButtons();
|
||||
break;
|
||||
case ITEM_PRIMARY:
|
||||
m_pOldItemList = new CItemList( pParent, &g_PrimaryItems, ITEM_PRIMARY, ITEM_EXPLOSIVES );
|
||||
m_pOldItemList->BuildButtons();
|
||||
break;
|
||||
/* case ITEM_UNIQUE:
|
||||
m_pOldItemList = new CItemList( pParent, &g_UniqueItems, 3 );
|
||||
m_pOldItemList->BuildButtons();
|
||||
break;*/
|
||||
case ITEM_EXPLOSIVES:
|
||||
m_pOldItemList = new CItemList( pParent, &g_OtherItems, ITEM_EXPLOSIVES, ITEM_BACK );
|
||||
m_pOldItemList->BuildButtons();
|
||||
break;
|
||||
case ITEM_BACK:
|
||||
m_pOldItemList = new CMainCategories( pParent, NULL );
|
||||
break;
|
||||
}
|
||||
}
|
|
@ -29,7 +29,8 @@
|
|||
#include "const.h"
|
||||
|
||||
#include "vgui_int.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
#include "vgui_ServerBrowser.h"
|
||||
|
||||
#define MOTD_TITLE_X XRES(16)
|
||||
|
@ -46,26 +47,25 @@
|
|||
class CMessageWindowPanel : public CMenuPanel
|
||||
{
|
||||
public:
|
||||
CMessageWindowPanel( const char *szMOTD, const char *szTitle, int iShadeFullScreen, int iRemoveMe, int x, int y, int wide, int tall );
|
||||
|
||||
CMessageWindowPanel( const char *szMOTD, const char *szTitle, int iShadeFullScreen, int iRemoveMe, int iTextType, int x, int y, int wide, int tall );
|
||||
void paintBackground();
|
||||
private:
|
||||
CTransparentPanel *m_pBackgroundPanel;
|
||||
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Creates a new CMessageWindowPanel
|
||||
// Output : CMenuPanel - interface to the panel
|
||||
//-----------------------------------------------------------------------------
|
||||
CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall )
|
||||
CMenuPanel *CMessageWindowPanel_Create( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int iTextType, int x, int y, int wide, int tall )
|
||||
{
|
||||
return new CMessageWindowPanel( szMOTD, szTitle, iShadeFullscreen, iRemoveMe, x, y, wide, tall );
|
||||
return new CMessageWindowPanel( szMOTD, szTitle, iShadeFullscreen, iRemoveMe, iTextType, x, y, wide, tall );
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Constructs a message panel
|
||||
//-----------------------------------------------------------------------------
|
||||
CMessageWindowPanel::CMessageWindowPanel( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int x, int y, int wide, int tall ) : CMenuPanel( iShadeFullscreen ? 100 : 255, iRemoveMe, x, y, wide, tall )
|
||||
CMessageWindowPanel::CMessageWindowPanel( const char *szMOTD, const char *szTitle, int iShadeFullscreen, int iRemoveMe, int iTextType, int x, int y, int wide, int tall ) : CMenuPanel( iShadeFullscreen ? 100 : 255, iRemoveMe, x, y, wide, tall )
|
||||
{
|
||||
// Get the scheme used for the Titles
|
||||
CSchemeManager *pSchemes = gViewPort->GetSchemeManager();
|
||||
|
@ -80,7 +80,7 @@ CMessageWindowPanel::CMessageWindowPanel( const char *szMOTD, const char *szTitl
|
|||
// Create the window
|
||||
m_pBackgroundPanel = new CTransparentPanel( iShadeFullscreen ? 255 : 100, MOTD_WINDOW_X, MOTD_WINDOW_Y, MOTD_WINDOW_SIZE_X, MOTD_WINDOW_SIZE_Y );
|
||||
m_pBackgroundPanel->setParent( this );
|
||||
m_pBackgroundPanel->setBorder( new LineBorder( Color(255 * 0.7,170 * 0.7,0,0)) );
|
||||
// m_pBackgroundPanel->setBorder(new LineBorder(Color(TW_PANEL_BORDER_RGBA)));
|
||||
m_pBackgroundPanel->setVisible( true );
|
||||
|
||||
int iXSize,iYSize,iXPos,iYPos;
|
||||
|
@ -142,13 +142,29 @@ CMessageWindowPanel::CMessageWindowPanel( const char *szMOTD, const char *szTitl
|
|||
pScrollPanel->validate();
|
||||
|
||||
CommandButton *pButton = new CommandButton( CHudTextMessage::BufferedLocaliseTextString( "#Menu_OK" ), iXPos + XRES(16), iYPos + iYSize - YRES(16) - BUTTON_SIZE_Y, CMENU_SIZE_X, BUTTON_SIZE_Y);
|
||||
pButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
|
||||
pButton->setParent(this);
|
||||
|
||||
switch(iTextType)
|
||||
{
|
||||
case SHOW_MOTD:
|
||||
pButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
|
||||
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_MAPBRIEFING));
|
||||
break;
|
||||
case SHOW_MAPBRIEFING:
|
||||
pButton->addActionSignal(new CMenuHandler_TextWindow(HIDE_TEXTWINDOW));
|
||||
pButton->addActionSignal(new CMenuHandler_TextWindow(MENU_ITEMSELECTION));
|
||||
break;
|
||||
}
|
||||
|
||||
pButton->setParent(this);
|
||||
}
|
||||
|
||||
void CMessageWindowPanel::paintBackground()
|
||||
{
|
||||
drawSetColor(TW_PANEL_BORDER_RGBA);
|
||||
drawOutlinedRect(0,0,_size[0],_size[1]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -166,7 +166,7 @@ CSchemeManager::CSchemeManager( int xRes, int yRes )
|
|||
|
||||
// find the closest matching scheme file to our resolution
|
||||
char token[1024];
|
||||
char *pFile = (char*)LoadFileByResolution( "", xRes, "_textscheme.txt" );
|
||||
char *pFile = (char*)LoadFileByResolution( "gfx/vgui/", xRes, "_textscheme.txt" );
|
||||
m_xRes = xRes;
|
||||
|
||||
char *pFileStart = pFile;
|
||||
|
|
|
@ -24,10 +24,11 @@
|
|||
#include "const.h"
|
||||
#include "entity_state.h"
|
||||
#include "cl_entity.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "vgui_ScorePanel.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
#include "..\game_shared\vgui_helpers.h"
|
||||
#include "..\game_shared\vgui_loadtga.h"
|
||||
#include "vgui_ScorePanel.h"
|
||||
|
||||
hud_player_info_t g_PlayerInfoList[MAX_PLAYERS+1]; // player info from the engine
|
||||
extra_player_info_t g_PlayerExtraInfo[MAX_PLAYERS+1]; // additional player info sent directly to the client dll
|
||||
|
@ -35,7 +36,6 @@ team_info_t g_TeamInfo[MAX_TEAMS+1];
|
|||
int g_IsSpectator[MAX_PLAYERS+1];
|
||||
|
||||
int HUD_IsGame( const char *game );
|
||||
int EV_TFC_IsAllyTeam( int iTeam1, int iTeam2 );
|
||||
|
||||
// Scoreboard dimensions
|
||||
#define SBOARD_TITLE_SIZE_Y YRES(22)
|
||||
|
@ -57,7 +57,6 @@ SBColumnInfo g_ColumnInfo[NUM_COLUMNS] =
|
|||
{
|
||||
{NULL, 24, Label::a_east},
|
||||
{NULL, 140, Label::a_east}, // name
|
||||
{NULL, 56, Label::a_east}, // class
|
||||
{"#SCORE", 40, Label::a_east},
|
||||
{"#DEATHS", 46, Label::a_east},
|
||||
{"#LATENCY", 46, Label::a_east},
|
||||
|
@ -71,7 +70,6 @@ SBColumnInfo g_ColumnInfo[NUM_COLUMNS] =
|
|||
#define TEAM_SPECTATORS 2
|
||||
#define TEAM_BLANK 3
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// ScorePanel::HitTestPanel.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -84,8 +82,6 @@ void ScorePanel::HitTestPanel::internalMousePressed(MouseCode code)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Create the ScoreBoard panel
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -97,7 +93,12 @@ ScorePanel::ScorePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
|
|||
Font *tfont = pSchemes->getFont(hTitleScheme);
|
||||
Font *smallfont = pSchemes->getFont(hSmallScheme);
|
||||
|
||||
setBgColor(0, 0, 0, 96);
|
||||
setBgColor(TW_PANEL_BG_RGBA);
|
||||
|
||||
LineBorder *border = new LineBorder(Color(TW_PANEL_BORDER_RGBA));
|
||||
setBorder(border);
|
||||
setPaintBorderEnabled(true);
|
||||
|
||||
m_pCurrentHighlightLabel = NULL;
|
||||
m_iHighlightRow = -1;
|
||||
|
||||
|
@ -108,10 +109,6 @@ ScorePanel::ScorePanel(int x,int y,int wide,int tall) : Panel(x,y,wide,tall)
|
|||
m_TitleLabel.setFgColor( Scheme::sc_primary1 );
|
||||
m_TitleLabel.setContentAlignment( vgui::Label::a_west );
|
||||
|
||||
LineBorder *border = new LineBorder(Color(60, 60, 60, 128));
|
||||
setBorder(border);
|
||||
setPaintBorderEnabled(true);
|
||||
|
||||
int xpos = g_ColumnInfo[0].m_Width + 3;
|
||||
if (ScreenWidth >= 640)
|
||||
{
|
||||
|
@ -262,7 +259,7 @@ void ScorePanel::Update()
|
|||
}
|
||||
|
||||
// If it's not teamplay, sort all the players. Otherwise, sort the teams.
|
||||
if ( !gHUD.m_Teamplay )
|
||||
if ( gHUD.m_Gamemode != 2 )
|
||||
SortPlayers( 0, NULL );
|
||||
else
|
||||
SortTeams();
|
||||
|
@ -628,11 +625,11 @@ void ScorePanel::FillGrid()
|
|||
if ( pl_info->thisplayer ) // if it is their name, draw it a different color
|
||||
{
|
||||
// Highlight this player
|
||||
pLabel->setFgColor(Scheme::sc_white);
|
||||
pLabel->setFgColor(TW_SCOREPANEL_HIGHLIGHT_TEXT_RGBA);
|
||||
pLabel->setBgColor( iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber % iNumberOfTeamColors ][0],
|
||||
iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber % iNumberOfTeamColors ][1],
|
||||
iTeamColors[ g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber % iNumberOfTeamColors ][2],
|
||||
196 );
|
||||
TW_SCOREPANEL_HIGHLIGHT_COLOR_A );
|
||||
}
|
||||
else if ( m_iSortedRows[row] == m_iLastKilledBy && m_fLastKillTime && m_fLastKillTime > gHUD.m_flTime )
|
||||
{
|
||||
|
@ -642,7 +639,7 @@ void ScorePanel::FillGrid()
|
|||
}
|
||||
|
||||
// Align
|
||||
if (col == COLUMN_NAME || col == COLUMN_CLASS)
|
||||
if (col == COLUMN_NAME)
|
||||
{
|
||||
pLabel->setContentAlignment( vgui::Label::a_west );
|
||||
}
|
||||
|
@ -693,8 +690,6 @@ void ScorePanel::FillGrid()
|
|||
break;
|
||||
case COLUMN_VOICE:
|
||||
break;
|
||||
case COLUMN_CLASS:
|
||||
break;
|
||||
case COLUMN_KILLS:
|
||||
if ( m_iIsATeam[row] == TEAM_YES )
|
||||
sprintf(sz, "%d", team_info->frags );
|
||||
|
@ -728,35 +723,6 @@ void ScorePanel::FillGrid()
|
|||
GetClientVoiceMgr()->UpdateSpeakerImage(pLabel, m_iSortedRows[row]);
|
||||
}
|
||||
break;
|
||||
case COLUMN_CLASS:
|
||||
// No class for other team's members (unless allied or spectator)
|
||||
if ( gViewPort && EV_TFC_IsAllyTeam( g_iTeamNumber, g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ) )
|
||||
bShowClass = true;
|
||||
// Don't show classes if this client hasnt picked a team yet
|
||||
if ( g_iTeamNumber == 0 )
|
||||
bShowClass = false;
|
||||
|
||||
if (bShowClass)
|
||||
{
|
||||
// Only print Civilian if this team are all civilians
|
||||
bool bNoClass = false;
|
||||
if ( g_PlayerExtraInfo[ m_iSortedRows[row] ].playerclass == 0 )
|
||||
{
|
||||
if ( gViewPort->GetValidClasses( g_PlayerExtraInfo[ m_iSortedRows[row] ].teamnumber ) != -1 )
|
||||
bNoClass = true;
|
||||
}
|
||||
|
||||
if (bNoClass)
|
||||
sprintf(sz, "");
|
||||
else
|
||||
sprintf( sz, "%s", CHudTextMessage::BufferedLocaliseTextString( sLocalisedClasses[ g_PlayerExtraInfo[ m_iSortedRows[row] ].playerclass ] ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
strcpy(sz, "");
|
||||
}
|
||||
break;
|
||||
|
||||
case COLUMN_TRACKER:
|
||||
break;
|
||||
case COLUMN_KILLS:
|
||||
|
@ -955,7 +921,7 @@ void CLabelHeader::paint()
|
|||
|
||||
if (gViewPort->GetScoreBoard()->m_iHighlightRow == _row)
|
||||
{
|
||||
setFgColor(255, 255, 255, 0);
|
||||
setFgColor(255,255, 255, 0);
|
||||
}
|
||||
|
||||
// draw text
|
||||
|
|
|
@ -24,13 +24,12 @@
|
|||
// Scoreboard cells
|
||||
#define COLUMN_TRACKER 0
|
||||
#define COLUMN_NAME 1
|
||||
#define COLUMN_CLASS 2
|
||||
#define COLUMN_KILLS 3
|
||||
#define COLUMN_DEATHS 4
|
||||
#define COLUMN_LATENCY 5
|
||||
#define COLUMN_VOICE 6
|
||||
#define COLUMN_BLANK 7
|
||||
#define NUM_COLUMNS 8
|
||||
#define COLUMN_KILLS 2
|
||||
#define COLUMN_DEATHS 3
|
||||
#define COLUMN_LATENCY 4
|
||||
#define COLUMN_VOICE 5
|
||||
#define COLUMN_BLANK 6
|
||||
#define NUM_COLUMNS 7
|
||||
#define NUM_ROWS (MAX_PLAYERS + (MAX_SCOREBOARD_TEAMS * 2))
|
||||
|
||||
using namespace vgui;
|
||||
|
@ -259,6 +258,8 @@ private:
|
|||
vgui::CListBox m_PlayerList;
|
||||
CGrid m_PlayerGrids[NUM_ROWS]; // The grid with player and team info.
|
||||
CLabelHeader m_PlayerEntries[NUM_COLUMNS][NUM_ROWS]; // Labels for the grid entries.
|
||||
// WastesBitmapTGA *m_pBackground;
|
||||
Label *m_pBackgroundLabel;
|
||||
|
||||
ScorePanel::HitTestPanel m_HitTestPanel;
|
||||
|
||||
|
@ -277,10 +278,18 @@ public:
|
|||
int m_iLastKilledBy;
|
||||
int m_fLastKillTime;
|
||||
|
||||
|
||||
public:
|
||||
|
||||
ScorePanel(int x,int y,int wide,int tall);
|
||||
~ScorePanel()
|
||||
{
|
||||
// if(m_pBackground != NULL)
|
||||
// delete m_pBackground;
|
||||
// if(m_pBackgroundLabel != NULL)
|
||||
// delete m_pBackgroundLabel;
|
||||
|
||||
Panel::~Panel();
|
||||
}
|
||||
|
||||
void Update( void );
|
||||
|
||||
|
|
|
@ -17,7 +17,8 @@
|
|||
#include "hud_servers.h"
|
||||
#include "net_api.h"
|
||||
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
#include "vgui_ServerBrowser.h"
|
||||
|
||||
using namespace vgui;
|
||||
|
|
1912
cl_dll/vgui_TheWastesViewport.cpp
Normal file
1912
cl_dll/vgui_TheWastesViewport.cpp
Normal file
File diff suppressed because it is too large
Load diff
1116
cl_dll/vgui_TheWastesViewport.h
Normal file
1116
cl_dll/vgui_TheWastesViewport.h
Normal file
File diff suppressed because it is too large
Load diff
|
@ -22,7 +22,8 @@
|
|||
#include "const.h"
|
||||
#include "camera.h"
|
||||
#include "in_defs.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
#include "vgui_ControlConfigPanel.h"
|
||||
|
||||
namespace
|
||||
|
@ -87,9 +88,8 @@ void VGui_Startup()
|
|||
Panel* root=(Panel*)VGui_GetPanel();
|
||||
root->setBgColor(128,128,0,0);
|
||||
//root->setNonPainted(false);
|
||||
//root->setBorder(new LineBorder());
|
||||
//root->setBorder(new LineBorder(Color(TW_PANEL_BORDER_RGBA)));
|
||||
root->setLayout(new BorderLayout(0));
|
||||
|
||||
|
||||
//root->getSurfaceBase()->setEmulatedCursorVisible(true);
|
||||
|
||||
|
@ -105,7 +105,7 @@ void VGui_Startup()
|
|||
}
|
||||
else
|
||||
{
|
||||
gViewPort = new TeamFortressViewport(0,0,root->getWide(),root->getTall());
|
||||
gViewPort = new TheWastesViewport(0,0,root->getWide(),root->getTall());
|
||||
gViewPort->setParent(root);
|
||||
}
|
||||
|
||||
|
@ -113,7 +113,6 @@ void VGui_Startup()
|
|||
TexturePanel* texturePanel=new TexturePanel();
|
||||
texturePanel->setParent(gViewPort);
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
void VGui_Shutdown()
|
||||
|
|
|
@ -23,7 +23,8 @@
|
|||
|
||||
#include "hud.h"
|
||||
#include "cl_util.h"
|
||||
#include "vgui_TeamFortressViewport.h"
|
||||
#include "tw_vgui.h"
|
||||
#include "vgui_TheWastesViewport.h"
|
||||
|
||||
// Team Menu Dimensions
|
||||
#define TEAMMENU_TITLE_X XRES(40)
|
||||
|
@ -74,7 +75,7 @@ CTeamMenuPanel::CTeamMenuPanel(int iTrans, int iRemoveMe, int x,int y,int wide,i
|
|||
// Create the Info Window
|
||||
m_pTeamWindow = new CTransparentPanel( 255, TEAMMENU_WINDOW_X, TEAMMENU_WINDOW_Y, TEAMMENU_WINDOW_SIZE_X, TEAMMENU_WINDOW_SIZE_Y );
|
||||
m_pTeamWindow->setParent( this );
|
||||
m_pTeamWindow->setBorder( new LineBorder( Color(255*0.7,170*0.7,0,0 )) );
|
||||
// m_pTeamWindow->setBorder( new LineBorder( Color(255*0.7,170*0.7,0,0 )) );
|
||||
|
||||
// Create the Map Name Label
|
||||
m_pMapTitle = new Label( "", TEAMMENU_WINDOW_TITLE_X, TEAMMENU_WINDOW_TITLE_Y );
|
||||
|
|
122
cl_dll/view.cpp
122
cl_dll/view.cpp
|
@ -23,6 +23,7 @@
|
|||
#include "screenfade.h"
|
||||
#include "shake.h"
|
||||
|
||||
ref_params_t *g_pparams; // pointer from V_CalcRefDef
|
||||
|
||||
// Spectator Mode
|
||||
extern "C"
|
||||
|
@ -49,10 +50,12 @@ extern "C"
|
|||
int PM_GetInfo( int ent );
|
||||
void InterpolateAngles( float *start, float *end, float *output, float frac );
|
||||
float AngleBetweenVectors( float * v1, float * v2 );
|
||||
|
||||
}
|
||||
|
||||
void V_DropPunchAngle ( float frametime, float *ev_punchangle );
|
||||
void V_Sway(struct ref_params_s *pparams);
|
||||
void V_StopSway();
|
||||
void V_DisableFade();
|
||||
void VectorAngles( const float *forward, float *angles );
|
||||
|
||||
/*
|
||||
|
@ -71,6 +74,16 @@ vec3_t v_origin, v_angles;
|
|||
|
||||
vec3_t ev_punchangle;
|
||||
|
||||
extern float g_lastFOV; // If this is set we dont render a view mdl
|
||||
|
||||
// Thermal
|
||||
int ev_thermal = 0;
|
||||
|
||||
// Swaying
|
||||
float ev_swayscale = 0;
|
||||
float ev_scaleclamp;
|
||||
int ev_swayenabled = 0;
|
||||
|
||||
cvar_t *scr_ofsx;
|
||||
cvar_t *scr_ofsy;
|
||||
cvar_t *scr_ofsz;
|
||||
|
@ -497,7 +510,6 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
scr_ofsz->value = 0.0;
|
||||
}
|
||||
|
||||
|
||||
V_DriftPitch ( pparams );
|
||||
|
||||
// ent is the player model ( visible when out of body )
|
||||
|
@ -747,6 +759,13 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
|
||||
V_DropPunchAngle ( pparams->frametime, (float *)&ev_punchangle );
|
||||
|
||||
// Client side sway, if any
|
||||
// Clear sway if player is dead
|
||||
if(ev_swayenabled && pparams->health)
|
||||
V_Sway(pparams);
|
||||
else
|
||||
V_StopSway(); // reset swayangle
|
||||
|
||||
// smooth out stair step ups
|
||||
#if 1
|
||||
if ( !pparams->smoothing && pparams->onground && pparams->simorg[2] - oldz > 0)
|
||||
|
@ -884,6 +903,20 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
|
|||
|
||||
v_origin = pparams->vieworg;
|
||||
|
||||
// There is a bug with removing
|
||||
// the view model, being it plays
|
||||
// The current animation over again.
|
||||
// So instead we just move the viewmodel
|
||||
// so far away that the player will never see it.
|
||||
// TODO: Do this without letting the player see his vmdl.
|
||||
if(g_lastFOV)
|
||||
{
|
||||
view->model = NULL;
|
||||
|
||||
// view->origin[2] = v_origin[2] - 64;
|
||||
// view->origin[1] = v_origin[1] - 64;
|
||||
// view->origin[0] = v_origin[0];
|
||||
}
|
||||
}
|
||||
|
||||
void V_GetInEyePos(int entity, float * origin, float * angles )
|
||||
|
@ -1166,6 +1199,8 @@ void V_CalcSpectatorRefdef ( struct ref_params_s *pparams )
|
|||
|
||||
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
|
||||
{
|
||||
g_pparams = pparams; // set global pointer
|
||||
|
||||
// intermission / finale rendering
|
||||
if ( pparams->intermission )
|
||||
{
|
||||
|
@ -1180,24 +1215,20 @@ void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
|
|||
V_CalcNormalRefdef ( pparams );
|
||||
}
|
||||
|
||||
/*
|
||||
// Example of how to overlay the whole screen with red at 50 % alpha
|
||||
#define SF_TEST
|
||||
#if defined SF_TEST
|
||||
// H&K G11 Thermal Scope
|
||||
if(ev_thermal)
|
||||
{
|
||||
screenfade_t sf;
|
||||
gEngfuncs.pfnGetScreenFade( &sf );
|
||||
gEngfuncs.pfnGetScreenFade(&sf);
|
||||
|
||||
sf.fader = 255;
|
||||
sf.fadeg = 0;
|
||||
sf.fadeb = 0;
|
||||
sf.fadealpha = 128;
|
||||
sf.fadeFlags = FFADE_STAYOUT | FFADE_OUT;
|
||||
sf.fadealpha = 225;
|
||||
sf.fadeFlags = FFADE_MODULATE|FFADE_STAYOUT|FFADE_OUT;
|
||||
|
||||
gEngfuncs.pfnSetScreenFade( &sf );
|
||||
gEngfuncs.pfnSetScreenFade(&sf);
|
||||
}
|
||||
#endif
|
||||
*/
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -1228,6 +1259,72 @@ void V_PunchAxis( int axis, float punch )
|
|||
ev_punchangle[ axis ] = punch;
|
||||
}
|
||||
|
||||
void V_DisableFade()
|
||||
{
|
||||
screenfade_t sf;
|
||||
gEngfuncs.pfnGetScreenFade(&sf);
|
||||
|
||||
sf.fader = 0;
|
||||
sf.fadeg = 0;
|
||||
sf.fadeb = 0;
|
||||
sf.fadealpha = 0;
|
||||
sf.fadeFlags = FFADE_IN;
|
||||
|
||||
gEngfuncs.pfnSetScreenFade(&sf);
|
||||
|
||||
ev_thermal = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
V_SetSway
|
||||
|
||||
Client side crosshair sway
|
||||
=============
|
||||
*/
|
||||
void V_SetSway(float scale)
|
||||
{
|
||||
// Settings
|
||||
ev_swayscale = scale;
|
||||
ev_scaleclamp = scale * 0.1; // 1/10th of the original scale
|
||||
|
||||
// Tell view logic to sway
|
||||
ev_swayenabled = 1;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
V_StopSway
|
||||
|
||||
Kill the sway
|
||||
=============
|
||||
*/
|
||||
void V_StopSway()
|
||||
{
|
||||
// No more sway
|
||||
ev_swayenabled = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
V_Sway
|
||||
|
||||
Portray sway on clients screen
|
||||
=============
|
||||
*/
|
||||
void V_Sway(struct ref_params_s *pparams)
|
||||
{
|
||||
pparams->viewangles[ROLL] += ev_swayscale * sin(pparams->time*v_iroll_cycle.value) * v_iroll_level.value;
|
||||
pparams->viewangles[PITCH] += ev_swayscale * sin(pparams->time*v_ipitch_cycle.value) * v_ipitch_level.value;
|
||||
pparams->viewangles[YAW] += ev_swayscale * sin(pparams->time*v_iyaw_cycle.value) * v_iyaw_level.value;
|
||||
|
||||
// start to reduce sway
|
||||
ev_swayscale -= 0.35*pparams->frametime;
|
||||
|
||||
if(ev_swayscale < ev_scaleclamp)
|
||||
ev_swayscale = ev_scaleclamp;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
V_Init
|
||||
|
@ -1250,7 +1347,6 @@ void V_Init (void)
|
|||
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
|
||||
}
|
||||
|
||||
|
||||
//#define TRACE_TEST
|
||||
#if defined( TRACE_TEST )
|
||||
|
||||
|
|
|
@ -292,7 +292,6 @@ typedef struct model_s
|
|||
// additional model data
|
||||
//
|
||||
cache_user_t cache; // only access through Mod_Extradata
|
||||
|
||||
} model_t;
|
||||
|
||||
typedef vec_t vec4_t[4];
|
||||
|
|
|
@ -639,7 +639,6 @@
|
|||
#endif
|
||||
|
||||
// Break Model Defines
|
||||
|
||||
#define BREAK_TYPEMASK 0x4F
|
||||
#define BREAK_GLASS 0x01
|
||||
#define BREAK_METAL 0x02
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
#define IN_ATTACK2 (1 << 11)
|
||||
#define IN_RUN (1 << 12)
|
||||
#define IN_RELOAD (1 << 13)
|
||||
#define IN_ALT1 (1 << 14)
|
||||
#define IN_SPECIAL (1 << 14)
|
||||
#define IN_SCORE (1 << 15) // Used by client.dll for when scoreboard is held down
|
||||
|
||||
#endif // IN_BUTTONS_H
|
||||
|
|
|
@ -72,4 +72,6 @@ typedef struct ref_params_s
|
|||
int onlyClientDraw; // if !=0 nothing is drawn by the engine except clientDraw functions
|
||||
} ref_params_t;
|
||||
|
||||
extern ref_params_t *g_pparams; // pointer to g_pparams from CalcRefdef
|
||||
|
||||
#endif // !REF_PARAMSH
|
||||
|
|
1361
common/thewastes.h
Normal file
1361
common/thewastes.h
Normal file
File diff suppressed because it is too large
Load diff
454
common/tw_common.h
Normal file
454
common/tw_common.h
Normal file
|
@ -0,0 +1,454 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
#ifndef __TW_COMMON_H_
|
||||
#define __TW_COMMON_H_
|
||||
|
||||
//
|
||||
// This Header contains generic client /
|
||||
// server module shared information
|
||||
//
|
||||
|
||||
#ifdef TW_BETA
|
||||
#define TW_BANNER "The Wastes RC 2 (Build 200) %s NOT FOR DISTRIBUTION"
|
||||
#endif
|
||||
|
||||
// Bleeding / Composure / Willpower settings
|
||||
#define PLAYER_BLEED_LIMIT 20
|
||||
#define PLAYER_COMPOSURE_LIMIT 80
|
||||
#define PLAYER_WILLPOWER_LIMIT_LO 40
|
||||
#define PLAYER_WILLPOWER_LIMIT_HI 60
|
||||
|
||||
// Animation enums
|
||||
enum single_pistol_anim_e {
|
||||
SPISTOL_IDLE = 0,
|
||||
SPISTOL_RELOAD,
|
||||
SPISTOL_RELOAD_EMPTY,
|
||||
SPISTOL_RELOAD2,
|
||||
SPISTOL_RELOAD2_EMPTY,
|
||||
SPISTOL_DRAW,
|
||||
SPISTOL_DRAW_EMPTY,
|
||||
SPISTOL_SHOOT,
|
||||
SPISTOL_SHOOT_LAST,
|
||||
SPISTOL_SHOOT_EMPTY,
|
||||
SPISTOL_WHIP1,
|
||||
SPISTOL_WHIP1_EMPTY,
|
||||
SPISTOL_WHIP2,
|
||||
SPISTOL_WHIP2_EMPTY,
|
||||
SPISTOL_AIM_IDLE,
|
||||
SPISTOL_AIM_SHOOT,
|
||||
SPISTOL_AIM_SHOOT_LAST,
|
||||
SPISTOL_AIM_SHOOT_EMPTY,
|
||||
SPISTOL_GOTO_AIM,
|
||||
SPISTOL_GOTO_AIM_EMPTY,
|
||||
SPISTOL_END_AIM,
|
||||
SPISTOL_END_AIM_EMPTY,
|
||||
};
|
||||
|
||||
enum single_ruger_anim_e {
|
||||
RUGER_IDLE = 0,
|
||||
RUGER_IDLE2,
|
||||
RUGER_RELOAD,
|
||||
RUGER_DRAW,
|
||||
RUGER_SHOOT,
|
||||
RUGER_SHOOT_EMPTY,
|
||||
RUGER_AIM_IDLE,
|
||||
RUGER_AIM_SHOOT,
|
||||
RUGER_GOTO_AIM,
|
||||
RUGER_END_AIM
|
||||
};
|
||||
|
||||
enum handcannon_anim_e {
|
||||
HC_IDLE = 0,
|
||||
HC_SHOOT,
|
||||
HC_SHOOT_LAST,
|
||||
HC_SHOOT_EMPTY,
|
||||
HC_RELOAD_EMPTY,
|
||||
HC_RELOAD,
|
||||
HC_DRAW,
|
||||
HC_DRAW_EMPTY
|
||||
};
|
||||
|
||||
enum single_sawedoff_anim_e {
|
||||
SAWED_IDLE = 0,
|
||||
SAWED_SHOOT_L,
|
||||
SAWED_SHOOT_R,
|
||||
SAWED_SHOOT_BOTH,
|
||||
SAWED_SHOOT_EMPTY,
|
||||
SAWED_RELOAD,
|
||||
SAWED_DRAW,
|
||||
};
|
||||
|
||||
enum mossberg_anim_e {
|
||||
MOSSBERG_IDLE = 0,
|
||||
MOSSBERG_IDLE2,
|
||||
MOSSBERG_IDLE3,
|
||||
MOSSBERG_GOTO_RELOAD,
|
||||
MOSSBERG_RELOAD,
|
||||
MOSSBERG_END_RELOAD,
|
||||
MOSSBERG_DRAW,
|
||||
MOSSBERG_SHOOT,
|
||||
MOSSBERG_SHOOT2,
|
||||
MOSSBERG_SHOOT_EMPTY,
|
||||
MOSSBERG_WHIP,
|
||||
};
|
||||
|
||||
enum winchester_anim_e {
|
||||
WINNY_IDLE = 0,
|
||||
WINNY_SHOOT,
|
||||
WINNY_SHOOT2,
|
||||
WINNY_RELOAD_MIDDLE,
|
||||
WINNY_RELOAD_END,
|
||||
WINNY_RELOAD_START,
|
||||
WINNY_DRAW,
|
||||
};
|
||||
|
||||
enum smg9_anim_e {
|
||||
SMG9_IDLE = 0,
|
||||
SMG9_RELOAD,
|
||||
SMG9_RELOAD_EMPTY,
|
||||
SMG9_DRAW,
|
||||
SMG9_SHOOT,
|
||||
SMG9_SHOOT_EMPTY,
|
||||
SMG9_SECONDARY_IDLE,
|
||||
SMG9_SECONDARY_SHOOT,
|
||||
SMG9_SECONDARY_SHOOT_EMPTY,
|
||||
SMG9_SECONDARY_RELOAD,
|
||||
SMG9_GOTO_SECONDARY,
|
||||
SMG9_END_SECONDARY,
|
||||
SMG9_SECONDARY_DRAW,
|
||||
};
|
||||
|
||||
enum fnfal_anim_e {
|
||||
FNFAL_IDLE1 = 0,
|
||||
FNFAL_IDLE2,
|
||||
FNFAL_RELOAD,
|
||||
FNFAL_DRAW,
|
||||
FNFAL_SHOOT,
|
||||
FNFAL_SHOOT_EMPTY,
|
||||
FNFAL_AIM_IDLE,
|
||||
FNFAL_AIM_SHOOT,
|
||||
FNFAL_AIM_SHOOT_EMPTY,
|
||||
FNFAL_GOTO_AIM,
|
||||
FNFAL_END_AIM,
|
||||
};
|
||||
|
||||
enum tommygun_anim_e {
|
||||
TOMMYGUN_IDLE = 0,
|
||||
TOMMYGUN_IDLE1,
|
||||
TOMMYGUN_IDLE2,
|
||||
TOMMYGUN_RELOAD,
|
||||
TOMMYGUN_DRAW,
|
||||
TOMMYGUN_SHOOT,
|
||||
TOMMYGUN_SHOOT_EMPTY,
|
||||
};
|
||||
|
||||
enum jackhammer_anim_e {
|
||||
JACKHAMMER_IDLE = 0,
|
||||
JACKHAMMER_RELOAD,
|
||||
JACKHAMMER_DRAW,
|
||||
JACKHAMMER_SHOOT,
|
||||
};
|
||||
|
||||
enum g11_anim_e {
|
||||
G11_IDLE = 0,
|
||||
G11_SHOOT,
|
||||
G11_BURST,
|
||||
G11_SHOOT_EMPTY,
|
||||
G11_DRAW,
|
||||
G11_RELOAD,
|
||||
G11_ACTIVATE_SCOPE,
|
||||
G11_DEACTIVATE_SCOPE,
|
||||
};
|
||||
|
||||
enum boltrifle_anim_e {
|
||||
BOLTRIFLE_IDLE1 = 0,
|
||||
BOLTRIFLE_RELOAD_EMPTY,
|
||||
BOLTRIFLE_RELOAD,
|
||||
BOLTRIFLE_DRAW,
|
||||
BOLTRIFLE_SHOOT,
|
||||
BOLTRIFLE_SHOOT_LAST,
|
||||
BOLTRIFLE_STRIKE,
|
||||
};
|
||||
|
||||
enum ak_pistols_anim_e {
|
||||
AKPISTOLS_IDLE = 0,
|
||||
AKPISTOLS_RSHOOT_LFULL,
|
||||
AKPISTOLS_RSHOOTLAST_LFULL,
|
||||
AKPISTOLS_RSHOOT_LEMPTY,
|
||||
AKPISTOLS_RSHOOTLAST_LEMPTY,
|
||||
AKPISTOLS_LSHOOT_RFULL,
|
||||
AKPISTOLS_LSHOOTLAST_RFULL,
|
||||
AKPISTOLS_LSHOOT_REMPTY,
|
||||
AKPISTOLS_LSHOOTLAST_REMPTY,
|
||||
AKPISTOLS_RELOAD_EMPTY,
|
||||
AKPISTOLS_RELOAD2_EMPTY,
|
||||
AKPISTOLS_RELOAD,
|
||||
AKPISTOLS_DRAW,
|
||||
};
|
||||
|
||||
enum sten_anim_e {
|
||||
STEN_IDLE = 0,
|
||||
STEN_IDLE_SILENCED,
|
||||
STEN_RELOAD,
|
||||
STEN_RELOAD_SILENCED,
|
||||
STEN_ADDSILENCER,
|
||||
STEN_REMSILENCER,
|
||||
STEN_DRAW,
|
||||
STEN_DRAW_SILENCED,
|
||||
STEN_SHOOT,
|
||||
STEN_SHOOT_SILENCED,
|
||||
STEN_SHOOT_EMPTY,
|
||||
STEN_SHOOT_EMPTY_SILENCED,
|
||||
};
|
||||
|
||||
enum anim_molotov_e {
|
||||
MOLOTOV_IDLE = 0,
|
||||
MOLOTOV_LIGHT,
|
||||
MOLOTOV_THROW,
|
||||
MOLOTOV_HOLSTER,
|
||||
MOLOTOV_DRAW,
|
||||
};
|
||||
|
||||
enum anim_frag_e {
|
||||
FRAG_IDLE = 0,
|
||||
FRAG_DRAW,
|
||||
FRAG_GOTOTHROW,
|
||||
FRAG_GOTOTHROW2,
|
||||
FRAG_THROW,
|
||||
};
|
||||
|
||||
enum anim_pipebomb_e {
|
||||
PIPEBOMB_IDLE = 0,
|
||||
PIPEBOMB_DRAW,
|
||||
PIPEBOMB_GOTOTHROW,
|
||||
PIPEBOMB_THROW,
|
||||
};
|
||||
|
||||
enum anim_combatknife_e {
|
||||
COMBATKNIFE_IDLE1 = 0,
|
||||
COMBATKNIFE_DRAW,
|
||||
COMBATKNIFE_HOLSTER,
|
||||
COMBATKNIFE_ATTACK1,
|
||||
COMBATKNIFE_ATTACK1MISS,
|
||||
COMBATKNIFE_ATTACK2,
|
||||
COMBATKNIFE_ATTACK2HIT,
|
||||
COMBATKNIFE_ATTACK3,
|
||||
COMBATKNIFE_ATTACK3HIT,
|
||||
COMBATKNIFE_IDLE2,
|
||||
COMBATKNIFE_IDLE3,
|
||||
};
|
||||
|
||||
enum anim_throwingknife_e {
|
||||
TKNIFE_IDLE1 = 0,
|
||||
TKNIFE_IDLE2,
|
||||
TKNIFE_DRAW,
|
||||
TKNIFE_GOTOTHROW,
|
||||
TKNIFE_THROW,
|
||||
};
|
||||
|
||||
enum anim_baseballbat_e {
|
||||
BAT_IDLE = 0,
|
||||
BAT_DRAW,
|
||||
BAT_ATTACK1,
|
||||
BAT_ATTACK1_MISS,
|
||||
BAT_ATTACK2,
|
||||
BAT_ATTACK2_MISS,
|
||||
BAT_ATTACK3,
|
||||
BAT_ATTACK3_MISS,
|
||||
};
|
||||
|
||||
enum anim_sledgehammer_e {
|
||||
SLEDGE_IDLE = 0,
|
||||
SLEDGE_DRAW,
|
||||
SLEDGE_ATTACK1,
|
||||
SLEDGE_ATTACK1_MISS,
|
||||
SLEDGE_ATTACK2,
|
||||
SLEDGE_ATTACK2_MISS,
|
||||
};
|
||||
|
||||
enum anim_katana_e {
|
||||
KATANA_ST1_IDLE = 0,
|
||||
KATANA_ST2_IDLE,
|
||||
KATANA_ST1_ATTACK1,
|
||||
KATANA_ST2_ATTACK1,
|
||||
KATANA_ST2_ATTACK2,
|
||||
KATANA_ST1_GOTO_ST2,
|
||||
KATANA_ST2_GOTO_ST1,
|
||||
KATANA_DRAW,
|
||||
};
|
||||
|
||||
enum anim_spear_e {
|
||||
SPEAR_IDLE1 = 0,
|
||||
SPEAR_IDLE2,
|
||||
SPEAR_DRAW,
|
||||
SPEAR_ATTACK1,
|
||||
SPEAR_ATTACK2,
|
||||
SPEAR_GOTO_THROW,
|
||||
SPEAR_THROW,
|
||||
SPEAR_GOTO_STAB,
|
||||
};
|
||||
|
||||
enum anim_cattleprod_e {
|
||||
PROD_IDLE1 = 0,
|
||||
PROD_DRAW,
|
||||
PROD_ATTACK1,
|
||||
PROD_ATTACK1MISS,
|
||||
PROD_ATTACK2,
|
||||
PROD_ATTACK2MISS,
|
||||
};
|
||||
|
||||
enum anim_akimbo_e {
|
||||
AKIMBO_IDLE1 = 0,
|
||||
AKIMBO_RSHOOT,
|
||||
AKIMBO_RSHOOTLAST,
|
||||
AKIMBO_RSHOOT_LEMPTY,
|
||||
AKIMBO_RSHOOTLAST_LEMPTY,
|
||||
AKIMBO_LSHOOT,
|
||||
AKIMBO_LSHOOTLAST,
|
||||
AKIMBO_LSHOOT_REMPTY,
|
||||
AKIMBO_LSHOOTLAST_REMPTY,
|
||||
AKIMBO_LSHOOTEMPTY,
|
||||
AKIMBO_RSHOOTEMPTY,
|
||||
AKIMBO_RELOAD_EMPTY,
|
||||
AKIMBO_RELOAD2_EMPTY,
|
||||
AKIMBO_RELOAD,
|
||||
AKIMBO_DRAW,
|
||||
};
|
||||
|
||||
enum anim_akimbosawedoffs_e {
|
||||
AKIMBOSS_IDLE1,
|
||||
AKIMBOSS_RELOAD,
|
||||
AKIMBOSS_DRAW,
|
||||
AKIMBOSS_RSHOOT,
|
||||
AKIMBOSS_LSHOOT,
|
||||
AKIMBOSS_BSHOOT,
|
||||
};
|
||||
|
||||
// Used by akimbo weapons
|
||||
enum akimbo_hand_e { AH_LEFT, AH_RIGHT };
|
||||
|
||||
// This is a list of all the wasteland weapons, as well
|
||||
// as their categories. Used mainly by the client, but
|
||||
// used a few places serverside as well.
|
||||
enum e_weapcategory {
|
||||
CAT_NONE = 0,
|
||||
CAT_MELEE,
|
||||
CAT_SIDEARM,
|
||||
CAT_PRIMARY,
|
||||
CAT_UNIQUE,
|
||||
CAT_ITEM,
|
||||
};
|
||||
|
||||
typedef struct playeritem_s
|
||||
{
|
||||
char *weapon_classname;
|
||||
char *ammo_classname;
|
||||
int num_ammospawns;
|
||||
int category;
|
||||
} playeritem_t;
|
||||
|
||||
typedef struct playeritemlist_s
|
||||
{
|
||||
playeritem_t *array;
|
||||
int size;
|
||||
} playeritemlist_t;
|
||||
|
||||
extern playeritemlist_t g_MeleeItems;
|
||||
extern playeritemlist_t g_SidearmItems;
|
||||
extern playeritemlist_t g_PrimaryItems;
|
||||
extern playeritemlist_t g_UniqueItems;
|
||||
extern playeritemlist_t g_OtherItems;
|
||||
|
||||
// Wall Penetration macros to sync between client / server
|
||||
enum penetration_types_e
|
||||
{
|
||||
P_NONE = 0,
|
||||
P_BERETTA,
|
||||
P_COLT,
|
||||
P_RUGER,
|
||||
P_DEAGLE,
|
||||
P_HANDCANNON,
|
||||
P_WINCHESTER,
|
||||
P_SMG9,
|
||||
P_FNFAL,
|
||||
P_TOMMYGUN,
|
||||
P_G11,
|
||||
P_BOLTRIFLE,
|
||||
P_STEN,
|
||||
};
|
||||
|
||||
#define MAX_WALLCOUNT 8 // max number of walls we can penetrate
|
||||
|
||||
#define MAX_THICKNESS_BERETTA 9.0
|
||||
#define MAX_THICKNESS_COLT 17.0
|
||||
#define MAX_THICKNESS_RUGER 55.0
|
||||
#define MAX_THICKNESS_DEAGLE 52.5
|
||||
#define MAX_THICKNESS_HANDCANNON 45.0
|
||||
#define MAX_THICKNESS_WINCHESTER 30.0
|
||||
#define MAX_THICKNESS_SMG9 7.0
|
||||
#define MAX_THICKNESS_FNFAL 59.0
|
||||
#define MAX_THICKNESS_TOMMYGUN 14.0
|
||||
#define MAX_THICKNESS_G11 55.0
|
||||
#define MAX_THICKNESS_BOLTRIFLE 59.0
|
||||
#define MAX_THICKNESS_STEN 9.0
|
||||
|
||||
// Must be >1, how weak the round
|
||||
// gets as it goes through walls.
|
||||
#define FALLOFF_BERETTA 3.0
|
||||
#define FALLOFF_COLT 2.5
|
||||
#define FALLOFF_RUGER 2.0
|
||||
#define FALLOFF_DEAGLE 2.1
|
||||
#define FALLOFF_HANDCANNON 1.75
|
||||
#define FALLOFF_WINCHESTER 2.5
|
||||
#define FALLOFF_SMG9 3.0
|
||||
#define FALLOFF_FNFAL 1.25
|
||||
#define FALLOFF_TOMMYGUN 3.0
|
||||
#define FALLOFF_G11 2.25
|
||||
#define FALLOFF_BOLTRIFLE 1.25
|
||||
#define FALLOFF_STEN 3.0
|
||||
|
||||
// prxoy director stuff
|
||||
#define DRC_EVENT 3 // informs the dircetor about ann important game event
|
||||
|
||||
//#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
//#define DRC_FLAG_DRAMATIC (1<<5)
|
||||
|
||||
// sub commands of svc_director:
|
||||
#define DRC_CMD_NONE 0 // NULL director command
|
||||
#define DRC_CMD_START 1 // start director mode
|
||||
#define DRC_CMD_EVENT 2 // informs about director event
|
||||
#define DRC_CMD_MODE 3 // switches camera modes
|
||||
#define DRC_CMD_CAMERA 4 // sets camera registers
|
||||
#define DRC_CMD_TIMESCALE 5 // sets time scale
|
||||
#define DRC_CMD_MESSAGE 6 // send HUD centerprint
|
||||
#define DRC_CMD_SOUND 7 // plays a particular sound
|
||||
#define DRC_CMD_STATUS 8 // status info about broadcast
|
||||
#define DRC_CMD_BANNER 9 // banner file name for HLTV gui
|
||||
#define DRC_CMD_FADE 10 // send screen fade command
|
||||
#define DRC_CMD_SHAKE 11 // send screen shake command
|
||||
#define DRC_CMD_STUFFTEXT 12 // like the normal svc_stufftext but as director command
|
||||
|
||||
#define DRC_CMD_LAST 13
|
||||
|
||||
// HLTV_EVENT event flags
|
||||
#define DRC_FLAG_PRIO_MASK 0x0F // priorities between 0 and 15 (15 most important)
|
||||
#define DRC_FLAG_SIDE (1<<4) //I assume this draws the action from the side - Mugsy
|
||||
#define DRC_FLAG_DRAMATIC (1<<5) // is a dramatic scene
|
||||
#define DRC_FLAG_SLOWMOTION (1<<6) // would look good in SloMo
|
||||
#define DRC_FLAG_FACEPLAYER (1<<7) // player is doning something (reload/defuse bomb etc)
|
||||
#define DRC_FLAG_INTRO (1<<8) // is a introduction scene
|
||||
#define DRC_FLAG_FINAL (1<<9) // is a final scene
|
||||
#define DRC_FLAG_NO_RANDOM (1<<10) // don't randomize event data
|
||||
|
||||
#endif
|
97
common/twm.h
Normal file
97
common/twm.h
Normal file
|
@ -0,0 +1,97 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// The Wastes Model format description
|
||||
//
|
||||
#ifndef __TWM_H_
|
||||
#define __TWM_H_
|
||||
|
||||
#define TWM_ID (('1'<<24)+('M'<<16)+('W'<<8)+'T') // little-endian "TWM1" -> bitwise shifts rock
|
||||
|
||||
#define TWM_MAJOR_VERSION 2
|
||||
#define TWM_MINOR_VERSION 0
|
||||
|
||||
typedef float twm_vert_t[3];
|
||||
|
||||
typedef struct twm_triangle_s
|
||||
{
|
||||
short vert_indices[3]; // index into vertex_lump
|
||||
|
||||
// Texture info
|
||||
float u[3];
|
||||
float v[3];
|
||||
} twm_triangle_t;
|
||||
|
||||
typedef struct twm_materialgroup_s
|
||||
{
|
||||
#ifdef CLIENT_DLL
|
||||
int sprite_handle; // Used for rendering
|
||||
#endif
|
||||
|
||||
char texturename[64];
|
||||
|
||||
// Triangle list
|
||||
short num_triangles;
|
||||
short *tris_indices; // indices into triangle_lump
|
||||
} twm_materialgroup_t;
|
||||
|
||||
typedef struct twm_info_s
|
||||
{
|
||||
// Header stuff
|
||||
int header_id;
|
||||
short major_version;
|
||||
short minor_version;
|
||||
|
||||
// Vertices
|
||||
short num_vertices;
|
||||
twm_vert_t *vertex_lump;
|
||||
|
||||
// Tris
|
||||
short num_tris;
|
||||
twm_triangle_t *triangle_lump;
|
||||
|
||||
// Material groups
|
||||
short num_materialgroups;
|
||||
twm_materialgroup_t *materialgroup_lump;
|
||||
} twm_info_t;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
|
||||
// Extra data support for client.dll
|
||||
typedef struct twm_clientinfo_s
|
||||
{
|
||||
// origin info
|
||||
cl_entity_t *attached_ent;
|
||||
int attachment_num; // which attachment to draw from
|
||||
|
||||
// update info
|
||||
float fadetime;
|
||||
int dead; // if true we need to remove this ent
|
||||
|
||||
// triAPI info
|
||||
int render_mode;
|
||||
int sprite_frame;
|
||||
float brightness;
|
||||
float color[4];
|
||||
|
||||
// We grab a pointer to twm_info
|
||||
// LEAVE AS READ ONLY!
|
||||
// if we change data in here we
|
||||
// would change in all models
|
||||
// that use this information!
|
||||
const twm_info_t *twm_info;
|
||||
} twm_clientinfo_t;
|
||||
|
||||
#endif // CLIENT_DLL
|
||||
#endif // __TWM_H_
|
|
@ -142,7 +142,7 @@ Engine is erroring out, display error in message box
|
|||
void Sys_ErrorMessage( int level, const char *msg )
|
||||
{
|
||||
#ifdef _WIN32
|
||||
MessageBox( NULL, msg, "Half-Life", MB_OK );
|
||||
MessageBox( NULL, msg, "The Wastes", MB_OK );
|
||||
PostQuitMessage(0);
|
||||
#else
|
||||
printf( "%s\n", msg );
|
||||
|
@ -358,7 +358,7 @@ int CheckExeChecksum( void )
|
|||
const char *pmsg = "Your Half-Life executable appears to have been modified. Please check your system for viruses and then re-install Half-Life.";
|
||||
|
||||
#ifdef _WIN32
|
||||
MessageBox( NULL, pmsg, "Half-Life Dedicated Server", MB_OK );
|
||||
MessageBox( NULL, pmsg, "The Wastes Dedicated Server", MB_OK );
|
||||
#else
|
||||
printf( "%s\n", pmsg );
|
||||
#endif
|
||||
|
|
|
@ -58,10 +58,10 @@ typedef enum {
|
|||
ACT_DIEBACKWARD,
|
||||
ACT_DIEFORWARD,
|
||||
ACT_DIEVIOLENT,
|
||||
ACT_BARNACLE_HIT, // barnacle tongue hits a monster
|
||||
/* ACT_BARNACLE_HIT, // barnacle tongue hits a monster
|
||||
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
|
||||
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
|
||||
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
|
||||
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )*/
|
||||
ACT_SLEEP,
|
||||
ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
|
||||
ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall )
|
||||
|
|
|
@ -56,10 +56,10 @@ _A( ACT_DIESIMPLE ),
|
|||
_A( ACT_DIEBACKWARD ),
|
||||
_A( ACT_DIEFORWARD ),
|
||||
_A( ACT_DIEVIOLENT ),
|
||||
_A( ACT_BARNACLE_HIT ),
|
||||
/*_A( ACT_BARNACLE_HIT ),
|
||||
_A( ACT_BARNACLE_PULL ),
|
||||
_A( ACT_BARNACLE_CHOMP ),
|
||||
_A( ACT_BARNACLE_CHEW ),
|
||||
_A( ACT_BARNACLE_CHEW ),*/
|
||||
_A( ACT_SLEEP ),
|
||||
_A( ACT_INSPECT_FLOOR ),
|
||||
_A( ACT_INSPECT_WALL ),
|
||||
|
|
|
@ -6,89 +6,326 @@
|
|||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
|
||||
#ifndef BASEMONSTER_H
|
||||
#define BASEMONSTER_H
|
||||
|
||||
//
|
||||
// generic Monster
|
||||
//
|
||||
class CBaseMonster : public CBaseToggle
|
||||
{
|
||||
private:
|
||||
int m_afConditions;
|
||||
|
||||
public:
|
||||
Activity m_Activity;// what the monster is doing (animation)
|
||||
Activity m_IdealActivity;// monster should switch to this activity
|
||||
int m_LastHitGroup; // the last body region that took damage
|
||||
int m_bitsDamageType; // what types of damage has monster (player) taken
|
||||
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
|
||||
MONSTERSTATE m_MonsterState;// monster's current state
|
||||
MONSTERSTATE m_IdealMonsterState;// monster should change to this state
|
||||
int m_afConditions;
|
||||
int m_afMemory;
|
||||
float m_flNextAttack; // cannot attack again until this time
|
||||
EHANDLE m_hEnemy; // the entity that the monster is fighting.
|
||||
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
|
||||
float m_flFieldOfView;// width of monster's field of view ( dot product )
|
||||
int m_bloodColor; // color of blood particless
|
||||
Vector m_HackedGunPos; // HACK until we can query end of gun
|
||||
typedef enum
|
||||
{
|
||||
SCRIPT_PLAYING = 0, // Playing the sequence
|
||||
SCRIPT_WAIT, // Waiting on everyone in the script to be ready
|
||||
SCRIPT_CLEANUP, // Cancelling the script / cleaning up
|
||||
SCRIPT_WALK_TO_MARK,
|
||||
SCRIPT_RUN_TO_MARK,
|
||||
} SCRIPTSTATE;
|
||||
|
||||
|
||||
|
||||
// these fields have been added in the process of reworking the state machine. (sjb)
|
||||
EHANDLE m_hEnemy; // the entity that the monster is fighting.
|
||||
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
|
||||
EHANDLE m_hOldEnemy[ MAX_OLD_ENEMIES ];
|
||||
Vector m_vecOldEnemy[ MAX_OLD_ENEMIES ];
|
||||
|
||||
float m_flFieldOfView;// width of monster's field of view ( dot product )
|
||||
float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over.
|
||||
float m_flMoveWaitFinished;
|
||||
|
||||
Activity m_Activity;// what the monster is doing (animation)
|
||||
Activity m_IdealActivity;// monster should switch to this activity
|
||||
|
||||
int m_LastHitGroup; // the last body region that took damage
|
||||
|
||||
MONSTERSTATE m_MonsterState;// monster's current state
|
||||
MONSTERSTATE m_IdealMonsterState;// monster should change to this state
|
||||
|
||||
int m_iTaskStatus;
|
||||
Schedule_t *m_pSchedule;
|
||||
int m_iScheduleIndex;
|
||||
|
||||
WayPoint_t m_Route[ ROUTE_SIZE ]; // Positions of movement
|
||||
int m_movementGoal; // Goal that defines route
|
||||
int m_iRouteIndex; // index into m_Route[]
|
||||
float m_moveWaitTime; // How long I should wait for something to move
|
||||
|
||||
Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal
|
||||
Activity m_movementActivity; // When moving, set this activity
|
||||
|
||||
int m_iAudibleList; // first index of a linked list of sounds that the monster can hear.
|
||||
int m_afSoundTypes;
|
||||
|
||||
Vector m_vecLastPosition;// monster sometimes wants to return to where it started after an operation.
|
||||
|
||||
int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on.
|
||||
|
||||
int m_afMemory;
|
||||
|
||||
int m_iMaxHealth;// keeps track of monster's maximum health value (for re-healing, etc)
|
||||
|
||||
Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin)
|
||||
|
||||
int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences)
|
||||
|
||||
int m_afCapability;// tells us what a monster can/can't do.
|
||||
|
||||
float m_flNextAttack; // cannot attack again until this time
|
||||
|
||||
int m_bitsDamageType; // what types of damage has monster (player) taken
|
||||
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
|
||||
|
||||
int m_lastDamageAmount;// how much damage did monster (player) last take
|
||||
// time based damage counters, decr. 1 per 2 seconds
|
||||
int m_bloodColor; // color of blood particless
|
||||
|
||||
int m_failSchedule; // Schedule type to choose if current schedule fails
|
||||
|
||||
float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
|
||||
|
||||
float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy
|
||||
float m_flDistLook; // distance monster sees (Default 2048)
|
||||
|
||||
int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget
|
||||
string_t m_iszTriggerTarget;// name of target that should be fired.
|
||||
|
||||
Vector m_HackedGunPos; // HACK until we can query end of gun
|
||||
|
||||
// Scripted sequence Info
|
||||
SCRIPTSTATE m_scriptState; // internal cinematic state
|
||||
CCineMonster *m_pCine;
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
void MakeIdealYaw( Vector vecTarget );
|
||||
// monster use function
|
||||
void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
// overrideable Monster member functions
|
||||
|
||||
virtual int BloodColor( void ) { return m_bloodColor; }
|
||||
|
||||
virtual CBaseMonster *MyMonsterPointer( void ) { return this; }
|
||||
virtual void Look ( int iDistance );// basic sight function for monsters
|
||||
void Listen ( void );
|
||||
|
||||
virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
|
||||
virtual BOOL ShouldFadeOnDeath( void );
|
||||
|
||||
// Basic Monster AI functions
|
||||
virtual float ChangeYaw ( int speed );
|
||||
virtual BOOL HasHumanGibs( void );
|
||||
virtual BOOL HasAlienGibs( void );
|
||||
virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
|
||||
virtual void GibMonster( void );
|
||||
float VecToYaw( Vector vecDir );
|
||||
float FlYawDiff ( void );
|
||||
|
||||
float DamageForce( float damage );
|
||||
|
||||
// stuff written for new state machine
|
||||
virtual void MonsterThink( void );
|
||||
void EXPORT CallMonsterThink( void ) { this->MonsterThink(); }
|
||||
virtual int IRelationship ( CBaseEntity *pTarget );
|
||||
virtual void MonsterInit ( void );
|
||||
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
|
||||
virtual void BecomeDead( void );
|
||||
void EXPORT CorpseFallThink( void );
|
||||
|
||||
void EXPORT MonsterInitThink ( void );
|
||||
virtual void StartMonster ( void );
|
||||
virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
|
||||
virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
|
||||
virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
|
||||
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
|
||||
virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space
|
||||
virtual void Move( float flInterval = 0.1 );
|
||||
virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
|
||||
virtual BOOL ShouldAdvanceRoute( float flWaypointDist );
|
||||
|
||||
virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; }
|
||||
virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); }
|
||||
|
||||
// This will stop animation until you call ResetSequenceInfo() at some point in the future
|
||||
inline void StopAnimation( void ) { pev->framerate = 0; }
|
||||
|
||||
// these functions will survey conditions and set appropriate conditions bits for attack types.
|
||||
virtual BOOL CheckRangeAttack1( float flDot, float flDist );
|
||||
virtual BOOL CheckRangeAttack2( float flDot, float flDist );
|
||||
virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
|
||||
virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
|
||||
|
||||
BOOL FHaveSchedule( void );
|
||||
BOOL FScheduleValid ( void );
|
||||
void ClearSchedule( void );
|
||||
BOOL FScheduleDone ( void );
|
||||
void ChangeSchedule ( Schedule_t *pNewSchedule );
|
||||
void NextScheduledTask ( void );
|
||||
Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount );
|
||||
|
||||
static Schedule_t *m_scheduleList[];
|
||||
|
||||
void MaintainSchedule ( void );
|
||||
virtual void StartTask ( Task_t *pTask );
|
||||
virtual void RunTask ( Task_t *pTask );
|
||||
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 );
|
||||
|
||||
Task_t *GetTask ( void );
|
||||
virtual void SetActivity ( Activity NewActivity );
|
||||
void SetSequenceByName ( char *szSequence );
|
||||
virtual void ReportAIState( void );
|
||||
|
||||
void CheckAttacks ( CBaseEntity *pTarget, float flDist );
|
||||
virtual int CheckEnemy ( CBaseEntity *pEnemy );
|
||||
void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos );
|
||||
BOOL PopEnemy( void );
|
||||
|
||||
BOOL FGetNodeRoute ( Vector vecDest );
|
||||
|
||||
inline void TaskComplete( void ) { if ( !HasConditions(bits_COND_TASK_FAILED) ) m_iTaskStatus = TASKSTATUS_COMPLETE; }
|
||||
void MovementComplete( void );
|
||||
inline void TaskFail( void ) { SetConditions(bits_COND_TASK_FAILED); }
|
||||
inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; }
|
||||
int TaskIsRunning( void );
|
||||
inline int TaskIsComplete( void ) { return (m_iTaskStatus == TASKSTATUS_COMPLETE); }
|
||||
inline int MovementIsComplete( void ) { return (m_movementGoal == MOVEGOAL_NONE); }
|
||||
|
||||
int IScheduleFlags ( void );
|
||||
BOOL FRefreshRoute( void );
|
||||
BOOL FRouteClear ( void );
|
||||
void RouteSimplify( CBaseEntity *pTargetEnt );
|
||||
void AdvanceRoute ( float distance );
|
||||
virtual BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex );
|
||||
void MakeIdealYaw( Vector vecTarget );
|
||||
virtual void SetYawSpeed ( void ) { return; };// allows different yaw_speeds for each activity
|
||||
BOOL BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget );
|
||||
virtual BOOL BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
|
||||
int RouteClassify( int iMoveFlag );
|
||||
void InsertWaypoint ( Vector vecLocation, int afMoveFlags );
|
||||
|
||||
BOOL FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset );
|
||||
virtual BOOL FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
|
||||
virtual BOOL FValidateCover ( const Vector &vecCoverLocation ) { return TRUE; };
|
||||
virtual float CoverRadius( void ) { return 784; } // Default cover radius
|
||||
|
||||
virtual BOOL FCanCheckAttacks ( void );
|
||||
virtual void CheckAmmo( void ) { return; };
|
||||
virtual int IgnoreConditions ( void );
|
||||
|
||||
inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
|
||||
inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
|
||||
inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
|
||||
inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
|
||||
|
||||
virtual BOOL FValidateHintType( short sHint );
|
||||
int FindHintNode ( void );
|
||||
virtual BOOL FCanActiveIdle ( void );
|
||||
void SetTurnActivity ( void );
|
||||
float FLSoundVolume ( CSound *pSound );
|
||||
|
||||
BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal );
|
||||
BOOL MoveToTarget( Activity movementAct, float waitTime );
|
||||
BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal );
|
||||
BOOL MoveToEnemy( Activity movementAct, float waitTime );
|
||||
|
||||
// Returns the time when the door will be open
|
||||
float OpenDoorAndWait( entvars_t *pevDoor );
|
||||
|
||||
virtual int ISoundMask( void );
|
||||
virtual CSound* PBestSound ( void );
|
||||
virtual CSound* PBestScent ( void );
|
||||
virtual float HearingSensitivity( void ) { return 1.0; };
|
||||
|
||||
BOOL FBecomeProne ( void );
|
||||
|
||||
void SetEyePosition ( void );
|
||||
|
||||
BOOL FShouldEat( void );// see if a monster is 'hungry'
|
||||
void Eat ( float flFullDuration );// make the monster 'full' for a while.
|
||||
|
||||
CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
|
||||
BOOL FacingIdeal( void );
|
||||
|
||||
BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
|
||||
BOOL NoFriendlyFire( void );
|
||||
|
||||
BOOL BBoxFlat( void );
|
||||
|
||||
// PrescheduleThink
|
||||
virtual void PrescheduleThink( void ) { return; };
|
||||
|
||||
BOOL GetEnemy ( void );
|
||||
void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
|
||||
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue = 0);
|
||||
|
||||
// combat functions
|
||||
float UpdateTarget ( entvars_t *pevTarget );
|
||||
virtual Activity GetDeathActivity ( void );
|
||||
Activity GetSmallFlinchActivity( void );
|
||||
virtual void BecomeDead( void );
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib);
|
||||
virtual void GibMonster( void );
|
||||
BOOL ShouldGibMonster( int iGib );
|
||||
void CallGibMonster( void );
|
||||
virtual BOOL ShouldFadeOnDeath( void );
|
||||
BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
|
||||
virtual int IRelationship ( CBaseEntity *pTarget );
|
||||
virtual BOOL HasHumanGibs( void );
|
||||
virtual BOOL HasAlienGibs( void );
|
||||
virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
|
||||
|
||||
Vector ShootAtEnemy( const Vector &shootOrigin );
|
||||
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) * 0.75 + EyePosition() * 0.25; }; // position to shoot at
|
||||
|
||||
virtual Vector GetGunPosition( void );
|
||||
|
||||
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
||||
int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
float DamageForce( float damage );
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
virtual void PainSound ( void ) { return; };
|
||||
|
||||
void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
|
||||
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
|
||||
virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; }
|
||||
|
||||
inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
|
||||
inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
|
||||
inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
|
||||
inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
|
||||
void RouteClear( void );
|
||||
void RouteNew( void );
|
||||
|
||||
virtual void DeathSound ( void ) { return; };
|
||||
virtual void AlertSound ( void ) { return; };
|
||||
virtual void IdleSound ( void ) { return; };
|
||||
virtual void PainSound ( void ) { return; };
|
||||
|
||||
virtual void StopFollowing( BOOL clearSchedule ) {}
|
||||
|
||||
inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
|
||||
inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
|
||||
inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
|
||||
inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
|
||||
|
||||
// This will stop animation until you call ResetSequenceInfo() at some point in the future
|
||||
inline void StopAnimation( void ) { pev->framerate = 0; }
|
||||
|
||||
virtual void ReportAIState( void );
|
||||
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
|
||||
void EXPORT CorpseFallThink( void );
|
||||
|
||||
virtual void Look ( int iDistance );// basic sight function for monsters
|
||||
virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
|
||||
CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
|
||||
virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
|
||||
virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
|
||||
virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
|
||||
BOOL ExitScriptedSequence( );
|
||||
BOOL CineCleanup( );
|
||||
|
||||
CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item.
|
||||
};
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#endif // BASEMONSTER_H
|
||||
|
|
23
dlls/cbase.h
23
dlls/cbase.h
|
@ -98,7 +98,6 @@ typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCall
|
|||
#define CLASS_PLAYER_ALLY 11
|
||||
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
|
||||
#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.
|
||||
|
||||
class CBaseEntity;
|
||||
class CBaseMonster;
|
||||
|
@ -163,7 +162,7 @@ public:
|
|||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue = 0);
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
|
@ -240,7 +239,7 @@ public:
|
|||
void EXPORT SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); }
|
||||
int ShouldToggle( USE_TYPE useType, BOOL currentState );
|
||||
void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL );
|
||||
Vector FireBulletsPlayer( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int shared_rand = 0 );
|
||||
Vector FireBulletsPlayer( CBaseEntity *pPlayerItem,ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL, int shared_rand = 0,int penetration_type = 0 );
|
||||
|
||||
virtual CBaseEntity *Respawn( void ) { return NULL; }
|
||||
|
||||
|
@ -277,7 +276,6 @@ public:
|
|||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// Ugly code to lookup all functions to make sure they are exported when set.
|
||||
#ifdef _DEBUG
|
||||
void FunctionCheck( void *pFunction, char *name )
|
||||
|
@ -349,16 +347,9 @@ public:
|
|||
int ammo_argrens;
|
||||
//Special stuff for grenades and satchels.
|
||||
float m_flStartThrow;
|
||||
float m_flReleaseThrow;
|
||||
int m_chargeReady;
|
||||
int m_fInAttack;
|
||||
|
||||
enum EGON_FIRESTATE { FIRE_OFF, FIRE_CHARGE };
|
||||
int m_fireState;
|
||||
float m_flReleaseThrow; int m_fInAttack;
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Ugly technique to override base member functions
|
||||
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
|
||||
// member function of a base class. static_cast is a sleezy way around that problem.
|
||||
|
@ -581,8 +572,6 @@ public:
|
|||
|
||||
#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
|
||||
|
||||
// used by suit voice to indicate damage sustained and repaired type to player
|
||||
|
||||
// instant damage
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
|
@ -613,6 +602,11 @@ public:
|
|||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
// The Wastes
|
||||
#define DMG_BULLET_CONC (1 << 25) // Screw up victim if their shot
|
||||
#define DMG_BUCKSHOT (1 << 26) // Shotgun no locational damage
|
||||
#define DMG_BLEEDING (1 << 27) // Bleeding to death
|
||||
|
||||
// these are the damage types that are allowed to gib corpses
|
||||
#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )
|
||||
|
||||
|
@ -642,7 +636,6 @@ public:
|
|||
#define SLOWFREEZE_DURATION 2
|
||||
#define SLOWFREEZE_DAMAGE 1.0
|
||||
|
||||
|
||||
#define itbd_Paralyze 0
|
||||
#define itbd_NerveGas 1
|
||||
#define itbd_Poison 2
|
||||
|
|
|
@ -22,15 +22,15 @@
|
|||
|
||||
#define MAX_WEAPONS 32 // ???
|
||||
|
||||
#define MAX_WEAPON_SLOTS 5 // hud item selection slots
|
||||
#define MAX_ITEM_TYPES 6 // hud item selection slots
|
||||
#define MAX_WEAPON_SLOTS 6 // hud item selection slots
|
||||
#define MAX_ITEM_TYPES 8 // hud item selection slots
|
||||
|
||||
#define MAX_ITEMS 5 // hard coded item types
|
||||
#define MAX_ITEMS 6 // hard coded item types
|
||||
|
||||
#define HIDEHUD_WEAPONS ( 1<<0 )
|
||||
#define HIDEHUD_FLASHLIGHT ( 1<<1 )
|
||||
#define HIDEHUD_ALL ( 1<<2 )
|
||||
#define HIDEHUD_HEALTH ( 1<<3 )
|
||||
#define HIDEHUD_HEALTH ( 1<<3 )
|
||||
|
||||
#define MAX_AMMO_TYPES 32 // ???
|
||||
#define MAX_AMMO_SLOTS 32 // not really slots
|
||||
|
@ -40,7 +40,4 @@
|
|||
#define HUD_PRINTTALK 3
|
||||
#define HUD_PRINTCENTER 4
|
||||
|
||||
|
||||
#define WEAPON_SUIT 31
|
||||
|
||||
#endif
|
246
dlls/client.cpp
246
dlls/client.cpp
|
@ -38,6 +38,8 @@
|
|||
#include "weaponinfo.h"
|
||||
#include "usercmd.h"
|
||||
#include "netadr.h"
|
||||
#include "game.h"
|
||||
#include "thewastes.h"
|
||||
|
||||
extern DLL_GLOBAL ULONG g_ulModelIndexPlayer;
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
|
@ -45,10 +47,12 @@ extern DLL_GLOBAL int g_iSkillLevel;
|
|||
extern DLL_GLOBAL ULONG g_ulFrameCount;
|
||||
|
||||
extern void CopyToBodyQue(entvars_t* pev);
|
||||
edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
|
||||
|
||||
extern int giPrecacheGrunt;
|
||||
extern int gmsgSayText;
|
||||
|
||||
extern int g_teamplay;
|
||||
extern int g_gametype;
|
||||
|
||||
void LinkUserMessages( void );
|
||||
|
||||
|
@ -68,7 +72,6 @@ void set_suicide_frame(entvars_t* pev)
|
|||
pev->nextthink = -1;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===========
|
||||
ClientConnect
|
||||
|
@ -78,12 +81,21 @@ called when a player connects to a server
|
|||
*/
|
||||
BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
|
||||
{
|
||||
// See if this person is in the hardcode ban list
|
||||
if(
|
||||
strcmp( GETPLAYERAUTHID( pEntity ), "2678967" ) == 0 // Porta bella mushroom
|
||||
// || strcmp( GETPLAYERAUTHID( pEntity ), "762057" ) == 0 // gage
|
||||
)
|
||||
{
|
||||
strcpy( szRejectReason, "You are not authorized to join this server\n" );
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return g_pGameRules->ClientConnected( pEntity, pszName, pszAddress, szRejectReason );
|
||||
|
||||
// a client connecting during an intermission can cause problems
|
||||
// if (intermission_running)
|
||||
// ExitIntermission ();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -139,7 +151,10 @@ void respawn(entvars_t* pev, BOOL fCopyCorpse)
|
|||
}
|
||||
|
||||
// respawn player
|
||||
GetClassPtr( (CBasePlayer *)pev)->Spawn( );
|
||||
CBasePlayer *pPlayer = GetClassPtr((CBasePlayer*)pev);
|
||||
|
||||
pPlayer->StopObserver();
|
||||
pPlayer->Spawn( );
|
||||
}
|
||||
else
|
||||
{ // restart the entire server
|
||||
|
@ -160,6 +175,10 @@ void ClientKill( edict_t *pEntity )
|
|||
{
|
||||
entvars_t *pev = &pEntity->v;
|
||||
|
||||
// if a spectator, you cant suicide
|
||||
if(pev->iuser3)
|
||||
return;
|
||||
|
||||
CBasePlayer *pl = (CBasePlayer*) CBasePlayer::Instance( pev );
|
||||
|
||||
if ( pl->m_fNextSuicideTime > gpGlobals->time )
|
||||
|
@ -186,12 +205,15 @@ called each time a player is spawned
|
|||
void ClientPutInServer( edict_t *pEntity )
|
||||
{
|
||||
CBasePlayer *pPlayer;
|
||||
|
||||
entvars_t *pev = &pEntity->v;
|
||||
|
||||
pPlayer = GetClassPtr((CBasePlayer *)pev);
|
||||
pPlayer = GetClassPtr((CBasePlayer*)pev);
|
||||
pPlayer->SetCustomDecalFrames(-1); // Assume none;
|
||||
|
||||
// Start off spectating
|
||||
pPlayer->m_bCanSpawn = FALSE;
|
||||
pPlayer->m_bObserver = FALSE; // But no HLTV :(
|
||||
|
||||
// Allocate a CBasePlayer for pev, and call spawn
|
||||
pPlayer->Spawn() ;
|
||||
|
||||
|
@ -199,6 +221,31 @@ void ClientPutInServer( edict_t *pEntity )
|
|||
pPlayer->pev->effects |= EF_NOINTERP;
|
||||
}
|
||||
|
||||
void SendMsgTo(CBasePlayer *client,edict_t *pEntity, int teamonly,char text[128],char *classname)
|
||||
{
|
||||
client = NULL;
|
||||
|
||||
while (((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, classname )) != NULL) && (!FNullEnt(client->edict())))
|
||||
{
|
||||
if ( !client->pev )
|
||||
continue;
|
||||
|
||||
if ( client->edict() == pEntity )
|
||||
continue;
|
||||
|
||||
if ( !(client->IsNetClient()) ) // Not a client ? (should never be true)
|
||||
continue;
|
||||
|
||||
if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE )
|
||||
continue;
|
||||
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev );
|
||||
WRITE_BYTE( ENTINDEX(pEntity) );
|
||||
WRITE_STRING( text );
|
||||
MESSAGE_END();
|
||||
}
|
||||
}
|
||||
|
||||
//// HOST_SAY
|
||||
// String comes in as
|
||||
// say blah blah blah
|
||||
|
@ -207,7 +254,7 @@ void ClientPutInServer( edict_t *pEntity )
|
|||
//
|
||||
void Host_Say( edict_t *pEntity, int teamonly )
|
||||
{
|
||||
CBasePlayer *client;
|
||||
CBasePlayer *client = NULL;
|
||||
int j;
|
||||
char *p;
|
||||
char text[128];
|
||||
|
@ -265,11 +312,24 @@ void Host_Say( edict_t *pEntity, int teamonly )
|
|||
if ( pc != NULL )
|
||||
return; // no character found, so say nothing
|
||||
|
||||
// Do we want a [DEAD] symbol ?
|
||||
int use_dead = (strcmp(STRING(pEntity->v.classname),"observer") == 0) ? 1 : 0;
|
||||
|
||||
// turn on color set 2 (color on, no sound)
|
||||
if ( teamonly )
|
||||
sprintf( text, "%c(TEAM) %s: ", 2, STRING( pEntity->v.netname ) );
|
||||
{
|
||||
if( use_dead )
|
||||
sprintf( text, "%c(TEAM)[DEAD] %s: ", 2, STRING(pEntity->v.netname) );
|
||||
else
|
||||
sprintf( text, "%c(TEAM)%s: ", 2, STRING(pEntity->v.netname) );
|
||||
}
|
||||
else
|
||||
sprintf( text, "%c%s: ", 2, STRING( pEntity->v.netname ) );
|
||||
{
|
||||
if( use_dead )
|
||||
sprintf( text, "%c[DEAD] %s: ", 2, STRING(pEntity->v.netname) );
|
||||
else
|
||||
sprintf( text, "%c%s: ", 2, STRING(pEntity->v.netname) );
|
||||
}
|
||||
|
||||
j = sizeof(text) - 2 - strlen(text); // -2 for /n and null terminator
|
||||
if ( (int)strlen(p) > j )
|
||||
|
@ -283,27 +343,13 @@ void Host_Say( edict_t *pEntity, int teamonly )
|
|||
// This may return the world in single player if the client types something between levels or during spawn
|
||||
// so check it, or it will infinite loop
|
||||
|
||||
client = NULL;
|
||||
while ( ((client = (CBasePlayer*)UTIL_FindEntityByClassname( client, "player" )) != NULL) && (!FNullEnt(client->edict())) )
|
||||
{
|
||||
if ( !client->pev )
|
||||
continue;
|
||||
|
||||
if ( client->edict() == pEntity )
|
||||
continue;
|
||||
// send to all "players"
|
||||
|
||||
if ( !(client->IsNetClient()) ) // Not a client ? (should never be true)
|
||||
continue;
|
||||
CBaseEntity *pInstance = CBaseEntity::Instance(pEntity);
|
||||
|
||||
if ( teamonly && g_pGameRules->PlayerRelationship(client, CBaseEntity::Instance(pEntity)) != GR_TEAMMATE )
|
||||
continue;
|
||||
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, client->pev );
|
||||
WRITE_BYTE( ENTINDEX(pEntity) );
|
||||
WRITE_STRING( text );
|
||||
MESSAGE_END();
|
||||
|
||||
}
|
||||
// if(pInstance->pev->classname = STRING(ALLOC_STRING("player")))
|
||||
SendMsgTo(client,pEntity,teamonly,text,"player");
|
||||
SendMsgTo(client,pEntity,teamonly,text,"observer");
|
||||
|
||||
// print to the sending client
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgSayText, NULL, &pEntity->v );
|
||||
|
@ -321,7 +367,7 @@ void Host_Say( edict_t *pEntity, int teamonly )
|
|||
temp = "say";
|
||||
|
||||
// team match?
|
||||
if ( g_teamplay )
|
||||
if ( g_gametype == 2 )
|
||||
{
|
||||
UTIL_LogPrintf( "\"%s<%i><%u><%s>\" %s \"%s\"\n",
|
||||
STRING( pEntity->v.netname ),
|
||||
|
@ -352,6 +398,8 @@ called each time a player uses a "cmd" command
|
|||
*/
|
||||
extern float g_flWeaponCheat;
|
||||
|
||||
#include "shake.h"
|
||||
|
||||
// Use CMD_ARGV, CMD_ARGV, and CMD_ARGC to get pointers the character string command.
|
||||
void ClientCommand( edict_t *pEntity )
|
||||
{
|
||||
|
@ -380,7 +428,6 @@ void ClientCommand( edict_t *pEntity )
|
|||
GetClassPtr((CBasePlayer *)pev)->GiveNamedItem( STRING(iszItem) );
|
||||
}
|
||||
}
|
||||
|
||||
else if ( FStrEq(pcmd, "drop" ) )
|
||||
{
|
||||
// player is dropping an item.
|
||||
|
@ -471,7 +518,7 @@ void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer )
|
|||
MESSAGE_END();
|
||||
|
||||
// team match?
|
||||
if ( g_teamplay )
|
||||
if ( g_gametype )
|
||||
{
|
||||
UTIL_LogPrintf( "\"%s<%i><%u><%s>\" changed name to \"%s\"\n",
|
||||
STRING( pEntity->v.netname ),
|
||||
|
@ -606,11 +653,10 @@ void StartFrame( void )
|
|||
if ( g_fGameOver )
|
||||
return;
|
||||
|
||||
gpGlobals->teamplay = teamplay.value;
|
||||
gpGlobals->gametype = gametype.value;
|
||||
g_ulFrameCount++;
|
||||
}
|
||||
|
||||
|
||||
void ClientPrecache( void )
|
||||
{
|
||||
// setup precaches always needed
|
||||
|
@ -618,6 +664,8 @@ void ClientPrecache( void )
|
|||
|
||||
// PRECACHE_SOUND("player/pl_jumpland2.wav"); // UNDONE: play 2x step sound
|
||||
|
||||
PRECACHE_SOUND("player/aaaggghhh.wav"); // AAAGGGGHHH !!!
|
||||
|
||||
PRECACHE_SOUND("player/pl_fallpain2.wav");
|
||||
PRECACHE_SOUND("player/pl_fallpain3.wav");
|
||||
|
||||
|
@ -677,23 +725,77 @@ void ClientPrecache( void )
|
|||
PRECACHE_SOUND("player/pl_wade3.wav");
|
||||
PRECACHE_SOUND("player/pl_wade4.wav");
|
||||
|
||||
PRECACHE_SOUND("player/pl_sand1.wav");
|
||||
PRECACHE_SOUND("player/pl_sand2.wav");
|
||||
PRECACHE_SOUND("player/pl_sand3.wav");
|
||||
PRECACHE_SOUND("player/pl_sand4.wav");
|
||||
|
||||
PRECACHE_SOUND("player/pl_snow1.wav");
|
||||
PRECACHE_SOUND("player/pl_snow2.wav");
|
||||
PRECACHE_SOUND("player/pl_snow3.wav");
|
||||
PRECACHE_SOUND("player/pl_snow4.wav");
|
||||
|
||||
PRECACHE_SOUND("player/pl_rust1.wav");
|
||||
PRECACHE_SOUND("player/pl_rust2.wav");
|
||||
PRECACHE_SOUND("player/pl_rust3.wav");
|
||||
PRECACHE_SOUND("player/pl_rust4.wav");
|
||||
|
||||
PRECACHE_SOUND("player/pl_wood1.wav");
|
||||
PRECACHE_SOUND("player/pl_wood2.wav");
|
||||
PRECACHE_SOUND("player/pl_wood3.wav");
|
||||
PRECACHE_SOUND("player/pl_wood4.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/wood1.wav"); // hit wood texture
|
||||
PRECACHE_SOUND("debris/wood2.wav");
|
||||
PRECACHE_SOUND("debris/wood3.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric1.wav");
|
||||
PRECACHE_SOUND("debris/ric2.wav");
|
||||
PRECACHE_SOUND("debris/ric3.wav");
|
||||
PRECACHE_SOUND("debris/ric4.wav");
|
||||
PRECACHE_SOUND("debris/ric5.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_con1.wav");
|
||||
PRECACHE_SOUND("debris/ric_con2.wav");
|
||||
PRECACHE_SOUND("debris/ric_con3.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_tinroof1.wav");
|
||||
PRECACHE_SOUND("debris/ric_tinroof2.wav");
|
||||
PRECACHE_SOUND("debris/ric_tinroof3.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_barrel1.wav");
|
||||
PRECACHE_SOUND("debris/ric_barrel2.wav");
|
||||
PRECACHE_SOUND("debris/ric_barrel3.wav");
|
||||
PRECACHE_SOUND("debris/ric_barrel4.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_drywall1.wav");
|
||||
PRECACHE_SOUND("debris/ric_drywall2.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_metalwall1.wav");
|
||||
PRECACHE_SOUND("debris/ric_metalwall2.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_wood1.wav");
|
||||
PRECACHE_SOUND("debris/ric_wood2.wav");
|
||||
PRECACHE_SOUND("debris/ric_wood3.wav");
|
||||
PRECACHE_SOUND("debris/ric_wood4.wav");
|
||||
PRECACHE_SOUND("debris/ric_wood5.wav");
|
||||
|
||||
PRECACHE_SOUND("plats/train_use1.wav"); // use a train
|
||||
|
||||
PRECACHE_SOUND("buttons/spark5.wav"); // hit computer texture
|
||||
PRECACHE_SOUND("buttons/spark6.wav");
|
||||
PRECACHE_SOUND("debris/glass1.wav");
|
||||
PRECACHE_SOUND("debris/glass2.wav");
|
||||
PRECACHE_SOUND("debris/glass3.wav");
|
||||
|
||||
PRECACHE_SOUND("debris/ric_glass1.wav");
|
||||
PRECACHE_SOUND("debris/ric_glass2.wav");
|
||||
PRECACHE_SOUND("debris/ric_glass3.wav");
|
||||
|
||||
PRECACHE_SOUND( SOUND_FLASHLIGHT_ON );
|
||||
PRECACHE_SOUND( SOUND_FLASHLIGHT_OFF );
|
||||
|
||||
// player gib sounds
|
||||
PRECACHE_SOUND("common/bodysplat.wav");
|
||||
PRECACHE_SOUND("common/bodysplat.wav");
|
||||
PRECACHE_SOUND("player/pl_crushed.wav");
|
||||
PRECACHE_SOUND("player/pl_drowned.wav");
|
||||
|
||||
// player pain sounds
|
||||
PRECACHE_SOUND("player/pl_pain2.wav");
|
||||
|
@ -704,16 +806,33 @@ void ClientPrecache( void )
|
|||
|
||||
PRECACHE_MODEL("models/player.mdl");
|
||||
|
||||
// hud sounds
|
||||
//Particles
|
||||
// PRECACHE_MODEL("sprites/particle.spr");
|
||||
// PRECACHE_MODEL("sprites/psmoke.spr");
|
||||
|
||||
PRECACHE_SOUND("common/wpn_hudoff.wav");
|
||||
PRECACHE_SOUND("common/wpn_hudon.wav");
|
||||
PRECACHE_SOUND("common/wpn_moveselect.wav");
|
||||
PRECACHE_SOUND("common/wpn_select.wav");
|
||||
PRECACHE_SOUND("common/wpn_denyselect.wav");
|
||||
// Smoke Puffs
|
||||
PRECACHE_MODEL("sprites/smoke1.spr");
|
||||
PRECACHE_MODEL("sprites/smoke2.spr");
|
||||
|
||||
PRECACHE_MODEL("models/shrapnel.mdl");
|
||||
|
||||
// geiger sounds
|
||||
PRECACHE_SOUND("player/headshot1.wav");
|
||||
PRECACHE_SOUND("player/headshot2.wav");
|
||||
PRECACHE_SOUND("player/headshot3.wav");
|
||||
PRECACHE_SOUND("player/leg_hit1.wav");
|
||||
PRECACHE_SOUND("player/arm_hit1.wav");
|
||||
PRECACHE_SOUND("player/chest_hit1.wav");
|
||||
PRECACHE_SOUND("player/blood_drip1.wav");
|
||||
PRECACHE_SOUND("player/blood_drip2.wav");
|
||||
PRECACHE_SOUND("player/blood_drip3.wav");
|
||||
|
||||
PRECACHE_SOUND("player/equip_kevlar.wav");
|
||||
PRECACHE_SOUND("player/kevlar_hit1.wav");
|
||||
PRECACHE_SOUND("player/pl_die1.wav");
|
||||
PRECACHE_SOUND("player/pl_die2.wav");
|
||||
PRECACHE_SOUND("player/pl_die3.wav");
|
||||
PRECACHE_SOUND("player/breathe1.wav");
|
||||
PRECACHE_SOUND("player/breathe2.wav");
|
||||
|
||||
PRECACHE_SOUND("player/geiger6.wav");
|
||||
PRECACHE_SOUND("player/geiger5.wav");
|
||||
|
@ -738,7 +857,7 @@ const char *GetGameDescription()
|
|||
if ( g_pGameRules ) // this function may be called before the world has spawned, and the game rules initialized
|
||||
return g_pGameRules->GetGameDescription();
|
||||
else
|
||||
return "Half-Life";
|
||||
return "The Wastes";
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -872,6 +991,13 @@ void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pv
|
|||
pView = pViewEntity;
|
||||
}
|
||||
|
||||
// Tracking Spectators use the visibility of their target
|
||||
CBasePlayer *pPlayer = (CBasePlayer *)CBaseEntity::Instance( pClient );
|
||||
if ( (pPlayer->pev->iuser2 != 0) && (pPlayer->m_hObserverTarget != NULL) )
|
||||
{
|
||||
pView = pPlayer->m_hObserverTarget->edict();
|
||||
}
|
||||
|
||||
if ( pClient->v.flags & FL_PROXY )
|
||||
{
|
||||
*pvs = NULL; // the spectator proxy sees
|
||||
|
@ -933,7 +1059,6 @@ int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *h
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
// Don't send entity to local client if the client says it's predicting the entity itself.
|
||||
if ( ent->v.flags & FL_SKIPLOCALHOST )
|
||||
{
|
||||
|
@ -1401,7 +1526,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
weapon_data_t *item;
|
||||
entvars_t *pev = &player->v;
|
||||
CBasePlayer *pl = ( CBasePlayer *) CBasePlayer::Instance( pev );
|
||||
CBasePlayerWeapon *gun;
|
||||
CWasteWeapon *gun;
|
||||
|
||||
ItemInfo II;
|
||||
|
||||
|
@ -1420,7 +1545,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
|
||||
while ( pPlayerItem )
|
||||
{
|
||||
gun = (CBasePlayerWeapon *)pPlayerItem->GetWeaponPtr();
|
||||
gun = (CWasteWeapon *)pPlayerItem->GetWeaponPtr();
|
||||
if ( gun && gun->UseDecrement() )
|
||||
{
|
||||
// Get The ID.
|
||||
|
@ -1430,6 +1555,9 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
if ( II.iId >= 0 && II.iId < 32 )
|
||||
{
|
||||
item = &info[ II.iId ];
|
||||
|
||||
// Pack weapon specific data here.
|
||||
gun->PackWeapon(item);
|
||||
|
||||
item->m_iId = II.iId;
|
||||
item->m_iClip = gun->m_iClip;
|
||||
|
@ -1442,12 +1570,7 @@ int GetWeaponData( struct edict_s *player, struct weapon_data_s *info )
|
|||
item->fuser1 = max( gun->pev->fuser1, -0.001 );
|
||||
item->fuser2 = gun->m_flStartThrow;
|
||||
item->fuser3 = gun->m_flReleaseThrow;
|
||||
item->iuser1 = gun->m_chargeReady;
|
||||
item->iuser2 = gun->m_fInAttack;
|
||||
item->iuser3 = gun->m_fireState;
|
||||
|
||||
|
||||
// item->m_flPumpTime = max( gun->m_flPumpTime, -0.001 );
|
||||
item->iuser2 = gun->m_fInAttack;
|
||||
}
|
||||
}
|
||||
pPlayerItem = pPlayerItem->m_pNext;
|
||||
|
@ -1497,7 +1620,11 @@ void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clien
|
|||
cd->fov = ent->v.fov;
|
||||
cd->weaponanim = ent->v.weaponanim;
|
||||
|
||||
cd->pushmsec = ent->v.pushmsec;
|
||||
cd->pushmsec = ent->v.pushmsec;
|
||||
|
||||
// Spectator
|
||||
cd->iuser1 = ent->v.iuser1;
|
||||
cd->iuser2 = ent->v.iuser2;
|
||||
|
||||
#if defined( CLIENT_WEAPONS )
|
||||
if ( sendweapons )
|
||||
|
@ -1508,8 +1635,6 @@ void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clien
|
|||
if ( pl )
|
||||
{
|
||||
cd->m_flNextAttack = pl->m_flNextAttack;
|
||||
cd->fuser2 = pl->m_flNextAmmoBurn;
|
||||
cd->fuser3 = pl->m_flAmmoStartCharge;
|
||||
cd->vuser1.x = pl->ammo_9mm;
|
||||
cd->vuser1.y = pl->ammo_357;
|
||||
cd->vuser1.z = pl->ammo_argrens;
|
||||
|
@ -1518,7 +1643,6 @@ void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clien
|
|||
cd->ammo_rockets = pl->ammo_rockets;
|
||||
cd->ammo_cells = pl->ammo_uranium;
|
||||
cd->vuser2.x = pl->ammo_hornets;
|
||||
|
||||
|
||||
if ( pl->m_pActiveItem )
|
||||
{
|
||||
|
@ -1536,12 +1660,6 @@ void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clien
|
|||
cd->vuser4.x = gun->m_iPrimaryAmmoType;
|
||||
cd->vuser4.y = pl->m_rgAmmo[gun->m_iPrimaryAmmoType];
|
||||
cd->vuser4.z = pl->m_rgAmmo[gun->m_iSecondaryAmmoType];
|
||||
|
||||
if ( pl->m_pActiveItem->m_iId == WEAPON_RPG )
|
||||
{
|
||||
cd->vuser2.y = ( ( CRpg * )pl->m_pActiveItem)->m_fSpotActive;
|
||||
cd->vuser2.z = ( ( CRpg * )pl->m_pActiveItem)->m_cActiveRockets;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
315
dlls/combat.cpp
315
dlls/combat.cpp
|
@ -29,6 +29,9 @@
|
|||
#include "animation.h"
|
||||
#include "weapons.h"
|
||||
#include "func_break.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
#include "thewastes.h"
|
||||
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
extern DLL_GLOBAL int g_iSkillLevel;
|
||||
|
@ -830,8 +833,6 @@ bitsDamageType indicates the type of damage sustained, ie: DMG_SHOCK
|
|||
Time-based damage: only occurs while the monster is within the trigger_hurt.
|
||||
When a monster is poisoned via an arrow etc it takes all the poison damage at once.
|
||||
|
||||
|
||||
|
||||
GLOBALS ASSUMED SET: g_iSkillLevel
|
||||
============
|
||||
*/
|
||||
|
@ -862,9 +863,10 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
|
|||
|
||||
// grab the vector of the incoming attack. ( pretend that the inflictor is a little lower than it really is, so the body will tend to fly upward a bit).
|
||||
vecDir = Vector( 0, 0, 0 );
|
||||
if (!FNullEnt( pevInflictor ))
|
||||
if (!FNullEnt( pevInflictor ) && !(bitsDamageType & (DMG_CLUB|DMG_SHOCK)))
|
||||
{
|
||||
CBaseEntity *pInflictor = CBaseEntity :: Instance( pevInflictor );
|
||||
CBasePlayer *pInflictor = (CBasePlayer*)CBasePlayer :: Instance( pevInflictor );
|
||||
|
||||
if (pInflictor)
|
||||
{
|
||||
vecDir = ( pInflictor->Center() - Vector ( 0, 0, 10 ) - Center() ).Normalize();
|
||||
|
@ -884,9 +886,7 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
|
|||
|
||||
// check for godmode or invincibility
|
||||
if ( pev->flags & FL_GODMODE )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
// if this is a player, move him around!
|
||||
|
@ -897,7 +897,6 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
|
|||
|
||||
// do the damage
|
||||
pev->health -= flTake;
|
||||
|
||||
|
||||
// HACKHACK Don't kill monsters in a script. Let them break their scripts first
|
||||
if ( m_MonsterState == MONSTERSTATE_SCRIPT )
|
||||
|
@ -923,8 +922,7 @@ int CBaseMonster :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker,
|
|||
Killed( pevAttacker, GIB_NORMAL );
|
||||
}
|
||||
|
||||
g_pevLastInflictor = NULL;
|
||||
|
||||
g_pevLastInflictor = NULL;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -1276,7 +1274,7 @@ BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin )
|
|||
TraceAttack
|
||||
================
|
||||
*/
|
||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue)
|
||||
{
|
||||
Vector vecOrigin = ptr->vecEndPos - vecDir * 4;
|
||||
|
||||
|
@ -1323,7 +1321,7 @@ void CBaseMonster::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector ve
|
|||
//=========================================================
|
||||
// TraceAttack
|
||||
//=========================================================
|
||||
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
|
||||
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue)
|
||||
{
|
||||
if ( pev->takedamage )
|
||||
{
|
||||
|
@ -1334,21 +1332,16 @@ void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector
|
|||
case HITGROUP_GENERIC:
|
||||
break;
|
||||
case HITGROUP_HEAD:
|
||||
flDamage *= gSkillData.monHead;
|
||||
break;
|
||||
case HITGROUP_CHEST:
|
||||
flDamage *= gSkillData.monChest;
|
||||
break;
|
||||
case HITGROUP_STOMACH:
|
||||
flDamage *= gSkillData.monStomach;
|
||||
break;
|
||||
case HITGROUP_LEFTARM:
|
||||
case HITGROUP_RIGHTARM:
|
||||
flDamage *= gSkillData.monArm;
|
||||
break;
|
||||
case HITGROUP_LEFTLEG:
|
||||
case HITGROUP_RIGHTLEG:
|
||||
flDamage *= gSkillData.monLeg;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -1417,23 +1410,6 @@ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting
|
|||
|
||||
if ( iTracerFreq != 1 ) // guns that always trace also always decal
|
||||
tracer = 1;
|
||||
switch( iBulletType )
|
||||
{
|
||||
case BULLET_MONSTER_MP5:
|
||||
case BULLET_MONSTER_9MM:
|
||||
case BULLET_MONSTER_12MM:
|
||||
default:
|
||||
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, vecTracerSrc );
|
||||
WRITE_BYTE( TE_TRACER );
|
||||
WRITE_COORD( vecTracerSrc.x );
|
||||
WRITE_COORD( vecTracerSrc.y );
|
||||
WRITE_COORD( vecTracerSrc.z );
|
||||
WRITE_COORD( tr.vecEndPos.x );
|
||||
WRITE_COORD( tr.vecEndPos.y );
|
||||
WRITE_COORD( tr.vecEndPos.z );
|
||||
MESSAGE_END();
|
||||
break;
|
||||
}
|
||||
}
|
||||
// do damage, paint decals
|
||||
if (tr.flFraction != 1.0)
|
||||
|
@ -1450,30 +1426,6 @@ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting
|
|||
else switch(iBulletType)
|
||||
{
|
||||
default:
|
||||
case BULLET_MONSTER_9MM:
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
|
||||
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
DecalGunshot( &tr, iBulletType );
|
||||
|
||||
break;
|
||||
|
||||
case BULLET_MONSTER_MP5:
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
|
||||
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
DecalGunshot( &tr, iBulletType );
|
||||
|
||||
break;
|
||||
|
||||
case BULLET_MONSTER_12MM:
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET);
|
||||
if ( !tracer )
|
||||
{
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
DecalGunshot( &tr, iBulletType );
|
||||
}
|
||||
break;
|
||||
|
||||
case BULLET_NONE: // FIX
|
||||
pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
|
||||
|
@ -1493,7 +1445,6 @@ void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting
|
|||
ApplyMultiDamage(pev, pevAttacker);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
FireBullets
|
||||
|
@ -1503,8 +1454,9 @@ Go to the trouble of combining multiple pellets into a single damage call.
|
|||
This version is used by Players, uses the random seed generator to sync client and server side shots.
|
||||
================
|
||||
*/
|
||||
Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand )
|
||||
Vector CBaseEntity::FireBulletsPlayer ( CBaseEntity *pPlayerItem,ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker, int shared_rand, int penetration_type )
|
||||
{
|
||||
CWasteWeapon *pWeapon = (CWasteWeapon*)pPlayerItem;
|
||||
static int tracerCount;
|
||||
TraceResult tr;
|
||||
Vector vecRight = gpGlobals->v_right;
|
||||
|
@ -1517,70 +1469,211 @@ Vector CBaseEntity::FireBulletsPlayer ( ULONG cShots, Vector vecSrc, Vector vecD
|
|||
ClearMultiDamage();
|
||||
gMultiDamage.type = DMG_BULLET | DMG_NEVERGIB;
|
||||
|
||||
for ( ULONG iShot = 1; iShot <= cShots; iShot++ )
|
||||
int iWallThickness = 0;
|
||||
int iMaxThickness = 0;
|
||||
float fFalloffRate = 0;
|
||||
int iWallLimit = MAX_WALLCOUNT;
|
||||
|
||||
// Penetration values
|
||||
switch(penetration_type)
|
||||
{
|
||||
//Use player's random seed.
|
||||
// get circular gaussian spread
|
||||
x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
|
||||
y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
|
||||
z = x * x + y * y;
|
||||
case P_BERETTA:
|
||||
iWallThickness = MAX_THICKNESS_BERETTA;
|
||||
fFalloffRate = FALLOFF_BERETTA;
|
||||
break;
|
||||
case P_COLT:
|
||||
iWallThickness = MAX_THICKNESS_COLT;
|
||||
fFalloffRate = FALLOFF_COLT;
|
||||
break;
|
||||
case P_RUGER:
|
||||
iWallThickness = MAX_THICKNESS_RUGER;
|
||||
fFalloffRate = FALLOFF_RUGER;
|
||||
break;
|
||||
case P_DEAGLE:
|
||||
iWallThickness = MAX_THICKNESS_DEAGLE;
|
||||
fFalloffRate = FALLOFF_DEAGLE;
|
||||
break;
|
||||
case P_HANDCANNON:
|
||||
iWallThickness = MAX_THICKNESS_HANDCANNON;
|
||||
fFalloffRate = FALLOFF_HANDCANNON;
|
||||
break;
|
||||
case P_WINCHESTER:
|
||||
iWallThickness = MAX_THICKNESS_WINCHESTER;
|
||||
fFalloffRate = FALLOFF_WINCHESTER;
|
||||
break;
|
||||
case P_SMG9:
|
||||
iWallThickness = MAX_THICKNESS_SMG9;
|
||||
fFalloffRate = FALLOFF_SMG9;
|
||||
break;
|
||||
case P_FNFAL:
|
||||
iWallThickness = MAX_THICKNESS_FNFAL;
|
||||
fFalloffRate = FALLOFF_FNFAL;
|
||||
break;
|
||||
case P_TOMMYGUN:
|
||||
iWallThickness = MAX_THICKNESS_TOMMYGUN;
|
||||
fFalloffRate = FALLOFF_TOMMYGUN;
|
||||
break;
|
||||
case P_G11:
|
||||
iWallThickness = MAX_THICKNESS_G11;
|
||||
fFalloffRate = FALLOFF_G11;
|
||||
break;
|
||||
case P_BOLTRIFLE:
|
||||
iWallThickness = MAX_THICKNESS_BOLTRIFLE;
|
||||
fFalloffRate = FALLOFF_BOLTRIFLE;
|
||||
break;
|
||||
case P_STEN:
|
||||
iWallThickness = MAX_THICKNESS_STEN;
|
||||
fFalloffRate = FALLOFF_STEN;
|
||||
break;
|
||||
}
|
||||
|
||||
Vector vecDir = vecDirShooting +
|
||||
x * vecSpread.x * vecRight +
|
||||
y * vecSpread.y * vecUp;
|
||||
Vector vecEnd;
|
||||
iMaxThickness = iWallThickness;
|
||||
|
||||
vecEnd = vecSrc + vecDir * flDistance;
|
||||
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);
|
||||
|
||||
// do damage, paint decals
|
||||
if (tr.flFraction != 1.0)
|
||||
// Prevent divide by zero
|
||||
if( iMaxThickness == 0 )
|
||||
iMaxThickness = 1;
|
||||
|
||||
do
|
||||
{
|
||||
for ( ULONG iShot = 1; iShot <= cShots; iShot++ )
|
||||
{
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
||||
//Use player's random seed.
|
||||
// get circular gaussian spread
|
||||
x = UTIL_SharedRandomFloat( shared_rand + iShot, -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 1 + iShot ) , -0.5, 0.5 );
|
||||
y = UTIL_SharedRandomFloat( shared_rand + ( 2 + iShot ), -0.5, 0.5 ) + UTIL_SharedRandomFloat( shared_rand + ( 3 + iShot ), -0.5, 0.5 );
|
||||
z = x * x + y * y;
|
||||
|
||||
if ( iDamage )
|
||||
Vector vecDir = vecDirShooting +
|
||||
x * vecSpread.x * vecRight +
|
||||
y * vecSpread.y * vecUp;
|
||||
Vector vecEnd;
|
||||
|
||||
vecEnd = vecSrc + vecDir * flDistance;
|
||||
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev)/*pentIgnore*/, &tr);
|
||||
|
||||
// do damage, paint decals
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
|
||||
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
DecalGunshot( &tr, iBulletType );
|
||||
}
|
||||
else switch(iBulletType)
|
||||
{
|
||||
default:
|
||||
case BULLET_PLAYER_9MM:
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg9MM, vecDir, &tr, DMG_BULLET);
|
||||
break;
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
|
||||
|
||||
case BULLET_PLAYER_MP5:
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET);
|
||||
break;
|
||||
|
||||
case BULLET_PLAYER_BUCKSHOT:
|
||||
// make distance based!
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgBuckshot, vecDir, &tr, DMG_BULLET);
|
||||
break;
|
||||
|
||||
case BULLET_PLAYER_357:
|
||||
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET);
|
||||
break;
|
||||
|
||||
case BULLET_NONE: // FIX
|
||||
pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
// only decal glass
|
||||
if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0)
|
||||
// reset vuser2
|
||||
pEntity->pev->vuser2.y = 0;
|
||||
|
||||
if ( iDamage )
|
||||
{
|
||||
UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) );
|
||||
pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB) );
|
||||
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
DecalGunshot( &tr, iBulletType );
|
||||
}
|
||||
else switch(iBulletType)
|
||||
{
|
||||
// Standard
|
||||
default:
|
||||
case BULLET_9MMP:
|
||||
case BULLET_10MM:
|
||||
case BULLET_SLUG:
|
||||
case BULLET_9MM:
|
||||
case BULLET_45ACP:
|
||||
pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET), vecDir, &tr, DMG_BULLET,iWallThickness/iMaxThickness);
|
||||
break;
|
||||
// Concussive
|
||||
case BULLET_50AE:
|
||||
case BULLET_454CASULL:
|
||||
case BULLET_556MM:
|
||||
pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET_CONC), vecDir, &tr, DMG_BULLET_CONC,iWallThickness/iMaxThickness);
|
||||
break;
|
||||
// Buckshot
|
||||
case BULLET_20GAUGE:
|
||||
case BULLET_12GAUGE:
|
||||
pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BUCKSHOT), vecDir, &tr, DMG_BUCKSHOT);
|
||||
break;
|
||||
// Standard but no distance drop off
|
||||
case BULLET_762MM:
|
||||
case BULLET_47MM:
|
||||
pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET_CONC), vecDir, &tr, DMG_BULLET,iWallThickness/iMaxThickness);
|
||||
break;
|
||||
case BULLET_10GAUGE:
|
||||
pEntity->TraceAttack(pevAttacker, g_pGameRules->ModifyTiltedDamage(this,pEntity,pWeapon->flGetTiltedDamage(),DMG_BULLET_CONC), vecDir, &tr, DMG_BUCKSHOT,iWallThickness/iMaxThickness);
|
||||
break;
|
||||
case BULLET_NONE: // FIX
|
||||
pEntity->TraceAttack(pevAttacker, 50, vecDir, &tr, DMG_CLUB);
|
||||
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
|
||||
// only decal glass
|
||||
if ( !FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != 0)
|
||||
{
|
||||
UTIL_DecalTrace( &tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0,2) );
|
||||
}
|
||||
|
||||
break;
|
||||
break;
|
||||
}
|
||||
}
|
||||
// make bullet trails
|
||||
UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 );
|
||||
|
||||
#if 0
|
||||
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY );
|
||||
WRITE_BYTE( TE_BEAMPOINTS );
|
||||
WRITE_COORD( vecSrc.x );
|
||||
WRITE_COORD( vecSrc.y );
|
||||
WRITE_COORD( vecSrc.z );
|
||||
WRITE_COORD( tr.vecEndPos.x );
|
||||
WRITE_COORD( tr.vecEndPos.y );
|
||||
WRITE_COORD( tr.vecEndPos.z );
|
||||
WRITE_SHORT( g_sModelIndexLaser );
|
||||
WRITE_BYTE( 0 );
|
||||
WRITE_BYTE( 10 );
|
||||
WRITE_BYTE( 128 );
|
||||
WRITE_BYTE( 5 );
|
||||
WRITE_BYTE( 0 );
|
||||
WRITE_BYTE( 255 );
|
||||
WRITE_BYTE( 255 );
|
||||
WRITE_BYTE( 0 );
|
||||
WRITE_BYTE( 255 );
|
||||
WRITE_BYTE( 10 );
|
||||
MESSAGE_END();
|
||||
#endif
|
||||
|
||||
// If we have wall penetration, use it.
|
||||
if(iWallThickness)
|
||||
{
|
||||
TraceResult new_tr;
|
||||
TraceResult backtrack_tr; // For exit decals
|
||||
|
||||
Vector wall_begin = tr.vecEndPos;
|
||||
Vector wall_end;
|
||||
|
||||
UTIL_TraceLine(tr.vecEndPos + vecDir * iWallThickness,vecEnd,ignore_monsters,ENT(pev),&new_tr);
|
||||
|
||||
if(new_tr.flFraction == 1.0)
|
||||
iWallThickness = 0;
|
||||
else
|
||||
{
|
||||
// Get exit hole
|
||||
UTIL_TraceLine(new_tr.vecEndPos,tr.vecEndPos,ignore_monsters,ENT(pev),&backtrack_tr);
|
||||
|
||||
if(backtrack_tr.flFraction != 1.0)
|
||||
{
|
||||
TEXTURETYPE_PlaySound(&backtrack_tr,vecSrc,backtrack_tr.vecEndPos,iBulletType);
|
||||
|
||||
// Only subtract from wall if it is from BSP (hard target)
|
||||
if(backtrack_tr.pHit != NULL && VARS(backtrack_tr.pHit)->solid == SOLID_BSP)
|
||||
{
|
||||
wall_end = wall_begin - backtrack_tr.vecEndPos;
|
||||
iWallThickness -= (int)(wall_end.Length() * fFalloffRate);
|
||||
}
|
||||
|
||||
// Trace ahead to get next wall.
|
||||
vecSrc = backtrack_tr.vecEndPos;
|
||||
}
|
||||
else
|
||||
iWallThickness = 0; // No more place to go!
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
// make bullet trails
|
||||
UTIL_BubbleTrail( vecSrc, tr.vecEndPos, (flDistance * tr.flFraction) / 64.0 );
|
||||
}
|
||||
ApplyMultiDamage(pev, pevAttacker);
|
||||
ApplyMultiDamage(pev, pevAttacker);
|
||||
}while(iWallThickness && iWallLimit--);
|
||||
|
||||
return Vector( x * vecSpread.x, y * vecSpread.y, 0.0 );
|
||||
}
|
||||
|
|
|
@ -68,6 +68,7 @@ extern enginefuncs_t g_engfuncs;
|
|||
#define RANDOM_LONG (*g_engfuncs.pfnRandomLong)
|
||||
#define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat)
|
||||
#define GETPLAYERWONID (*g_engfuncs.pfnGetPlayerWONId)
|
||||
#define GETPLAYERAUTHID (*g_engfuncs.pfnGetPlayerAuthId)
|
||||
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NULL, edict_t *ed = NULL ) {
|
||||
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ed);
|
||||
|
|
|
@ -26,7 +26,6 @@
|
|||
extern DLL_GLOBAL short g_sModelIndexFireball;
|
||||
extern DLL_GLOBAL short g_sModelIndexSmoke;
|
||||
|
||||
|
||||
extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage );
|
||||
|
||||
#endif //EXPLODE_H
|
||||
|
|
|
@ -37,7 +37,6 @@ extern DLL_GLOBAL Vector g_vecAttackDir;
|
|||
const char *CBreakable::pSpawnObjects[] =
|
||||
{
|
||||
NULL, // 0
|
||||
"item_battery", // 1
|
||||
"item_healthkit", // 2
|
||||
"weapon_9mmhandgun",// 3
|
||||
"ammo_9mmclip", // 4
|
||||
|
@ -145,6 +144,8 @@ void CBreakable::Spawn( void )
|
|||
{
|
||||
Precache( );
|
||||
|
||||
pev->classname = MAKE_STRING("func_breakable");
|
||||
|
||||
if ( FBitSet( pev->spawnflags, SF_BREAK_TRIGGER_ONLY ) )
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
else
|
||||
|
@ -314,6 +315,7 @@ void CBreakable::Precache( void )
|
|||
|
||||
PRECACHE_SOUND("debris/bustglass1.wav");
|
||||
PRECACHE_SOUND("debris/bustglass2.wav");
|
||||
PRECACHE_SOUND("debris/bustglass3.wav");
|
||||
break;
|
||||
case matMetal:
|
||||
pGibName = "models/metalplategibs.mdl";
|
||||
|
@ -492,7 +494,7 @@ void CBreakable::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE us
|
|||
}
|
||||
|
||||
|
||||
void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType )
|
||||
void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ,int PenetrationValue)
|
||||
{
|
||||
// random spark if this is a 'computer' object
|
||||
if (RANDOM_LONG(0,1) )
|
||||
|
@ -518,7 +520,7 @@ void CBreakable::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vec
|
|||
}
|
||||
}
|
||||
|
||||
CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
|
||||
CBaseDelay::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType,PenetrationValue );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
|
@ -605,11 +607,13 @@ void CBreakable::Die( void )
|
|||
switch (m_Material)
|
||||
{
|
||||
case matGlass:
|
||||
switch ( RANDOM_LONG(0,1) )
|
||||
switch ( RANDOM_LONG(0,2) )
|
||||
{
|
||||
case 0: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass1.wav", fvol, ATTN_NORM, 0, pitch);
|
||||
break;
|
||||
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
|
||||
case 1: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass2.wav", fvol, ATTN_NORM, 0, pitch);
|
||||
break;
|
||||
case 2: EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "debris/bustglass3.wav", fvol, ATTN_NORM, 0, pitch);
|
||||
break;
|
||||
}
|
||||
cFlag = BREAK_GLASS;
|
||||
|
|
|
@ -34,7 +34,7 @@ public:
|
|||
// breakables use an overridden takedamage
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
// To spark when hit
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType,int PenetrationValue = 0 );
|
||||
|
||||
BOOL IsBreakable( void );
|
||||
BOOL SparkWhenHit( void );
|
||||
|
|
|
@ -733,7 +733,7 @@ void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars
|
|||
{
|
||||
for ( i = 0; i < bulletCount; i++ )
|
||||
{
|
||||
switch( m_bulletType )
|
||||
/* switch( m_bulletType )
|
||||
{
|
||||
case TANK_BULLET_9MM:
|
||||
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_MONSTER_9MM, 1, m_iBulletDamage, pevAttacker );
|
||||
|
@ -750,7 +750,8 @@ void CFuncTankGun::Fire( const Vector &barrelEnd, const Vector &forward, entvars
|
|||
default:
|
||||
case TANK_BULLET_NONE:
|
||||
break;
|
||||
}
|
||||
}*/
|
||||
FireBullets( 1, barrelEnd, forward, gTankSpread[m_spread], 4096, BULLET_762MM, 1, m_iBulletDamage, pevAttacker );
|
||||
}
|
||||
CFuncTank::Fire( barrelEnd, forward, pevAttacker );
|
||||
}
|
||||
|
|
830
dlls/game.cpp
830
dlls/game.cpp
|
@ -20,431 +20,34 @@
|
|||
cvar_t displaysoundlist = {"displaysoundlist","0"};
|
||||
|
||||
// multiplayer server rules
|
||||
cvar_t fragsleft = {"mp_fragsleft","0", FCVAR_SERVER | FCVAR_UNLOGGED }; // Don't spam console/log files/users with this changing
|
||||
cvar_t timeleft = {"mp_timeleft","0" , FCVAR_SERVER | FCVAR_UNLOGGED }; // " "
|
||||
cvar_t fragsleft = {"mp_fragsleft","0", FCVAR_SERVER | FCVAR_UNLOGGED }; // Don't spam console/log files/users with this changing
|
||||
cvar_t timeleft = {"mp_timeleft","0" , FCVAR_SERVER | FCVAR_UNLOGGED }; // " "
|
||||
|
||||
// multiplayer server rules
|
||||
cvar_t teamplay = {"mp_teamplay","0", FCVAR_SERVER };
|
||||
cvar_t gametype = {"mp_gametype","0", FCVAR_SERVER };
|
||||
cvar_t fraglimit = {"mp_fraglimit","0", FCVAR_SERVER };
|
||||
cvar_t roundtimelimit = {"mp_roundtimelimit","3",FCVAR_SERVER };
|
||||
cvar_t timelimit = {"mp_timelimit","0", FCVAR_SERVER };
|
||||
cvar_t friendlyfire= {"mp_friendlyfire","0", FCVAR_SERVER };
|
||||
cvar_t falldamage = {"mp_falldamage","0", FCVAR_SERVER };
|
||||
cvar_t weaponstay = {"mp_weaponstay","0", FCVAR_SERVER };
|
||||
cvar_t forcerespawn= {"mp_forcerespawn","1", FCVAR_SERVER };
|
||||
cvar_t flashlight = {"mp_flashlight","0", FCVAR_SERVER };
|
||||
cvar_t aimcrosshair= {"mp_autocrosshair","1", FCVAR_SERVER };
|
||||
cvar_t decalfrequency = {"decalfrequency","30", FCVAR_SERVER };
|
||||
cvar_t teamlist = {"mp_teamlist","hgrunt;scientist", FCVAR_SERVER };
|
||||
cvar_t teamoverride = {"mp_teamoverride","1" };
|
||||
cvar_t defaultteam = {"mp_defaultteam","0" };
|
||||
cvar_t allowmonsters={"mp_allowmonsters","0", FCVAR_SERVER };
|
||||
cvar_t maxlives={"mp_maxlives","1",FCVAR_SERVER };
|
||||
|
||||
cvar_t allowsidearms = {"mp_allowsidearms","1",FCVAR_SERVER|FCVAR_UNLOGGED};
|
||||
cvar_t allowsecondary = {"mp_allowprimary","1",FCVAR_SERVER|FCVAR_UNLOGGED};
|
||||
cvar_t allowunique = {"mp_allowunique","1",FCVAR_SERVER|FCVAR_UNLOGGED};
|
||||
cvar_t allowexplosives = {"mp_allowexplosives","1",FCVAR_SERVER|FCVAR_UNLOGGED};
|
||||
|
||||
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_footsteps = NULL;
|
||||
|
||||
//CVARS FOR SKILL LEVEL SETTINGS
|
||||
// Agrunt
|
||||
cvar_t sk_agrunt_health1 = {"sk_agrunt_health1","0"};
|
||||
cvar_t sk_agrunt_health2 = {"sk_agrunt_health2","0"};
|
||||
cvar_t sk_agrunt_health3 = {"sk_agrunt_health3","0"};
|
||||
|
||||
cvar_t sk_agrunt_dmg_punch1 = {"sk_agrunt_dmg_punch1","0"};
|
||||
cvar_t sk_agrunt_dmg_punch2 = {"sk_agrunt_dmg_punch2","0"};
|
||||
cvar_t sk_agrunt_dmg_punch3 = {"sk_agrunt_dmg_punch3","0"};
|
||||
|
||||
// Apache
|
||||
cvar_t sk_apache_health1 = {"sk_apache_health1","0"};
|
||||
cvar_t sk_apache_health2 = {"sk_apache_health2","0"};
|
||||
cvar_t sk_apache_health3 = {"sk_apache_health3","0"};
|
||||
|
||||
// Barney
|
||||
cvar_t sk_barney_health1 = {"sk_barney_health1","0"};
|
||||
cvar_t sk_barney_health2 = {"sk_barney_health2","0"};
|
||||
cvar_t sk_barney_health3 = {"sk_barney_health3","0"};
|
||||
|
||||
// Bullsquid
|
||||
cvar_t sk_bullsquid_health1 = {"sk_bullsquid_health1","0"};
|
||||
cvar_t sk_bullsquid_health2 = {"sk_bullsquid_health2","0"};
|
||||
cvar_t sk_bullsquid_health3 = {"sk_bullsquid_health3","0"};
|
||||
|
||||
cvar_t sk_bullsquid_dmg_bite1 = {"sk_bullsquid_dmg_bite1","0"};
|
||||
cvar_t sk_bullsquid_dmg_bite2 = {"sk_bullsquid_dmg_bite2","0"};
|
||||
cvar_t sk_bullsquid_dmg_bite3 = {"sk_bullsquid_dmg_bite3","0"};
|
||||
|
||||
cvar_t sk_bullsquid_dmg_whip1 = {"sk_bullsquid_dmg_whip1","0"};
|
||||
cvar_t sk_bullsquid_dmg_whip2 = {"sk_bullsquid_dmg_whip2","0"};
|
||||
cvar_t sk_bullsquid_dmg_whip3 = {"sk_bullsquid_dmg_whip3","0"};
|
||||
|
||||
cvar_t sk_bullsquid_dmg_spit1 = {"sk_bullsquid_dmg_spit1","0"};
|
||||
cvar_t sk_bullsquid_dmg_spit2 = {"sk_bullsquid_dmg_spit2","0"};
|
||||
cvar_t sk_bullsquid_dmg_spit3 = {"sk_bullsquid_dmg_spit3","0"};
|
||||
|
||||
|
||||
// Big Momma
|
||||
cvar_t sk_bigmomma_health_factor1 = {"sk_bigmomma_health_factor1","1.0"};
|
||||
cvar_t sk_bigmomma_health_factor2 = {"sk_bigmomma_health_factor2","1.0"};
|
||||
cvar_t sk_bigmomma_health_factor3 = {"sk_bigmomma_health_factor3","1.0"};
|
||||
|
||||
cvar_t sk_bigmomma_dmg_slash1 = {"sk_bigmomma_dmg_slash1","50"};
|
||||
cvar_t sk_bigmomma_dmg_slash2 = {"sk_bigmomma_dmg_slash2","50"};
|
||||
cvar_t sk_bigmomma_dmg_slash3 = {"sk_bigmomma_dmg_slash3","50"};
|
||||
|
||||
cvar_t sk_bigmomma_dmg_blast1 = {"sk_bigmomma_dmg_blast1","100"};
|
||||
cvar_t sk_bigmomma_dmg_blast2 = {"sk_bigmomma_dmg_blast2","100"};
|
||||
cvar_t sk_bigmomma_dmg_blast3 = {"sk_bigmomma_dmg_blast3","100"};
|
||||
|
||||
cvar_t sk_bigmomma_radius_blast1 = {"sk_bigmomma_radius_blast1","250"};
|
||||
cvar_t sk_bigmomma_radius_blast2 = {"sk_bigmomma_radius_blast2","250"};
|
||||
cvar_t sk_bigmomma_radius_blast3 = {"sk_bigmomma_radius_blast3","250"};
|
||||
|
||||
// Gargantua
|
||||
cvar_t sk_gargantua_health1 = {"sk_gargantua_health1","0"};
|
||||
cvar_t sk_gargantua_health2 = {"sk_gargantua_health2","0"};
|
||||
cvar_t sk_gargantua_health3 = {"sk_gargantua_health3","0"};
|
||||
|
||||
cvar_t sk_gargantua_dmg_slash1 = {"sk_gargantua_dmg_slash1","0"};
|
||||
cvar_t sk_gargantua_dmg_slash2 = {"sk_gargantua_dmg_slash2","0"};
|
||||
cvar_t sk_gargantua_dmg_slash3 = {"sk_gargantua_dmg_slash3","0"};
|
||||
|
||||
cvar_t sk_gargantua_dmg_fire1 = {"sk_gargantua_dmg_fire1","0"};
|
||||
cvar_t sk_gargantua_dmg_fire2 = {"sk_gargantua_dmg_fire2","0"};
|
||||
cvar_t sk_gargantua_dmg_fire3 = {"sk_gargantua_dmg_fire3","0"};
|
||||
|
||||
cvar_t sk_gargantua_dmg_stomp1 = {"sk_gargantua_dmg_stomp1","0"};
|
||||
cvar_t sk_gargantua_dmg_stomp2 = {"sk_gargantua_dmg_stomp2","0"};
|
||||
cvar_t sk_gargantua_dmg_stomp3 = {"sk_gargantua_dmg_stomp3","0"};
|
||||
|
||||
|
||||
// Hassassin
|
||||
cvar_t sk_hassassin_health1 = {"sk_hassassin_health1","0"};
|
||||
cvar_t sk_hassassin_health2 = {"sk_hassassin_health2","0"};
|
||||
cvar_t sk_hassassin_health3 = {"sk_hassassin_health3","0"};
|
||||
|
||||
|
||||
// Headcrab
|
||||
cvar_t sk_headcrab_health1 = {"sk_headcrab_health1","0"};
|
||||
cvar_t sk_headcrab_health2 = {"sk_headcrab_health2","0"};
|
||||
cvar_t sk_headcrab_health3 = {"sk_headcrab_health3","0"};
|
||||
|
||||
cvar_t sk_headcrab_dmg_bite1 = {"sk_headcrab_dmg_bite1","0"};
|
||||
cvar_t sk_headcrab_dmg_bite2 = {"sk_headcrab_dmg_bite2","0"};
|
||||
cvar_t sk_headcrab_dmg_bite3 = {"sk_headcrab_dmg_bite3","0"};
|
||||
|
||||
|
||||
// Hgrunt
|
||||
cvar_t sk_hgrunt_health1 = {"sk_hgrunt_health1","0"};
|
||||
cvar_t sk_hgrunt_health2 = {"sk_hgrunt_health2","0"};
|
||||
cvar_t sk_hgrunt_health3 = {"sk_hgrunt_health3","0"};
|
||||
|
||||
cvar_t sk_hgrunt_kick1 = {"sk_hgrunt_kick1","0"};
|
||||
cvar_t sk_hgrunt_kick2 = {"sk_hgrunt_kick2","0"};
|
||||
cvar_t sk_hgrunt_kick3 = {"sk_hgrunt_kick3","0"};
|
||||
|
||||
cvar_t sk_hgrunt_pellets1 = {"sk_hgrunt_pellets1","0"};
|
||||
cvar_t sk_hgrunt_pellets2 = {"sk_hgrunt_pellets2","0"};
|
||||
cvar_t sk_hgrunt_pellets3 = {"sk_hgrunt_pellets3","0"};
|
||||
|
||||
cvar_t sk_hgrunt_gspeed1 = {"sk_hgrunt_gspeed1","0"};
|
||||
cvar_t sk_hgrunt_gspeed2 = {"sk_hgrunt_gspeed2","0"};
|
||||
cvar_t sk_hgrunt_gspeed3 = {"sk_hgrunt_gspeed3","0"};
|
||||
|
||||
// Houndeye
|
||||
cvar_t sk_houndeye_health1 = {"sk_houndeye_health1","0"};
|
||||
cvar_t sk_houndeye_health2 = {"sk_houndeye_health2","0"};
|
||||
cvar_t sk_houndeye_health3 = {"sk_houndeye_health3","0"};
|
||||
|
||||
cvar_t sk_houndeye_dmg_blast1 = {"sk_houndeye_dmg_blast1","0"};
|
||||
cvar_t sk_houndeye_dmg_blast2 = {"sk_houndeye_dmg_blast2","0"};
|
||||
cvar_t sk_houndeye_dmg_blast3 = {"sk_houndeye_dmg_blast3","0"};
|
||||
|
||||
|
||||
// ISlave
|
||||
cvar_t sk_islave_health1 = {"sk_islave_health1","0"};
|
||||
cvar_t sk_islave_health2 = {"sk_islave_health2","0"};
|
||||
cvar_t sk_islave_health3 = {"sk_islave_health3","0"};
|
||||
|
||||
cvar_t sk_islave_dmg_claw1 = {"sk_islave_dmg_claw1","0"};
|
||||
cvar_t sk_islave_dmg_claw2 = {"sk_islave_dmg_claw2","0"};
|
||||
cvar_t sk_islave_dmg_claw3 = {"sk_islave_dmg_claw3","0"};
|
||||
|
||||
cvar_t sk_islave_dmg_clawrake1 = {"sk_islave_dmg_clawrake1","0"};
|
||||
cvar_t sk_islave_dmg_clawrake2 = {"sk_islave_dmg_clawrake2","0"};
|
||||
cvar_t sk_islave_dmg_clawrake3 = {"sk_islave_dmg_clawrake3","0"};
|
||||
|
||||
cvar_t sk_islave_dmg_zap1 = {"sk_islave_dmg_zap1","0"};
|
||||
cvar_t sk_islave_dmg_zap2 = {"sk_islave_dmg_zap2","0"};
|
||||
cvar_t sk_islave_dmg_zap3 = {"sk_islave_dmg_zap3","0"};
|
||||
|
||||
|
||||
// Icthyosaur
|
||||
cvar_t sk_ichthyosaur_health1 = {"sk_ichthyosaur_health1","0"};
|
||||
cvar_t sk_ichthyosaur_health2 = {"sk_ichthyosaur_health2","0"};
|
||||
cvar_t sk_ichthyosaur_health3 = {"sk_ichthyosaur_health3","0"};
|
||||
|
||||
cvar_t sk_ichthyosaur_shake1 = {"sk_ichthyosaur_shake1","0"};
|
||||
cvar_t sk_ichthyosaur_shake2 = {"sk_ichthyosaur_shake2","0"};
|
||||
cvar_t sk_ichthyosaur_shake3 = {"sk_ichthyosaur_shake3","0"};
|
||||
|
||||
|
||||
// Leech
|
||||
cvar_t sk_leech_health1 = {"sk_leech_health1","0"};
|
||||
cvar_t sk_leech_health2 = {"sk_leech_health2","0"};
|
||||
cvar_t sk_leech_health3 = {"sk_leech_health3","0"};
|
||||
|
||||
cvar_t sk_leech_dmg_bite1 = {"sk_leech_dmg_bite1","0"};
|
||||
cvar_t sk_leech_dmg_bite2 = {"sk_leech_dmg_bite2","0"};
|
||||
cvar_t sk_leech_dmg_bite3 = {"sk_leech_dmg_bite3","0"};
|
||||
|
||||
// Controller
|
||||
cvar_t sk_controller_health1 = {"sk_controller_health1","0"};
|
||||
cvar_t sk_controller_health2 = {"sk_controller_health2","0"};
|
||||
cvar_t sk_controller_health3 = {"sk_controller_health3","0"};
|
||||
|
||||
cvar_t sk_controller_dmgzap1 = {"sk_controller_dmgzap1","0"};
|
||||
cvar_t sk_controller_dmgzap2 = {"sk_controller_dmgzap2","0"};
|
||||
cvar_t sk_controller_dmgzap3 = {"sk_controller_dmgzap3","0"};
|
||||
|
||||
cvar_t sk_controller_speedball1 = {"sk_controller_speedball1","0"};
|
||||
cvar_t sk_controller_speedball2 = {"sk_controller_speedball2","0"};
|
||||
cvar_t sk_controller_speedball3 = {"sk_controller_speedball3","0"};
|
||||
|
||||
cvar_t sk_controller_dmgball1 = {"sk_controller_dmgball1","0"};
|
||||
cvar_t sk_controller_dmgball2 = {"sk_controller_dmgball2","0"};
|
||||
cvar_t sk_controller_dmgball3 = {"sk_controller_dmgball3","0"};
|
||||
|
||||
// Nihilanth
|
||||
cvar_t sk_nihilanth_health1 = {"sk_nihilanth_health1","0"};
|
||||
cvar_t sk_nihilanth_health2 = {"sk_nihilanth_health2","0"};
|
||||
cvar_t sk_nihilanth_health3 = {"sk_nihilanth_health3","0"};
|
||||
|
||||
cvar_t sk_nihilanth_zap1 = {"sk_nihilanth_zap1","0"};
|
||||
cvar_t sk_nihilanth_zap2 = {"sk_nihilanth_zap2","0"};
|
||||
cvar_t sk_nihilanth_zap3 = {"sk_nihilanth_zap3","0"};
|
||||
|
||||
// Scientist
|
||||
cvar_t sk_scientist_health1 = {"sk_scientist_health1","0"};
|
||||
cvar_t sk_scientist_health2 = {"sk_scientist_health2","0"};
|
||||
cvar_t sk_scientist_health3 = {"sk_scientist_health3","0"};
|
||||
|
||||
|
||||
// Snark
|
||||
cvar_t sk_snark_health1 = {"sk_snark_health1","0"};
|
||||
cvar_t sk_snark_health2 = {"sk_snark_health2","0"};
|
||||
cvar_t sk_snark_health3 = {"sk_snark_health3","0"};
|
||||
|
||||
cvar_t sk_snark_dmg_bite1 = {"sk_snark_dmg_bite1","0"};
|
||||
cvar_t sk_snark_dmg_bite2 = {"sk_snark_dmg_bite2","0"};
|
||||
cvar_t sk_snark_dmg_bite3 = {"sk_snark_dmg_bite3","0"};
|
||||
|
||||
cvar_t sk_snark_dmg_pop1 = {"sk_snark_dmg_pop1","0"};
|
||||
cvar_t sk_snark_dmg_pop2 = {"sk_snark_dmg_pop2","0"};
|
||||
cvar_t sk_snark_dmg_pop3 = {"sk_snark_dmg_pop3","0"};
|
||||
|
||||
|
||||
|
||||
// Zombie
|
||||
cvar_t sk_zombie_health1 = {"sk_zombie_health1","0"};
|
||||
cvar_t sk_zombie_health2 = {"sk_zombie_health2","0"};
|
||||
cvar_t sk_zombie_health3 = {"sk_zombie_health3","0"};
|
||||
|
||||
cvar_t sk_zombie_dmg_one_slash1 = {"sk_zombie_dmg_one_slash1","0"};
|
||||
cvar_t sk_zombie_dmg_one_slash2 = {"sk_zombie_dmg_one_slash2","0"};
|
||||
cvar_t sk_zombie_dmg_one_slash3 = {"sk_zombie_dmg_one_slash3","0"};
|
||||
|
||||
cvar_t sk_zombie_dmg_both_slash1 = {"sk_zombie_dmg_both_slash1","0"};
|
||||
cvar_t sk_zombie_dmg_both_slash2 = {"sk_zombie_dmg_both_slash2","0"};
|
||||
cvar_t sk_zombie_dmg_both_slash3 = {"sk_zombie_dmg_both_slash3","0"};
|
||||
|
||||
|
||||
//Turret
|
||||
cvar_t sk_turret_health1 = {"sk_turret_health1","0"};
|
||||
cvar_t sk_turret_health2 = {"sk_turret_health2","0"};
|
||||
cvar_t sk_turret_health3 = {"sk_turret_health3","0"};
|
||||
|
||||
|
||||
// MiniTurret
|
||||
cvar_t sk_miniturret_health1 = {"sk_miniturret_health1","0"};
|
||||
cvar_t sk_miniturret_health2 = {"sk_miniturret_health2","0"};
|
||||
cvar_t sk_miniturret_health3 = {"sk_miniturret_health3","0"};
|
||||
|
||||
|
||||
// Sentry Turret
|
||||
cvar_t sk_sentry_health1 = {"sk_sentry_health1","0"};
|
||||
cvar_t sk_sentry_health2 = {"sk_sentry_health2","0"};
|
||||
cvar_t sk_sentry_health3 = {"sk_sentry_health3","0"};
|
||||
|
||||
|
||||
// PLAYER WEAPONS
|
||||
|
||||
// Crowbar whack
|
||||
cvar_t sk_plr_crowbar1 = {"sk_plr_crowbar1","0"};
|
||||
cvar_t sk_plr_crowbar2 = {"sk_plr_crowbar2","0"};
|
||||
cvar_t sk_plr_crowbar3 = {"sk_plr_crowbar3","0"};
|
||||
|
||||
// Glock Round
|
||||
cvar_t sk_plr_9mm_bullet1 = {"sk_plr_9mm_bullet1","0"};
|
||||
cvar_t sk_plr_9mm_bullet2 = {"sk_plr_9mm_bullet2","0"};
|
||||
cvar_t sk_plr_9mm_bullet3 = {"sk_plr_9mm_bullet3","0"};
|
||||
|
||||
// 357 Round
|
||||
cvar_t sk_plr_357_bullet1 = {"sk_plr_357_bullet1","0"};
|
||||
cvar_t sk_plr_357_bullet2 = {"sk_plr_357_bullet2","0"};
|
||||
cvar_t sk_plr_357_bullet3 = {"sk_plr_357_bullet3","0"};
|
||||
|
||||
// MP5 Round
|
||||
cvar_t sk_plr_9mmAR_bullet1 = {"sk_plr_9mmAR_bullet1","0"};
|
||||
cvar_t sk_plr_9mmAR_bullet2 = {"sk_plr_9mmAR_bullet2","0"};
|
||||
cvar_t sk_plr_9mmAR_bullet3 = {"sk_plr_9mmAR_bullet3","0"};
|
||||
|
||||
|
||||
// M203 grenade
|
||||
cvar_t sk_plr_9mmAR_grenade1 = {"sk_plr_9mmAR_grenade1","0"};
|
||||
cvar_t sk_plr_9mmAR_grenade2 = {"sk_plr_9mmAR_grenade2","0"};
|
||||
cvar_t sk_plr_9mmAR_grenade3 = {"sk_plr_9mmAR_grenade3","0"};
|
||||
|
||||
|
||||
// Shotgun buckshot
|
||||
cvar_t sk_plr_buckshot1 = {"sk_plr_buckshot1","0"};
|
||||
cvar_t sk_plr_buckshot2 = {"sk_plr_buckshot2","0"};
|
||||
cvar_t sk_plr_buckshot3 = {"sk_plr_buckshot3","0"};
|
||||
|
||||
|
||||
// Crossbow
|
||||
cvar_t sk_plr_xbow_bolt_client1 = {"sk_plr_xbow_bolt_client1","0"};
|
||||
cvar_t sk_plr_xbow_bolt_client2 = {"sk_plr_xbow_bolt_client2","0"};
|
||||
cvar_t sk_plr_xbow_bolt_client3 = {"sk_plr_xbow_bolt_client3","0"};
|
||||
|
||||
cvar_t sk_plr_xbow_bolt_monster1 = {"sk_plr_xbow_bolt_monster1","0"};
|
||||
cvar_t sk_plr_xbow_bolt_monster2 = {"sk_plr_xbow_bolt_monster2","0"};
|
||||
cvar_t sk_plr_xbow_bolt_monster3 = {"sk_plr_xbow_bolt_monster3","0"};
|
||||
|
||||
|
||||
// RPG
|
||||
cvar_t sk_plr_rpg1 = {"sk_plr_rpg1","0"};
|
||||
cvar_t sk_plr_rpg2 = {"sk_plr_rpg2","0"};
|
||||
cvar_t sk_plr_rpg3 = {"sk_plr_rpg3","0"};
|
||||
|
||||
|
||||
// Zero Point Generator
|
||||
cvar_t sk_plr_gauss1 = {"sk_plr_gauss1","0"};
|
||||
cvar_t sk_plr_gauss2 = {"sk_plr_gauss2","0"};
|
||||
cvar_t sk_plr_gauss3 = {"sk_plr_gauss3","0"};
|
||||
|
||||
|
||||
// Tau Cannon
|
||||
cvar_t sk_plr_egon_narrow1 = {"sk_plr_egon_narrow1","0"};
|
||||
cvar_t sk_plr_egon_narrow2 = {"sk_plr_egon_narrow2","0"};
|
||||
cvar_t sk_plr_egon_narrow3 = {"sk_plr_egon_narrow3","0"};
|
||||
|
||||
cvar_t sk_plr_egon_wide1 = {"sk_plr_egon_wide1","0"};
|
||||
cvar_t sk_plr_egon_wide2 = {"sk_plr_egon_wide2","0"};
|
||||
cvar_t sk_plr_egon_wide3 = {"sk_plr_egon_wide3","0"};
|
||||
|
||||
|
||||
// Hand Grendade
|
||||
cvar_t sk_plr_hand_grenade1 = {"sk_plr_hand_grenade1","0"};
|
||||
cvar_t sk_plr_hand_grenade2 = {"sk_plr_hand_grenade2","0"};
|
||||
cvar_t sk_plr_hand_grenade3 = {"sk_plr_hand_grenade3","0"};
|
||||
|
||||
|
||||
// Satchel Charge
|
||||
cvar_t sk_plr_satchel1 = {"sk_plr_satchel1","0"};
|
||||
cvar_t sk_plr_satchel2 = {"sk_plr_satchel2","0"};
|
||||
cvar_t sk_plr_satchel3 = {"sk_plr_satchel3","0"};
|
||||
|
||||
|
||||
// Tripmine
|
||||
cvar_t sk_plr_tripmine1 = {"sk_plr_tripmine1","0"};
|
||||
cvar_t sk_plr_tripmine2 = {"sk_plr_tripmine2","0"};
|
||||
cvar_t sk_plr_tripmine3 = {"sk_plr_tripmine3","0"};
|
||||
|
||||
|
||||
// WORLD WEAPONS
|
||||
cvar_t sk_12mm_bullet1 = {"sk_12mm_bullet1","0"};
|
||||
cvar_t sk_12mm_bullet2 = {"sk_12mm_bullet2","0"};
|
||||
cvar_t sk_12mm_bullet3 = {"sk_12mm_bullet3","0"};
|
||||
|
||||
cvar_t sk_9mmAR_bullet1 = {"sk_9mmAR_bullet1","0"};
|
||||
cvar_t sk_9mmAR_bullet2 = {"sk_9mmAR_bullet2","0"};
|
||||
cvar_t sk_9mmAR_bullet3 = {"sk_9mmAR_bullet3","0"};
|
||||
|
||||
cvar_t sk_9mm_bullet1 = {"sk_9mm_bullet1","0"};
|
||||
cvar_t sk_9mm_bullet2 = {"sk_9mm_bullet2","0"};
|
||||
cvar_t sk_9mm_bullet3 = {"sk_9mm_bullet3","0"};
|
||||
|
||||
|
||||
// HORNET
|
||||
cvar_t sk_hornet_dmg1 = {"sk_hornet_dmg1","0"};
|
||||
cvar_t sk_hornet_dmg2 = {"sk_hornet_dmg2","0"};
|
||||
cvar_t sk_hornet_dmg3 = {"sk_hornet_dmg3","0"};
|
||||
|
||||
// HEALTH/CHARGE
|
||||
cvar_t sk_suitcharger1 = { "sk_suitcharger1","0" };
|
||||
cvar_t sk_suitcharger2 = { "sk_suitcharger2","0" };
|
||||
cvar_t sk_suitcharger3 = { "sk_suitcharger3","0" };
|
||||
|
||||
cvar_t sk_battery1 = { "sk_battery1","0" };
|
||||
cvar_t sk_battery2 = { "sk_battery2","0" };
|
||||
cvar_t sk_battery3 = { "sk_battery3","0" };
|
||||
|
||||
cvar_t sk_healthcharger1 = { "sk_healthcharger1","0" };
|
||||
cvar_t sk_healthcharger2 = { "sk_healthcharger2","0" };
|
||||
cvar_t sk_healthcharger3 = { "sk_healthcharger3","0" };
|
||||
|
||||
cvar_t sk_healthkit1 = { "sk_healthkit1","0" };
|
||||
cvar_t sk_healthkit2 = { "sk_healthkit2","0" };
|
||||
cvar_t sk_healthkit3 = { "sk_healthkit3","0" };
|
||||
|
||||
cvar_t sk_scientist_heal1 = { "sk_scientist_heal1","0" };
|
||||
cvar_t sk_scientist_heal2 = { "sk_scientist_heal2","0" };
|
||||
cvar_t sk_scientist_heal3 = { "sk_scientist_heal3","0" };
|
||||
|
||||
|
||||
// monster damage adjusters
|
||||
cvar_t sk_monster_head1 = { "sk_monster_head1","2" };
|
||||
cvar_t sk_monster_head2 = { "sk_monster_head2","2" };
|
||||
cvar_t sk_monster_head3 = { "sk_monster_head3","2" };
|
||||
|
||||
cvar_t sk_monster_chest1 = { "sk_monster_chest1","1" };
|
||||
cvar_t sk_monster_chest2 = { "sk_monster_chest2","1" };
|
||||
cvar_t sk_monster_chest3 = { "sk_monster_chest3","1" };
|
||||
|
||||
cvar_t sk_monster_stomach1 = { "sk_monster_stomach1","1" };
|
||||
cvar_t sk_monster_stomach2 = { "sk_monster_stomach2","1" };
|
||||
cvar_t sk_monster_stomach3 = { "sk_monster_stomach3","1" };
|
||||
|
||||
cvar_t sk_monster_arm1 = { "sk_monster_arm1","1" };
|
||||
cvar_t sk_monster_arm2 = { "sk_monster_arm2","1" };
|
||||
cvar_t sk_monster_arm3 = { "sk_monster_arm3","1" };
|
||||
|
||||
cvar_t sk_monster_leg1 = { "sk_monster_leg1","1" };
|
||||
cvar_t sk_monster_leg2 = { "sk_monster_leg2","1" };
|
||||
cvar_t sk_monster_leg3 = { "sk_monster_leg3","1" };
|
||||
|
||||
// player damage adjusters
|
||||
cvar_t sk_player_head1 = { "sk_player_head1","2" };
|
||||
cvar_t sk_player_head2 = { "sk_player_head2","2" };
|
||||
cvar_t sk_player_head3 = { "sk_player_head3","2" };
|
||||
|
||||
cvar_t sk_player_chest1 = { "sk_player_chest1","1" };
|
||||
cvar_t sk_player_chest2 = { "sk_player_chest2","1" };
|
||||
cvar_t sk_player_chest3 = { "sk_player_chest3","1" };
|
||||
|
||||
cvar_t sk_player_stomach1 = { "sk_player_stomach1","1" };
|
||||
cvar_t sk_player_stomach2 = { "sk_player_stomach2","1" };
|
||||
cvar_t sk_player_stomach3 = { "sk_player_stomach3","1" };
|
||||
|
||||
cvar_t sk_player_arm1 = { "sk_player_arm1","1" };
|
||||
cvar_t sk_player_arm2 = { "sk_player_arm2","1" };
|
||||
cvar_t sk_player_arm3 = { "sk_player_arm3","1" };
|
||||
|
||||
cvar_t sk_player_leg1 = { "sk_player_leg1","1" };
|
||||
cvar_t sk_player_leg2 = { "sk_player_leg2","1" };
|
||||
cvar_t sk_player_leg3 = { "sk_player_leg3","1" };
|
||||
|
||||
// END Cvars for Skill Level settings
|
||||
|
||||
|
@ -453,433 +56,36 @@ cvar_t sk_player_leg3 = { "sk_player_leg3","1" };
|
|||
void GameDLLInit( void )
|
||||
{
|
||||
// Register cvars here:
|
||||
|
||||
g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
|
||||
g_psv_aim = CVAR_GET_POINTER( "sv_aim" );
|
||||
g_footsteps = CVAR_GET_POINTER( "mp_footsteps" );
|
||||
|
||||
CVAR_REGISTER (&displaysoundlist);
|
||||
|
||||
CVAR_REGISTER (&teamplay);
|
||||
CVAR_REGISTER (&gametype);
|
||||
CVAR_REGISTER (&fraglimit);
|
||||
CVAR_REGISTER (&roundtimelimit);
|
||||
CVAR_REGISTER (&timelimit);
|
||||
|
||||
CVAR_REGISTER (&fragsleft);
|
||||
CVAR_REGISTER (&timeleft);
|
||||
|
||||
CVAR_REGISTER (&friendlyfire);
|
||||
CVAR_REGISTER (&falldamage);
|
||||
CVAR_REGISTER (&weaponstay);
|
||||
CVAR_REGISTER (&forcerespawn);
|
||||
CVAR_REGISTER (&flashlight);
|
||||
CVAR_REGISTER (&aimcrosshair);
|
||||
CVAR_REGISTER (&decalfrequency);
|
||||
CVAR_REGISTER (&teamlist);
|
||||
CVAR_REGISTER (&teamoverride);
|
||||
CVAR_REGISTER (&defaultteam);
|
||||
CVAR_REGISTER (&allowmonsters);
|
||||
CVAR_REGISTER (&maxlives);
|
||||
|
||||
CVAR_REGISTER (&allowsidearms);
|
||||
CVAR_REGISTER (&allowsecondary);
|
||||
CVAR_REGISTER (&allowunique);
|
||||
CVAR_REGISTER (&allowexplosives);
|
||||
|
||||
CVAR_REGISTER (&mp_chattime);
|
||||
|
||||
// REGISTER CVARS FOR SKILL LEVEL STUFF
|
||||
// Agrunt
|
||||
CVAR_REGISTER ( &sk_agrunt_health1 );// {"sk_agrunt_health1","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_health2 );// {"sk_agrunt_health2","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_health3 );// {"sk_agrunt_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_agrunt_dmg_punch1 );// {"sk_agrunt_dmg_punch1","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_dmg_punch2 );// {"sk_agrunt_dmg_punch2","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_dmg_punch3 );// {"sk_agrunt_dmg_punch3","0"};
|
||||
|
||||
// Apache
|
||||
CVAR_REGISTER ( &sk_apache_health1 );// {"sk_apache_health1","0"};
|
||||
CVAR_REGISTER ( &sk_apache_health2 );// {"sk_apache_health2","0"};
|
||||
CVAR_REGISTER ( &sk_apache_health3 );// {"sk_apache_health3","0"};
|
||||
|
||||
// Barney
|
||||
CVAR_REGISTER ( &sk_barney_health1 );// {"sk_barney_health1","0"};
|
||||
CVAR_REGISTER ( &sk_barney_health2 );// {"sk_barney_health2","0"};
|
||||
CVAR_REGISTER ( &sk_barney_health3 );// {"sk_barney_health3","0"};
|
||||
|
||||
// Bullsquid
|
||||
CVAR_REGISTER ( &sk_bullsquid_health1 );// {"sk_bullsquid_health1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_health2 );// {"sk_bullsquid_health2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_health3 );// {"sk_bullsquid_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_bite1 );// {"sk_bullsquid_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_bite2 );// {"sk_bullsquid_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_bite3 );// {"sk_bullsquid_dmg_bite3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_whip1 );// {"sk_bullsquid_dmg_whip1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_whip2 );// {"sk_bullsquid_dmg_whip2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_whip3 );// {"sk_bullsquid_dmg_whip3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_spit1 );// {"sk_bullsquid_dmg_spit1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_spit2 );// {"sk_bullsquid_dmg_spit2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_spit3 );// {"sk_bullsquid_dmg_spit3","0"};
|
||||
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_health_factor1 );// {"sk_bigmomma_health_factor1","1.0"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_health_factor2 );// {"sk_bigmomma_health_factor2","1.0"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_health_factor3 );// {"sk_bigmomma_health_factor3","1.0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_slash1 );// {"sk_bigmomma_dmg_slash1","50"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_slash2 );// {"sk_bigmomma_dmg_slash2","50"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_slash3 );// {"sk_bigmomma_dmg_slash3","50"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_blast1 );// {"sk_bigmomma_dmg_blast1","100"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_blast2 );// {"sk_bigmomma_dmg_blast2","100"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_blast3 );// {"sk_bigmomma_dmg_blast3","100"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_radius_blast1 );// {"sk_bigmomma_radius_blast1","250"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_radius_blast2 );// {"sk_bigmomma_radius_blast2","250"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_radius_blast3 );// {"sk_bigmomma_radius_blast3","250"};
|
||||
|
||||
// Gargantua
|
||||
CVAR_REGISTER ( &sk_gargantua_health1 );// {"sk_gargantua_health1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_health2 );// {"sk_gargantua_health2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_health3 );// {"sk_gargantua_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_slash1 );// {"sk_gargantua_dmg_slash1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_slash2 );// {"sk_gargantua_dmg_slash2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_slash3 );// {"sk_gargantua_dmg_slash3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_fire1 );// {"sk_gargantua_dmg_fire1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_fire2 );// {"sk_gargantua_dmg_fire2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_fire3 );// {"sk_gargantua_dmg_fire3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_stomp1 );// {"sk_gargantua_dmg_stomp1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_stomp2 );// {"sk_gargantua_dmg_stomp2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_stomp3 );// {"sk_gargantua_dmg_stomp3","0"};
|
||||
|
||||
|
||||
// Hassassin
|
||||
CVAR_REGISTER ( &sk_hassassin_health1 );// {"sk_hassassin_health1","0"};
|
||||
CVAR_REGISTER ( &sk_hassassin_health2 );// {"sk_hassassin_health2","0"};
|
||||
CVAR_REGISTER ( &sk_hassassin_health3 );// {"sk_hassassin_health3","0"};
|
||||
|
||||
|
||||
// Headcrab
|
||||
CVAR_REGISTER ( &sk_headcrab_health1 );// {"sk_headcrab_health1","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_health2 );// {"sk_headcrab_health2","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_health3 );// {"sk_headcrab_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_headcrab_dmg_bite1 );// {"sk_headcrab_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_dmg_bite2 );// {"sk_headcrab_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_dmg_bite3 );// {"sk_headcrab_dmg_bite3","0"};
|
||||
|
||||
|
||||
// Hgrunt
|
||||
CVAR_REGISTER ( &sk_hgrunt_health1 );// {"sk_hgrunt_health1","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_health2 );// {"sk_hgrunt_health2","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_health3 );// {"sk_hgrunt_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_hgrunt_kick1 );// {"sk_hgrunt_kick1","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_kick2 );// {"sk_hgrunt_kick2","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_kick3 );// {"sk_hgrunt_kick3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_hgrunt_pellets1 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_pellets2 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_pellets3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_hgrunt_gspeed1 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_gspeed2 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_gspeed3 );
|
||||
|
||||
// Houndeye
|
||||
CVAR_REGISTER ( &sk_houndeye_health1 );// {"sk_houndeye_health1","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_health2 );// {"sk_houndeye_health2","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_health3 );// {"sk_houndeye_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_houndeye_dmg_blast1 );// {"sk_houndeye_dmg_blast1","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_dmg_blast2 );// {"sk_houndeye_dmg_blast2","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_dmg_blast3 );// {"sk_houndeye_dmg_blast3","0"};
|
||||
|
||||
|
||||
// ISlave
|
||||
CVAR_REGISTER ( &sk_islave_health1 );// {"sk_islave_health1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_health2 );// {"sk_islave_health2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_health3 );// {"sk_islave_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_islave_dmg_claw1 );// {"sk_islave_dmg_claw1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_claw2 );// {"sk_islave_dmg_claw2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_claw3 );// {"sk_islave_dmg_claw3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_islave_dmg_clawrake1 );// {"sk_islave_dmg_clawrake1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_clawrake2 );// {"sk_islave_dmg_clawrake2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_clawrake3 );// {"sk_islave_dmg_clawrake3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_islave_dmg_zap1 );// {"sk_islave_dmg_zap1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_zap2 );// {"sk_islave_dmg_zap2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_zap3 );// {"sk_islave_dmg_zap3","0"};
|
||||
|
||||
|
||||
// Icthyosaur
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_health1 );// {"sk_ichthyosaur_health1","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_health2 );// {"sk_ichthyosaur_health2","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_health3 );// {"sk_ichthyosaur_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_shake1 );// {"sk_ichthyosaur_health3","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_shake2 );// {"sk_ichthyosaur_health3","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_shake3 );// {"sk_ichthyosaur_health3","0"};
|
||||
|
||||
|
||||
|
||||
// Leech
|
||||
CVAR_REGISTER ( &sk_leech_health1 );// {"sk_leech_health1","0"};
|
||||
CVAR_REGISTER ( &sk_leech_health2 );// {"sk_leech_health2","0"};
|
||||
CVAR_REGISTER ( &sk_leech_health3 );// {"sk_leech_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_leech_dmg_bite1 );// {"sk_leech_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_leech_dmg_bite2 );// {"sk_leech_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_leech_dmg_bite3 );// {"sk_leech_dmg_bite3","0"};
|
||||
|
||||
|
||||
// Controller
|
||||
CVAR_REGISTER ( &sk_controller_health1 );
|
||||
CVAR_REGISTER ( &sk_controller_health2 );
|
||||
CVAR_REGISTER ( &sk_controller_health3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_controller_dmgzap1 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgzap2 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgzap3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_controller_speedball1 );
|
||||
CVAR_REGISTER ( &sk_controller_speedball2 );
|
||||
CVAR_REGISTER ( &sk_controller_speedball3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_controller_dmgball1 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgball2 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgball3 );
|
||||
|
||||
// Nihilanth
|
||||
CVAR_REGISTER ( &sk_nihilanth_health1 );// {"sk_nihilanth_health1","0"};
|
||||
CVAR_REGISTER ( &sk_nihilanth_health2 );// {"sk_nihilanth_health2","0"};
|
||||
CVAR_REGISTER ( &sk_nihilanth_health3 );// {"sk_nihilanth_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_nihilanth_zap1 );
|
||||
CVAR_REGISTER ( &sk_nihilanth_zap2 );
|
||||
CVAR_REGISTER ( &sk_nihilanth_zap3 );
|
||||
|
||||
// Scientist
|
||||
CVAR_REGISTER ( &sk_scientist_health1 );// {"sk_scientist_health1","0"};
|
||||
CVAR_REGISTER ( &sk_scientist_health2 );// {"sk_scientist_health2","0"};
|
||||
CVAR_REGISTER ( &sk_scientist_health3 );// {"sk_scientist_health3","0"};
|
||||
|
||||
|
||||
// Snark
|
||||
CVAR_REGISTER ( &sk_snark_health1 );// {"sk_snark_health1","0"};
|
||||
CVAR_REGISTER ( &sk_snark_health2 );// {"sk_snark_health2","0"};
|
||||
CVAR_REGISTER ( &sk_snark_health3 );// {"sk_snark_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_snark_dmg_bite1 );// {"sk_snark_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_bite2 );// {"sk_snark_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_bite3 );// {"sk_snark_dmg_bite3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_snark_dmg_pop1 );// {"sk_snark_dmg_pop1","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_pop2 );// {"sk_snark_dmg_pop2","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_pop3 );// {"sk_snark_dmg_pop3","0"};
|
||||
|
||||
|
||||
|
||||
// Zombie
|
||||
CVAR_REGISTER ( &sk_zombie_health1 );// {"sk_zombie_health1","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_health2 );// {"sk_zombie_health3","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_health3 );// {"sk_zombie_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_one_slash1 );// {"sk_zombie_dmg_one_slash1","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_one_slash2 );// {"sk_zombie_dmg_one_slash2","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_one_slash3 );// {"sk_zombie_dmg_one_slash3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_both_slash1 );// {"sk_zombie_dmg_both_slash1","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_both_slash2 );// {"sk_zombie_dmg_both_slash2","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_both_slash3 );// {"sk_zombie_dmg_both_slash3","0"};
|
||||
|
||||
|
||||
//Turret
|
||||
CVAR_REGISTER ( &sk_turret_health1 );// {"sk_turret_health1","0"};
|
||||
CVAR_REGISTER ( &sk_turret_health2 );// {"sk_turret_health2","0"};
|
||||
CVAR_REGISTER ( &sk_turret_health3 );// {"sk_turret_health3","0"};
|
||||
|
||||
|
||||
// MiniTurret
|
||||
CVAR_REGISTER ( &sk_miniturret_health1 );// {"sk_miniturret_health1","0"};
|
||||
CVAR_REGISTER ( &sk_miniturret_health2 );// {"sk_miniturret_health2","0"};
|
||||
CVAR_REGISTER ( &sk_miniturret_health3 );// {"sk_miniturret_health3","0"};
|
||||
|
||||
|
||||
// Sentry Turret
|
||||
CVAR_REGISTER ( &sk_sentry_health1 );// {"sk_sentry_health1","0"};
|
||||
CVAR_REGISTER ( &sk_sentry_health2 );// {"sk_sentry_health2","0"};
|
||||
CVAR_REGISTER ( &sk_sentry_health3 );// {"sk_sentry_health3","0"};
|
||||
|
||||
|
||||
// PLAYER WEAPONS
|
||||
|
||||
// Crowbar whack
|
||||
CVAR_REGISTER ( &sk_plr_crowbar1 );// {"sk_plr_crowbar1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_crowbar2 );// {"sk_plr_crowbar2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_crowbar3 );// {"sk_plr_crowbar3","0"};
|
||||
|
||||
// Glock Round
|
||||
CVAR_REGISTER ( &sk_plr_9mm_bullet1 );// {"sk_plr_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mm_bullet2 );// {"sk_plr_9mm_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mm_bullet3 );// {"sk_plr_9mm_bullet3","0"};
|
||||
|
||||
// 357 Round
|
||||
CVAR_REGISTER ( &sk_plr_357_bullet1 );// {"sk_plr_357_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_357_bullet2 );// {"sk_plr_357_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_357_bullet3 );// {"sk_plr_357_bullet3","0"};
|
||||
|
||||
// MP5 Round
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_bullet1 );// {"sk_plr_9mmAR_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_bullet2 );// {"sk_plr_9mmAR_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_bullet3 );// {"sk_plr_9mmAR_bullet3","0"};
|
||||
|
||||
|
||||
// M203 grenade
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_grenade1 );// {"sk_plr_9mmAR_grenade1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_grenade2 );// {"sk_plr_9mmAR_grenade2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_grenade3 );// {"sk_plr_9mmAR_grenade3","0"};
|
||||
|
||||
|
||||
// Shotgun buckshot
|
||||
CVAR_REGISTER ( &sk_plr_buckshot1 );// {"sk_plr_buckshot1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_buckshot2 );// {"sk_plr_buckshot2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_buckshot3 );// {"sk_plr_buckshot3","0"};
|
||||
|
||||
|
||||
// Crossbow
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_monster1 );// {"sk_plr_xbow_bolt1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_monster2 );// {"sk_plr_xbow_bolt2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_monster3 );// {"sk_plr_xbow_bolt3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_client1 );// {"sk_plr_xbow_bolt1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_client2 );// {"sk_plr_xbow_bolt2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_client3 );// {"sk_plr_xbow_bolt3","0"};
|
||||
|
||||
|
||||
// RPG
|
||||
CVAR_REGISTER ( &sk_plr_rpg1 );// {"sk_plr_rpg1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_rpg2 );// {"sk_plr_rpg2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_rpg3 );// {"sk_plr_rpg3","0"};
|
||||
|
||||
|
||||
// Gauss Gun
|
||||
CVAR_REGISTER ( &sk_plr_gauss1 );// {"sk_plr_gauss1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_gauss2 );// {"sk_plr_gauss2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_gauss3 );// {"sk_plr_gauss3","0"};
|
||||
|
||||
|
||||
// Egon Gun
|
||||
CVAR_REGISTER ( &sk_plr_egon_narrow1 );// {"sk_plr_egon_narrow1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_narrow2 );// {"sk_plr_egon_narrow2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_narrow3 );// {"sk_plr_egon_narrow3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_plr_egon_wide1 );// {"sk_plr_egon_wide1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_wide2 );// {"sk_plr_egon_wide2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_wide3 );// {"sk_plr_egon_wide3","0"};
|
||||
|
||||
|
||||
// Hand Grendade
|
||||
CVAR_REGISTER ( &sk_plr_hand_grenade1 );// {"sk_plr_hand_grenade1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_hand_grenade2 );// {"sk_plr_hand_grenade2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_hand_grenade3 );// {"sk_plr_hand_grenade3","0"};
|
||||
|
||||
|
||||
// Satchel Charge
|
||||
CVAR_REGISTER ( &sk_plr_satchel1 );// {"sk_plr_satchel1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_satchel2 );// {"sk_plr_satchel2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_satchel3 );// {"sk_plr_satchel3","0"};
|
||||
|
||||
|
||||
// Tripmine
|
||||
CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
|
||||
|
||||
|
||||
// WORLD WEAPONS
|
||||
CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_9mmAR_bullet1 );// {"sk_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_9mmAR_bullet2 );// {"sk_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_9mmAR_bullet3 );// {"sk_9mm_bullet1","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_9mm_bullet1 );// {"sk_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_9mm_bullet2 );// {"sk_9mm_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_9mm_bullet3 );// {"sk_9mm_bullet3","0"};
|
||||
|
||||
|
||||
// HORNET
|
||||
CVAR_REGISTER ( &sk_hornet_dmg1 );// {"sk_hornet_dmg1","0"};
|
||||
CVAR_REGISTER ( &sk_hornet_dmg2 );// {"sk_hornet_dmg2","0"};
|
||||
CVAR_REGISTER ( &sk_hornet_dmg3 );// {"sk_hornet_dmg3","0"};
|
||||
|
||||
// HEALTH/SUIT CHARGE DISTRIBUTION
|
||||
CVAR_REGISTER ( &sk_suitcharger1 );
|
||||
CVAR_REGISTER ( &sk_suitcharger2 );
|
||||
CVAR_REGISTER ( &sk_suitcharger3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_battery1 );
|
||||
CVAR_REGISTER ( &sk_battery2 );
|
||||
CVAR_REGISTER ( &sk_battery3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_healthcharger1 );
|
||||
CVAR_REGISTER ( &sk_healthcharger2 );
|
||||
CVAR_REGISTER ( &sk_healthcharger3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_healthkit1 );
|
||||
CVAR_REGISTER ( &sk_healthkit2 );
|
||||
CVAR_REGISTER ( &sk_healthkit3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_scientist_heal1 );
|
||||
CVAR_REGISTER ( &sk_scientist_heal2 );
|
||||
CVAR_REGISTER ( &sk_scientist_heal3 );
|
||||
|
||||
// monster damage adjusters
|
||||
CVAR_REGISTER ( &sk_monster_head1 );
|
||||
CVAR_REGISTER ( &sk_monster_head2 );
|
||||
CVAR_REGISTER ( &sk_monster_head3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_chest1 );
|
||||
CVAR_REGISTER ( &sk_monster_chest2 );
|
||||
CVAR_REGISTER ( &sk_monster_chest3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_stomach1 );
|
||||
CVAR_REGISTER ( &sk_monster_stomach2 );
|
||||
CVAR_REGISTER ( &sk_monster_stomach3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_arm1 );
|
||||
CVAR_REGISTER ( &sk_monster_arm2 );
|
||||
CVAR_REGISTER ( &sk_monster_arm3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_leg1 );
|
||||
CVAR_REGISTER ( &sk_monster_leg2 );
|
||||
CVAR_REGISTER ( &sk_monster_leg3 );
|
||||
|
||||
// player damage adjusters
|
||||
CVAR_REGISTER ( &sk_player_head1 );
|
||||
CVAR_REGISTER ( &sk_player_head2 );
|
||||
CVAR_REGISTER ( &sk_player_head3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_chest1 );
|
||||
CVAR_REGISTER ( &sk_player_chest2 );
|
||||
CVAR_REGISTER ( &sk_player_chest3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_stomach1 );
|
||||
CVAR_REGISTER ( &sk_player_stomach2 );
|
||||
CVAR_REGISTER ( &sk_player_stomach3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_arm1 );
|
||||
CVAR_REGISTER ( &sk_player_arm2 );
|
||||
CVAR_REGISTER ( &sk_player_arm3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_leg1 );
|
||||
CVAR_REGISTER ( &sk_player_leg2 );
|
||||
CVAR_REGISTER ( &sk_player_leg3 );
|
||||
// END REGISTER CVARS FOR SKILL LEVEL STUFF
|
||||
|
||||
SERVER_COMMAND( "exec skill.cfg\n" );
|
||||
|
|
14
dlls/game.h
14
dlls/game.h
|
@ -18,28 +18,30 @@
|
|||
|
||||
extern void GameDLLInit( void );
|
||||
|
||||
|
||||
extern cvar_t displaysoundlist;
|
||||
|
||||
// multiplayer server rules
|
||||
extern cvar_t teamplay;
|
||||
extern cvar_t gametype;
|
||||
extern cvar_t fraglimit;
|
||||
extern cvar_t roundtimelimit;
|
||||
extern cvar_t timelimit;
|
||||
extern cvar_t friendlyfire;
|
||||
extern cvar_t falldamage;
|
||||
extern cvar_t weaponstay;
|
||||
extern cvar_t forcerespawn;
|
||||
extern cvar_t flashlight;
|
||||
extern cvar_t aimcrosshair;
|
||||
extern cvar_t decalfrequency;
|
||||
extern cvar_t teamlist;
|
||||
extern cvar_t teamoverride;
|
||||
extern cvar_t defaultteam;
|
||||
extern cvar_t allowmonsters;
|
||||
extern cvar_t maxlives;
|
||||
|
||||
extern cvar_t allowsidearms;
|
||||
extern cvar_t allowsecondary;
|
||||
extern cvar_t allowunique;
|
||||
extern cvar_t allowexplosives;
|
||||
|
||||
// Engine Cvars
|
||||
extern cvar_t *g_psv_gravity;
|
||||
extern cvar_t *g_psv_aim;
|
||||
extern cvar_t *g_footsteps;
|
||||
|
||||
#endif // GAME_H
|
||||
|
|
1938
dlls/game_deathmatch.cpp
Normal file
1938
dlls/game_deathmatch.cpp
Normal file
File diff suppressed because it is too large
Load diff
253
dlls/game_lastmanstanding.cpp
Normal file
253
dlls/game_lastmanstanding.cpp
Normal file
|
@ -0,0 +1,253 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (C) 2002 The Wastes Project, All Rights Reserved.
|
||||
*
|
||||
* This product contains software technology from Valve Software, LLC,
|
||||
* Copyright © 1996-2001, Valve LLC, All rights reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* The Wastes Project. All other use, distribution, or modification is prohibited
|
||||
* without written permission from The Wastes Project.
|
||||
*
|
||||
***/
|
||||
//
|
||||
// lastmanstanding_gamerules.cpp
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "shake.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
#include "game.h"
|
||||
#include "items.h"
|
||||
#include "voice_gamemgr.h"
|
||||
#include "thewastes.h"
|
||||
|
||||
extern int gmsgScoreInfo;
|
||||
extern int gmsgLmsStart;
|
||||
extern void respawn(entvars_t *pev, BOOL fCopyCorpse);
|
||||
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
|
||||
#define RESTART_TIME_LONG 10.0f
|
||||
#define RESTART_TIME_SHORT 5.0f
|
||||
#define DELAY_TIME 5.0f
|
||||
|
||||
enum lms_state_e {
|
||||
RS_CHECKING,
|
||||
RS_BEGIN_MATCH,
|
||||
RS_MATCH_IN_PROGRESS,
|
||||
RS_END_MATCH,
|
||||
};
|
||||
|
||||
CWastesLMS::CWastesLMS() : CHalfLifeMultiplay()
|
||||
{
|
||||
m_bRoundInProgress = FALSE;
|
||||
m_iRoundState = RS_CHECKING;
|
||||
m_flNextStateCheck = gpGlobals->time + 30.0f;
|
||||
m_flRoundDelay = 0.0f;
|
||||
|
||||
// Validate cvars
|
||||
if( CVAR_GET_FLOAT( "mp_lives" ) < 1.0f )
|
||||
CVAR_SET_FLOAT( "mp_lives", 1.0f );
|
||||
}
|
||||
|
||||
void CWastesLMS::Think()
|
||||
{
|
||||
CHalfLifeMultiplay::Think();
|
||||
|
||||
if( g_fGameOver )
|
||||
return;
|
||||
|
||||
switch( m_iRoundState )
|
||||
{
|
||||
case RS_CHECKING:
|
||||
break;
|
||||
case RS_BEGIN_MATCH:
|
||||
break;
|
||||
case RS_MATCH_IN_PROGRESS:
|
||||
break;
|
||||
case RS_END_MATCH:
|
||||
break;
|
||||
}
|
||||
|
||||
/* // Round Delay Timer
|
||||
if(m_flRoundDelay && gpGlobals->time >= m_flRoundDelay)
|
||||
m_flRoundDelay = 0.0f;
|
||||
|
||||
// Round is over; do not run code if game is doing a restart round check
|
||||
// Do not run if no round is in progress.
|
||||
#if 0
|
||||
if(m_bRoundInProgress && m_flRoundTimeLimit && !m_flNextStateCheck && gpGlobals->time >= m_flRoundTimeLimit)
|
||||
{
|
||||
UTIL_SayText("ROUND IS OVER O NO",UTIL_FindEntityByClassname(NULL,"player"));
|
||||
m_flRoundTimeLimit = 0.0;
|
||||
|
||||
StartRound();
|
||||
}
|
||||
#endif
|
||||
|
||||
// Game Timer, check it
|
||||
if(m_flNextStateCheck && gpGlobals->time >= m_flNextStateCheck)
|
||||
{
|
||||
m_flNextStateCheck = gpGlobals->time + RESTART_TIME_SHORT;
|
||||
|
||||
// Round in progress
|
||||
if(m_bRoundInProgress)
|
||||
{
|
||||
int iPlayersLeft = GetActivePlayers();
|
||||
|
||||
// Should round be over?
|
||||
if(iPlayersLeft < 2)
|
||||
{
|
||||
// Go through active players list, find the one left alive.
|
||||
if(iPlayersLeft)
|
||||
{
|
||||
for(int i = 1;i <= gpGlobals->maxClients;i++)
|
||||
{
|
||||
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);
|
||||
|
||||
if(pPlayer != NULL && pPlayer->IsAlive())
|
||||
{
|
||||
pPlayer->pev->frags += pPlayer->m_iTempFrags;
|
||||
pPlayer->m_iTempFrags = 0;
|
||||
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
|
||||
WRITE_BYTE( ENTINDEX(pPlayer->edict()) );
|
||||
WRITE_SHORT( pPlayer->pev->frags );
|
||||
WRITE_SHORT( pPlayer->m_iDeaths );
|
||||
WRITE_SHORT( 0 );
|
||||
WRITE_SHORT( GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
|
||||
MESSAGE_END();
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
UTIL_SayTextAll("ROUND OVER, HERE IS YOUR MONEY KTHX",UTIL_FindEntityByClassname(NULL,"player"));
|
||||
}
|
||||
else
|
||||
UTIL_SayTextAll("NO ONE ALIVE WTS",UTIL_FindEntityByClassname(NULL,"observer"));
|
||||
|
||||
StartRound();
|
||||
}
|
||||
}
|
||||
else if( GetActivePlayers() > 1 )
|
||||
StartRound();
|
||||
}
|
||||
|
||||
CHalfLifeMultiplay::Think();*/
|
||||
}
|
||||
|
||||
BOOL CWastesLMS::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
|
||||
{
|
||||
if(gpGlobals->time >= m_flRoundDelay && m_bRoundInProgress)
|
||||
return CHalfLifeMultiplay::FPlayerCanTakeDamage(pPlayer,pAttacker);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void CWastesLMS::PlayerSpawn(CBasePlayer *pPlayer)
|
||||
{
|
||||
if(!ShouldSpectate())
|
||||
{
|
||||
CHalfLifeMultiplay::PlayerSpawn(pPlayer);
|
||||
}
|
||||
else
|
||||
{
|
||||
pPlayer->pev->health = 0;
|
||||
pPlayer->StartObserver(pPlayer->pev->origin,Vector(0,0,0));
|
||||
}
|
||||
}
|
||||
|
||||
void CWastesLMS::PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
|
||||
{
|
||||
if(m_bRoundInProgress)
|
||||
{
|
||||
CHalfLifeMultiplay::PlayerKilled(pVictim,pKiller,pInflictor);
|
||||
}
|
||||
}
|
||||
|
||||
BOOL CWastesLMS::ShouldSpectate()
|
||||
{
|
||||
if(m_bRoundInProgress)
|
||||
return TRUE;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void CWastesLMS::EndMultiplayerGame()
|
||||
{
|
||||
// Quit
|
||||
m_bRoundInProgress = FALSE;
|
||||
m_iRoundState = RS_CHECKING;
|
||||
m_flNextStateCheck = 0.0;
|
||||
|
||||
CHalfLifeMultiplay::EndMultiplayerGame();
|
||||
}
|
||||
|
||||
int CWastesLMS::GetActivePlayers()
|
||||
{
|
||||
int iRet = 0;
|
||||
for(int i = 1;i <= gpGlobals->maxClients;i++)
|
||||
{
|
||||
CBasePlayer *pPlayer = (CBasePlayer*)UTIL_PlayerByIndex(i);
|
||||
|
||||
if(pPlayer == NULL )
|
||||
continue;
|
||||
|
||||
if(pPlayer->IsAlive())
|
||||
iRet++;
|
||||
}
|
||||
// char szText[1024];
|
||||
// sprintf( szText, "Active Players: %i", iRet );
|
||||
// UTIL_SayTextAll( szText, UTIL_FindEntityByClassname( NULL, "player" ) );
|
||||
return iRet;
|
||||
}
|
||||
|
||||
void CWastesLMS::StartRound()
|
||||
{
|
||||
int lives = (int)CVAR_GET_FLOAT( "mp_lives" );
|
||||
|
||||
ClearLevel();
|
||||
|
||||
for( int i = 1;i <= gpGlobals->maxClients;i++ )
|
||||
{
|
||||
CBaseEntity *pEnt = UTIL_PlayerByIndex( i );
|
||||
|
||||
if( pEnt == NULL )
|
||||
continue;
|
||||
|
||||
if( pEnt->IsPlayer() )
|
||||
{
|
||||
CBasePlayer *pPlayer = (CBasePlayer*)pEnt;
|
||||
|
||||
pPlayer->m_iLivesLeft = lives;
|
||||
}
|
||||
}
|
||||
#if 0
|
||||
m_bRoundInProgress = FALSE;
|
||||
ClearLevel();
|
||||
|
||||
// Go through each player, let them respawn,
|
||||
// And start the round! :D
|
||||
for(int i = 1;i <= gpGlobals->maxClients;i++)
|
||||
{
|
||||
CBasePlayer *pEnt = (CBasePlayer*)UTIL_PlayerByIndex(i);
|
||||
if(pEnt == NULL || !pEnt->IsPlayer() || !pEnt->pev->netname)
|
||||
continue;
|
||||
|
||||
pEnt->RemoveAllItems();
|
||||
respawn(pEnt->pev,FALSE);
|
||||
}
|
||||
|
||||
m_flRoundDelay = gpGlobals->time + DELAY_TIME; // 3 seconds after round starts we can start inflicting pain on our enemies
|
||||
m_bRoundInProgress = TRUE;
|
||||
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgLmsStart );
|
||||
WRITE_COORD( DELAY_TIME );
|
||||
MESSAGE_END();
|
||||
#endif
|
||||
}
|
327
dlls/game_singleplay.cpp
Normal file
327
dlls/game_singleplay.cpp
Normal file
|
@ -0,0 +1,327 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// singleplay_gamerules.cpp
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "items.h"
|
||||
#include "thewastes.h"
|
||||
|
||||
extern DLL_GLOBAL CGameRules *g_pGameRules;
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
extern int gmsgDeathMsg; // client dll messages
|
||||
extern int gmsgScoreInfo;
|
||||
extern int gmsgMOTD;
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
CHalfLifeRules::CHalfLifeRules( void )
|
||||
{
|
||||
RefreshSkillData();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules::Think ( void )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsMultiplayer( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsDeathmatch ( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsCoOp( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
||||
{
|
||||
if ( !pPlayer->m_pActiveItem )
|
||||
{
|
||||
// player doesn't have an active item!
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
if ( !pPlayer->m_pActiveItem->CanHolster() )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void CHalfLifeRules :: InitHUD( CBasePlayer *pl )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: ClientDisconnected( edict_t *pClient )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlPlayerFallDamage( CBasePlayer *pPlayer )
|
||||
{
|
||||
// subtract off the speed at which a player is allowed to fall without being hurt,
|
||||
// so damage will be based on speed beyond that, not the entire fall
|
||||
pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
|
||||
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerSpawn( CBasePlayer *pPlayer )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: AllowAutoTargetCrosshair( void )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerThink( CBasePlayer *pPlayer )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: FPlayerCanRespawn( CBasePlayer *pPlayer )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules :: FlPlayerSpawnTime( CBasePlayer *pPlayer )
|
||||
{
|
||||
return gpGlobals->time;//now!
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// IPointsForKill - how many points awarded to anyone
|
||||
// that kills this player?
|
||||
//=========================================================
|
||||
int CHalfLifeRules :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PlayerKilled - someone/something killed this player
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Deathnotice
|
||||
//=========================================================
|
||||
void CHalfLifeRules::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PlayerGotWeapon - player has grabbed a weapon that was
|
||||
// sitting in the world
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FlWeaponRespawnTime - what is the time in the future
|
||||
// at which this weapon may spawn?
|
||||
//=========================================================
|
||||
float CHalfLifeRules :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
|
||||
// now, otherwise it returns the time at which it can try
|
||||
// to spawn again.
|
||||
//=========================================================
|
||||
float CHalfLifeRules :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// VecWeaponRespawnSpot - where should this weapon spawn?
|
||||
// Some game variations may choose to randomize spawn locations
|
||||
//=========================================================
|
||||
Vector CHalfLifeRules :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return pWeapon->pev->origin;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// WeaponShouldRespawn - any conditions inhibiting the
|
||||
// respawning of this weapon?
|
||||
//=========================================================
|
||||
int CHalfLifeRules :: WeaponShouldRespawn( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return GR_WEAPON_RESPAWN_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::ItemShouldRespawn( CItem *pItem )
|
||||
{
|
||||
return GR_ITEM_RESPAWN_NO;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// At what time in the future may this Item respawn?
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlItemRespawnTime( CItem *pItem )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Where should this item respawn?
|
||||
// Some game variations may choose to randomize spawn locations
|
||||
//=========================================================
|
||||
Vector CHalfLifeRules::VecItemRespawnSpot( CItem *pItem )
|
||||
{
|
||||
return pItem->pev->origin;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsAllowedToSpawn( CBaseEntity *pEntity )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
|
||||
{
|
||||
return GR_AMMO_RESPAWN_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
Vector CHalfLifeRules::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo )
|
||||
{
|
||||
return pAmmo->pev->origin;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlHealthChargerRechargeTime( void )
|
||||
{
|
||||
return 0;// don't recharge
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::DeadPlayerWeapons( CBasePlayer *pPlayer )
|
||||
{
|
||||
return GR_PLR_DROP_GUN_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::DeadPlayerAmmo( CBasePlayer *pPlayer )
|
||||
{
|
||||
return GR_PLR_DROP_AMMO_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
||||
{
|
||||
// why would a single player in half life need this?
|
||||
return GR_NOTTEAMMATE;
|
||||
}
|
||||
|
||||
BOOL CHalfLifeRules :: FAllowMonsters( void )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
657
dlls/game_teamplay.cpp
Normal file
657
dlls/game_teamplay.cpp
Normal file
|
@ -0,0 +1,657 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// teamplay_gamerules.cpp
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
#include "game.h"
|
||||
#include "thewastes.h"
|
||||
|
||||
static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH];
|
||||
static int team_scores[MAX_TEAMS];
|
||||
static int num_teams = 0;
|
||||
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
|
||||
CHalfLifeTeamplay :: CHalfLifeTeamplay()
|
||||
{
|
||||
m_DisableDeathMessages = FALSE;
|
||||
m_DisableDeathPenalty = FALSE;
|
||||
|
||||
memset( team_names, 0, sizeof(team_names) );
|
||||
memset( team_scores, 0, sizeof(team_scores) );
|
||||
num_teams = 0;
|
||||
|
||||
// Copy over the team from the server config
|
||||
m_szTeamList[0] = 0;
|
||||
|
||||
// Cache this because the team code doesn't want to deal with changing this in the middle of a game
|
||||
strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH );
|
||||
|
||||
edict_t *pWorld = INDEXENT(0);
|
||||
if ( pWorld && pWorld->v.team )
|
||||
{
|
||||
if ( teamoverride.value )
|
||||
{
|
||||
const char *pTeamList = STRING(pWorld->v.team);
|
||||
if ( pTeamList && strlen(pTeamList) )
|
||||
{
|
||||
strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH );
|
||||
}
|
||||
}
|
||||
}
|
||||
// Has the server set teams
|
||||
if ( strlen( m_szTeamList ) )
|
||||
m_teamLimit = TRUE;
|
||||
else
|
||||
m_teamLimit = FALSE;
|
||||
|
||||
RecountTeams();
|
||||
}
|
||||
|
||||
extern cvar_t timeleft, fragsleft;
|
||||
|
||||
#include "voice_gamemgr.h"
|
||||
extern CVoiceGameMgr g_VoiceGameMgr;
|
||||
|
||||
void CHalfLifeTeamplay :: Think ( void )
|
||||
{
|
||||
///// Check game rules /////
|
||||
static int last_frags;
|
||||
static int last_time;
|
||||
|
||||
int frags_remaining = 0;
|
||||
int time_remaining = 0;
|
||||
|
||||
g_VoiceGameMgr.Update(gpGlobals->frametime);
|
||||
|
||||
if ( g_fGameOver ) // someone else quit the game already
|
||||
{
|
||||
CHalfLifeMultiplay::Think();
|
||||
return;
|
||||
}
|
||||
|
||||
float flTimeLimit = CVAR_GET_FLOAT("mp_timelimit") * 60;
|
||||
|
||||
time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
|
||||
|
||||
if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
|
||||
{
|
||||
GoToIntermission();
|
||||
return;
|
||||
}
|
||||
|
||||
float flFragLimit = fraglimit.value;
|
||||
if ( flFragLimit )
|
||||
{
|
||||
int bestfrags = 9999;
|
||||
int remain;
|
||||
|
||||
// check if any team is over the frag limit
|
||||
for ( int i = 0; i < num_teams; i++ )
|
||||
{
|
||||
if ( team_scores[i] >= flFragLimit )
|
||||
{
|
||||
GoToIntermission();
|
||||
return;
|
||||
}
|
||||
|
||||
remain = flFragLimit - team_scores[i];
|
||||
if ( remain < bestfrags )
|
||||
{
|
||||
bestfrags = remain;
|
||||
}
|
||||
}
|
||||
frags_remaining = bestfrags;
|
||||
}
|
||||
|
||||
// Updates when frags change
|
||||
if ( frags_remaining != last_frags )
|
||||
{
|
||||
g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
|
||||
}
|
||||
|
||||
// Updates once per second
|
||||
if ( timeleft.value != last_time )
|
||||
{
|
||||
g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
|
||||
}
|
||||
|
||||
last_frags = frags_remaining;
|
||||
last_time = time_remaining;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ClientCommand
|
||||
// the user has typed a command which is unrecognized by everything else;
|
||||
// this check to see if the gamerules knows anything about the command
|
||||
//=========================================================
|
||||
BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
|
||||
{
|
||||
if(g_VoiceGameMgr.ClientCommand(pPlayer, pcmd))
|
||||
return TRUE;
|
||||
|
||||
if ( FStrEq( pcmd, "menuselect" ) )
|
||||
{
|
||||
if ( CMD_ARGC() < 2 )
|
||||
return TRUE;
|
||||
|
||||
int slot = atoi( CMD_ARGV(1) );
|
||||
|
||||
// select the item from the current menu
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
extern int gmsgGameMode;
|
||||
extern int gmsgSayText;
|
||||
extern int gmsgTeamInfo;
|
||||
extern int gmsgTeamNames;
|
||||
extern int gmsgScoreInfo;
|
||||
|
||||
void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
|
||||
WRITE_BYTE( 2 ); // game mode teamplay
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
|
||||
const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
|
||||
{
|
||||
// copy out the team name from the model
|
||||
char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
|
||||
strncpy( pPlayer->m_szTeamName, mdls, TEAM_NAME_LENGTH );
|
||||
|
||||
RecountTeams();
|
||||
|
||||
// update the current player of the team he is joining
|
||||
if ( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value )
|
||||
{
|
||||
const char *pTeamName = NULL;
|
||||
|
||||
if ( defaultteam.value )
|
||||
{
|
||||
pTeamName = team_names[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
pTeamName = TeamWithFewestPlayers();
|
||||
}
|
||||
strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
|
||||
}
|
||||
|
||||
return pPlayer->m_szTeamName;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// InitHUD
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer )
|
||||
{
|
||||
int i;
|
||||
|
||||
SetDefaultPlayerTeam( pPlayer );
|
||||
CHalfLifeMultiplay::InitHUD( pPlayer );
|
||||
|
||||
// Send down the team names
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgTeamNames, NULL, pPlayer->edict() );
|
||||
WRITE_BYTE( num_teams );
|
||||
for ( i = 0; i < num_teams; i++ )
|
||||
{
|
||||
WRITE_STRING( team_names[ i ] );
|
||||
}
|
||||
MESSAGE_END();
|
||||
|
||||
RecountTeams();
|
||||
|
||||
char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
|
||||
// update the current player of the team he is joining
|
||||
char text[1024];
|
||||
if ( !strcmp( mdls, pPlayer->m_szTeamName ) )
|
||||
{
|
||||
sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName );
|
||||
}
|
||||
else
|
||||
{
|
||||
sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName );
|
||||
}
|
||||
|
||||
ChangePlayerTeam( pPlayer, pPlayer->m_szTeamName, FALSE, FALSE );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
int clientIndex = pPlayer->entindex();
|
||||
RecountTeams();
|
||||
// update this player with all the other players team info
|
||||
// loop through all active players and send their team info to the new client
|
||||
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
||||
if ( plr && IsValidTeam( plr->TeamID() ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() );
|
||||
WRITE_BYTE( plr->entindex() );
|
||||
WRITE_STRING( plr->TeamID() );
|
||||
MESSAGE_END();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib )
|
||||
{
|
||||
int damageFlags = DMG_GENERIC;
|
||||
int clientIndex = pPlayer->entindex();
|
||||
|
||||
if ( !bGib )
|
||||
{
|
||||
damageFlags |= DMG_NEVERGIB;
|
||||
}
|
||||
else
|
||||
{
|
||||
damageFlags |= DMG_ALWAYSGIB;
|
||||
}
|
||||
|
||||
if ( bKill )
|
||||
{
|
||||
// kill the player, remove a death, and let them start on the new team
|
||||
m_DisableDeathMessages = TRUE;
|
||||
m_DisableDeathPenalty = TRUE;
|
||||
|
||||
entvars_t *pevWorld = VARS( INDEXENT(0) );
|
||||
pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags );
|
||||
|
||||
m_DisableDeathMessages = FALSE;
|
||||
m_DisableDeathPenalty = FALSE;
|
||||
}
|
||||
|
||||
// copy out the team name from the model
|
||||
strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName );
|
||||
|
||||
// notify everyone's HUD of the team change
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
|
||||
WRITE_BYTE( clientIndex );
|
||||
WRITE_STRING( pPlayer->m_szTeamName );
|
||||
MESSAGE_END();
|
||||
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgScoreInfo );
|
||||
WRITE_BYTE( clientIndex );
|
||||
WRITE_SHORT( pPlayer->pev->frags );
|
||||
WRITE_SHORT( pPlayer->m_iDeaths );
|
||||
WRITE_SHORT( 0 );
|
||||
WRITE_SHORT( g_pGameRules->GetTeamIndex( pPlayer->m_szTeamName ) + 1 );
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ClientUserInfoChanged
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer )
|
||||
{
|
||||
char text[1024];
|
||||
|
||||
// prevent skin/color/model changes
|
||||
char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );
|
||||
|
||||
if ( !stricmp( mdls, pPlayer->m_szTeamName ) )
|
||||
return;
|
||||
|
||||
if ( defaultteam.value )
|
||||
{
|
||||
int clientIndex = pPlayer->entindex();
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName );
|
||||
sprintf( text, "* Not allowed to change teams in this game!\n" );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
return;
|
||||
}
|
||||
|
||||
if ( defaultteam.value || !IsValidTeam( mdls ) )
|
||||
{
|
||||
int clientIndex = pPlayer->entindex();
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
|
||||
sprintf( text, "* Can't change team to \'%s\'\n", mdls );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
sprintf( text, "* Server limits teams to \'%s\'\n", m_szTeamList );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
return;
|
||||
}
|
||||
// notify everyone of the team change
|
||||
sprintf( text, "* %s has changed to team \'%s\'\n", STRING(pPlayer->pev->netname), mdls );
|
||||
UTIL_SayTextAll( text, pPlayer );
|
||||
|
||||
UTIL_LogPrintf( "\"%s<%i><%u><%s>\" joined team \"%s\"\n",
|
||||
STRING(pPlayer->pev->netname),
|
||||
GETPLAYERUSERID( pPlayer->edict() ),
|
||||
GETPLAYERWONID( pPlayer->edict() ),
|
||||
pPlayer->m_szTeamName,
|
||||
mdls );
|
||||
|
||||
ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE );
|
||||
// recound stuff
|
||||
RecountTeams( TRUE );
|
||||
}
|
||||
|
||||
extern int gmsgDeathMsg;
|
||||
|
||||
//=========================================================
|
||||
// Deathnotice.
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor)
|
||||
{
|
||||
if ( m_DisableDeathMessages )
|
||||
return;
|
||||
|
||||
if ( pVictim && pKiller && pKiller->flags & FL_CLIENT )
|
||||
{
|
||||
CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller );
|
||||
CWasteWeapon *pWeapon = (CWasteWeapon*)pk->m_pActiveItem;
|
||||
|
||||
if ( pk )
|
||||
{
|
||||
if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
||||
WRITE_BYTE( ENTINDEX(ENT(pKiller)) ); // the killer
|
||||
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
||||
WRITE_BYTE( pVictim->pev->vuser2.y ); // head shot ?
|
||||
WRITE_STRING( "teammate" ); // flag this as a teammate kill
|
||||
|
||||
if(pk != NULL)
|
||||
{
|
||||
if(pVictim->pev->vuser2.y == 2)
|
||||
{
|
||||
char szBledString[128];
|
||||
|
||||
switch(RANDOM_LONG(0,1))
|
||||
{
|
||||
case 0:
|
||||
strcpy(szBledString,"%s bled %s, real slow");
|
||||
break;
|
||||
case 1:
|
||||
strcpy(szBledString,"%s opened up %s like a leaky faucet");
|
||||
break;
|
||||
}
|
||||
|
||||
WRITE_STRING( szBledString );
|
||||
}
|
||||
else if(pk->HasWeapons() && pWeapon != NULL)
|
||||
WRITE_STRING( pWeapon->szGetDeathNoticeString() );
|
||||
else
|
||||
WRITE_STRING( "%s killed %s with... nothing :(" );
|
||||
}
|
||||
MESSAGE_END();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor)
|
||||
{
|
||||
if ( !m_DisableDeathPenalty )
|
||||
{
|
||||
CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor);
|
||||
RecountTeams();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// IsTeamplay
|
||||
//=========================================================
|
||||
BOOL CHalfLifeTeamplay::IsTeamplay( void )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
|
||||
{
|
||||
if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
|
||||
{
|
||||
// my teammate hit me.
|
||||
if ( (friendlyfire.value == 0) && (pAttacker != pPlayer) )
|
||||
{
|
||||
// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeTeamplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
||||
{
|
||||
// half life multiplay has a simple concept of Player Relationships.
|
||||
// you are either on another player's team, or you are not.
|
||||
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() )
|
||||
return GR_NOTTEAMMATE;
|
||||
|
||||
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
|
||||
{
|
||||
return GR_TEAMMATE;
|
||||
}
|
||||
|
||||
return GR_NOTTEAMMATE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
|
||||
{
|
||||
// always autoaim, unless target is a teammate
|
||||
CBaseEntity *pTgt = CBaseEntity::Instance( target );
|
||||
if ( pTgt && pTgt->IsPlayer() )
|
||||
{
|
||||
if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE )
|
||||
return FALSE; // don't autoaim at teammates
|
||||
}
|
||||
|
||||
return CHalfLifeMultiplay::ShouldAutoAim( pPlayer, target );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
|
||||
{
|
||||
if ( !pKilled )
|
||||
return 0;
|
||||
|
||||
if ( !pAttacker )
|
||||
return 1;
|
||||
|
||||
if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE )
|
||||
return -1;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity )
|
||||
{
|
||||
if ( pEntity == NULL || pEntity->pev == NULL )
|
||||
return "";
|
||||
|
||||
// return their team name
|
||||
return pEntity->TeamID();
|
||||
}
|
||||
|
||||
|
||||
int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName )
|
||||
{
|
||||
if ( pTeamName && *pTeamName != 0 )
|
||||
{
|
||||
// try to find existing team
|
||||
for ( int tm = 0; tm < num_teams; tm++ )
|
||||
{
|
||||
if ( !stricmp( team_names[tm], pTeamName ) )
|
||||
return tm;
|
||||
}
|
||||
}
|
||||
|
||||
return -1; // No match
|
||||
}
|
||||
|
||||
|
||||
const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex )
|
||||
{
|
||||
if ( teamIndex < 0 || teamIndex >= num_teams )
|
||||
return "";
|
||||
|
||||
return team_names[ teamIndex ];
|
||||
}
|
||||
|
||||
|
||||
BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName )
|
||||
{
|
||||
if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set
|
||||
return TRUE;
|
||||
|
||||
return ( GetTeamIndex( pTeamName ) != -1 ) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void )
|
||||
{
|
||||
int i;
|
||||
int minPlayers = MAX_TEAMS;
|
||||
int teamCount[ MAX_TEAMS ];
|
||||
char *pTeamName = NULL;
|
||||
|
||||
memset( teamCount, 0, MAX_TEAMS * sizeof(int) );
|
||||
|
||||
// loop through all clients, count number of players on each team
|
||||
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
||||
|
||||
if ( plr )
|
||||
{
|
||||
int team = GetTeamIndex( plr->TeamID() );
|
||||
if ( team >= 0 )
|
||||
teamCount[team] ++;
|
||||
}
|
||||
}
|
||||
|
||||
// Find team with least players
|
||||
for ( i = 0; i < num_teams; i++ )
|
||||
{
|
||||
if ( teamCount[i] < minPlayers )
|
||||
{
|
||||
minPlayers = teamCount[i];
|
||||
pTeamName = team_names[i];
|
||||
}
|
||||
}
|
||||
|
||||
return pTeamName;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::RecountTeams( bool bResendInfo )
|
||||
{
|
||||
char *pName;
|
||||
char teamlist[TEAMPLAY_TEAMLISTLENGTH];
|
||||
|
||||
// loop through all teams, recounting everything
|
||||
num_teams = 0;
|
||||
|
||||
// Copy all of the teams from the teamlist
|
||||
// make a copy because strtok is destructive
|
||||
strcpy( teamlist, m_szTeamList );
|
||||
pName = teamlist;
|
||||
pName = strtok( pName, ";" );
|
||||
while ( pName != NULL && *pName )
|
||||
{
|
||||
if ( GetTeamIndex( pName ) < 0 )
|
||||
{
|
||||
strcpy( team_names[num_teams], pName );
|
||||
num_teams++;
|
||||
}
|
||||
pName = strtok( NULL, ";" );
|
||||
}
|
||||
|
||||
if ( num_teams < 2 )
|
||||
{
|
||||
num_teams = 0;
|
||||
m_teamLimit = FALSE;
|
||||
}
|
||||
|
||||
// Sanity check
|
||||
memset( team_scores, 0, sizeof(team_scores) );
|
||||
|
||||
// loop through all clients
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
||||
|
||||
if ( plr )
|
||||
{
|
||||
const char *pTeamName = plr->TeamID();
|
||||
// try add to existing team
|
||||
int tm = GetTeamIndex( pTeamName );
|
||||
|
||||
if ( tm < 0 ) // no team match found
|
||||
{
|
||||
if ( !m_teamLimit )
|
||||
{
|
||||
// add to new team
|
||||
tm = num_teams;
|
||||
num_teams++;
|
||||
team_scores[tm] = 0;
|
||||
strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH );
|
||||
}
|
||||
}
|
||||
|
||||
if ( tm >= 0 )
|
||||
{
|
||||
team_scores[tm] += plr->pev->frags;
|
||||
}
|
||||
|
||||
if ( bResendInfo ) //Someone's info changed, let's send the team info again.
|
||||
{
|
||||
if ( plr && IsValidTeam( plr->TeamID() ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo, NULL );
|
||||
WRITE_BYTE( plr->entindex() );
|
||||
WRITE_STRING( plr->TeamID() );
|
||||
MESSAGE_END();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -23,8 +23,8 @@
|
|||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
#include "skill.h"
|
||||
#include "game.h"
|
||||
#include "pm_shared.h"
|
||||
|
||||
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
|
||||
|
||||
|
@ -33,7 +33,7 @@ extern DLL_GLOBAL BOOL g_fGameOver;
|
|||
extern int gmsgDeathMsg; // client dll messages
|
||||
extern int gmsgMOTD;
|
||||
|
||||
int g_teamplay = 0;
|
||||
int g_gametype = 0;
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
|
@ -112,196 +112,6 @@ BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeap
|
|||
//=========================================================
|
||||
void CGameRules::RefreshSkillData ( void )
|
||||
{
|
||||
int iSkill;
|
||||
|
||||
iSkill = (int)CVAR_GET_FLOAT("skill");
|
||||
g_iSkillLevel = iSkill;
|
||||
|
||||
if ( iSkill < 1 )
|
||||
{
|
||||
iSkill = 1;
|
||||
}
|
||||
else if ( iSkill > 3 )
|
||||
{
|
||||
iSkill = 3;
|
||||
}
|
||||
|
||||
gSkillData.iSkillLevel = iSkill;
|
||||
|
||||
ALERT ( at_console, "\nGAME SKILL LEVEL:%d\n",iSkill );
|
||||
|
||||
//Agrunt
|
||||
gSkillData.agruntHealth = GetSkillCvar( "sk_agrunt_health" );
|
||||
gSkillData.agruntDmgPunch = GetSkillCvar( "sk_agrunt_dmg_punch");
|
||||
|
||||
// Apache
|
||||
gSkillData.apacheHealth = GetSkillCvar( "sk_apache_health");
|
||||
|
||||
// Barney
|
||||
gSkillData.barneyHealth = GetSkillCvar( "sk_barney_health");
|
||||
|
||||
// Big Momma
|
||||
gSkillData.bigmommaHealthFactor = GetSkillCvar( "sk_bigmomma_health_factor" );
|
||||
gSkillData.bigmommaDmgSlash = GetSkillCvar( "sk_bigmomma_dmg_slash" );
|
||||
gSkillData.bigmommaDmgBlast = GetSkillCvar( "sk_bigmomma_dmg_blast" );
|
||||
gSkillData.bigmommaRadiusBlast = GetSkillCvar( "sk_bigmomma_radius_blast" );
|
||||
|
||||
// Bullsquid
|
||||
gSkillData.bullsquidHealth = GetSkillCvar( "sk_bullsquid_health");
|
||||
gSkillData.bullsquidDmgBite = GetSkillCvar( "sk_bullsquid_dmg_bite");
|
||||
gSkillData.bullsquidDmgWhip = GetSkillCvar( "sk_bullsquid_dmg_whip");
|
||||
gSkillData.bullsquidDmgSpit = GetSkillCvar( "sk_bullsquid_dmg_spit");
|
||||
|
||||
// Gargantua
|
||||
gSkillData.gargantuaHealth = GetSkillCvar( "sk_gargantua_health");
|
||||
gSkillData.gargantuaDmgSlash = GetSkillCvar( "sk_gargantua_dmg_slash");
|
||||
gSkillData.gargantuaDmgFire = GetSkillCvar( "sk_gargantua_dmg_fire");
|
||||
gSkillData.gargantuaDmgStomp = GetSkillCvar( "sk_gargantua_dmg_stomp");
|
||||
|
||||
// Hassassin
|
||||
gSkillData.hassassinHealth = GetSkillCvar( "sk_hassassin_health");
|
||||
|
||||
// Headcrab
|
||||
gSkillData.headcrabHealth = GetSkillCvar( "sk_headcrab_health");
|
||||
gSkillData.headcrabDmgBite = GetSkillCvar( "sk_headcrab_dmg_bite");
|
||||
|
||||
// Hgrunt
|
||||
gSkillData.hgruntHealth = GetSkillCvar( "sk_hgrunt_health");
|
||||
gSkillData.hgruntDmgKick = GetSkillCvar( "sk_hgrunt_kick");
|
||||
gSkillData.hgruntShotgunPellets = GetSkillCvar( "sk_hgrunt_pellets");
|
||||
gSkillData.hgruntGrenadeSpeed = GetSkillCvar( "sk_hgrunt_gspeed");
|
||||
|
||||
// Houndeye
|
||||
gSkillData.houndeyeHealth = GetSkillCvar( "sk_houndeye_health");
|
||||
gSkillData.houndeyeDmgBlast = GetSkillCvar( "sk_houndeye_dmg_blast");
|
||||
|
||||
// ISlave
|
||||
gSkillData.slaveHealth = GetSkillCvar( "sk_islave_health");
|
||||
gSkillData.slaveDmgClaw = GetSkillCvar( "sk_islave_dmg_claw");
|
||||
gSkillData.slaveDmgClawrake = GetSkillCvar( "sk_islave_dmg_clawrake");
|
||||
gSkillData.slaveDmgZap = GetSkillCvar( "sk_islave_dmg_zap");
|
||||
|
||||
// Icthyosaur
|
||||
gSkillData.ichthyosaurHealth = GetSkillCvar( "sk_ichthyosaur_health");
|
||||
gSkillData.ichthyosaurDmgShake = GetSkillCvar( "sk_ichthyosaur_shake");
|
||||
|
||||
// Leech
|
||||
gSkillData.leechHealth = GetSkillCvar( "sk_leech_health");
|
||||
|
||||
gSkillData.leechDmgBite = GetSkillCvar( "sk_leech_dmg_bite");
|
||||
|
||||
// Controller
|
||||
gSkillData.controllerHealth = GetSkillCvar( "sk_controller_health");
|
||||
gSkillData.controllerDmgZap = GetSkillCvar( "sk_controller_dmgzap");
|
||||
gSkillData.controllerSpeedBall = GetSkillCvar( "sk_controller_speedball");
|
||||
gSkillData.controllerDmgBall = GetSkillCvar( "sk_controller_dmgball");
|
||||
|
||||
// Nihilanth
|
||||
gSkillData.nihilanthHealth = GetSkillCvar( "sk_nihilanth_health");
|
||||
gSkillData.nihilanthZap = GetSkillCvar( "sk_nihilanth_zap");
|
||||
|
||||
// Scientist
|
||||
gSkillData.scientistHealth = GetSkillCvar( "sk_scientist_health");
|
||||
|
||||
// Snark
|
||||
gSkillData.snarkHealth = GetSkillCvar( "sk_snark_health");
|
||||
gSkillData.snarkDmgBite = GetSkillCvar( "sk_snark_dmg_bite");
|
||||
gSkillData.snarkDmgPop = GetSkillCvar( "sk_snark_dmg_pop");
|
||||
|
||||
// Zombie
|
||||
gSkillData.zombieHealth = GetSkillCvar( "sk_zombie_health");
|
||||
gSkillData.zombieDmgOneSlash = GetSkillCvar( "sk_zombie_dmg_one_slash");
|
||||
gSkillData.zombieDmgBothSlash = GetSkillCvar( "sk_zombie_dmg_both_slash");
|
||||
|
||||
//Turret
|
||||
gSkillData.turretHealth = GetSkillCvar( "sk_turret_health");
|
||||
|
||||
// MiniTurret
|
||||
gSkillData.miniturretHealth = GetSkillCvar( "sk_miniturret_health");
|
||||
|
||||
// Sentry Turret
|
||||
gSkillData.sentryHealth = GetSkillCvar( "sk_sentry_health");
|
||||
|
||||
// PLAYER WEAPONS
|
||||
|
||||
// Crowbar whack
|
||||
gSkillData.plrDmgCrowbar = GetSkillCvar( "sk_plr_crowbar");
|
||||
|
||||
// Glock Round
|
||||
gSkillData.plrDmg9MM = GetSkillCvar( "sk_plr_9mm_bullet");
|
||||
|
||||
// 357 Round
|
||||
gSkillData.plrDmg357 = GetSkillCvar( "sk_plr_357_bullet");
|
||||
|
||||
// MP5 Round
|
||||
gSkillData.plrDmgMP5 = GetSkillCvar( "sk_plr_9mmAR_bullet");
|
||||
|
||||
// M203 grenade
|
||||
gSkillData.plrDmgM203Grenade = GetSkillCvar( "sk_plr_9mmAR_grenade");
|
||||
|
||||
// Shotgun buckshot
|
||||
gSkillData.plrDmgBuckshot = GetSkillCvar( "sk_plr_buckshot");
|
||||
|
||||
// Crossbow
|
||||
gSkillData.plrDmgCrossbowClient = GetSkillCvar( "sk_plr_xbow_bolt_client");
|
||||
gSkillData.plrDmgCrossbowMonster = GetSkillCvar( "sk_plr_xbow_bolt_monster");
|
||||
|
||||
// RPG
|
||||
gSkillData.plrDmgRPG = GetSkillCvar( "sk_plr_rpg");
|
||||
|
||||
// Gauss gun
|
||||
gSkillData.plrDmgGauss = GetSkillCvar( "sk_plr_gauss");
|
||||
|
||||
// Egon Gun
|
||||
gSkillData.plrDmgEgonNarrow = GetSkillCvar( "sk_plr_egon_narrow");
|
||||
gSkillData.plrDmgEgonWide = GetSkillCvar( "sk_plr_egon_wide");
|
||||
|
||||
// Hand Grendade
|
||||
gSkillData.plrDmgHandGrenade = GetSkillCvar( "sk_plr_hand_grenade");
|
||||
|
||||
// Satchel Charge
|
||||
gSkillData.plrDmgSatchel = GetSkillCvar( "sk_plr_satchel");
|
||||
|
||||
// Tripmine
|
||||
gSkillData.plrDmgTripmine = GetSkillCvar( "sk_plr_tripmine");
|
||||
|
||||
// MONSTER WEAPONS
|
||||
gSkillData.monDmg12MM = GetSkillCvar( "sk_12mm_bullet");
|
||||
gSkillData.monDmgMP5 = GetSkillCvar ("sk_9mmAR_bullet" );
|
||||
gSkillData.monDmg9MM = GetSkillCvar( "sk_9mm_bullet");
|
||||
|
||||
// MONSTER HORNET
|
||||
gSkillData.monDmgHornet = GetSkillCvar( "sk_hornet_dmg");
|
||||
|
||||
// PLAYER HORNET
|
||||
// Up to this point, player hornet damage and monster hornet damage were both using
|
||||
// monDmgHornet to determine how much damage to do. In tuning the hivehand, we now need
|
||||
// to separate player damage and monster hivehand damage. Since it's so late in the project, we've
|
||||
// added plrDmgHornet to the SKILLDATA struct, but not to the engine CVar list, so it's inaccesible
|
||||
// via SKILLS.CFG. Any player hivehand tuning must take place in the code. (sjb)
|
||||
gSkillData.plrDmgHornet = 7;
|
||||
|
||||
|
||||
// HEALTH/CHARGE
|
||||
gSkillData.suitchargerCapacity = GetSkillCvar( "sk_suitcharger" );
|
||||
gSkillData.batteryCapacity = GetSkillCvar( "sk_battery" );
|
||||
gSkillData.healthchargerCapacity = GetSkillCvar ( "sk_healthcharger" );
|
||||
gSkillData.healthkitCapacity = GetSkillCvar ( "sk_healthkit" );
|
||||
gSkillData.scientistHeal = GetSkillCvar ( "sk_scientist_heal" );
|
||||
|
||||
// monster damage adj
|
||||
gSkillData.monHead = GetSkillCvar( "sk_monster_head" );
|
||||
gSkillData.monChest = GetSkillCvar( "sk_monster_chest" );
|
||||
gSkillData.monStomach = GetSkillCvar( "sk_monster_stomach" );
|
||||
gSkillData.monLeg = GetSkillCvar( "sk_monster_leg" );
|
||||
gSkillData.monArm = GetSkillCvar( "sk_monster_arm" );
|
||||
|
||||
// player damage adj
|
||||
gSkillData.plrHead = GetSkillCvar( "sk_player_head" );
|
||||
gSkillData.plrChest = GetSkillCvar( "sk_player_chest" );
|
||||
gSkillData.plrStomach = GetSkillCvar( "sk_player_stomach" );
|
||||
gSkillData.plrLeg = GetSkillCvar( "sk_player_leg" );
|
||||
gSkillData.plrArm = GetSkillCvar( "sk_player_arm" );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
|
@ -316,29 +126,24 @@ CGameRules *InstallGameRules( void )
|
|||
if ( !gpGlobals->deathmatch )
|
||||
{
|
||||
// generic half-life
|
||||
g_teamplay = 0;
|
||||
g_gametype = 0;
|
||||
return new CHalfLifeRules;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( teamplay.value > 0 )
|
||||
switch((int)CVAR_GET_FLOAT("mp_gametype"))
|
||||
{
|
||||
// teamplay
|
||||
|
||||
g_teamplay = 1;
|
||||
return new CHalfLifeTeamplay;
|
||||
}
|
||||
if ((int)gpGlobals->deathmatch == 1)
|
||||
{
|
||||
// vanilla deathmatch
|
||||
g_teamplay = 0;
|
||||
return new CHalfLifeMultiplay;
|
||||
}
|
||||
else
|
||||
{
|
||||
// vanilla deathmatch??
|
||||
g_teamplay = 0;
|
||||
default:
|
||||
case 0:
|
||||
g_gametype = 0;
|
||||
return new CHalfLifeMultiplay;
|
||||
// TODO: Change this out later :)
|
||||
/* case 1:
|
||||
g_gametype = 1;
|
||||
return new CWastesLMS;
|
||||
case 2:
|
||||
g_gametype = 2;
|
||||
return new CHalfLifeTeamplay;*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
//=========================================================
|
||||
// GameRules
|
||||
//=========================================================
|
||||
#include "tw_common.h"
|
||||
|
||||
//#include "weapons.h"
|
||||
//#include "items.h"
|
||||
|
@ -72,7 +73,7 @@ public:
|
|||
virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game?
|
||||
virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules?
|
||||
virtual BOOL IsCoOp( void ) = 0;// is this a coop game?
|
||||
virtual const char *GetGameDescription( void ) { return "Half-Life"; } // this is the game name that gets seen in the server browser
|
||||
virtual const char *GetGameDescription( void ) { return "The Wastes"; } // this is the game name that gets seen in the server browser
|
||||
|
||||
// Client connection/disconnection
|
||||
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) = 0;// a client just connected to the server (player hasn't spawned yet)
|
||||
|
@ -84,6 +85,7 @@ public:
|
|||
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage?
|
||||
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker?
|
||||
virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; }
|
||||
virtual float ModifyTiltedDamage(CBaseEntity *pAttacker,CBaseEntity *pVictim,float flCurDamage,int iDamageType){ return flCurDamage; }
|
||||
|
||||
// Client spawn/respawn control
|
||||
virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game
|
||||
|
@ -98,7 +100,7 @@ public:
|
|||
|
||||
// Client kills/scoring
|
||||
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player?
|
||||
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies
|
||||
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor) = 0;// Called each time a player dies
|
||||
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary.
|
||||
// Weapon retrieval
|
||||
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
|
||||
|
@ -112,7 +114,7 @@ public:
|
|||
|
||||
// Item retrieval
|
||||
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item?
|
||||
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump)
|
||||
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (healthkit, longjump)
|
||||
|
||||
// Item spawn/respawn control
|
||||
virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn?
|
||||
|
@ -157,6 +159,20 @@ public:
|
|||
|
||||
// Immediately end a multiplayer game
|
||||
virtual void EndMultiplayerGame( void ) {}
|
||||
|
||||
// Spectator mode
|
||||
virtual BOOL ShouldSpectate(){ return FALSE; }
|
||||
|
||||
// Inventory rules
|
||||
virtual BOOL AcceptInventory( playeritem_t *item )
|
||||
{
|
||||
if( item->category != CAT_UNIQUE )
|
||||
return TRUE;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Laser beam
|
||||
virtual void SetLaserBeam( int entindex, BOOL value ){}
|
||||
};
|
||||
|
||||
extern CGameRules *InstallGameRules( void );
|
||||
|
@ -282,6 +298,7 @@ public:
|
|||
|
||||
// Client damage rules
|
||||
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
|
||||
virtual float ModifyTiltedDamage(CBaseEntity *pAttacker,CBaseEntity *pVictim,float flCurDamage,int iDamageType);
|
||||
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
|
||||
|
||||
// Client spawn/respawn control
|
||||
|
@ -291,13 +308,13 @@ public:
|
|||
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
|
||||
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
|
||||
|
||||
virtual BOOL AllowAutoTargetCrosshair( void );
|
||||
virtual BOOL AllowAutoTargetCrosshair( void ){ return FALSE; }
|
||||
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
|
||||
|
||||
// Client kills/scoring
|
||||
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 void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
||||
|
||||
// Weapon retrieval
|
||||
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
|
||||
|
@ -349,12 +366,61 @@ public:
|
|||
// Immediately end a multiplayer game
|
||||
virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
|
||||
|
||||
virtual const char *GetGameDescription( void ) { return "Anarchy"; }
|
||||
|
||||
virtual void ClearLevel( void );
|
||||
|
||||
// Laserbeam
|
||||
virtual void SetLaserBeam( int entindex, BOOL value );
|
||||
virtual void SendLaserInfo();
|
||||
protected:
|
||||
virtual void ChangeLevel( void );
|
||||
virtual void GoToIntermission( void );
|
||||
float m_flIntermissionEndTime;
|
||||
float m_flWeaponAllowCheck;
|
||||
BOOL m_iEndIntermissionButtonHit;
|
||||
void SendMOTDToClient( edict_t *client );
|
||||
|
||||
unsigned int m_iLaserOn;
|
||||
unsigned int m_iLaserOff;
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CWastesLMS - Last Man Standing
|
||||
//=========================================================
|
||||
class CWastesLMS : public CHalfLifeMultiplay
|
||||
{
|
||||
private:
|
||||
BOOL m_bRoundInProgress;
|
||||
int m_iRoundState;
|
||||
float m_flNextStateCheck;
|
||||
float m_flRoundDelay; // While this is active, do not inflict damage ;|
|
||||
float m_flRoundEndTime;
|
||||
|
||||
int GetActivePlayers();
|
||||
void StartRound();
|
||||
public:
|
||||
CWastesLMS();
|
||||
|
||||
void Think( void );
|
||||
|
||||
// Functions to verify the single/multiplayer status of a game
|
||||
const char *GetGameDescription( void ) { return "Survival"; }
|
||||
|
||||
// Client spawn/respawn control
|
||||
void PlayerSpawn(CBasePlayer *pPlayer);
|
||||
|
||||
// Client damage rules
|
||||
BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
|
||||
|
||||
// Client kills/scoring
|
||||
void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor);
|
||||
|
||||
// Spectator mode
|
||||
BOOL ShouldSpectate();
|
||||
|
||||
// Immediately end a multiplayer game
|
||||
void EndMultiplayerGame( void );
|
||||
};
|
||||
|
||||
extern DLL_GLOBAL CGameRules* g_pGameRules;
|
||||
|
|
|
@ -340,7 +340,6 @@ void CGrenade :: TumbleThink( void )
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void CGrenade:: Spawn( void )
|
||||
{
|
||||
pev->movetype = MOVETYPE_BOUNCE;
|
||||
|
@ -355,7 +354,6 @@ void CGrenade:: Spawn( void )
|
|||
m_fRegisteredSound = FALSE;
|
||||
}
|
||||
|
||||
|
||||
CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity )
|
||||
{
|
||||
CGrenade *pGrenade = GetClassPtr( (CGrenade *)NULL );
|
||||
|
@ -377,7 +375,7 @@ CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector v
|
|||
// Explode on contact
|
||||
pGrenade->SetTouch( ExplodeTouch );
|
||||
|
||||
pGrenade->pev->dmg = gSkillData.plrDmgM203Grenade;
|
||||
pGrenade->pev->dmg = 50;
|
||||
|
||||
return pGrenade;
|
||||
}
|
||||
|
|
|
@ -67,7 +67,10 @@ IMPLEMENT_SAVERESTORE( CCycler, CBaseMonster );
|
|||
class CGenericCycler : public CCycler
|
||||
{
|
||||
public:
|
||||
void Spawn( void ) { GenericCyclerSpawn( (char *)STRING(pev->model), Vector(-16, -16, 0), Vector(16, 16, 72) ); }
|
||||
void Spawn( void )
|
||||
{
|
||||
GenericCyclerSpawn( (char *)STRING(pev->model), Vector(-16, -16, 0), Vector(16, 16, 72) );
|
||||
}
|
||||
};
|
||||
LINK_ENTITY_TO_CLASS( cycler, CGenericCycler );
|
||||
|
||||
|
@ -111,13 +114,13 @@ void CCycler :: GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax)
|
|||
UTIL_SetSize(pev, vecMin, vecMax);
|
||||
}
|
||||
|
||||
|
||||
void CCycler :: Spawn( )
|
||||
{
|
||||
InitBoneControllers();
|
||||
pev->solid = SOLID_SLIDEBOX;
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
pev->takedamage = DAMAGE_YES;
|
||||
// pev->takedamage = DAMAGE_YES;
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
pev->effects = 0;
|
||||
pev->health = 80000;// no cycler should die
|
||||
pev->yaw_speed = 5;
|
||||
|
|
|
@ -29,7 +29,6 @@
|
|||
enginefuncs_t g_engfuncs;
|
||||
globalvars_t *gpGlobals;
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
// Required DLL entry point
|
||||
|
|
583
dlls/hl.dsp
Normal file
583
dlls/hl.dsp
Normal file
|
@ -0,0 +1,583 @@
|
|||
# Microsoft Developer Studio Project File - Name="hl" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
|
||||
|
||||
CFG=hl - 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 "hl.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 "hl.mak" CFG="hl - Win32 Release"
|
||||
!MESSAGE
|
||||
!MESSAGE Possible choices for configuration are:
|
||||
!MESSAGE
|
||||
!MESSAGE "hl - Win32 Release" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE "hl - Win32 Debug" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE "hl - Win32 Profile" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE "hl - Win32 Release Crippled" (based on "Win32 (x86) Dynamic-Link Library")
|
||||
!MESSAGE
|
||||
|
||||
# Begin Project
|
||||
# PROP AllowPerConfigDependencies 0
|
||||
# PROP Scc_ProjName ""$/GoldSrc/dlls", ELEBAAAA"
|
||||
# PROP Scc_LocalPath "."
|
||||
CPP=cl.exe
|
||||
MTL=midl.exe
|
||||
RSC=rc.exe
|
||||
|
||||
!IF "$(CFG)" == "hl - 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 "..\obj\Releasehl"
|
||||
# PROP Intermediate_Dir "..\obj\Releasehl"
|
||||
# PROP Ignore_Export_Lib 1
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MT /W3 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /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 oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /def:".\thewastes.def" /out:"../../dlls/thewastes.dll"
|
||||
# SUBTRACT LINK32 /pdb:none
|
||||
|
||||
!ELSEIF "$(CFG)" == "hl - Win32 Debug"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 1
|
||||
# PROP BASE Output_Dir ".\hl___Win"
|
||||
# PROP BASE Intermediate_Dir ".\hl___Win"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 1
|
||||
# PROP Output_Dir "..\obj\debughl"
|
||||
# PROP Intermediate_Dir "..\obj\debughl"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /MTd /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /YX /c
|
||||
# ADD CPP /nologo /G5 /MTd /W3 /Gm /ZI /Od /I "..\dlls" /I "..\engine" /I "..\common" /I "..\game_shared" /I "..\pm_shared" /I "..\\" /D "_DEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /FR /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "_DEBUG" /win32
|
||||
# ADD MTL /nologo /D "_DEBUG" /mktyplib203 /win32
|
||||
# ADD BASE RSC /l 0x409 /d "_DEBUG"
|
||||
# ADD RSC /l 0x409 /i "..\engine" /d "_DEBUG"
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /dll /debug /machine:I386
|
||||
# ADD LINK32 user32.lib advapi32.lib /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\thewastes.def" /out:"../../dlls/thewastes.dll" /implib:".\Debug\hl.lib"
|
||||
# SUBTRACT LINK32 /pdb:none
|
||||
|
||||
!ELSEIF "$(CFG)" == "hl - Win32 Profile"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir ".\hl___Win"
|
||||
# PROP BASE Intermediate_Dir ".\hl___Win"
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir ".\Profilehl"
|
||||
# PROP Intermediate_Dir ".\Profilehl"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /G5 /MT /W3 /GX /Zi /O2 /I "..\engine" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /YX /c
|
||||
# SUBTRACT BASE CPP /Fr
|
||||
# ADD CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /YX /FD /c
|
||||
# SUBTRACT CPP /Fr
|
||||
# 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 /nologo /subsystem:windows /dll /debug /machine:I386 /def:".\hl.def"
|
||||
# SUBTRACT BASE LINK32 /profile
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /profile /debug /machine:I386 /def:".\thewastes.def"
|
||||
|
||||
!ELSEIF "$(CFG)" == "hl - Win32 Release Crippled"
|
||||
|
||||
# PROP BASE Use_MFC 0
|
||||
# PROP BASE Use_Debug_Libraries 0
|
||||
# PROP BASE Output_Dir "hl___Win32_Release_Crippled"
|
||||
# PROP BASE Intermediate_Dir "hl___Win32_Release_Crippled"
|
||||
# PROP BASE Ignore_Export_Lib 1
|
||||
# PROP BASE Target_Dir ""
|
||||
# PROP Use_MFC 0
|
||||
# PROP Use_Debug_Libraries 0
|
||||
# PROP Output_Dir "..\obj\Releasehl_Crippled"
|
||||
# PROP Intermediate_Dir "..\obj\Releasehl_Crippled"
|
||||
# PROP Ignore_Export_Lib 1
|
||||
# PROP Target_Dir ""
|
||||
# ADD BASE CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /D "TW_BETA" /Fr /YX /FD /c
|
||||
# ADD CPP /nologo /G5 /MT /W3 /Zi /O2 /I "..\dlls" /I "..\engine" /I "..\common" /I "..\pm_shared" /I "..\game_shared" /D "NDEBUG" /D "WIN32" /D "_WINDOWS" /D "QUIVER" /D "VOXEL" /D "QUAKE2" /D "VALVE_DLL" /D "CLIENT_WEAPONS" /D "TW_BETA" /D "TW_CRIPPLED" /Fr /YX /FD /c
|
||||
# ADD BASE MTL /nologo /D "NDEBUG" /mktyplib203 /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 /nologo /subsystem:windows /dll /map /debug /machine:I386 /def:".\thewastes.def" /out:"../../dlls/thewastes.dll"
|
||||
# SUBTRACT BASE LINK32 /pdb:none
|
||||
# ADD LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib /nologo /subsystem:windows /dll /map /debug /machine:I386 /def:".\thewastes.def" /out:"../../dlls/thewastes.dll"
|
||||
# SUBTRACT LINK32 /pdb:none
|
||||
|
||||
!ENDIF
|
||||
|
||||
# Begin Target
|
||||
|
||||
# Name "hl - Win32 Release"
|
||||
# Name "hl - Win32 Debug"
|
||||
# Name "hl - Win32 Profile"
|
||||
# Name "hl - Win32 Release Crippled"
|
||||
# Begin Group "Source Files"
|
||||
|
||||
# PROP Default_Filter "cpp;c;cxx;rc;def;r;odl;idl;hpj;bat;for;f90"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\animating.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\animation.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\bmodels.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\buttons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cbase.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\client.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\combat.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\doors.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\effects.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\explode.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\func_break.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\func_tank.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\game.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\game_deathmatch.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\game_lastmanstanding.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\game_singleplay.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\game_teamplay.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\gamerules.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ggrenade.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\globals.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\h_ai.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\h_cycler.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\h_export.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\items.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\lights.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\maprules.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monsters.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\mortar.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\nodes.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\observer.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\pathcorner.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\plane.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\plats.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\player.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=.\schedule.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\scripted.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\skill.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\sound.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\soundent.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\spectator.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\subs.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\thewastes.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\triggers.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\turret.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wpn_shared\tw_akimbos.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wpn_shared\tw_automatics.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wpn_shared\tw_explosives.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wpn_shared\tw_melee.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wpn_shared\tw_shotguns.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\wpn_shared\tw_sidearms.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\game_shared\voice_gamemgr.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\weapons.cpp
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\world.cpp
|
||||
# End Source File
|
||||
# End Group
|
||||
# Begin Group "Header Files"
|
||||
|
||||
# PROP Default_Filter "h;hpp;hxx;hm;inl;fi;fd"
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\activity.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\activitymap.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\animation.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\basemonster.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cbase.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\cdll_dll.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\client.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\decals.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\doors.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\effects.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\engine\eiface.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\enginecallback.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\explode.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\extdll.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\func_break.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\game.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\gamerules.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\items.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\maprules.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monsterevent.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\monsters.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\nodes.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\plane.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\player.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=..\engine\progdefs.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\saverestore.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\schedule.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\screenfade.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\scripted.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\scriptevent.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\engine\shake.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\skill.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\soundent.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\spectator.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\teamplay_gamerules.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\thewastes.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\trains.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=..\common\tw_common.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\util.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\vector.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\weapons.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
|
||||
# End Target
|
||||
# End Project
|
15
dlls/hlgl.def
Normal file
15
dlls/hlgl.def
Normal file
|
@ -0,0 +1,15 @@
|
|||
LIBRARY hlgl
|
||||
EXPORTS
|
||||
GiveFnptrsToDll @1
|
||||
GetEntityInterfaces @2
|
||||
SetChangeParms @3
|
||||
SetNewParms @4
|
||||
ClientKill @5
|
||||
PutClientInServer @6
|
||||
PlayerPreThink @7
|
||||
PlayerPostThink @8
|
||||
ClientConnect @9
|
||||
ClientDisconnect @10
|
||||
StartFrame @11
|
||||
SECTIONS
|
||||
.data READ WRITE
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue