Poke646: Fix to make it compile again with the new networking.
Team Fortress: Ditto
This commit is contained in:
parent
d798c0539e
commit
0867c17211
14 changed files with 495 additions and 150 deletions
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@ -14,107 +14,12 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var int autocvar_sv_playerkeepalive = TRUE;
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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HLGameRules::PlayerPostFrame(base_player pp)
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{
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player pl = (player)pp;
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Animation_PlayerUpdate();
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if (autocvar_sv_playerkeepalive)
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pl.SendFlags |= PLAYER_KEEPALIVE;
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if (pl.old_modelindex != pl.modelindex)
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pl.SendFlags |= PLAYER_MODELINDEX;
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if (pl.old_origin[0] != pl.origin[0])
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pl.SendFlags |= PLAYER_ORIGIN;
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if (pl.old_origin[1] != pl.origin[1])
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pl.SendFlags |= PLAYER_ORIGIN;
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if (pl.old_origin[2] != pl.origin[2])
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pl.SendFlags |= PLAYER_ORIGIN_Z;
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if (pl.old_angles[0] != pl.v_angle[0])
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pl.SendFlags |= PLAYER_ANGLES_X;
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if (pl.old_angles[1] != pl.angles[1])
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pl.SendFlags |= PLAYER_ANGLES_Y;
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if (pl.old_angles[2] != pl.angles[2])
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pl.SendFlags |= PLAYER_ANGLES_Z;
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if (pl.old_velocity[0] != pl.velocity[0])
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pl.SendFlags |= PLAYER_VELOCITY;
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if (pl.old_velocity[1] != pl.velocity[1])
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pl.SendFlags |= PLAYER_VELOCITY;
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if (pl.old_velocity[2] != pl.velocity[2])
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pl.SendFlags |= PLAYER_VELOCITY_Z;
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if (pl.old_flags != pl.flags)
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pl.SendFlags |= PLAYER_FLAGS;
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if (pl.old_gflags != pl.gflags)
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pl.SendFlags |= PLAYER_FLAGS;
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if (pl.old_activeweapon != pl.activeweapon)
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pl.SendFlags |= PLAYER_WEAPON;
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if (pl.old_items != pl.g_items)
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pl.SendFlags |= PLAYER_ITEMS;
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if (pl.old_health != pl.health)
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pl.SendFlags |= PLAYER_HEALTH;
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if (pl.old_armor != pl.armor)
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pl.SendFlags |= PLAYER_ARMOR;
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if (pl.old_movetype != pl.movetype)
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pl.SendFlags |= PLAYER_MOVETYPE;
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if (pl.old_viewofs != pl.view_ofs[2])
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pl.SendFlags |= PLAYER_VIEWOFS;
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if (pl.old_baseframe != pl.baseframe)
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pl.SendFlags |= PLAYER_BASEFRAME;
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if (pl.old_frame != pl.frame)
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pl.SendFlags |= PLAYER_FRAME;
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if (pl.old_a_ammo1 != pl.a_ammo1)
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pl.SendFlags |= PLAYER_AMMO1;
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if (pl.old_a_ammo2 != pl.a_ammo2)
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pl.SendFlags |= PLAYER_AMMO2;
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if (pl.old_a_ammo3 != pl.a_ammo3)
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pl.SendFlags |= PLAYER_AMMO3;
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pl.old_modelindex = pl.modelindex;
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pl.old_origin = pl.origin;
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pl.old_angles = pl.angles;
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pl.old_angles[0] = pl.v_angle[0];
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pl.old_velocity = pl.velocity;
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pl.old_flags = pl.flags;
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pl.old_gflags = pl.gflags;
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pl.old_activeweapon = pl.activeweapon;
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pl.old_items = pl.g_items;
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pl.old_health = pl.health;
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pl.old_armor = pl.armor;
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pl.old_movetype = pl.movetype;
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pl.old_viewofs = pl.view_ofs[2];
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pl.old_baseframe = pl.baseframe;
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pl.old_frame = pl.frame;
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pl.old_a_ammo1 = pl.a_ammo1;
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pl.old_a_ammo2 = pl.a_ammo2;
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pl.old_a_ammo3 = pl.a_ammo3;
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}
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void
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@ -87,7 +87,6 @@ HLMultiplayerRules::PlayerSpawn(base_player pp)
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendEntity = Player_SendEntity;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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@ -14,12 +14,50 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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int input_sequence;
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/* all potential SendFlags bits we can possibly send */
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enumflags
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{
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PLAYER_KEEPALIVE,
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PLAYER_MODELINDEX,
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PLAYER_ORIGIN,
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PLAYER_ORIGIN_Z,
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PLAYER_ANGLES_X,
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PLAYER_ANGLES_Y,
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PLAYER_ANGLES_Z,
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PLAYER_VELOCITY,
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PLAYER_VELOCITY_Z,
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PLAYER_FLAGS,
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PLAYER_WEAPON,
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PLAYER_ITEMS,
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PLAYER_HEALTH,
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PLAYER_ARMOR,
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PLAYER_MOVETYPE,
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PLAYER_VIEWOFS,
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PLAYER_BASEFRAME,
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PLAYER_FRAME,
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PLAYER_AMMO1,
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PLAYER_AMMO2,
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PLAYER_AMMO3,
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PLAYER_UNUSED1,
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PLAYER_UNUSED2
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};
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noref int input_sequence;
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class player:base_player
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{
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/* Weapon specific */
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int bradnailer_mag; int bradnailer_mag_net;
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int nailgun_mag; int nailgun_mag_net;
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int shotgun_mag; int shotgun_mag_net;
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int cmlwbr_mag; int cmlwbr_mag_net;
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int xs_mag; int xs_mag_net;
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int satchel_chg; int satchel_chg_net;
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int ammo_nail; int ammo_nail_net;
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int ammo_buckshot; int ammo_buckshot_net;
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int ammo_bolts; int ammo_bolts_net;
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int ammo_xencandy; int ammo_xencandy_net;
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int ammo_satchel; int ammo_satchel_net;
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#ifdef CLIENT
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/* External model */
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@ -32,19 +70,395 @@ class player:base_player
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virtual void(void) draw;
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virtual float() predraw;
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virtual void(void) postdraw;
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virtual void(float) ReceiveEntity;
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virtual void(void) PredictPreFrame;
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virtual void(void) PredictPostFrame;
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#else
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int ammo_nail;
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int ammo_buckshot;
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int ammo_bolts;
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int ammo_xencandy;
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int ammo_satchel;
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int bradnailer_mag;
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int nailgun_mag;
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int shotgun_mag;
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int cmlwbr_mag;
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int xs_mag;
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int satchel_chg;
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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#endif
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};
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#ifdef CLIENT
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void Weapons_AmmoUpdate(entity);
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/*
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=================
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player::ReceiveEntity
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=================
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*/
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void
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player::ReceiveEntity(float new)
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{
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float fl;
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if (new == FALSE) {
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/* Go through all the physics code between the last received frame
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* and the newest frame and keep the changes this time around instead
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* of rolling back, because we'll apply the new server-verified values
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* right after anyway. */
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/* FIXME: splitscreen */
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if (entnum == player_localentnum) {
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/* FIXME: splitscreen */
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pSeat = &g_seats[0];
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for (int i = sequence+1; i <= servercommandframe; i++) {
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/* ...maybe the input state is too old? */
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if (!getinputstate(i)) {
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break;
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}
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input_sequence = i;
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PMove_Run();
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}
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/* any differences in things that are read below are now
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* officially from prediction misses. */
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}
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}
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/* seed for our prediction table */
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sequence = servercommandframe;
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fl = readfloat();
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/* HACK: we need to make this more reliable */
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if (fl == UPDATE_ALL) {
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/* we respawned */
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gravity = __NULL__;
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}
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if (fl & PLAYER_MODELINDEX)
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modelindex = readshort();
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if (fl & PLAYER_ORIGIN) {
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origin[0] = readcoord();
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origin[1] = readcoord();
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}
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if (fl & PLAYER_ORIGIN_Z)
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origin[2] = readcoord();
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if (fl & PLAYER_ANGLES_X)
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pitch = readfloat();
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if (fl & PLAYER_ANGLES_Y)
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angles[1] = readfloat();
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if (fl & PLAYER_ANGLES_Z)
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angles[2] = readfloat();
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if (fl & PLAYER_VELOCITY) {
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velocity[0] = readcoord();
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velocity[1] = readcoord();
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}
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if (fl & PLAYER_VELOCITY_Z)
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velocity[2] = readcoord();
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if (fl & PLAYER_FLAGS) {
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flags = readfloat();
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gflags = readfloat();
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}
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if (fl & PLAYER_WEAPON)
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activeweapon = readbyte();
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if (fl & PLAYER_ITEMS)
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g_items = (__variant)readfloat();
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if (fl & PLAYER_HEALTH)
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health = readbyte();
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if (fl & PLAYER_ARMOR)
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armor = readbyte();
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if (fl & PLAYER_MOVETYPE)
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movetype = readbyte();
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if (fl & PLAYER_VIEWOFS)
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view_ofs[2] = readfloat();
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if (fl & PLAYER_BASEFRAME)
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baseframe = readbyte();
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if (fl & PLAYER_FRAME) {
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frame = readbyte();
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frame1time = 0.0f;
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frame2time = 0.0f;
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}
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if (fl & PLAYER_AMMO1) {
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bradnailer_mag = readbyte();
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nailgun_mag = readbyte();
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shotgun_mag = readbyte();
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cmlwbr_mag = readbyte();
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xs_mag = readbyte();
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satchel_chg = readbyte();
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}
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if (fl & PLAYER_AMMO2) {
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ammo_nail = readbyte();
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ammo_buckshot = readbyte();
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ammo_bolts = readbyte();
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ammo_xencandy = readbyte();
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ammo_satchel = readbyte();
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}
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if (fl & PLAYER_AMMO3) {
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}
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if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
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Weapons_AmmoUpdate(this);
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setorigin(this, origin);
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}
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/*
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=================
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player::PredictPostFrame
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Save the last valid server values away in the _net variants of each field
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so we can roll them back later.
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=================
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*/
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void
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player::PredictPreFrame(void)
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{
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bradnailer_mag_net = bradnailer_mag;
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nailgun_mag_net = nailgun_mag;
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shotgun_mag_net = shotgun_mag;
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cmlwbr_mag_net = cmlwbr_mag;
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xs_mag_net = xs_mag;
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satchel_chg_net = satchel_chg;
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ammo_nail_net = ammo_nail;
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ammo_buckshot_net = ammo_buckshot;
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ammo_bolts_net = ammo_bolts;
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ammo_xencandy_net = ammo_xencandy;
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ammo_satchel_net = ammo_satchel;
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}
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/*
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=================
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player::PredictPostFrame
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Where we roll back our values to the ones last sent/verified by the server.
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=================
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*/
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void
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player::PredictPostFrame(void)
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{
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bradnailer_mag = bradnailer_mag_net;
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nailgun_mag = nailgun_mag_net;
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shotgun_mag = shotgun_mag_net;
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cmlwbr_mag = cmlwbr_mag_net;
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xs_mag = xs_mag_net;
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satchel_chg = satchel_chg_net;
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ammo_nail = ammo_nail_net;
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ammo_buckshot = ammo_buckshot_net;
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ammo_bolts = ammo_bolts_net;
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ammo_xencandy = ammo_xencandy_net;
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ammo_satchel = ammo_satchel_net;
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}
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#else
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void
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player::EvaluateEntity(void)
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{
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SendFlags |= PLAYER_KEEPALIVE;
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if (old_modelindex != modelindex)
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SendFlags |= PLAYER_MODELINDEX;
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if (old_origin[0] != origin[0])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[1] != origin[1])
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SendFlags |= PLAYER_ORIGIN;
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if (old_origin[2] != origin[2])
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SendFlags |= PLAYER_ORIGIN_Z;
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if (old_angles[0] != v_angle[0])
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SendFlags |= PLAYER_ANGLES_X;
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if (old_angles[1] != angles[1])
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SendFlags |= PLAYER_ANGLES_Y;
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if (old_angles[2] != angles[2])
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SendFlags |= PLAYER_ANGLES_Z;
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if (old_velocity[0] != velocity[0])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[1] != velocity[1])
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SendFlags |= PLAYER_VELOCITY;
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if (old_velocity[2] != velocity[2])
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SendFlags |= PLAYER_VELOCITY_Z;
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if (old_flags != flags)
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SendFlags |= PLAYER_FLAGS;
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if (old_gflags != gflags)
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SendFlags |= PLAYER_FLAGS;
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if (old_activeweapon != activeweapon)
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SendFlags |= PLAYER_WEAPON;
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if (old_items != g_items)
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SendFlags |= PLAYER_ITEMS;
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if (old_health != health)
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SendFlags |= PLAYER_HEALTH;
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if (old_armor != armor)
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SendFlags |= PLAYER_ARMOR;
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if (old_movetype != movetype)
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SendFlags |= PLAYER_MOVETYPE;
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if (old_viewofs != view_ofs[2])
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SendFlags |= PLAYER_VIEWOFS;
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if (old_baseframe != baseframe)
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SendFlags |= PLAYER_BASEFRAME;
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if (old_frame != frame)
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SendFlags |= PLAYER_FRAME;
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old_modelindex = modelindex;
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old_origin = origin;
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old_angles = angles;
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old_angles[0] = v_angle[0];
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old_velocity = velocity;
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old_flags = flags;
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old_gflags = gflags;
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old_activeweapon = activeweapon;
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old_items = g_items;
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old_health = health;
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old_armor = armor;
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old_movetype = movetype;
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old_viewofs = view_ofs[2];
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old_baseframe = baseframe;
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old_frame = frame;
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if (bradnailer_mag_net != bradnailer_mag)
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SendFlags |= PLAYER_AMMO1;
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if (nailgun_mag_net != nailgun_mag)
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SendFlags |= PLAYER_AMMO1;
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if (shotgun_mag_net != shotgun_mag)
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SendFlags |= PLAYER_AMMO1;
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if (cmlwbr_mag_net != cmlwbr_mag)
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SendFlags |= PLAYER_AMMO1;
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if (xs_mag_net != xs_mag)
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SendFlags |= PLAYER_AMMO1;
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if (satchel_chg_net != satchel_chg)
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SendFlags |= PLAYER_AMMO1;
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if (ammo_nail_net != ammo_nail)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_buckshot_net != ammo_buckshot)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_bolts_net != ammo_bolts)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_xencandy_net != ammo_xencandy)
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SendFlags |= PLAYER_AMMO2;
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if (ammo_satchel_net != ammo_satchel)
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SendFlags |= PLAYER_AMMO2;
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bradnailer_mag_net = bradnailer_mag;
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nailgun_mag_net = nailgun_mag;
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shotgun_mag_net = shotgun_mag;
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cmlwbr_mag_net = cmlwbr_mag;
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xs_mag_net = xs_mag;
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satchel_chg_net = satchel_chg;
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ammo_nail_net = ammo_nail;
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ammo_buckshot_net = ammo_buckshot;
|
||||
ammo_bolts_net = ammo_bolts;
|
||||
ammo_xencandy_net = ammo_xencandy;
|
||||
ammo_satchel_net = ammo_satchel;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
player::SendEntity
|
||||
=================
|
||||
*/
|
||||
float
|
||||
player::SendEntity(entity ePEnt, float fChanged)
|
||||
{
|
||||
if (health <= 0 && ePEnt != this) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if (ePEnt != self) {
|
||||
fChanged &= ~PLAYER_ITEMS;
|
||||
fChanged &= ~PLAYER_HEALTH;
|
||||
fChanged &= ~PLAYER_ARMOR;
|
||||
fChanged &= ~PLAYER_VIEWOFS;
|
||||
fChanged &= ~PLAYER_AMMO1;
|
||||
fChanged &= ~PLAYER_AMMO2;
|
||||
fChanged &= ~PLAYER_AMMO3;
|
||||
}
|
||||
|
||||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||||
WriteFloat(MSG_ENTITY, fChanged);
|
||||
|
||||
/* really trying to get our moneys worth with 23 bits of mantissa */
|
||||
if (fChanged & PLAYER_MODELINDEX)
|
||||
WriteShort(MSG_ENTITY, modelindex);
|
||||
if (fChanged & PLAYER_ORIGIN) {
|
||||
WriteCoord(MSG_ENTITY, origin[0]);
|
||||
WriteCoord(MSG_ENTITY, origin[1]);
|
||||
}
|
||||
if (fChanged & PLAYER_ORIGIN_Z)
|
||||
WriteCoord(MSG_ENTITY, origin[2]);
|
||||
if (fChanged & PLAYER_ANGLES_X)
|
||||
WriteFloat(MSG_ENTITY, v_angle[0]);
|
||||
if (fChanged & PLAYER_ANGLES_Y)
|
||||
WriteFloat(MSG_ENTITY, angles[1]);
|
||||
if (fChanged & PLAYER_ANGLES_Z)
|
||||
WriteFloat(MSG_ENTITY, angles[2]);
|
||||
if (fChanged & PLAYER_VELOCITY) {
|
||||
WriteCoord(MSG_ENTITY, velocity[0]);
|
||||
WriteCoord(MSG_ENTITY, velocity[1]);
|
||||
}
|
||||
if (fChanged & PLAYER_VELOCITY_Z)
|
||||
WriteCoord(MSG_ENTITY, velocity[2]);
|
||||
if (fChanged & PLAYER_FLAGS) {
|
||||
WriteFloat(MSG_ENTITY, flags);
|
||||
WriteFloat(MSG_ENTITY, gflags);
|
||||
}
|
||||
if (fChanged & PLAYER_WEAPON)
|
||||
WriteByte(MSG_ENTITY, activeweapon);
|
||||
if (fChanged & PLAYER_ITEMS)
|
||||
WriteFloat(MSG_ENTITY, (__variant)g_items);
|
||||
if (fChanged & PLAYER_HEALTH)
|
||||
WriteByte(MSG_ENTITY, bound(0, health, 255));
|
||||
if (fChanged & PLAYER_ARMOR)
|
||||
WriteByte(MSG_ENTITY, armor);
|
||||
if (fChanged & PLAYER_MOVETYPE)
|
||||
WriteByte(MSG_ENTITY, movetype);
|
||||
if (fChanged & PLAYER_VIEWOFS)
|
||||
WriteFloat(MSG_ENTITY, view_ofs[2]);
|
||||
if (fChanged & PLAYER_BASEFRAME)
|
||||
WriteByte(MSG_ENTITY, baseframe);
|
||||
if (fChanged & PLAYER_FRAME)
|
||||
WriteByte(MSG_ENTITY, frame);
|
||||
|
||||
if (fChanged & PLAYER_AMMO1) {
|
||||
WriteByte(MSG_ENTITY, bradnailer_mag);
|
||||
WriteByte(MSG_ENTITY, nailgun_mag);
|
||||
WriteByte(MSG_ENTITY, shotgun_mag);
|
||||
WriteByte(MSG_ENTITY, cmlwbr_mag);
|
||||
WriteByte(MSG_ENTITY, xs_mag);
|
||||
WriteByte(MSG_ENTITY, satchel_chg);
|
||||
}
|
||||
|
||||
if (fChanged & PLAYER_AMMO2) {
|
||||
WriteByte(MSG_ENTITY, ammo_nail);
|
||||
WriteByte(MSG_ENTITY, ammo_buckshot);
|
||||
WriteByte(MSG_ENTITY, ammo_bolts);
|
||||
WriteByte(MSG_ENTITY, ammo_xencandy);
|
||||
WriteByte(MSG_ENTITY, ammo_satchel);
|
||||
}
|
||||
|
||||
if (fChanged & PLAYER_AMMO3) {
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -56,9 +56,7 @@ w_bradnailer_precache(void)
|
|||
void
|
||||
w_bradnailer_updateammo(player pl)
|
||||
{
|
||||
#ifdef SERVER
|
||||
Weapons_UpdateAmmo(pl, pl.bradnailer_mag, pl.ammo_nail, -1);
|
||||
#endif
|
||||
}
|
||||
|
||||
string
|
||||
|
@ -240,7 +238,7 @@ w_bradnailer_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_bradnailer =
|
||||
{
|
||||
.name = "bradnailer",
|
||||
.id = ITEM_BRADNAILER,
|
||||
.id = ITEM_BRADNAILER,
|
||||
.slot = 1,
|
||||
.slot_pos = 0,
|
||||
.draw = w_bradnailer_draw,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -121,7 +121,7 @@ w_cmlwbr_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_cmlwbr =
|
||||
{
|
||||
.name = "cmlwbr",
|
||||
.id = ITEM_CMLWBR,
|
||||
.id = ITEM_CMLWBR,
|
||||
.slot = 2,
|
||||
.slot_pos = 1,
|
||||
.draw = w_cmlwbr_draw,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -110,7 +110,7 @@ w_heaterpipe_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_heaterpipe =
|
||||
{
|
||||
.name = "heaterpipe",
|
||||
.id = ITEM_HEATERPIPE,
|
||||
.id = ITEM_HEATERPIPE,
|
||||
.slot = 0,
|
||||
.slot_pos = 0,
|
||||
.draw = w_heaterpipe_draw,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -166,7 +166,7 @@ w_nailgun_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_nailgun =
|
||||
{
|
||||
.name = "nailgun",
|
||||
.id = ITEM_NAILGUN,
|
||||
.id = ITEM_NAILGUN,
|
||||
.slot = 1,
|
||||
.slot_pos = 1,
|
||||
.draw = w_nailgun_draw,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
|
@ -136,7 +136,7 @@ void w_pipebomb_primary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo1 <= 0 && pl.a_ammo2 <= 0) {
|
||||
if (pl.satchel_chg <= 0 && pl.ammo_satchel <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
@ -145,7 +145,7 @@ void w_pipebomb_primary(void)
|
|||
}
|
||||
#endif
|
||||
|
||||
if (pl.a_ammo1 <= 0) {
|
||||
if (pl.satchel_chg <= 0) {
|
||||
Weapons_ViewAnimation(RADIO_DRAW);
|
||||
} else {
|
||||
Weapons_ViewAnimation(RADIO_USE);
|
||||
|
@ -171,8 +171,8 @@ void w_pipebomb_primary(void)
|
|||
Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
|
||||
#else
|
||||
setmodel(pSeat->m_eViewModel, "models/v_pipebomb_watch.mdl");
|
||||
pl.a_ammo1++;
|
||||
pl.a_ammo2--;
|
||||
pl.satchel_chg++;
|
||||
pl.ammo_satchel--;
|
||||
#endif
|
||||
|
||||
pl.w_attack_next = 1.0f;
|
||||
|
@ -188,7 +188,7 @@ void w_pipebomb_secondary(void)
|
|||
|
||||
/* Ammo check */
|
||||
#ifdef CLIENT
|
||||
if (pl.a_ammo2 <= 0) {
|
||||
if (pl.ammo_satchel <= 0) {
|
||||
return;
|
||||
}
|
||||
#else
|
||||
|
@ -206,8 +206,8 @@ void w_pipebomb_secondary(void)
|
|||
pl.ammo_satchel--;
|
||||
Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
|
||||
#else
|
||||
pl.a_ammo1++;
|
||||
pl.a_ammo2--;
|
||||
pl.satchel_chg++;
|
||||
pl.ammo_satchel--;
|
||||
setmodel(pSeat->m_eViewModel, "models/v_pipebomb_watch.mdl");
|
||||
#endif
|
||||
|
||||
|
@ -249,7 +249,7 @@ void w_pipebomb_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_pipebomb =
|
||||
{
|
||||
.name = "pipebomb",
|
||||
.id = ITEM_SATCHEL,
|
||||
.id = ITEM_SATCHEL,
|
||||
.slot = 4,
|
||||
.slot_pos = 1,
|
||||
.draw = w_pipebomb_draw,
|
||||
|
|
|
@ -253,7 +253,7 @@ void w_shotgun_hudpic(int s, vector pos, float a)
|
|||
weapon_t w_shotgun =
|
||||
{
|
||||
.name = "shotgun",
|
||||
.id = ITEM_SHOTGUN,
|
||||
.id = ITEM_SHOTGUN,
|
||||
.slot = 2,
|
||||
.slot_pos = 1,
|
||||
.draw = w_shotgun_draw,
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
|
@ -123,7 +123,7 @@ w_xs_hudpic(int selected, vector pos, float a)
|
|||
weapon_t w_xs =
|
||||
{
|
||||
.name = "xs",
|
||||
.id = ITEM_XS,
|
||||
.id = ITEM_XS,
|
||||
.slot = 3,
|
||||
.slot_pos = 0,
|
||||
.draw = w_xs_draw,
|
||||
|
|
|
@ -263,6 +263,12 @@ HUD_DrawAmmo3(void)
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
HUD_DrawAmmoBar(vector pos, float val, float max, float a)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
HUD_WeaponPickupNotify(int w)
|
||||
{
|
||||
|
|
|
@ -165,7 +165,7 @@ TFCGameRules::PlayerSpawn(base_player pp)
|
|||
pl.takedamage = DAMAGE_NO;
|
||||
pl.solid = SOLID_NOT;
|
||||
pl.movetype = MOVETYPE_NOCLIP;
|
||||
pl.SendEntity = Player_SendEntity;
|
||||
// pl.SendEntity = Player_SendEntity;
|
||||
pl.flags = FL_CLIENT;
|
||||
pl.weapon = 0;
|
||||
pl.viewzoom = 1.0f;
|
||||
|
|
|
@ -79,7 +79,7 @@ CSEv_TeamJoin_f(float f)
|
|||
pl.velocity = [0,0,0];
|
||||
pl.gravity = __NULL__;
|
||||
pl.frame = 1;
|
||||
pl.SendEntity = Player_SendEntity;
|
||||
// pl.SendEntity = Player_SendEntity;
|
||||
pl.SendFlags = UPDATE_ALL;
|
||||
pl.armor = pl.activeweapon = pl.g_items = 0;
|
||||
|
||||
|
|
|
@ -58,24 +58,33 @@ void w_shotgun_precache(void)
|
|||
precache_model("models/p_shotgun.mdl");
|
||||
#endif
|
||||
}
|
||||
void w_shotgun_updateammo(player pl)
|
||||
|
||||
void
|
||||
w_shotgun_updateammo(player pl)
|
||||
{
|
||||
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, -1);
|
||||
}
|
||||
string w_shotgun_wmodel(void)
|
||||
|
||||
string
|
||||
w_shotgun_wmodel(void)
|
||||
{
|
||||
return "models/w_shotgun.mdl";
|
||||
}
|
||||
string w_shotgun_pmodel(void)
|
||||
|
||||
string
|
||||
w_shotgun_pmodel(void)
|
||||
{
|
||||
return "models/p_shotgun.mdl";
|
||||
}
|
||||
string w_shotgun_deathmsg(void)
|
||||
|
||||
string
|
||||
w_shotgun_deathmsg(void)
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
||||
int w_shotgun_pickup(int new, int startammo)
|
||||
int
|
||||
w_shotgun_pickup(int new, int startammo)
|
||||
{
|
||||
#ifdef SERVER
|
||||
player pl = (player)self;
|
||||
|
@ -93,7 +102,8 @@ int w_shotgun_pickup(int new, int startammo)
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
void w_shotgun_draw(void)
|
||||
void
|
||||
w_shotgun_draw(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
pl.mode_tempstate = 0;
|
||||
|
@ -104,11 +114,14 @@ void w_shotgun_draw(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
void w_shotgun_holster(void)
|
||||
void
|
||||
w_shotgun_holster(void)
|
||||
{
|
||||
Weapons_ViewAnimation(SHOTGUN_HOLSTER);
|
||||
}
|
||||
void w_shotgun_primary(void)
|
||||
|
||||
void
|
||||
w_shotgun_primary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next) {
|
||||
|
@ -143,7 +156,9 @@ void w_shotgun_primary(void)
|
|||
pl.w_attack_next = 0.75;
|
||||
pl.w_idle_next = 2.5f;
|
||||
}
|
||||
void w_shotgun_secondary(void)
|
||||
|
||||
void
|
||||
w_shotgun_secondary(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
if (pl.w_attack_next) {
|
||||
|
@ -178,7 +193,8 @@ void w_shotgun_secondary(void)
|
|||
pl.w_idle_next = 2.5f;
|
||||
}
|
||||
|
||||
void w_shotgun_reload(void)
|
||||
void
|
||||
w_shotgun_reload(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
|
@ -196,7 +212,8 @@ void w_shotgun_reload(void)
|
|||
pl.w_idle_next = 0.0f;
|
||||
}
|
||||
|
||||
void w_shotgun_release(void)
|
||||
void
|
||||
w_shotgun_release(void)
|
||||
{
|
||||
player pl = (player)self;
|
||||
|
||||
|
@ -253,7 +270,9 @@ void w_shotgun_release(void)
|
|||
pl.w_attack_next = 0.5f;
|
||||
}
|
||||
}
|
||||
void w_shotgun_crosshair(void)
|
||||
|
||||
void
|
||||
w_shotgun_crosshair(void)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
static vector cross_pos;
|
||||
|
@ -266,12 +285,14 @@ void w_shotgun_crosshair(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
float w_shotgun_aimanim(void)
|
||||
float
|
||||
w_shotgun_aimanim(void)
|
||||
{
|
||||
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
|
||||
}
|
||||
|
||||
void w_shotgun_hudpic(int selected, vector pos, float a)
|
||||
void
|
||||
w_shotgun_hudpic(int selected, vector pos, float a)
|
||||
{
|
||||
#ifdef CLIENT
|
||||
player pl = (player)self;
|
||||
|
@ -316,7 +337,9 @@ weapon_t w_shotgun =
|
|||
};
|
||||
|
||||
#ifdef SERVER
|
||||
void weapon_shotgun(void) {
|
||||
void
|
||||
weapon_shotgun(void)
|
||||
{
|
||||
Weapons_InitItem(WEAPON_SHOTGUN);
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue