Added impulse 100, also known as the flashlight
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29ebe5775e
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0fd206bc2f
11 changed files with 84 additions and 34 deletions
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@ -177,6 +177,12 @@ void CSQC_UpdateView(float w, float h, float focus)
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View_DrawViewModel();
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}
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// TODO: Move this someplace less... entry-ish. like into a pre-draw.
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if (pl.flags & FL_FLASHLIGHT) {
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traceline(getproperty(VF_ORIGIN), getproperty(VF_ORIGIN) + (v_forward * 9000), FALSE, self);
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dynamiclight_add(trace_endpos, 128, [1,1,1]);
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}
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addentities(MASK_ENGINE);
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setproperty(VF_MIN, video_mins);
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setproperty(VF_SIZE, video_res);
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@ -196,6 +202,7 @@ void CSQC_UpdateView(float w, float h, float focus)
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View_DropPunchAngle();
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Fade_Update((int)video_mins[0],(int)video_mins[1], (int)w, (int)h);
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#ifdef CSTRIKE
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Cstrike_PostDraw((int)video_mins[0],(int)video_mins[1], (int)w, (int)h);
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#endif
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@ -34,10 +34,29 @@ const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
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#define INPUT_BUTTON7 0x00000040
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#define INPUT_BUTTON8 0x00000080
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#define FL_USERELEASED (1<<13)
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#define FL_CROUCHING (1<<19)
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#define FL_SEMI_TOGGLED (1<<15)
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#define FL_FROZEN (1<<17)
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// engine reserved flags
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#define FL_FLY (1<<0)
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#define FL_SWIM (1<<1)
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#define FL_GLIMPSE (1<<2)
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#define FL_CLIENT (1<<3)
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#define FL_INWATER (1<<4)
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#define FL_MONSTER (1<<5)
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#define FL_GODMODE (1<<6)
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#define FL_NOTARGET (1<<7)
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#define FL_ITEM (1<<8)
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#define FL_ONGROUND (1<<9)
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#define FL_PARTIALGROUND (1<<10)
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#define FL_WATERJUMP (1<<11)
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#define FL_JUMPRELEASED (1<<12)
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#define FL_FINDABLE_NONSOLID (1<<14)
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#define FLQW_LAGGEDMOVE (1<<16)
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// FreeCS flags
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#define FL_USERELEASED (1<<17)
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#define FL_REMOVEME (1<<18)
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#define FL_CROUCHING (1<<19)
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#define FL_SEMI_TOGGLED (1<<20)
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#define FL_FROZEN (1<<21)
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#define FL_FLASHLIGHT (1<<21)
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#define clamp(d,min,max) bound(min,d,max)
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@ -33,9 +33,5 @@ string Util_FixModel(string mdl)
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// Kill the first /
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newpath = substring(newpath, 1, strlen(newpath)-1);
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#if 1
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return newpath;
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#else
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return mdl;
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#endif
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}
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@ -6,7 +6,6 @@
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*
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****/
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void Empty(void) {}
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void Game_ClientConnect(void)
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@ -31,6 +31,15 @@ void Game_Input(void)
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Player_UseUp();
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}
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if (self.impulse == 100) {
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if (self.flags & FL_FLASHLIGHT) {
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self.flags &= ~FL_FLASHLIGHT;
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} else {
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self.flags |= FL_FLASHLIGHT;
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}
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sound (self, CHAN_ITEM, "items/flashlight1.wav", 1, ATTN_IDLE);
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}
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if (cvar("sv_cheats") == 1) {
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player pl = (player)self;
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if (self.impulse == 101) {
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@ -1,23 +1,43 @@
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/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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/* These are stored in the bitflag field */
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enumflags
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{
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ITEM_CROWBAR,
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ITEM_GLOCK,
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ITEM_PYTHON,
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ITEM_MP5,
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ITEM_CROSSBOW,
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ITEM_SHOTGUN,
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ITEM_RPG,
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ITEM_GAUSS,
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ITEM_EGON,
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ITEM_HORNETGUN,
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ITEM_HANDGRENADE,
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ITEM_TRIPMINE,
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ITEM_SATCHEL,
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ITEM_SNARK,
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ITEM_SUIT,
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ITEM_LONGJUMP,
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ITEM_HEALTHKIT,
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ITEM_BATTERY
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};
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#define ITEM_CROWBAR 0x00000001
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#define ITEM_GLOCK 0x00000002
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#define ITEM_PYTHON 0x00000004
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#define ITEM_MP5 0x00000008
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#define ITEM_CROSSBOW 0x00000010
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#define ITEM_SHOTGUN 0x00000020
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#define ITEM_RPG 0x00000040
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#define ITEM_GAUSS 0x00000080
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#define ITEM_EGON 0x00000100
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#define ITEM_HORNETGUN 0x00000200
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#define ITEM_HANDGRENADE 0x00000400
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#define ITEM_TRIPMINE 0x00000800
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#define ITEM_SATCHEL 0x00001000
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#define ITEM_SNARK 0x00002000
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#define ITEM_SUIT 0x00004000
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#define ITEM_LONGJUMP 0x00008000
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#define ITEM_HEALTHKIT 0x00010000
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#define ITEM_BATTERY 0x00020000
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#define ITEM_UNUSED19 0x00040000
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#define ITEM_UNUSED20 0x00080000
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#define ITEM_UNUSED21 0x00100000
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#define ITEM_UNUSED22 0x00200000
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#define ITEM_UNUSED23 0x00400000
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#define ITEM_UNUSED24 0x00800000
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#define ITEM_UNUSED25 0x01000000
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#define ITEM_UNUSED26 0x02000000
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#define ITEM_UNUSED27 0x04000000
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#define ITEM_UNUSED28 0x08000000
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#define ITEM_UNUSED29 0x10000000
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#define ITEM_UNUSED30 0x20000000
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#define ITEM_UNUSED31 0x40000000
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#define ITEM_UNUSED32 0x80000000
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BIN
valve/progs.dat
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valve/progs.dat
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