Valve progs boots now.
More restructuring.
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Source/LICENSE
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===============================================================================
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GNU GENERAL PUBLIC LICENSE
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Version 2, June 1991
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GNU AFFERO GENERAL PUBLIC LICENSE
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Version 3, 19 November 2007
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Copyright (C) 1989, 1991 Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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Preamble
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|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
Notwithstanding any other provision of this License, if you modify the
|
||||
Program, your modified version must prominently offer all users
|
||||
interacting with it remotely through a computer network (if your version
|
||||
supports such interaction) an opportunity to receive the Corresponding
|
||||
Source of your version by providing access to the Corresponding Source
|
||||
from a network server at no charge, through some standard or customary
|
||||
means of facilitating copying of software. This Corresponding Source
|
||||
shall include the Corresponding Source for any work covered by version 3
|
||||
of the GNU General Public License that is incorporated pursuant to the
|
||||
following paragraph.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the work with which it is combined will remain governed by version
|
||||
3 of the GNU General Public License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
14. Revised Versions of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU Affero General Public License from time to time. Such new versions
|
||||
will be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU Affero General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU Affero General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU Affero General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
NO WARRANTY
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If your software can interact with users remotely through a computer
|
||||
network, you should also make sure that it provides a way for users to
|
||||
get its source. For example, if your program is a web application, its
|
||||
interface could display a "Source" link that leads users to an archive
|
||||
of the code. There are many ways you could offer source, and different
|
||||
solutions will be better for different programs; see section 13 for the
|
||||
specific requirements.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
===============================================================================
|
||||
|
|
|
@ -13,6 +13,12 @@
|
|||
../events.h
|
||||
../entities.h
|
||||
cstrike/defs.h
|
||||
defs.h
|
||||
vgui.h
|
||||
|
||||
hud_voice.c
|
||||
sound.c
|
||||
text.c
|
||||
|
||||
../shared/cstrike/weaponak47.c
|
||||
../shared/cstrike/weaponaug.c
|
||||
|
@ -46,15 +52,19 @@ cstrike/defs.h
|
|||
../shared/cstrike/radio.c
|
||||
../shared/cstrike/equipment.c
|
||||
../shared/cstrike/animations.c
|
||||
../shared/effects.c
|
||||
|
||||
../shared/pmove.c
|
||||
../gs-entbase/client.src
|
||||
../shared/effects.c
|
||||
../shared/spraylogo.cpp
|
||||
|
||||
cstrike/overview.c
|
||||
cstrike/player.c
|
||||
player.c
|
||||
predict.c
|
||||
events.c
|
||||
cstrike/view.c
|
||||
view.c
|
||||
cstrike/vguiobjects.c
|
||||
cstrike/vguispectator.c
|
||||
cstrike/vguiscoreboard.c
|
||||
|
@ -63,17 +73,19 @@ cstrike/vguibuymenu.c
|
|||
cstrike/vguiteamselect.c
|
||||
cstrike/vguiradio.c
|
||||
cstrike/vgui.c
|
||||
cstrike/damage.c
|
||||
damage.c
|
||||
cstrike/nightvision.c
|
||||
cstrike/hudcrosshair.c
|
||||
cstrike/hudscope.c
|
||||
cstrike/hudweaponselect.c
|
||||
cstrike/hudorbituaries.c
|
||||
cstrike/hud.c
|
||||
cstrike/sound.c
|
||||
cstrike/draw.c
|
||||
cstrike/entities.c
|
||||
cstrike/event.c
|
||||
cstrike/init.c
|
||||
|
||||
entities.c
|
||||
|
||||
entry.c
|
||||
#endlist
|
||||
|
|
|
@ -1,44 +0,0 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
var float g_flDamageAlpha;
|
||||
var vector g_vecDamageLocation;
|
||||
|
||||
void Damage_Draw(void)
|
||||
{
|
||||
if ( g_flDamageAlpha > 0.0f ) {
|
||||
vector vecMiddle = [ vVideoResolution[0] / 2, vVideoResolution[1] / 2 ];
|
||||
makevectors( getproperty( VF_CL_VIEWANGLES ) );
|
||||
|
||||
vector location = normalize( g_vecDamageLocation - getproperty( VF_ORIGIN ) );
|
||||
float fForward = dotproduct( location, v_forward );
|
||||
float fRight = dotproduct( location, v_right );
|
||||
|
||||
if ( fForward > 0.25 ) {
|
||||
drawpic( vecMiddle + [-64,-70 - 32], "sprites/640_pain.spr_0.tga", [128,48], [1,1,1], fabs( fForward ) * g_flDamageAlpha, DRAWFLAG_ADDITIVE );
|
||||
} else if ( fForward < -0.25 ) {
|
||||
drawpic( vecMiddle + [-64,70], "sprites/640_pain.spr_2.tga", [128,48], [1,1,1], fabs( fForward ) * g_flDamageAlpha, DRAWFLAG_ADDITIVE );
|
||||
}
|
||||
if ( fRight > 0.25 ) {
|
||||
drawpic( vecMiddle + [70,-64], "sprites/640_pain.spr_1.tga", [48,128], [1,1,1], fabs( fRight ) * g_flDamageAlpha, DRAWFLAG_ADDITIVE );
|
||||
} else if ( fRight < -0.25 ) {
|
||||
drawpic( vecMiddle + [-70 - 32,-64], "sprites/640_pain.spr_3.tga", [48,128], [1,1,1], fabs( fRight ) * g_flDamageAlpha, DRAWFLAG_ADDITIVE );
|
||||
}
|
||||
g_flDamageAlpha -= frametime;
|
||||
}
|
||||
}
|
||||
|
||||
float CSQC_Parse_Damage(float save, float take, vector org)
|
||||
{
|
||||
if (org) {
|
||||
g_vecDamageLocation = org;
|
||||
g_flDamageAlpha = 1.0f;
|
||||
}
|
||||
sound(self, CHAN_VOICE, "player/pl_pain2.wav", 1, ATTN_NORM);
|
||||
return TRUE;
|
||||
}
|
|
@ -6,50 +6,13 @@
|
|||
*
|
||||
****/
|
||||
|
||||
// flags for 2d drawing
|
||||
#define DRAWFLAG_NORMAL 0
|
||||
#define DRAWFLAG_ADDITIVE 1
|
||||
#define DRAWFLAG_MODULATE 2
|
||||
#define DRAWFLAG_2XMODULATE 3
|
||||
|
||||
// Undocumented printcall types
|
||||
#define PRINT_LOW 0
|
||||
#define PRINT_MEDIUM 1
|
||||
#define PRINT_HIGH 2
|
||||
#define PRINT_CHAT 3
|
||||
|
||||
var float FONT_16;
|
||||
var float FONT_CON;
|
||||
|
||||
// Clientside cvars
|
||||
var vector autocvar_con_color = '255 150 0'; // autocvar of "con_color"
|
||||
var vector autocvar_vgui_color = '255 170 0'; // autocvar of "vgui_color"
|
||||
var vector autocvar_cross_color = '0 255 0'; // autocvar of "cross_color"
|
||||
var float autocvar_cl_bob = 0;
|
||||
var float autocvar_v_bob = 0.01;
|
||||
var float autocvar_v_bobcycle = 0.8;
|
||||
var float autocvar_v_bobup = 0.5;
|
||||
var int autocvar_v_bobclassic = FALSE;
|
||||
var int autocvar_v_lefthanded = FALSE;
|
||||
var vector autocvar_v_gunofs = [0,0,0];
|
||||
var int autocvar_cl_thirdperson = FALSE;
|
||||
var int autocvar_cl_radar = 1;
|
||||
var int autocvar_cl_smoothstairs = TRUE;
|
||||
|
||||
var string autocvar_cl_logofile = "lambda";
|
||||
var vector autocvar_cl_logocolor = '255 0 0';
|
||||
var int autocvar_cl_radar = 1;
|
||||
|
||||
// Particle stuff
|
||||
var float PARTICLE_SPARK;
|
||||
var float PARTICLE_PIECES_BLACK;
|
||||
var float PARTICLE_SMOKE_GREY;
|
||||
var float PARTICLE_SMOKE_BROWN;
|
||||
var float PARTICLE_SMOKEGRENADE;
|
||||
var float PARTICLE_BLOOD;
|
||||
var float DECAL_SHOT;
|
||||
var float DECAL_GLASS;
|
||||
|
||||
var float SHADER_CULLED;
|
||||
|
||||
.float flUpAngle;
|
||||
|
||||
|
@ -64,6 +27,39 @@ string sShellModel [ 4 ] = {
|
|||
"models/shotgunshell.mdl"
|
||||
};
|
||||
|
||||
|
||||
var string autocvar_skins_dir = "";
|
||||
string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
|
||||
"v_knife.mdl",
|
||||
"v_usp.mdl",
|
||||
"v_glock18.mdl",
|
||||
"v_deagle.mdl",
|
||||
"v_p228.mdl",
|
||||
"v_elite.mdl",
|
||||
"v_fiveseven.mdl",
|
||||
"v_m3.mdl",
|
||||
"v_xm1014.mdl",
|
||||
"v_mp5.mdl",
|
||||
"v_p90.mdl",
|
||||
"v_ump45.mdl",
|
||||
"v_mac10.mdl",
|
||||
"v_tmp.mdl",
|
||||
"v_ak47.mdl",
|
||||
"v_sg552.mdl",
|
||||
"v_m4a1.mdl",
|
||||
"v_aug.mdl",
|
||||
"v_scout.mdl",
|
||||
"v_awp.mdl",
|
||||
"v_g3sg1.mdl",
|
||||
"v_sg550.mdl",
|
||||
"v_m249.mdl",
|
||||
"v_c4.mdl",
|
||||
"v_flashbang.mdl",
|
||||
"v_hegrenade.mdl",
|
||||
"v_smokegrenade.mdl"
|
||||
};
|
||||
|
||||
|
||||
struct
|
||||
{
|
||||
//Viewmodel stuff
|
||||
|
@ -116,25 +112,6 @@ struct
|
|||
float fHUDWeaponSelected;
|
||||
} seats[4], *pSeat;
|
||||
|
||||
float fInputSendNext;
|
||||
|
||||
vector vVideoMins; //
|
||||
vector vVideoResolution; // Updated every frame
|
||||
|
||||
// Input globals, feel free to use them since they are updated upon input
|
||||
float fInputKeyCode;
|
||||
float fInputKeyASCII;
|
||||
float fInputKeyDown;
|
||||
|
||||
var int iInputAttack2;
|
||||
var int iInputReload;
|
||||
var int iInputUse;
|
||||
var int iInputDuck;
|
||||
|
||||
// Input globals for the mouse
|
||||
float fMouseClick;
|
||||
vector vMousePos;
|
||||
|
||||
// Sound Stuff
|
||||
//.string sSoundSample;
|
||||
//.float fVolume;
|
||||
|
@ -143,10 +120,6 @@ void View_AddPunchAngle( vector vAdd );
|
|||
void View_PlayAnimation( int iSequence );
|
||||
string HUD_GetChatColorHEX( float fTeam );
|
||||
|
||||
// This actually belongs in Builtins.h since its an undocumented global
|
||||
.float maxframe;
|
||||
float clframetime;
|
||||
|
||||
// For the player entity
|
||||
.entity eGunModel;
|
||||
float fWeaponEventPlayer;
|
||||
|
@ -157,12 +130,3 @@ float fWeaponEventPlayer;
|
|||
|
||||
void Animation_ShootWeapon( entity ePlayer );
|
||||
void Animation_ReloadWeapon( entity ePlayer );
|
||||
|
||||
void CSQC_DrawText( vector vPos, string sString, vector vSize, vector vColor, float fAlpha, float fFlags, float fFont ) {
|
||||
drawfont = fFont;
|
||||
drawstring( vPos, sString, vSize, vColor, fAlpha, fFlags );
|
||||
}
|
||||
|
||||
#if defined(CSQC)
|
||||
int(float playernum, string keyname, optional void *outptr, int size) getplayerkeyblob = #0;
|
||||
#endif
|
||||
|
|
|
@ -52,7 +52,7 @@ Just prints whatever is in the chat buffer and removes lines after some time.
|
|||
=================
|
||||
*/
|
||||
void CSQC_DrawChat(void) {
|
||||
vector vChatPos = vVideoMins + [16, vVideoResolution_y - 128];
|
||||
vector vChatPos = video_mins + [16, video_res_y - 128];
|
||||
|
||||
// Remove messages after a fChatTime has passed
|
||||
if (fChatTime < time) {
|
||||
|
@ -73,7 +73,7 @@ void CSQC_DrawChat(void) {
|
|||
sDraw = sprintf("%s\n%s\n", sDraw, sMSGBuffer[i]);
|
||||
}
|
||||
|
||||
drawtextfield(vChatPos, [vVideoResolution_x - 32, CHAT_LINES * 12], 1, sDraw);
|
||||
drawtextfield(vChatPos, [video_res_x - 32, CHAT_LINES * 12], 1, sDraw);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
@ -107,10 +107,10 @@ void CSQC_DrawCenterprint(void) {
|
|||
}
|
||||
}
|
||||
|
||||
vCenterPrintPos_y = vVideoMins_y + (vVideoResolution_y / 2) - (fCenterPrintLines - 4) - 69;
|
||||
vCenterPrintPos_y = video_mins_y + (video_res_y / 2) - (fCenterPrintLines - 4) - 69;
|
||||
|
||||
for (int i = 0; i < (fCenterPrintLines); i++) {
|
||||
vCenterPrintPos_x = vVideoMins_x + (vVideoResolution_x / 2) - (stringwidth(sCenterPrintBuffer[i], TRUE, '12 12') / 2);
|
||||
vCenterPrintPos_x = video_mins_x + (video_res_x / 2) - (stringwidth(sCenterPrintBuffer[i], TRUE, '12 12') / 2);
|
||||
drawstring(vCenterPrintPos, sCenterPrintBuffer[i], '12 12', '1 1 1', fCenterPrintAlpha, 0);
|
||||
vCenterPrintPos_y += 8;
|
||||
}
|
||||
|
@ -138,31 +138,6 @@ float CSQC_Parse_CenterPrint(string sMessage) {
|
|||
return TRUE;
|
||||
}
|
||||
|
||||
void CSQC_CalcViewport(int s, float fWinWidth, float fWinHeight) {
|
||||
//FIXME: this is awkward. renderscene internally rounds to pixels.
|
||||
//on the other hand, drawpic uses linear filtering and multisample and stuff.
|
||||
//this means that there can be a pixel or so difference between scene and 2d.
|
||||
//as a general rule, you won't notice unless there's some big drawfills.
|
||||
switch (numclientseats) {
|
||||
case 3:
|
||||
if (!s) {
|
||||
case 2:
|
||||
vVideoResolution = [fWinWidth, fWinHeight * 0.5];
|
||||
vVideoMins = [0, (s & 1) * vVideoResolution_y];
|
||||
break;
|
||||
}
|
||||
s++;
|
||||
case 4:
|
||||
vVideoResolution = [fWinWidth, fWinHeight] * 0.5;
|
||||
vVideoMins = [(s&1) * vVideoResolution_x, (s / 2i) * vVideoResolution_y];
|
||||
break;
|
||||
default:
|
||||
vVideoResolution = [fWinWidth, fWinHeight];
|
||||
vVideoMins = [0, 0];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_UpdateView
|
||||
|
|
|
@ -30,97 +30,6 @@ void CSQC_ambient_generic( string sSample, float fVolume, float fAttenuation, fl
|
|||
//}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Ent_Update
|
||||
|
||||
Called whenever an entity is sent manually via .SendFlags and so on
|
||||
=================
|
||||
*/
|
||||
void CSQC_Ent_Update( float flIsNew ) {
|
||||
float fEntType = readbyte();
|
||||
|
||||
if( fEntType == ENT_PLAYER ) {
|
||||
if ( flIsNew == TRUE ) {
|
||||
self.classname = "player";
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.predraw = Player_PreDraw;
|
||||
self.drawmask = MASK_ENGINE;
|
||||
self.customphysics = Empty;
|
||||
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
|
||||
}
|
||||
|
||||
self.modelindex = readshort();
|
||||
self.origin_x = readcoord();
|
||||
self.origin_y = readcoord();
|
||||
self.origin_z = readcoord();
|
||||
self.flUpAngle = readcoord() / 90;
|
||||
self.angles_y = readcoord();
|
||||
self.angles_z = readcoord();
|
||||
self.velocity_x = readcoord();
|
||||
self.velocity_y = readcoord();
|
||||
self.velocity_z = readcoord();
|
||||
self.flags = readfloat();
|
||||
self.pmove_flags = readfloat();
|
||||
self.weapon = readbyte();
|
||||
self.health = readbyte();
|
||||
self.movetype = readfloat();
|
||||
self.view_ofs[2] = readfloat();
|
||||
setorigin( self, self.origin );
|
||||
|
||||
if (self.health < self.oldhealth) {
|
||||
Animation_PlayerTopTemp( ANIM_GUT_FLINCH, 0.1f );
|
||||
}
|
||||
self.oldhealth = self.health;
|
||||
} else if ( fEntType == ENT_AMBIENTSOUND ) {
|
||||
self.origin_x = readcoord();
|
||||
self.origin_y = readcoord();
|
||||
self.origin_z = readcoord();
|
||||
|
||||
setorigin( self, self.origin );
|
||||
|
||||
CSQC_ambient_generic( readstring(), readfloat(), readbyte(), readbyte(), readbyte() );
|
||||
} else if ( fEntType == ENT_SPRITE ) {
|
||||
Sprite_Animated();
|
||||
} else if ( fEntType == ENT_SPRAY ) {
|
||||
Spraylogo_Parse();
|
||||
} else if ( fEntType == ENT_DECAL ) {
|
||||
string decalname = "";
|
||||
string decalshader = "";
|
||||
|
||||
self.origin_x = readcoord();
|
||||
self.origin_y = readcoord();
|
||||
self.origin_z = readcoord();
|
||||
|
||||
self.angles_x = readcoord();
|
||||
self.angles_y = readcoord();
|
||||
self.angles_z = readcoord();
|
||||
|
||||
self.color_x = 1.0f - ( readbyte() / 255 );
|
||||
self.color_y = 1.0f - ( readbyte() / 255 );
|
||||
self.color_z = 1.0f - ( readbyte() / 255 );
|
||||
self.classname = readstring();
|
||||
self.size = drawgetimagesize(self.classname);
|
||||
|
||||
if (serverkeyfloat("*bspversion") == 30) {
|
||||
decalname = sprintf("decal_%s", self.classname);
|
||||
decalshader = sprintf("{\npolygonOffset\n{\nclampmap %s\nblendFunc filter\n}\n}", self.classname);
|
||||
shaderforname(decalname, decalshader);
|
||||
self.classname = decalname;
|
||||
}
|
||||
|
||||
makevectors( self.angles );
|
||||
float surf = getsurfacenearpoint(world, self.origin);
|
||||
vector s_dir = getsurfacepointattribute(world, surf, 0, SPA_S_AXIS);
|
||||
vector t_dir = getsurfacepointattribute(world, surf, 0, SPA_T_AXIS);
|
||||
self.mins = v_up / self.size[0];
|
||||
self.maxs = t_dir / self.size[1];
|
||||
|
||||
self.predraw = Effect_Decal;
|
||||
self.drawmask = MASK_ENGINE;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Ent_Remove
|
||||
|
|
|
@ -119,12 +119,9 @@ CSQC_ConsoleCommand
|
|||
Can interject cmds and create new ones
|
||||
=================
|
||||
*/
|
||||
float CSQC_ConsoleCommand(string sCMD) {
|
||||
int s = (float)getproperty(VF_ACTIVESEAT); //the engine will hide the p1 etc commands... which is fun...
|
||||
pSeat = &seats[s];
|
||||
|
||||
tokenize(sCMD);
|
||||
|
||||
float Game_ConsoleCommand(void)
|
||||
{
|
||||
/* This has already been tokenized */
|
||||
switch (argv(0)) {
|
||||
case "lastinv":
|
||||
HUD_DrawWeaponSelect_Last();
|
||||
|
@ -168,33 +165,6 @@ float CSQC_ConsoleCommand(string sCMD) {
|
|||
case "overview_test":
|
||||
pSeat.iOverview = 1 - pSeat.iOverview;
|
||||
break;
|
||||
case "vox_test":
|
||||
Sound_PlayVOX(sCMD);
|
||||
break;
|
||||
case "+attack2":
|
||||
iInputAttack2 = TRUE;
|
||||
break;
|
||||
case "-attack2":
|
||||
iInputAttack2 = FALSE;
|
||||
break;
|
||||
case "+reload":
|
||||
iInputReload = TRUE;
|
||||
break;
|
||||
case "-reload":
|
||||
iInputReload = FALSE;
|
||||
break;
|
||||
case "+use":
|
||||
iInputUse = TRUE;
|
||||
break;
|
||||
case "-use":
|
||||
iInputUse = FALSE;
|
||||
break;
|
||||
case "+duck":
|
||||
iInputDuck = TRUE;
|
||||
break;
|
||||
case "-duck":
|
||||
iInputDuck = FALSE;
|
||||
break;
|
||||
case "buy":
|
||||
if(getstatf(STAT_BUYZONE) == TRUE) {
|
||||
pSeat->fVGUI_Display = VGUI_BM_MAIN;
|
||||
|
@ -396,17 +366,13 @@ float CSQC_ConsoleCommand(string sCMD) {
|
|||
|
||||
/*
|
||||
=================
|
||||
CSQC_Parse_Event
|
||||
Game_Parse_Event
|
||||
|
||||
Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
|
||||
=================
|
||||
*/
|
||||
void CSQC_Parse_Event(void) {
|
||||
int s = (float)getproperty(VF_ACTIVESEAT); //always 0, unless it was sent with a MULTICAST_ONE or MULTICAST_ONE_R to p2+
|
||||
pSeat = &seats[s];
|
||||
|
||||
float fHeader = readbyte();
|
||||
|
||||
void Game_Parse_Event(float fHeader) {
|
||||
int s;
|
||||
if (fHeader == EV_WEAPON_DRAW) {
|
||||
fWeaponEventPlayer = readbyte();
|
||||
for (s = 0; s < numclientseats; s++) //lame loop
|
||||
|
@ -443,69 +409,12 @@ void CSQC_Parse_Event(void) {
|
|||
break;
|
||||
}
|
||||
Weapon_Reload(getstatf(STAT_ACTIVEWEAPON));
|
||||
} else if (fHeader == EV_MODELGIB) {
|
||||
vector vPos;
|
||||
vPos_x = readcoord();
|
||||
vPos_y = readcoord();
|
||||
vPos_z = readcoord();
|
||||
|
||||
vector vSize;
|
||||
vSize_x = readcoord();
|
||||
vSize_y = readcoord();
|
||||
vSize_z = readcoord();
|
||||
|
||||
float fStyle = readbyte();
|
||||
Effect_BreakModel(vPos, vSize, '0 0 0', fStyle);
|
||||
} else if (fHeader == EV_CAMERATRIGGER) {
|
||||
pSeat->vCameraPos.x = readcoord();
|
||||
pSeat->vCameraPos.y = readcoord();
|
||||
pSeat->vCameraPos.z = readcoord();
|
||||
|
||||
pSeat->vCameraAngle.x = readcoord();
|
||||
pSeat->vCameraAngle.y = readcoord();
|
||||
pSeat->vCameraAngle.z = readcoord();
|
||||
|
||||
pSeat->fCameraTime = time + readfloat();
|
||||
} else if (fHeader == EV_RADIOMSG) {
|
||||
Radio_PlayMessage(readbyte());
|
||||
} else if (fHeader == EV_RADIOMSG2) {
|
||||
Radio_PlayPlayerMessage(readbyte(), readbyte());
|
||||
} else if (fHeader == EV_ORBITUARY) {
|
||||
HUD_AddOrbituaries(readbyte(), readbyte(), readbyte(), readbyte(), readbyte(), readbyte());
|
||||
} else if (fHeader == EV_IMPACT) {
|
||||
int iType;
|
||||
vector vOrigin, vNormal;
|
||||
|
||||
iType = (int)readbyte();
|
||||
vOrigin_x = readcoord();
|
||||
vOrigin_y = readcoord();
|
||||
vOrigin_z = readcoord();
|
||||
|
||||
vNormal_x = readcoord();
|
||||
vNormal_y = readcoord();
|
||||
vNormal_z = readcoord();
|
||||
|
||||
Effect_Impact(iType, vOrigin, vNormal);
|
||||
} else if (fHeader == EV_EXPLOSION) {
|
||||
vector vExploPos;
|
||||
|
||||
vExploPos_x = readcoord();
|
||||
vExploPos_y = readcoord();
|
||||
vExploPos_z = readcoord();
|
||||
|
||||
Effect_CreateExplosion(vExploPos);
|
||||
} else if (fHeader == EV_SPARK) {
|
||||
vector vSparkPos, vSparkAngle;
|
||||
|
||||
vSparkPos_x = readcoord();
|
||||
vSparkPos_y = readcoord();
|
||||
vSparkPos_z = readcoord();
|
||||
|
||||
vSparkAngle_x = readcoord();
|
||||
vSparkAngle_y = readcoord();
|
||||
vSparkAngle_z = readcoord();
|
||||
|
||||
Effect_CreateSpark(vSparkPos, vSparkAngle);
|
||||
} else if (fHeader == EV_SMOKE) {
|
||||
vector vSmokePos;
|
||||
|
||||
|
@ -531,121 +440,5 @@ void CSQC_Parse_Event(void) {
|
|||
CSQC_Parse_Print(sprintf("%s%s^xF80: %s", HUD_GetChatColorHEXTeam(fTeam2), getplayerkeyvalue(fSender2, "name"), sMessage2), PRINT_CHAT);
|
||||
} else if (fHeader == EV_CHAT_VOX) {
|
||||
Sound_PlayVOX(readstring());
|
||||
} else if (fHeader == EV_FADE) {
|
||||
Fade_Parse();
|
||||
} else if (fHeader == EV_SPRITE) {
|
||||
Sprite_ParseEvent();
|
||||
} else if (fHeader == EV_TEXT) {
|
||||
GameText_Parse();
|
||||
} else if (fHeader == EV_MESSAGE) {
|
||||
GameMessage_Parse();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_InputEvent
|
||||
|
||||
Updates all our input related globals for use in other functions
|
||||
=================
|
||||
*/
|
||||
float CSQC_InputEvent(float fEventType, float fKey, float fCharacter, float fDeviceID) {
|
||||
switch(fEventType) {
|
||||
case IE_KEYDOWN:
|
||||
if (fKey == K_MOUSE1) {
|
||||
fMouseClick = 1;
|
||||
} else {
|
||||
fInputKeyDown = 1;
|
||||
}
|
||||
|
||||
fInputKeyCode = fKey;
|
||||
fInputKeyASCII = fCharacter;
|
||||
break;
|
||||
case IE_KEYUP:
|
||||
if (fKey == K_MOUSE1) {
|
||||
fMouseClick = 0;
|
||||
} else {
|
||||
fInputKeyDown = 0;
|
||||
}
|
||||
fInputKeyCode = 0;
|
||||
fInputKeyASCII = 0;
|
||||
break;
|
||||
case IE_MOUSEABS:
|
||||
vMousePos_x = fKey;
|
||||
vMousePos_y = fCharacter;
|
||||
break;
|
||||
case IE_MOUSEDELTA:
|
||||
vMousePos_x += fKey;
|
||||
vMousePos_y += fCharacter;
|
||||
|
||||
if (vMousePos_x < 0) {
|
||||
vMousePos_x = 0;
|
||||
} else if (vMousePos_x > vVideoResolution_x) {
|
||||
vMousePos_x = vVideoResolution_x;
|
||||
}
|
||||
|
||||
if (vMousePos_y < 0) {
|
||||
vMousePos_y = 0;
|
||||
} else if (vMousePos_y > vVideoResolution_y) {
|
||||
vMousePos_y = vVideoResolution_y;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Input_Frame
|
||||
|
||||
Hijacks and controls what input globals are being sent to the server
|
||||
=================
|
||||
*/
|
||||
void CSQC_Input_Frame(void) {
|
||||
int s = (float)getproperty(VF_ACTIVESEAT);
|
||||
pSeat = &seats[s];
|
||||
|
||||
// If we are inside a VGUI, don't let the client do stuff outside
|
||||
if ((pSeat->fVGUI_Display != VGUI_NONE)) {
|
||||
fInputSendNext = time + 0.2;
|
||||
} else if ((pSeat->fHUDWeaponSelected) && (input_buttons & INPUT_BUTTON0)) {
|
||||
HUD_DrawWeaponSelect_Trigger();
|
||||
input_buttons = 0;
|
||||
fInputSendNext = time + 0.2;
|
||||
}
|
||||
|
||||
if (fInputSendNext > time) {
|
||||
input_impulse = 0;
|
||||
input_buttons = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (input_impulse == 101) {
|
||||
print("This aint Half-Life.\n");
|
||||
input_impulse = 0;
|
||||
}
|
||||
|
||||
if (input_impulse == 201) {
|
||||
sendevent("Spraylogo", "");
|
||||
}
|
||||
|
||||
if (iInputAttack2 == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON3;
|
||||
}
|
||||
|
||||
if (iInputReload == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON4;
|
||||
}
|
||||
|
||||
if (iInputUse == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON5;
|
||||
}
|
||||
|
||||
if (iInputDuck == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON8;
|
||||
}
|
||||
|
||||
input_angles += pSeat->vPunchAngle;
|
||||
}
|
||||
|
|
|
@ -48,6 +48,31 @@ vector vHUDCalPos[15] = {
|
|||
[0.1875, 0.375] // FLASH
|
||||
};
|
||||
|
||||
void HUD_Init(void)
|
||||
{
|
||||
precache_model(HUD_NUMFILE);
|
||||
precache_model("sprites/top_left.spr");
|
||||
precache_model("sprites/top.spr");
|
||||
precache_model("sprites/top_right.spr");
|
||||
precache_model("sprites/left.spr");
|
||||
precache_model("sprites/right.spr");
|
||||
precache_model("sprites/bottom_left.spr");
|
||||
precache_model("sprites/bottom.spr");
|
||||
precache_model("sprites/bottom_right.spr");
|
||||
precache_model("sprites/sniper_scope.spr");
|
||||
precache_model("sprites/radar640.spr");
|
||||
precache_model("sprites/640hud1.spr");
|
||||
precache_model("sprites/640hud16.spr");
|
||||
precache_model("sprites/640hud2.spr");
|
||||
precache_model("sprites/640hud10.spr");
|
||||
precache_model("sprites/640hud12.spr");
|
||||
precache_model("sprites/640hud14.spr");
|
||||
precache_model("sprites/640hud3.spr");
|
||||
precache_model("sprites/640hud5.spr");
|
||||
precache_model("sprites/640_pain.spr");
|
||||
precache_model("sprites/crosshairs.spr");
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawRedNumber
|
||||
|
@ -72,7 +97,7 @@ void HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor) {
|
|||
while (iNumber > 0) {
|
||||
HUD_DrawNumber((float)iNumber % 10, vPos, fAlpha, vColor);
|
||||
iNumber = iNumber / 10;
|
||||
vPos[0] -= 24;
|
||||
vPos[0] -= 20;
|
||||
}
|
||||
} else {
|
||||
HUD_DrawNumber(0, vPos, fAlpha, vColor);
|
||||
|
@ -99,7 +124,7 @@ void HUD_DrawHealth(void) {
|
|||
fHealthAlpha = HUD_ALPHA;
|
||||
}
|
||||
|
||||
vector vHealthPos = vVideoMins + [16, vVideoResolution[1] - 42];
|
||||
vector vHealthPos = video_mins + [16, video_res[1] - 42];
|
||||
if (getstatf(STAT_HEALTH) > 25) {
|
||||
drawsubpic(vHealthPos, [24, 24], HUD_NUMFILE_LAYER, [NUMSIZE_X * 2, NUMSIZE_Y], [NUMSIZE_X, NUMSIZE_X], vHUDColor, HUD_ALPHA, DRAWFLAG_ADDITIVE);
|
||||
HUD_DrawNums(getstatf(STAT_HEALTH), vHealthPos + [72, 0], HUD_ALPHA, vHUDColor);
|
||||
|
@ -130,7 +155,7 @@ void HUD_DrawArmor(void) {
|
|||
fArmorAlpha = HUD_ALPHA;
|
||||
}
|
||||
|
||||
vector vArmorPos = vVideoMins + [128, vVideoResolution[1] - 42];
|
||||
vector vArmorPos = video_mins + [128, video_res[1] - 42];
|
||||
|
||||
if (getstatf(STAT_EQUIPMENT) & EQUIPMENT_HELMET) {
|
||||
drawsubpic(vArmorPos, [24,24], HUD_NUMFILE_LAYER, [0, 0.4862745098], [NUMSIZE_X, NUMSIZE_X], vHUDColor, fArmorAlpha, DRAWFLAG_ADDITIVE);
|
||||
|
@ -152,7 +177,7 @@ Draw icons such as hostage, bomb and buyzones
|
|||
void HUD_DrawIcons(void) {
|
||||
vector iconpos;
|
||||
|
||||
iconpos = vVideoMins + [16, (vVideoResolution[1] / 2) - 24];
|
||||
iconpos = video_mins + [16, (video_res[1] / 2) - 24];
|
||||
|
||||
// Defusal Kit Icon (64, 148)
|
||||
if (getstatf(STAT_EQUIPMENT) & EQUIPMENT_DEFUSALKIT) {
|
||||
|
@ -208,7 +233,7 @@ void HUD_DrawTimer(void) {
|
|||
static int iOldUnits;
|
||||
static float fTimerAlpha;
|
||||
int iMinutes, iSeconds, iTens, iUnits;
|
||||
vector vTimePos = vVideoMins+[(vVideoResolution[0] / 2) - 62, vVideoResolution[1] - 42];
|
||||
vector vTimePos = video_mins+[(video_res[0] / 2) - 62, video_res[1] - 42];
|
||||
|
||||
if (getstatf(STAT_GAMETIME) == -1) {
|
||||
return;
|
||||
|
@ -257,7 +282,7 @@ void HUD_DrawTimer(void) {
|
|||
}
|
||||
HUD_DrawNumber(iMinutes, vTimePos + [48,0], fTimerAlpha, vHUDColor);
|
||||
HUD_DrawNumber(iTens, vTimePos + [75,0], fTimerAlpha, vHUDColor);
|
||||
HUD_DrawNumber(iUnits, vTimePos + [99,0], fTimerAlpha, vHUDColor);
|
||||
HUD_DrawNumber(iUnits, vTimePos + [95,0], fTimerAlpha, vHUDColor);
|
||||
|
||||
drawsubpic(vTimePos + [70,6], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE);
|
||||
drawsubpic(vTimePos + [70,16], [3,3], HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.01171875], vHUDColor, fTimerAlpha, DRAWFLAG_ADDITIVE);
|
||||
|
@ -304,7 +329,7 @@ void HUD_DrawMoney(void) {
|
|||
fMoneyDifference = fOldMoneyValue - getstatf(STAT_MONEY);
|
||||
}
|
||||
|
||||
vector vMoneyPos = vVideoMins+[vVideoResolution[0] - 160, vVideoResolution[1] - 72];
|
||||
vector vMoneyPos = video_mins+[video_res[0] - 160, video_res[1] - 72];
|
||||
|
||||
// If the alpha/color effect is active, draw the money twice in their varying alphas/colors
|
||||
if (fMoneyAlphaEffect > 0) {
|
||||
|
@ -368,20 +393,20 @@ void HUD_DrawAmmo(void) {
|
|||
}
|
||||
|
||||
if (wptTable[getstatf(STAT_ACTIVEWEAPON)].iCaliber < 11) {
|
||||
vAmmoMagPos = vVideoMins+[vVideoResolution[0] - 142, vVideoResolution[1] - 42];
|
||||
vAmmoMagPos = video_mins+[video_res[0] - 142, video_res[1] - 42];
|
||||
HUD_DrawNums(getstatf(STAT_CURRENT_MAG), vAmmoMagPos, fAmmoAlpha, vHUDColor);
|
||||
|
||||
drawsubpic(vVideoMins+[vVideoResolution[0] - 118, vVideoResolution[1] - 42], '3 25', HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.09765625], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE);
|
||||
drawsubpic(video_mins+[video_res[0] - 118, video_res[1] - 42], '3 25', HUD_NUMFILE_LAYER, [0.9375, 0], [0.01171875, 0.09765625], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE);
|
||||
|
||||
vAmmoCalPos = vVideoMins+[vVideoResolution[0] - 64, vVideoResolution[1] - 42];
|
||||
vAmmoCalPos = video_mins+[video_res[0] - 64, video_res[1] - 42];
|
||||
HUD_DrawNums(getstatf(STAT_CURRENT_CALIBER), vAmmoCalPos, fAmmoAlpha, vHUDColor);
|
||||
} else {
|
||||
vAmmoMagPos = vVideoMins+[vVideoResolution[0] - 64, vVideoResolution[1] - 42];
|
||||
vAmmoMagPos = video_mins+[video_res[0] - 64, video_res[1] - 42];
|
||||
HUD_DrawNums(getstatf(STAT_CURRENT_MAG), vAmmoMagPos, fAmmoAlpha, vHUDColor);
|
||||
}
|
||||
|
||||
// Caliber icon
|
||||
drawsubpic(vVideoMins+vVideoResolution - [42,42], [24,24], HUD_NUMFILE_LAYER, vHUDCalPos[wptTable[getstatf(STAT_ACTIVEWEAPON)].iCaliber], [NUMSIZE_X, NUMSIZE_X], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE);
|
||||
drawsubpic(video_mins+video_res - [42,42], [24,24], HUD_NUMFILE_LAYER, vHUDCalPos[wptTable[getstatf(STAT_ACTIVEWEAPON)].iCaliber], [NUMSIZE_X, NUMSIZE_X], vHUDColor, fAmmoAlpha, DRAWFLAG_ADDITIVE);
|
||||
fOldMag = getstatf(STAT_CURRENT_MAG);
|
||||
fOldCal = getstatf(STAT_CURRENT_CALIBER);
|
||||
}
|
||||
|
@ -391,9 +416,9 @@ void HUD_DrawProgressBar(void) {
|
|||
vector vMainPos;
|
||||
|
||||
if (getstatf(STAT_PROGRESS) > 0) {
|
||||
vMainPos = vVideoMins;
|
||||
vMainPos[0] += (vVideoResolution[0] / 2) - (vSize[0] / 2);
|
||||
vMainPos[1] += (vVideoResolution[1] / 2) - (vSize[1] / 2);
|
||||
vMainPos = video_mins;
|
||||
vMainPos[0] += (video_res[0] / 2) - (vSize[0] / 2);
|
||||
vMainPos[1] += (video_res[1] / 2) - (vSize[1] / 2);
|
||||
|
||||
// Draw the background
|
||||
vector vBar = vSize;
|
||||
|
@ -411,7 +436,7 @@ void HUD_DrawProgressBar(void) {
|
|||
|
||||
void HUD_DrawRadar(void) {
|
||||
if (autocvar_cl_radar == 1) {
|
||||
drawpic(vVideoMins, "sprites/radar640.spr_0.tga", [128,128], [1,1,1], 0.25, DRAWFLAG_ADDITIVE);
|
||||
drawpic(video_mins, "sprites/radar640.spr_0.tga", [128,128], [1,1,1], 0.25, DRAWFLAG_ADDITIVE);
|
||||
} else if (autocvar_cl_radar == 2) {
|
||||
static int iLastMode = 0;
|
||||
static vector vMapSize;
|
||||
|
@ -423,32 +448,32 @@ void HUD_DrawRadar(void) {
|
|||
|
||||
if (pSeat.iMapExpand == 1) {
|
||||
if (pSeat.fMapLerp < 1.0f) {
|
||||
vMapSize[0] = rint(Math_Lerp(128, vVideoResolution[0] - 32, pSeat.fMapLerp));
|
||||
vMapSize[1] = rint(Math_Lerp(128, vVideoResolution[1] - 32, pSeat.fMapLerp));
|
||||
fZoom = Math_Lerp((ovMap.fCameraHeight * (128 / (vVideoResolution[1] - 32))), ovMap.fCameraHeight - 32, pSeat.fMapLerp);
|
||||
vMapSize[0] = rint(Math_Lerp(128, video_res[0] - 32, pSeat.fMapLerp));
|
||||
vMapSize[1] = rint(Math_Lerp(128, video_res[1] - 32, pSeat.fMapLerp));
|
||||
fZoom = Math_Lerp((ovMap.fCameraHeight * (128 / (video_res[1] - 32))), ovMap.fCameraHeight - 32, pSeat.fMapLerp);
|
||||
pSeat.fMapLerp += frametime * 2;
|
||||
} else {
|
||||
pSeat.fMapLerp = 1.0f;
|
||||
fZoom = ovMap.fCameraHeight;
|
||||
vMapSize = vVideoResolution + [-32,-32];
|
||||
vMapSize = video_res + [-32,-32];
|
||||
}
|
||||
} else {
|
||||
if (pSeat.fMapLerp > 0.0f) {
|
||||
vMapSize[0] = rint(Math_Lerp(128, vVideoResolution[0] - 32, pSeat.fMapLerp));
|
||||
vMapSize[1] = rint(Math_Lerp(128, vVideoResolution[1] - 32, pSeat.fMapLerp));
|
||||
fZoom = Math_Lerp((ovMap.fCameraHeight * (128 / (vVideoResolution[1] - 32))), ovMap.fCameraHeight - 32, pSeat.fMapLerp);
|
||||
vMapSize[0] = rint(Math_Lerp(128, video_res[0] - 32, pSeat.fMapLerp));
|
||||
vMapSize[1] = rint(Math_Lerp(128, video_res[1] - 32, pSeat.fMapLerp));
|
||||
fZoom = Math_Lerp((ovMap.fCameraHeight * (128 / (video_res[1] - 32))), ovMap.fCameraHeight - 32, pSeat.fMapLerp);
|
||||
pSeat.fMapLerp -= frametime * 2;
|
||||
} else {
|
||||
pSeat.fMapLerp = 0.0f;
|
||||
fZoom = (ovMap.fCameraHeight * (128 / (vVideoResolution[1] - 32)));
|
||||
fZoom = (ovMap.fCameraHeight * (128 / (video_res[1] - 32)));
|
||||
vMapSize = [128,128];
|
||||
}
|
||||
}
|
||||
|
||||
clearscene();
|
||||
drawfill(vVideoMins + [15,15], vMapSize + [2,2], vHUDColor, 1.0f, DRAWFLAG_ADDITIVE);
|
||||
drawfill(vVideoMins + [16,16], vMapSize, [0,0,0], 1.0f, 0);
|
||||
setproperty(VF_MIN, vVideoMins + [16,16]);
|
||||
drawfill(video_mins + [15,15], vMapSize + [2,2], vHUDColor, 1.0f, DRAWFLAG_ADDITIVE);
|
||||
drawfill(video_mins + [16,16], vMapSize, [0,0,0], 1.0f, 0);
|
||||
setproperty(VF_MIN, video_mins + [16,16]);
|
||||
setproperty(VF_SIZE, vMapSize);
|
||||
|
||||
Overview_DrawLayer();
|
||||
|
@ -472,7 +497,7 @@ void HUD_DrawFlash(void) {
|
|||
}
|
||||
}
|
||||
|
||||
drawfill(vVideoMins, vVideoResolution, [1,1,1], pSeat->fFlashAlpha, 0/*pSeat->fFlashTime*/);
|
||||
drawfill(video_mins, video_res, [1,1,1], pSeat->fFlashAlpha, 0/*pSeat->fFlashTime*/);
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -508,30 +533,3 @@ void HUD_Draw(void) {
|
|||
HUD_DrawProgressBar();
|
||||
HUD_DrawWeaponSelect();
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawVoice
|
||||
|
||||
Draws a little notification for anyone using voice chat
|
||||
=================
|
||||
*/
|
||||
void HUD_DrawVoice(void) {
|
||||
vector vVoicePos = vVideoMins + [vVideoResolution[0] - 160, vVideoResolution[1] - 136];
|
||||
|
||||
for (int i = -1; i > -32; i--) {
|
||||
if (getplayerkeyfloat(i, INFOKEY_P_VOIPSPEAKING) == 1) {
|
||||
drawfill(vVoicePos, [144,24], VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA);
|
||||
drawfill(vVoicePos, [144, 1], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
drawfill([vVoicePos[0], vVoicePos[1] + 23], [144, 1], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
drawfill(vVoicePos, [1, 24], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
drawfill([vVoicePos[0] + 143, vVoicePos[1]], [1, 24], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
|
||||
CSQC_DrawText([vVoicePos[0] + 28, vVoicePos[1] + 8], getplayerkeyvalue(i, "name"), [12,12], vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_NORMAL, FONT_CON);
|
||||
|
||||
drawpic(vVoicePos + [2,0], "gfx/vgui/icntlk_sv.tga", [24,24], vVGUIColor, 1, DRAWFLAG_NORMAL);
|
||||
vVoicePos[1] -= 32;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -59,19 +59,19 @@ void HUD_DrawCrosshair(void) {
|
|||
|
||||
// Line positions
|
||||
vector vVer1, vVer2, vHor1, vHor2;
|
||||
vVer1 = vVer2 = vHor1 = vHor2 = vVideoMins;
|
||||
vVer1 = vVer2 = vHor1 = vHor2 = video_mins;
|
||||
|
||||
// Vertical Lines
|
||||
vVer1[0] += (vVideoResolution[0] / 2);
|
||||
vVer1[1] += (vVideoResolution[1] / 2) - (iCrosshairDistance + iLineLength);
|
||||
vVer2[0] += (vVideoResolution[0] / 2);
|
||||
vVer2[1] += (vVideoResolution[1] / 2) + iCrosshairDistance + 1;
|
||||
vVer1[0] += (video_res[0] / 2);
|
||||
vVer1[1] += (video_res[1] / 2) - (iCrosshairDistance + iLineLength);
|
||||
vVer2[0] += (video_res[0] / 2);
|
||||
vVer2[1] += (video_res[1] / 2) + iCrosshairDistance + 1;
|
||||
|
||||
// Horizontal Lines
|
||||
vHor1[0] += (vVideoResolution[0] / 2) - (iCrosshairDistance + iLineLength);
|
||||
vHor1[1] += (vVideoResolution[1] / 2);
|
||||
vHor2[0] += (vVideoResolution[0] / 2) + iCrosshairDistance + 1;
|
||||
vHor2[1] += (vVideoResolution[1] / 2);
|
||||
vHor1[0] += (video_res[0] / 2) - (iCrosshairDistance + iLineLength);
|
||||
vHor1[1] += (video_res[1] / 2);
|
||||
vHor2[0] += (video_res[0] / 2) + iCrosshairDistance + 1;
|
||||
vHor2[1] += (video_res[1] / 2);
|
||||
|
||||
drawfill(vVer1, [1, iLineLength], vCrossColor, 1, DRAWFLAG_ADDITIVE);
|
||||
drawfill(vVer2, [1, iLineLength], vCrossColor, 1, DRAWFLAG_ADDITIVE);
|
||||
|
@ -92,6 +92,6 @@ void HUD_DrawSimpleCrosshair(void)
|
|||
static vector cross_pos;
|
||||
|
||||
// Draw the scope in the middle, seperately from the border
|
||||
cross_pos = (vVideoResolution / 2) + [-12,-12];
|
||||
cross_pos = (video_res / 2) + [-12,-12];
|
||||
drawsubpic(cross_pos, [24,24], "sprites/crosshairs.spr_0.tga", [0.1875,0], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
|
||||
}
|
||||
|
|
|
@ -72,7 +72,7 @@ This actually displays the contents of orbBuffer
|
|||
=================
|
||||
*/
|
||||
void HUD_DrawOrbituaries( void ) {
|
||||
vector vOrbPos = vVideoMins + [ vVideoResolution_x - 200, 56 ];
|
||||
vector vOrbPos = video_mins + [ video_res_x - 200, 56 ];
|
||||
drawfont = FONT_CON;
|
||||
if ( fOrbituaryTime < time && iOrbituaryScroll >= 0 ) {
|
||||
// We are cheap, just clear the attacker and we're good.
|
||||
|
@ -87,7 +87,7 @@ void HUD_DrawOrbituaries( void ) {
|
|||
}
|
||||
|
||||
// Calculate the position based on the saved offsets
|
||||
vOrbPos_x = vVideoMins_x + vVideoResolution_x - ( orbBuffer[ i ].fOffset1 + orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset3 ) - 16;
|
||||
vOrbPos_x = video_mins_x + video_res_x - ( orbBuffer[ i ].fOffset1 + orbBuffer[ i ].fOffset2 + orbBuffer[ i ].fOffset3 ) - 16;
|
||||
|
||||
// Draw the attacker's name, shadow first
|
||||
drawstring( vOrbPos, orbBuffer[ i ].sAttacker, '12 12', orbBuffer[ i ].vColor1, VGUI_WINDOW_FGALPHA, 0 );
|
||||
|
|
|
@ -32,12 +32,12 @@ void HUD_DrawScope( void ) {
|
|||
static vector vScopePos;
|
||||
|
||||
// Draw the scope in the middle, seperately from the border
|
||||
vScopePos = ( vVideoResolution / 2 ) + '-128 -128';
|
||||
vScopePos = ( video_res / 2 ) + '-128 -128';
|
||||
drawpic( vScopePos, "sprites/sniper_scope.spr_0.tga", '256 256', '1 1 1', 1.0f, DRAWFLAG_NORMAL );
|
||||
|
||||
// Border scale to fit the screen
|
||||
fSBScale = vVideoResolution_y / 480;
|
||||
fSBOffset = ( vVideoResolution_x / 2 ) - ( ( 640 * fSBScale ) / 2 );
|
||||
fSBScale = video_res_y / 480;
|
||||
fSBOffset = ( video_res_x / 2 ) - ( ( 640 * fSBScale ) / 2 );
|
||||
|
||||
// Type 1 Border... more coming soon?
|
||||
HUD_DrawScope_Pic( '0 0', '192 112', "sprites/top_left.spr_0.tga" );
|
||||
|
@ -51,7 +51,7 @@ void HUD_DrawScope( void ) {
|
|||
|
||||
// Rect borders left and right
|
||||
if ( fSBOffset > 0 ) {
|
||||
drawfill( '0 0', [ fSBOffset, vVideoResolution_y ], '0 0 0', 1.0f );
|
||||
drawfill( [ ( 640 * fSBScale ) + fSBOffset, 0 ], [ fSBOffset, vVideoResolution_y ], '0 0 0', 1.0f );
|
||||
drawfill( '0 0', [ fSBOffset, video_res_y ], '0 0 0', 1.0f );
|
||||
drawfill( [ ( 640 * fSBScale ) + fSBOffset, 0 ], [ fSBOffset, video_res_y ], '0 0 0', 1.0f );
|
||||
}
|
||||
}
|
||||
|
|
|
@ -312,10 +312,10 @@ void HUD_DrawWeaponSelect(void)
|
|||
return;
|
||||
}
|
||||
|
||||
vector vSelectPos = vVideoMins + [160,12];
|
||||
vector vSelectPos = video_mins + [160,12];
|
||||
|
||||
for (int i = 0; i < 5; i++) {
|
||||
vSelectPos[1] = vVideoMins[1] + 12;
|
||||
vSelectPos[1] = video_mins[1] + 12;
|
||||
HUD_DrawWeaponSelect_Num(vSelectPos, i);
|
||||
|
||||
// Again, grenades are treated seperately
|
||||
|
|
|
@ -8,60 +8,21 @@
|
|||
|
||||
/*
|
||||
=================
|
||||
CSQC_Init
|
||||
Client_Init
|
||||
|
||||
Comparable to worldspawn in SSQC in that it's mostly used for precaches
|
||||
=================
|
||||
*/
|
||||
void CSQC_Init(float apilevel, string enginename, float engineversion) {
|
||||
pSeat = &seats[0];
|
||||
precache_model(HUD_NUMFILE);
|
||||
|
||||
precache_model("sprites/top_left.spr");
|
||||
precache_model("sprites/top.spr");
|
||||
precache_model("sprites/top_right.spr");
|
||||
precache_model("sprites/left.spr");
|
||||
precache_model("sprites/right.spr");
|
||||
precache_model("sprites/bottom_left.spr");
|
||||
precache_model("sprites/bottom.spr");
|
||||
precache_model("sprites/bottom_right.spr");
|
||||
|
||||
precache_model("sprites/sniper_scope.spr");
|
||||
void Client_Init(float apilevel, string enginename, float engineversion)
|
||||
{
|
||||
precache_model("sprites/fexplo.spr");
|
||||
precache_model("sprites/muzzleflash1.spr");
|
||||
precache_model("sprites/radar640.spr");
|
||||
precache_model("sprites/640hud1.spr");
|
||||
precache_model("sprites/640hud16.spr");
|
||||
|
||||
precache_model("sprites/640hud2.spr");
|
||||
precache_model("sprites/640hud10.spr");
|
||||
precache_model("sprites/640hud12.spr");
|
||||
precache_model("sprites/640hud14.spr");
|
||||
precache_model("sprites/640hud3.spr");
|
||||
precache_model("sprites/640hud5.spr");
|
||||
precache_model("sprites/640_pain.spr");
|
||||
precache_model("sprites/crosshairs.spr");
|
||||
|
||||
precache_sound("common/wpn_hudon.wav");
|
||||
precache_sound("common/wpn_hudoff.wav");
|
||||
precache_sound("common/wpn_moveselect.wav");
|
||||
precache_sound("common/wpn_select.wav");
|
||||
|
||||
precache_sound("debris/bustglass1.wav");
|
||||
precache_sound("debris/bustglass2.wav");
|
||||
precache_sound("debris/bustglass3.wav");
|
||||
precache_sound("debris/bustcrate1.wav");
|
||||
precache_sound("debris/bustcrate2.wav");
|
||||
precache_sound("debris/bustcrate3.wav");
|
||||
precache_sound("debris/bustmetal1.wav");
|
||||
precache_sound("debris/bustmetal2.wav");
|
||||
precache_sound("debris/bustflesh1.wav");
|
||||
precache_sound("debris/bustflesh2.wav");
|
||||
precache_sound("debris/bustconcrete1.wav");
|
||||
precache_sound("debris/bustconcrete2.wav");
|
||||
precache_sound("debris/bustceiling.wav");
|
||||
precache_sound("player/pl_pain2.wav");
|
||||
Sound_InitVOX();
|
||||
|
||||
precache_model("sprites/iplayerred.spr");
|
||||
precache_model("sprites/iplayerblue.spr");
|
||||
|
@ -72,57 +33,20 @@ void CSQC_Init(float apilevel, string enginename, float engineversion) {
|
|||
precache_model("models/rshell.mdl");
|
||||
precache_model("models/rshell_big.mdl");
|
||||
precache_model("models/shotgunshell.mdl");
|
||||
|
||||
precache_pic("gfx/vgui/icntlk_sv");
|
||||
precache_pic("gfx/vgui/icntlk_pl");
|
||||
precache_pic( sprintf( "overviews/%s.bmp", mapname ) );
|
||||
|
||||
PARTICLE_SPARK = particleeffectnum("part_spark");
|
||||
PARTICLE_PIECES_BLACK = particleeffectnum("part_pieces_black");
|
||||
PARTICLE_SMOKE_GREY = particleeffectnum("part_smoke_grey");
|
||||
PARTICLE_SMOKE_BROWN = particleeffectnum("part_smoke_brown");
|
||||
PARTICLE_BLOOD = particleeffectnum("part_blood");
|
||||
DECAL_SHOT = particleeffectnum("decal_shot");
|
||||
DECAL_GLASS = particleeffectnum("decal_glass");
|
||||
PARTICLE_SMOKEGRENADE = particleeffectnum("smokegren");
|
||||
|
||||
FONT_16 = loadfont("16", "fonts/default", "16", -1);
|
||||
FONT_CON = loadfont("font", "", "12", -1);
|
||||
|
||||
SHADER_CULLED = shaderforname("mirror_cull");
|
||||
|
||||
Radio_InitSounds();
|
||||
|
||||
CSQC_ConsoleCommand_Init();
|
||||
CSQC_VGUI_Init();
|
||||
Overview_Init();
|
||||
Fade_Init();
|
||||
|
||||
pSeat.iOverview = FALSE;
|
||||
}
|
||||
|
||||
void CSQC_RendererRestarted( string sDescr ) {
|
||||
void CSQC_RendererRestarted(string sDescr)
|
||||
{
|
||||
Overview_Init();
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_WorldLoaded
|
||||
|
||||
Whenever the world is fully initialized...
|
||||
=================
|
||||
*/
|
||||
void CSQC_WorldLoaded( void ) {
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Shutdown
|
||||
|
||||
Incase you need to free something
|
||||
=================
|
||||
*/
|
||||
void CSQC_Shutdown( void ) {
|
||||
|
||||
}
|
||||
|
|
|
@ -152,7 +152,7 @@ void Overview_Draw( void ) {
|
|||
return;
|
||||
}
|
||||
|
||||
drawfill( vVideoMins, vVideoResolution, '0 0 0', 1.0f, 0 );
|
||||
drawfill( video_mins, video_res, '0 0 0', 1.0f, 0 );
|
||||
|
||||
Overview_DrawLayer();
|
||||
|
||||
|
|
|
@ -6,9 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
void Player_PreUpdate(void);
|
||||
void Player_ResetPrediction(void);
|
||||
|
||||
.float pmove_frame;
|
||||
|
||||
.vector netorigin;
|
||||
|
@ -46,201 +43,3 @@ string sPModels[CS_WEAPON_COUNT - 1] = {
|
|||
"models/p_hegrenade.mdl",
|
||||
"models/p_smokegrenade.mdl"
|
||||
};
|
||||
|
||||
//.float bonecontrol1; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol2; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol3; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol4; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol5; //Halflife model format bone controller. This typically affects the mouth.
|
||||
//.float subblendfrac; //Weird animation value specific to halflife models. On player models, this typically affects the spine's pitch.
|
||||
//.float basesubblendfrac; // legs part.
|
||||
.float subblend2frac; // Up/Down
|
||||
|
||||
void Player_Gun_Offset(void)
|
||||
{
|
||||
vector v1, v2;
|
||||
self.eGunModel.angles = self.angles; // Set it to something consistent
|
||||
gettaginfo(self, self.fWeaponBoneID); // Updates the v_ globals for the player hand bone angle
|
||||
v1 = vectoangles(v_right, v_up); // Create angles from the v_ matrix
|
||||
gettaginfo(self.eGunModel, self.eGunModel.fWeaponBoneID); // Updates the v_ globals for the weapon hand bone angle
|
||||
v2 = vectoangles(v_right, v_up);
|
||||
self.eGunModel.angles = self.angles + (v1 - v2); // The difference is applied
|
||||
|
||||
// Fix the origin
|
||||
setorigin(self.eGunModel, self.origin); // Set it to something consistent
|
||||
vector vOffset = gettaginfo(self.eGunModel, self.eGunModel.fWeaponBoneID) - gettaginfo(self, self.fWeaponBoneID);
|
||||
setorigin(self.eGunModel, self.origin - vOffset);
|
||||
}
|
||||
|
||||
void Player_Draw (void)
|
||||
{
|
||||
if (!self.eGunModel) {
|
||||
self.eGunModel = spawn();
|
||||
self.eGunModel.classname = "pmodel";
|
||||
self.eGunModel.owner = self;
|
||||
}
|
||||
|
||||
self.subblend2frac = self.flUpAngle;
|
||||
|
||||
// Only bother updating the model if the weapon has changed
|
||||
if (self.fWeaponLast != self.weapon) {
|
||||
if (self.weapon) {
|
||||
setmodel(self.eGunModel, sPModels[self.weapon - 1]);
|
||||
} else {
|
||||
setmodel(self.eGunModel, "");
|
||||
}
|
||||
self.fWeaponLast = self.weapon;
|
||||
|
||||
// Update the bone index of the current p_ model so we can calculate the offset
|
||||
// Get the weapon bone ID for the current player model
|
||||
self.fWeaponBoneID = gettagindex(self, "Bip01 R Hand");
|
||||
self.eGunModel.fWeaponBoneID = gettagindex(self.eGunModel, "Bip01 R Hand");
|
||||
}
|
||||
|
||||
Animation_PlayerUpdate();
|
||||
/*makevectors([0, self.angles[1], 0]);
|
||||
float fDirection = dotproduct(self.velocity, v_forward);
|
||||
|
||||
if (fDirection != 0)
|
||||
print(sprintf("fDirection: %d\n", fDirection));
|
||||
|
||||
if (fDirection < 0) {
|
||||
self.baseframe1time -= clframetime;
|
||||
self.baseframe2time -= clframetime;
|
||||
self.frame2time -= clframetime;
|
||||
self.frame1time -= clframetime;
|
||||
} else {*/
|
||||
self.baseframe1time += clframetime;
|
||||
self.baseframe2time += clframetime;
|
||||
self.frame2time += clframetime;
|
||||
self.frame1time += clframetime;
|
||||
/*}*/
|
||||
self.bonecontrol5 = getplayerkeyfloat(self.entnum - 1, "voiploudness");
|
||||
|
||||
makevectors([0, self.angles[1], 0]);
|
||||
float fCorrect = dotproduct(self.velocity, v_right);
|
||||
|
||||
float a, s;
|
||||
if (self.velocity[0] == 0 && self.velocity[1] == 0) {
|
||||
a = 0;
|
||||
s = 0;
|
||||
} else {
|
||||
a = self.angles[1] - vectoyaw(self.velocity);
|
||||
s = vlen(self.velocity);
|
||||
if (s < 100) {
|
||||
a *= s/100;
|
||||
}
|
||||
}
|
||||
s /= 400;
|
||||
|
||||
/* Clamp */
|
||||
if (a < -180) {
|
||||
a += 360;
|
||||
}
|
||||
if (a > 180) {
|
||||
a -= 360;
|
||||
}
|
||||
if (a > 120) {
|
||||
a = 120;
|
||||
}
|
||||
if (a < -120) {
|
||||
a = -120;
|
||||
}
|
||||
|
||||
/* Turn torso */
|
||||
self.subblendfrac = (a)/-120;
|
||||
|
||||
/* Correct the legs */
|
||||
self.angles[1] -= a;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
Player_PreDraw
|
||||
=================
|
||||
*/
|
||||
void Player_DrawVoice(void)
|
||||
{
|
||||
if (getplayerkeyfloat(self.entnum - 1, INFOKEY_P_VOIPSPEAKING)) {
|
||||
vector vpos = self.origin + [0,0,48];
|
||||
makevectors(view_angles);
|
||||
R_BeginPolygon("gfx/vgui/icntlk_pl");
|
||||
R_PolygonVertex(vpos + v_right*16 - v_up*16, '1 1', [1,1,1], 1);
|
||||
R_PolygonVertex(vpos - v_right*16 - v_up*16, '0 1', [1,1,1], 1);
|
||||
R_PolygonVertex(vpos - v_right*16 + v_up*16, '0 0', [1,1,1], 1);
|
||||
R_PolygonVertex(vpos + v_right*16 + v_up*16, '1 0', [1,1,1], 1);
|
||||
R_EndPolygon();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
Player_PreDraw
|
||||
|
||||
Runs as part of the addentities builtin.
|
||||
Responsible for player appearance/interpolation.
|
||||
=================
|
||||
*/
|
||||
float Player_PreDraw(void)
|
||||
{
|
||||
/* Run animations regardless of rendering the player */
|
||||
Player_Draw();
|
||||
Player_Gun_Offset();
|
||||
|
||||
if (autocvar_cl_thirdperson == TRUE || self.entnum != player_localentnum) {
|
||||
Player_DrawVoice();
|
||||
addentity(self);
|
||||
addentity(self.eGunModel);
|
||||
} else {
|
||||
removeentity(self);
|
||||
removeentity(self.eGunModel);
|
||||
}
|
||||
|
||||
return PREDRAW_NEXT;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
Player_Preupdate
|
||||
|
||||
We're part way through parsing new player data.
|
||||
Propagate our pmove state to whatever the current frame before its stomped on (so any non-networked state updates locally).
|
||||
=================
|
||||
*/
|
||||
void Player_PreUpdate(void)
|
||||
{
|
||||
self.netorigin = self.origin;
|
||||
self.netvelocity = self.velocity;
|
||||
self.netflags = self.flags;
|
||||
self.netpmove_flags = self.pmove_flags;
|
||||
|
||||
//we want to predict an exact copy of the data in the new packet
|
||||
/*for (; self.pmove_frame <= servercommandframe; self.pmove_frame++) {
|
||||
float flSuccess = getinputstate(self.pmove_frame);*/
|
||||
for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
|
||||
float flSuccess = getinputstate( i );
|
||||
if (flSuccess == FALSE) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i==clientcommandframe){
|
||||
CSQC_Input_Frame();
|
||||
}
|
||||
|
||||
// Partial frames are the worst
|
||||
if (input_timelength == 0) {
|
||||
break;
|
||||
}
|
||||
QPhysics_Run(self);
|
||||
}
|
||||
}
|
||||
|
||||
void Player_ResetPrediction(void)
|
||||
{
|
||||
self.origin = self.netorigin;
|
||||
self.velocity = self.netvelocity;
|
||||
self.flags = self.netflags;
|
||||
self.pmove_flags = self.netpmove_flags;
|
||||
setorigin( self, self.origin );
|
||||
//self.pmove_frame = servercommandframe + 1;
|
||||
}
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
// Menus with their window titles and draw functions
|
||||
vguiwindow_t vguiMenus[11] = {
|
||||
{ _("VGUI_TITLE_MOTD"), VGUI_MessageOfTheDay },
|
||||
|
@ -45,9 +43,9 @@ float CSQC_VGUI_Draw( void ) {
|
|||
}
|
||||
|
||||
// Align the window to the center
|
||||
vVGUIWindowPos = vVideoMins;
|
||||
vVGUIWindowPos_x += ( vVideoResolution_x / 2 ) - 320;
|
||||
vVGUIWindowPos_y += ( vVideoResolution_y / 2 ) - 240;
|
||||
vVGUIWindowPos = video_mins;
|
||||
vVGUIWindowPos_x += ( video_res_x / 2 ) - 320;
|
||||
vVGUIWindowPos_y += ( video_res_y / 2 ) - 240;
|
||||
VGUI_Window( vguiMenus[ pSeat->fVGUI_Display - 1 ].sTitle, vVGUIWindowPos, '640 480 0' );
|
||||
|
||||
iVGUIKey = 48;
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
vguiweaponobject_t vguiWeaponTable[CS_WEAPON_COUNT] = {
|
||||
{ _("WEAPON_NONE"), "" },
|
||||
{ _("WEAPON_KNIFE"), "" },
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
/*
|
||||
====================
|
||||
VGUI_MessageOfTheDay
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
/*
|
||||
====================
|
||||
HUD_GetChatColor
|
||||
|
@ -71,18 +69,18 @@ float VGUI_CheckMouse( vector vPos, vector vReg ) {
|
|||
|
||||
vSMins = vPos;
|
||||
vSMaxs = vPos;
|
||||
vSMins_x = vPos_x;
|
||||
vSMaxs_y = vPos_y - 1;
|
||||
vSMins[0] = vPos[0];
|
||||
vSMaxs[1] = vPos[1] - 1;
|
||||
|
||||
vSMaxs_x = vPos_x + vReg_x;
|
||||
vSMaxs_y = vPos_y + vReg_y;
|
||||
vSMaxs[0] = vPos[0] + vReg[0];
|
||||
vSMaxs[1] = vPos[1] + vReg[1];
|
||||
|
||||
if ( vMousePos_x >= vSMins_x && vMousePos_x <= vSMaxs_x ) {
|
||||
if (vMousePos_y >= vSMins_y && vMousePos_y <= vSMaxs_y ) {
|
||||
if ( mouse_pos[0] >= vSMins[0] && mouse_pos[0] <= vSMaxs[0] ) {
|
||||
if (mouse_pos[1] >= vSMins[1] && mouse_pos[1] <= vSMaxs[1] ) {
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -99,14 +97,14 @@ void VGUI_Window( string sTitle, vector vPosition, vector vSize ) {
|
|||
drawfill( vPosition, vSize, VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
|
||||
|
||||
// Sides
|
||||
drawfill( vPosition, [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x, vPosition_y + vSize_y - 1], [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x + vSize_x - 1, vPosition_y], [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0], vPosition[1] + vSize[1] - 1], [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0] + vSize[0] - 1, vPosition[1]], [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
|
||||
// Draw the window title
|
||||
CSQC_DrawText( vPosition + '16 16', sTitle, '12 12', vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, FONT_CON );
|
||||
drawfill( vPosition + '0 48', [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition + '0 48', [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
}
|
||||
|
||||
|
||||
|
@ -122,14 +120,14 @@ void VGUI_WindowSmall( string sTitle, vector vPosition, vector vSize ) {
|
|||
drawfill( vPosition, vSize, VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA );
|
||||
|
||||
// Sides
|
||||
drawfill( vPosition, [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x, vPosition_y + vSize_y - 1], [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x + vSize_x - 1, vPosition_y], [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0], vPosition[1] + vSize[1] - 1], [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0] + vSize[0] - 1, vPosition[1]], [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
|
||||
// Draw the window title
|
||||
CSQC_DrawText( vPosition + '8 8', sTitle, '12 12', vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, FONT_CON );
|
||||
drawfill( vPosition + '0 24', [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition + '0 24', [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -146,14 +144,14 @@ float VGUI_Button( string sLabel, void() vFunction, vector vPosition, vector vSi
|
|||
iVGUIKey++;
|
||||
}
|
||||
|
||||
drawfill( vPosition, [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x, vPosition_y + vSize_y - 1], [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x + vSize_x - 1, vPosition_y], [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0], vPosition[1] + vSize[1] - 1], [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0] + vSize[0] - 1, vPosition[1]], [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
|
||||
// Draw the button label
|
||||
vLabelPos_x = vPosition_x + 16;
|
||||
vLabelPos_y = vPosition_y + ( ( vSize_y / 2 ) - 4 );
|
||||
vLabelPos[0] = vPosition[0] + 16;
|
||||
vLabelPos[1] = vPosition[1] + ( ( vSize[1] / 2 ) - 4 );
|
||||
|
||||
if ( ( iVGUIKey == fInputKeyCode ) ) {
|
||||
vFunction();
|
||||
|
@ -187,14 +185,14 @@ Looks like a button, doesn't function though. Meant for dead buttons
|
|||
void VGUI_FakeButton( string sLabel, vector vPosition, vector vSize ) {
|
||||
vector vLabelPos;
|
||||
|
||||
drawfill( vPosition, [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x, vPosition_y + vSize_y - 1], [vSize_x, 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition_x + vSize_x - 1, vPosition_y], [1, vSize_y], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0], vPosition[1] + vSize[1] - 1], [vSize[0], 1], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( vPosition, [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
drawfill( [vPosition[0] + vSize[0] - 1, vPosition[1]], [1, vSize[1]], vVGUIColor, VGUI_WINDOW_FGALPHA );
|
||||
|
||||
// Draw the button label
|
||||
vLabelPos_x = vPosition_x + 16;
|
||||
vLabelPos_y = vPosition_y + ( ( vSize_y / 2 ) - 4 );
|
||||
vLabelPos[0] = vPosition[0] + 16;
|
||||
vLabelPos[1] = vPosition[1] + ( ( vSize[1] / 2 ) - 4 );
|
||||
|
||||
CSQC_DrawText( vLabelPos, sLabel, '12 12', vVGUIColor * 0.5, VGUI_WINDOW_FGALPHA, DRAWFLAG_ADDITIVE, FONT_CON );
|
||||
}
|
||||
|
@ -218,6 +216,6 @@ Right-aligned version of above
|
|||
====================
|
||||
*/
|
||||
void VGUI_RightText( vector vPos, string sText, vector vSize, vector vColor, float fFont ) {
|
||||
vPos_x -= stringwidth( sText, FALSE, vSize );
|
||||
vPos[0] -= stringwidth( sText, FALSE, vSize );
|
||||
CSQC_DrawText( vPos, sText, vSize, vColor, 1, 0, fFont );
|
||||
}
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
// Radio Commands
|
||||
#define VGUIRADIO_COMMANDS 6
|
||||
float fRadioCommands[ VGUIRADIO_COMMANDS ] = {
|
||||
|
@ -73,7 +71,7 @@ void VGUI_Radio_Draw( void ) {
|
|||
if ( pSeat->fVGUI_Display == VGUI_RADIO1 ) {
|
||||
vSize_x = 312;
|
||||
vSize_y = ( 10 * VGUIRADIO_COMMANDS ) + 64;
|
||||
vPos = vVideoMins + [ 16, vVideoResolution_y - 148 - vSize_y ];
|
||||
vPos = video_mins + [ 16, video_res_y - 148 - vSize_y ];
|
||||
|
||||
VGUI_WindowSmall( _("RADIO_TITLE1"), vPos, vSize );
|
||||
|
||||
|
@ -86,7 +84,7 @@ void VGUI_Radio_Draw( void ) {
|
|||
} else if ( pSeat->fVGUI_Display == VGUI_RADIO2 ) {
|
||||
vSize_x = 312;
|
||||
vSize_y = ( 10 * VGUIRADIO_GROUPCOMMANDS ) + 64;
|
||||
vPos = vVideoMins + [ 16, vVideoResolution_y - 148 - vSize_y ];
|
||||
vPos = video_mins + [ 16, video_res_y - 148 - vSize_y ];
|
||||
|
||||
VGUI_WindowSmall( _("RADIO_TITLE2"), vPos, vSize );
|
||||
|
||||
|
@ -99,7 +97,7 @@ void VGUI_Radio_Draw( void ) {
|
|||
} else {
|
||||
vSize_x = 312;
|
||||
vSize_y = ( 10 * VGUIRADIO_RESPONSES ) + 64;
|
||||
vPos = vVideoMins + [ 16, vVideoResolution_y - 148 - vSize_y ];
|
||||
vPos = video_mins + [ 16, video_res_y - 148 - vSize_y ];
|
||||
|
||||
VGUI_WindowSmall( _("RADIO_TITLE3"), vPos, vSize );
|
||||
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
string sScoreTeams[4] = {
|
||||
_("SCORE_TITLE_SPECTATOR"),
|
||||
_("SCORE_TITLE_T"),
|
||||
|
@ -103,10 +101,10 @@ void VGUI_Scores_Show( void ) {
|
|||
vector vSize;
|
||||
|
||||
vSize_x = 540;
|
||||
vSize_y = vVideoResolution_y - 112;
|
||||
vSize_y = video_res_y - 112;
|
||||
|
||||
vMainPos = vVideoMins;
|
||||
vMainPos_x += ( vVideoResolution_x / 2 ) - (vSize_x / 2);
|
||||
vMainPos = video_mins;
|
||||
vMainPos_x += ( video_res_x / 2 ) - (vSize_x / 2);
|
||||
vMainPos_y += 56;
|
||||
|
||||
// Draw the background
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
/*
|
||||
====================
|
||||
VGUI_DrawSpectatorHUD
|
||||
|
@ -17,8 +15,8 @@ void VGUI_DrawSpectatorHUD( void ) {
|
|||
vHUDColor = autocvar_con_color * ( 1 / 255 );
|
||||
|
||||
// Draw the borders
|
||||
drawfill( vVideoMins, [ vVideoResolution_x, 40 ], '0 0 0', 1 );
|
||||
drawfill( vVideoMins + [ 0, vVideoResolution_y - 40], [ vVideoResolution_x, 40 ], '0 0 0', 1 );
|
||||
drawfill( video_mins, [ video_res_x, 40 ], '0 0 0', 1 );
|
||||
drawfill( video_mins + [ 0, video_res_y - 40], [ video_res_x, 40 ], '0 0 0', 1 );
|
||||
|
||||
// Draw the timer
|
||||
int iMinutes, iSeconds, iTens, iUnits;
|
||||
|
@ -28,17 +26,17 @@ void VGUI_DrawSpectatorHUD( void ) {
|
|||
iUnits = iSeconds - 10 * iTens;
|
||||
|
||||
|
||||
drawpic( vVideoMins + [ vVideoResolution_x - 70, 20 ], "gfx/vgui/640_timer", '14 14', '1 1 1', 1 );
|
||||
VGUI_RightText( vVideoMins + [ vVideoResolution_x - 16, 23 ], sprintf( "%i:%i%i", iMinutes, iTens, iUnits ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
drawpic( video_mins + [ video_res_x - 70, 20 ], "gfx/vgui/640_timer", '14 14', '1 1 1', 1 );
|
||||
VGUI_RightText( video_mins + [ video_res_x - 16, 23 ], sprintf( "%i:%i%i", iMinutes, iTens, iUnits ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
|
||||
// Draw the money
|
||||
CSQC_DrawText( vVideoMins + [ vVideoResolution_x - 67, 6 ], "$", '12 12', '0.56 0.56 0.21', 1, 0, FONT_CON );
|
||||
VGUI_RightText( vVideoMins + [ vVideoResolution_x - 16, 6 ], sprintf( "%d", getstatf( STAT_MONEY ) ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
CSQC_DrawText( video_mins + [ video_res_x - 67, 6 ], "$", '12 12', '0.56 0.56 0.21', 1, 0, FONT_CON );
|
||||
VGUI_RightText( video_mins + [ video_res_x - 16, 6 ], sprintf( "%d", getstatf( STAT_MONEY ) ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
|
||||
// Seperator
|
||||
drawfill( vVideoMins + [ vVideoResolution_x - 85, 6 ], [ 2, 28 ], '0.56 0.56 0.21', 1 );
|
||||
drawfill( video_mins + [ video_res_x - 85, 6 ], [ 2, 28 ], '0.56 0.56 0.21', 1 );
|
||||
|
||||
// Team Stats
|
||||
VGUI_RightText( vVideoMins + [ vVideoResolution_x - 96, 6 ], sprintf( _("VGUI_SPEC_TCOUNTER"), getstatf( STAT_WON_T ) ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
VGUI_RightText( vVideoMins + [ vVideoResolution_x - 96, 23 ], sprintf( _("VGUI_SPEC_CTCOUNTER"), getstatf( STAT_WON_CT ) ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
VGUI_RightText( video_mins + [ video_res_x - 96, 6 ], sprintf( _("VGUI_SPEC_TCOUNTER"), getstatf( STAT_WON_T ) ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
VGUI_RightText( video_mins + [ video_res_x - 96, 23 ], sprintf( _("VGUI_SPEC_CTCOUNTER"), getstatf( STAT_WON_CT ) ), '12 12', '0.56 0.56 0.21', FONT_CON );
|
||||
}
|
||||
|
|
|
@ -6,8 +6,6 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#include "vgui.h"
|
||||
|
||||
string sClassInfo[64] = {
|
||||
_("VGUI_T1_TITLE"), "gfx/vgui/640_terror",
|
||||
_("VGUI_T1_TXT1"),
|
||||
|
|
301
Source/client/cstrike/view.c
Executable file → Normal file
301
Source/client/cstrike/view.c
Executable file → Normal file
|
@ -6,201 +6,10 @@
|
|||
*
|
||||
****/
|
||||
|
||||
var string autocvar_skins_dir = "";
|
||||
|
||||
string sViewModels[ CS_WEAPON_COUNT - 1 ] = {
|
||||
"v_knife.mdl",
|
||||
"v_usp.mdl",
|
||||
"v_glock18.mdl",
|
||||
"v_deagle.mdl",
|
||||
"v_p228.mdl",
|
||||
"v_elite.mdl",
|
||||
"v_fiveseven.mdl",
|
||||
"v_m3.mdl",
|
||||
"v_xm1014.mdl",
|
||||
"v_mp5.mdl",
|
||||
"v_p90.mdl",
|
||||
"v_ump45.mdl",
|
||||
"v_mac10.mdl",
|
||||
"v_tmp.mdl",
|
||||
"v_ak47.mdl",
|
||||
"v_sg552.mdl",
|
||||
"v_m4a1.mdl",
|
||||
"v_aug.mdl",
|
||||
"v_scout.mdl",
|
||||
"v_awp.mdl",
|
||||
"v_g3sg1.mdl",
|
||||
"v_sg550.mdl",
|
||||
"v_m249.mdl",
|
||||
"v_c4.mdl",
|
||||
"v_flashbang.mdl",
|
||||
"v_hegrenade.mdl",
|
||||
"v_smokegrenade.mdl"
|
||||
};
|
||||
|
||||
void View_Init(void)
|
||||
void View_UpdateWeapon(entity vm, entity mflash)
|
||||
{
|
||||
string wm;
|
||||
for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
|
||||
wm = sprintf("models/%s", sViewModels[i]);
|
||||
precache_model(wm);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_CalcBob
|
||||
====================
|
||||
*/
|
||||
void View_CalcBob( void ) {
|
||||
float fCycle;
|
||||
|
||||
vector vVelocity;
|
||||
|
||||
if ( self.flags & FL_ONGROUND == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
pSeat->fBobTime += clframetime;
|
||||
fCycle = pSeat->fBobTime - (int)( pSeat->fBobTime / autocvar_v_bobcycle ) * autocvar_v_bobcycle;
|
||||
fCycle /= autocvar_v_bobcycle;
|
||||
|
||||
if ( fCycle < autocvar_v_bobup ) {
|
||||
fCycle = MATH_PI * fCycle / autocvar_v_bobup;
|
||||
} else {
|
||||
fCycle = MATH_PI + MATH_PI * ( fCycle - autocvar_v_bobup )/( 1.0 - autocvar_v_bobup );
|
||||
}
|
||||
|
||||
vVelocity = pSeat->vPlayerVelocity;
|
||||
vVelocity_z = 0;
|
||||
|
||||
float fBob = sqrt( vVelocity_x * vVelocity_x + vVelocity_y * vVelocity_y ) * autocvar_v_bob;
|
||||
fBob = fBob * 0.3 + fBob * 0.7 * sin( fCycle );
|
||||
pSeat->fBob = bound( -7, fBob, 4 );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_DropPunchAngle
|
||||
|
||||
Quickly lerp to the original viewposition
|
||||
====================
|
||||
*/
|
||||
void View_DropPunchAngle( void ) {
|
||||
float fLerp;
|
||||
fLerp = 1.0f - ( clframetime * 4 );
|
||||
pSeat->vPunchAngle *= fLerp;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_AddPunchAngle
|
||||
|
||||
Gives the angle a bit of an offset/punch/kick
|
||||
====================
|
||||
*/
|
||||
void View_AddPunchAngle( vector vAdd ) {
|
||||
pSeat->vPunchAngle += vAdd;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_ShellEject
|
||||
|
||||
Spawns a shell tempentity. Looking fancy
|
||||
====================
|
||||
*/
|
||||
void View_ShellEject( void ) {
|
||||
static void View_ShellEject_Death( void ) {
|
||||
remove( self );
|
||||
}
|
||||
vector vOrigin = pSeat->vPlayerOrigin;
|
||||
vector vEndPos = gettaginfo( pSeat->eViewModel, pSeat->fEjectBone );
|
||||
makevectors( view_angles );
|
||||
|
||||
vOrigin += ( v_forward * vEndPos_x ) + ( v_right * -vEndPos_y ) + ( v_up * vEndPos_z ) + [ 0, 0, getstatf( STAT_VIEWHEIGHT ) ];
|
||||
|
||||
entity eShell = spawn();
|
||||
setorigin( eShell, vOrigin );
|
||||
setmodel( eShell, sShellModel[ wptTable[ getstati( STAT_ACTIVEWEAPON ) ].iShellType ] );
|
||||
eShell.movetype = MOVETYPE_BOUNCE;
|
||||
eShell.drawmask = MASK_ENGINE;
|
||||
eShell.angles = [ view_angles_x, view_angles_y, 0 ];
|
||||
eShell.velocity = pSeat->vPlayerVelocity + ( v_up * random( 70, 120 ) ) + ( v_right * -random( 50, 70 ) );
|
||||
eShell.avelocity = [0,45,900];
|
||||
eShell.think = View_ShellEject_Death;
|
||||
eShell.nextthink = time + 2.5f;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_ProcessEvent
|
||||
|
||||
Called by the engine whenever a model
|
||||
tries to play an event.
|
||||
====================
|
||||
*/
|
||||
void View_ProcessEvent( float fTimeStamp, int iCode, string sData ) {
|
||||
if ( iCode == 5004 ) {
|
||||
localsound( sData, CHAN_AUTO, 1.0 );
|
||||
} else if ( iCode == 5001 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
View_ShellEject();
|
||||
} else if( iCode == 5011 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 1;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
View_ShellEject();
|
||||
} else if ( iCode == 5021 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 2;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
View_ShellEject();
|
||||
} else if ( iCode == 5031 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 3;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
View_ShellEject();
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_DrawViewModel
|
||||
|
||||
Really convoluted function that makes the gun,
|
||||
muzzleflash, dynamic lights and so on appear
|
||||
====================
|
||||
*/
|
||||
void View_DrawViewModel( void ) {
|
||||
if( !pSeat->eViewModel ) {
|
||||
pSeat->eViewModel = spawn();
|
||||
pSeat->eViewModel.classname = "view model";
|
||||
pSeat->eViewModel.renderflags = RF_VIEWMODEL | RF_DEPTHHACK;
|
||||
|
||||
pSeat->eMuzzleflash = spawn();
|
||||
pSeat->eMuzzleflash.classname = "view muzzleflash";
|
||||
pSeat->eMuzzleflash.renderflags = RF_VIEWMODEL | RF_ADDITIVE;
|
||||
}
|
||||
entity eViewModel = pSeat->eViewModel;
|
||||
entity eMuzzleflash = pSeat->eMuzzleflash;
|
||||
|
||||
if ( getstatf( STAT_HEALTH ) <= 0 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't update when paused
|
||||
if ( serverkey( "pausestate" ) == "0" ) {
|
||||
View_CalcBob();
|
||||
|
||||
int aw = getstati( STAT_ACTIVEWEAPON );
|
||||
if( aw < CS_WEAPON_COUNT ) {
|
||||
int aw = getstati( STAT_ACTIVEWEAPON );
|
||||
if( aw < CS_WEAPON_COUNT ) {
|
||||
if ( pSeat->fLastWeapon != aw ) {
|
||||
pSeat->fLastWeapon = aw;
|
||||
if ( aw >= 1 ) {
|
||||
|
@ -210,111 +19,19 @@ void View_DrawViewModel( void ) {
|
|||
} else {
|
||||
wm = sprintf("models/%s", sViewModels[ aw - 1 ]);
|
||||
}
|
||||
setmodel( eViewModel, wm );
|
||||
setmodel( vm, wm );
|
||||
|
||||
if (getstati_punf(STAT_TEAM) == TEAM_CT) {
|
||||
setcustomskin(eViewModel, "", "geomset 0 2\n");
|
||||
setcustomskin(vm, "", "geomset 0 2\n");
|
||||
} else {
|
||||
setcustomskin(eViewModel, "", "geomset 0 1\n");
|
||||
setcustomskin(vm, "", "geomset 0 1\n");
|
||||
}
|
||||
|
||||
skel_delete( eMuzzleflash.skeletonindex );
|
||||
eMuzzleflash.skeletonindex = skel_create( eViewModel.modelindex );
|
||||
pSeat->fNumBones = skel_get_numbones( eMuzzleflash.skeletonindex ) + 1;
|
||||
skel_delete( mflash.skeletonindex );
|
||||
mflash.skeletonindex = skel_create( vm.modelindex );
|
||||
pSeat->fNumBones = skel_get_numbones( mflash.skeletonindex ) + 1;
|
||||
pSeat->fEjectBone = pSeat->fNumBones + 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float fBaseTime = eViewModel.frame1time;
|
||||
eViewModel.frame1time += clframetime;
|
||||
eViewModel.frame2time += clframetime;
|
||||
processmodelevents( eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, View_ProcessEvent );
|
||||
}
|
||||
|
||||
makevectors( '0 0 0');
|
||||
eViewModel.origin = '0 0 -1' + ( v_forward * ( pSeat->fBob * 0.4 ) )
|
||||
+ ( v_forward * autocvar_v_gunofs[0] )
|
||||
+ ( v_right * autocvar_v_gunofs[1] )
|
||||
+ ( v_up * autocvar_v_gunofs[2] );
|
||||
|
||||
// Left-handed weapons
|
||||
if ( autocvar_v_lefthanded ) {
|
||||
v_right *= -1;
|
||||
eViewModel.renderflags |= RF_USEAXIS;
|
||||
eViewModel.forceshader = SHADER_CULLED;
|
||||
} else {
|
||||
if ( eViewModel.forceshader ) {
|
||||
eViewModel.forceshader = 0;
|
||||
eViewModel.renderflags -= RF_USEAXIS;
|
||||
}
|
||||
}
|
||||
|
||||
// Give the gun a tilt effect like in old HL/CS versions
|
||||
if ( autocvar_v_bobclassic == 1 ) {
|
||||
eViewModel.angles_z = -pSeat->fBob;
|
||||
}
|
||||
|
||||
// Only bother when zoomed out
|
||||
if ( getstatf( STAT_VIEWZOOM ) == 1.0f ) {
|
||||
// Update muzzleflash position and draw it
|
||||
if ( eMuzzleflash.alpha > 0.0f ) {
|
||||
makevectors(getproperty(VF_ANGLES));
|
||||
eMuzzleflash.origin = gettaginfo( eViewModel, eMuzzleflash.skin );
|
||||
dynamiclight_add( pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, '1 0.45 0');
|
||||
addentity( eMuzzleflash );
|
||||
}
|
||||
addentity( eViewModel );
|
||||
}
|
||||
}
|
||||
|
||||
void View_PostDraw(void)
|
||||
{
|
||||
entity eMuzzleflash = pSeat->eMuzzleflash;
|
||||
|
||||
// Take away alpha once it has drawn fully at least once
|
||||
if ( eMuzzleflash.alpha > 0.0f ) {
|
||||
eMuzzleflash.alpha -= ( clframetime * 16 );
|
||||
}
|
||||
}
|
||||
|
||||
void View_Stairsmooth(void)
|
||||
{
|
||||
vector currentpos = pSeat->vPlayerOrigin;
|
||||
vector endpos = currentpos;
|
||||
static vector oldpos;
|
||||
|
||||
/* Have we gone up since last frame? */
|
||||
if ( ( pSeat->fPlayerFlags & FL_ONGROUND ) && ( endpos[2] - oldpos[2] > 0 ) ) {
|
||||
endpos[2] = oldpos[2] += (frametime * 150);
|
||||
|
||||
if ( endpos[2] > currentpos[2] ) {
|
||||
endpos[2] = currentpos[2];
|
||||
}
|
||||
if ( currentpos[2] - endpos[2] > 18 ) {
|
||||
endpos[2] = currentpos[2] - 18;
|
||||
}
|
||||
}
|
||||
|
||||
// Teleport hack
|
||||
if ( fabs( currentpos[2] - oldpos[2] ) > 64 ) {
|
||||
endpos[2] = currentpos[2];
|
||||
}
|
||||
|
||||
//setproperty(VF_ORIGIN, endpos);
|
||||
pSeat->vPlayerOrigin = endpos;
|
||||
oldpos = endpos;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_PlayAnimation
|
||||
|
||||
Resets the timeline and plays a new sequence
|
||||
onto the view model
|
||||
====================
|
||||
*/
|
||||
void View_PlayAnimation( int iSequence ) {
|
||||
pSeat->eViewModel.frame = (float)iSequence;
|
||||
pSeat->eViewModel.frame1time = 0.0f;
|
||||
}
|
||||
|
|
54
Source/client/damage.c
Normal file
54
Source/client/damage.c
Normal file
|
@ -0,0 +1,54 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
var float g_flDamageAlpha;
|
||||
var vector g_vecDamageLocation;
|
||||
|
||||
void Damage_Draw(void)
|
||||
{
|
||||
float fForward;
|
||||
float fRight;
|
||||
vector vecMiddle;
|
||||
|
||||
if (g_flDamageAlpha <= 0.0) {
|
||||
return;
|
||||
}
|
||||
|
||||
vecMiddle = (video_res / 2);
|
||||
makevectors(getproperty(VF_CL_VIEWANGLES));
|
||||
|
||||
vector location = normalize(g_vecDamageLocation - getproperty(VF_ORIGIN));
|
||||
fForward = dotproduct(location, v_forward);
|
||||
fRight = dotproduct(location, v_right);
|
||||
|
||||
if (fForward > 0.25) {
|
||||
drawpic(vecMiddle + [-64,-70 - 32], "sprites/640_pain.spr_0.tga",
|
||||
[128,48], [1,1,1], fabs(fForward) * g_flDamageAlpha, DRAWFLAG_ADDITIVE);
|
||||
} else if (fForward < -0.25) {
|
||||
drawpic(vecMiddle + [-64,70], "sprites/640_pain.spr_2.tga",
|
||||
[128,48], [1,1,1], fabs(fForward) * g_flDamageAlpha, DRAWFLAG_ADDITIVE);
|
||||
}
|
||||
if (fRight > 0.25) {
|
||||
drawpic(vecMiddle + [70,-64], "sprites/640_pain.spr_1.tga",
|
||||
[48,128], [1,1,1], fabs(fRight) * g_flDamageAlpha, DRAWFLAG_ADDITIVE);
|
||||
} else if (fRight < -0.25) {
|
||||
drawpic(vecMiddle + [-70 - 32,-64], "sprites/640_pain.spr_3.tga",
|
||||
[48,128], [1,1,1], fabs(fRight) * g_flDamageAlpha, DRAWFLAG_ADDITIVE);
|
||||
}
|
||||
g_flDamageAlpha -= frametime;
|
||||
}
|
||||
|
||||
float CSQC_Parse_Damage(float save, float take, vector org)
|
||||
{
|
||||
if (org) {
|
||||
g_vecDamageLocation = org;
|
||||
g_flDamageAlpha = 1.0f;
|
||||
}
|
||||
sound(self, CHAN_VOICE, "player/pl_pain2.wav", 1, ATTN_NORM);
|
||||
return TRUE;
|
||||
}
|
76
Source/client/defs.h
Normal file
76
Source/client/defs.h
Normal file
|
@ -0,0 +1,76 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
// flags for 2d drawing
|
||||
#define DRAWFLAG_NORMAL 0
|
||||
#define DRAWFLAG_ADDITIVE 1
|
||||
#define DRAWFLAG_MODULATE 2
|
||||
#define DRAWFLAG_2XMODULATE 3
|
||||
|
||||
// Undocumented printcall types
|
||||
#define PRINT_LOW 0
|
||||
#define PRINT_MEDIUM 1
|
||||
#define PRINT_HIGH 2
|
||||
#define PRINT_CHAT 3
|
||||
|
||||
var float FONT_16;
|
||||
var float FONT_20;
|
||||
var float FONT_CON;
|
||||
|
||||
/* Clientside CVARS */
|
||||
|
||||
var vector autocvar_con_color = '255 150 0'; // autocvar of "con_color"
|
||||
var vector autocvar_vgui_color = '255 170 0'; // autocvar of "vgui_color"
|
||||
|
||||
var float autocvar_cl_bob = 0;
|
||||
var float autocvar_v_bob = 0.01;
|
||||
var float autocvar_v_bobcycle = 0.8;
|
||||
var float autocvar_v_bobup = 0.5;
|
||||
var int autocvar_v_bobclassic = FALSE;
|
||||
var vector autocvar_v_gunofs = [0,0,0];
|
||||
var int autocvar_cl_thirdperson = FALSE;
|
||||
var int autocvar_cl_smoothstairs = TRUE;
|
||||
var int autocvar_v_lefthanded = FALSE;
|
||||
var string autocvar_cl_logofile = "lambda";
|
||||
var vector autocvar_cl_logocolor = '255 0 0';
|
||||
|
||||
// Particle stuff
|
||||
var float PARTICLE_SPARK;
|
||||
var float PARTICLE_PIECES_BLACK;
|
||||
var float PARTICLE_SMOKE_GREY;
|
||||
var float PARTICLE_SMOKE_BROWN;
|
||||
var float PARTICLE_BLOOD;
|
||||
var float DECAL_SHOT;
|
||||
var float DECAL_GLASS;
|
||||
|
||||
var float SHADER_CULLED;
|
||||
|
||||
float fInputSendNext;
|
||||
|
||||
vector video_mins;
|
||||
vector video_res;
|
||||
|
||||
// Input globals, feel free to use them since they are updated upon input
|
||||
float fInputKeyCode;
|
||||
float fInputKeyASCII;
|
||||
float fInputKeyDown;
|
||||
|
||||
var int iInputAttack2;
|
||||
var int iInputReload;
|
||||
var int iInputUse;
|
||||
var int iInputDuck;
|
||||
|
||||
// Input globals for the mouse
|
||||
float fMouseClick;
|
||||
vector mouse_pos;
|
||||
|
||||
// This actually belongs in builtins.h since its an undocumented global
|
||||
float clframetime;
|
||||
|
||||
|
||||
int(float playernum, string keyname, optional void *outptr, int size) getplayerkeyblob = #0;
|
90
Source/client/entities.c
Normal file
90
Source/client/entities.c
Normal file
|
@ -0,0 +1,90 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Ent_Update
|
||||
|
||||
Called whenever an entity is sent manually via .SendFlags and so on
|
||||
=================
|
||||
*/
|
||||
void CSQC_Ent_Update(float flIsNew)
|
||||
{
|
||||
float fEntType = readbyte();
|
||||
|
||||
if ( fEntType == ENT_PLAYER ) {
|
||||
player pl = (player)self;
|
||||
|
||||
if ( flIsNew == TRUE ) {
|
||||
spawnfunc_player();
|
||||
|
||||
pl.classname = "player";
|
||||
pl.solid = SOLID_SLIDEBOX;
|
||||
pl.drawmask = MASK_ENGINE;
|
||||
pl.customphysics = Empty;
|
||||
setsize( pl, VEC_HULL_MIN, VEC_HULL_MAX );
|
||||
}
|
||||
|
||||
pl.modelindex = readshort();
|
||||
pl.origin[0] = readcoord();
|
||||
pl.origin[1] = readcoord();
|
||||
pl.origin[2] = readcoord();
|
||||
pl.pitch = readcoord() / 90;
|
||||
pl.angles[1] = readcoord();
|
||||
pl.angles[2] = readcoord();
|
||||
pl.velocity[0] = readcoord();
|
||||
pl.velocity[1] = readcoord();
|
||||
pl.velocity[2] = readcoord();
|
||||
pl.flags = readfloat();
|
||||
pl.pmove_flags = readfloat();
|
||||
pl.weapon = readbyte();
|
||||
pl.health = readbyte();
|
||||
pl.movetype = readfloat();
|
||||
pl.view_ofs[2] = readfloat();
|
||||
pl.viewzoom = readfloat();
|
||||
setorigin( pl, pl.origin );
|
||||
} else if ( fEntType == ENT_SPRITE ) {
|
||||
Sprite_Animated();
|
||||
} else if ( fEntType == ENT_SPRAY ) {
|
||||
Spraylogo_Parse();
|
||||
} else if ( fEntType == ENT_DECAL ) {
|
||||
string decalname = "";
|
||||
string decalshader = "";
|
||||
|
||||
self.origin[0] = readcoord();
|
||||
self.origin[1] = readcoord();
|
||||
self.origin[2] = readcoord();
|
||||
|
||||
self.angles[0] = readcoord();
|
||||
self.angles[1] = readcoord();
|
||||
self.angles[2] = readcoord();
|
||||
|
||||
self.color[0] = 1.0f - ( readbyte() / 255 );
|
||||
self.color[1] = 1.0f - ( readbyte() / 255 );
|
||||
self.color[2] = 1.0f - ( readbyte() / 255 );
|
||||
self.classname = readstring();
|
||||
self.size = drawgetimagesize(self.classname);
|
||||
|
||||
if (serverkeyfloat("*bspversion") == 30) {
|
||||
decalname = sprintf("decal_%s", self.classname);
|
||||
decalshader = sprintf("{\npolygonOffset\n{\nclampmap %s\nblendFunc filter\n}\n}", self.classname);
|
||||
shaderforname(decalname, decalshader);
|
||||
self.classname = decalname;
|
||||
}
|
||||
|
||||
makevectors( self.angles );
|
||||
float surf = getsurfacenearpoint(world, self.origin);
|
||||
vector s_dir = getsurfacepointattribute(world, surf, 0, SPA_S_AXIS);
|
||||
vector t_dir = getsurfacepointattribute(world, surf, 0, SPA_T_AXIS);
|
||||
self.mins = v_up / self.size[0];
|
||||
self.maxs = t_dir / self.size[1];
|
||||
|
||||
self.predraw = Effect_Decal;
|
||||
self.drawmask = MASK_ENGINE;
|
||||
}
|
||||
}
|
|
@ -6,8 +6,61 @@
|
|||
*
|
||||
****/
|
||||
|
||||
void CSQC_Init(float apilevel, string enginename, float engineversion)
|
||||
{
|
||||
pSeat = &seats[0];
|
||||
|
||||
/* Fonts */
|
||||
FONT_16 = loadfont("16", "fonts/default", "16", -1);
|
||||
FONT_CON = loadfont("font", "", "12", -1);
|
||||
FONT_20 = loadfont("cr", "creditsfont?fmt=h", "20", -1);
|
||||
drawfont = FONT_CON;
|
||||
|
||||
/* Materials */
|
||||
SHADER_CULLED = shaderforname("mirror_cull");
|
||||
|
||||
/* Particles */
|
||||
PARTICLE_SPARK = particleeffectnum("part_spark");
|
||||
PARTICLE_PIECES_BLACK = particleeffectnum("part_pieces_black");
|
||||
PARTICLE_SMOKE_GREY = particleeffectnum("part_smoke_grey");
|
||||
PARTICLE_SMOKE_BROWN = particleeffectnum("part_smoke_brown");
|
||||
PARTICLE_BLOOD = particleeffectnum("part_blood");
|
||||
DECAL_SHOT = particleeffectnum("decal_shot");
|
||||
DECAL_GLASS = particleeffectnum("decal_glass");
|
||||
|
||||
/* 2D Pics */
|
||||
precache_pic("gfx/vgui/icntlk_sv");
|
||||
precache_pic("gfx/vgui/icntlk_pl");
|
||||
|
||||
/* GS-Entbase */
|
||||
Fade_Init();
|
||||
|
||||
/* VOX */
|
||||
Sound_InitVOX();
|
||||
|
||||
/* Effects */
|
||||
precache_sound("debris/bustglass1.wav");
|
||||
precache_sound("debris/bustglass2.wav");
|
||||
precache_sound("debris/bustglass3.wav");
|
||||
precache_sound("debris/bustcrate1.wav");
|
||||
precache_sound("debris/bustcrate2.wav");
|
||||
precache_sound("debris/bustcrate3.wav");
|
||||
precache_sound("debris/bustmetal1.wav");
|
||||
precache_sound("debris/bustmetal2.wav");
|
||||
precache_sound("debris/bustflesh1.wav");
|
||||
precache_sound("debris/bustflesh2.wav");
|
||||
precache_sound("debris/bustconcrete1.wav");
|
||||
precache_sound("debris/bustconcrete2.wav");
|
||||
precache_sound("debris/bustceiling.wav");
|
||||
|
||||
/* Game specific inits */
|
||||
HUD_Init();
|
||||
Client_Init(apilevel, enginename, engineversion);
|
||||
}
|
||||
|
||||
void CSQC_UpdateView(float w, float h, float focus)
|
||||
{
|
||||
player pl;
|
||||
float needcursor;
|
||||
int s;
|
||||
|
||||
|
@ -15,8 +68,8 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
return;
|
||||
}
|
||||
|
||||
vVideoResolution_x = w;
|
||||
vVideoResolution_y = h;
|
||||
video_res[0] = w;
|
||||
video_res[1] = h;
|
||||
|
||||
clearscene();
|
||||
setproperty(VF_DRAWENGINESBAR, 0);
|
||||
|
@ -26,7 +79,7 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
if (numclientseats > seats.length) {
|
||||
numclientseats = seats.length;
|
||||
}
|
||||
|
||||
|
||||
for (s = seats.length; s-- > numclientseats;) {
|
||||
pSeat = &seats[s];
|
||||
pSeat->fVGUI_Display = VGUI_MOTD;
|
||||
|
@ -36,17 +89,17 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
for (s = numclientseats; s-- > 0;) {
|
||||
pSeat = &seats[s];
|
||||
|
||||
CSQC_CalcViewport(s, w, h);
|
||||
View_CalcViewport(s, w, h);
|
||||
setproperty(VF_ACTIVESEAT, (float)s);
|
||||
|
||||
pSeat->ePlayer = self = findfloat(world, entnum, player_localentnum);
|
||||
if (self) {
|
||||
Player_PreUpdate();
|
||||
}
|
||||
|
||||
pSeat->vPlayerOrigin = self.origin;
|
||||
pSeat->vPlayerVelocity = self.velocity;
|
||||
pSeat->fPlayerFlags = self.flags;
|
||||
pl = (player)self;
|
||||
|
||||
Predict_PreFrame((player)self);
|
||||
|
||||
pSeat->vPlayerOrigin = pl.origin;
|
||||
pSeat->vPlayerVelocity = pl.velocity;
|
||||
pSeat->fPlayerFlags = pl.flags;
|
||||
|
||||
// Render 3D Game Loop
|
||||
#ifdef CSTRIKE
|
||||
|
@ -54,14 +107,14 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
#endif
|
||||
|
||||
// Don't hide the player entity
|
||||
if (autocvar_cl_thirdperson == TRUE && getstatf(STAT_HEALTH)) {
|
||||
if (autocvar_cl_thirdperson == TRUE && pl.health) {
|
||||
setproperty(VF_VIEWENTITY, (float)0);
|
||||
} else {
|
||||
setproperty(VF_VIEWENTITY, (float)player_localentnum);
|
||||
}
|
||||
|
||||
setproperty(VF_AFOV, cvar("fov") * (getstatf(STAT_VIEWZOOM)));
|
||||
setsensitivityscaler((getstatf(STAT_VIEWZOOM)));
|
||||
setproperty(VF_AFOV, cvar("fov") * pl.viewzoom);
|
||||
setsensitivityscaler(pl.viewzoom);
|
||||
|
||||
View_Stairsmooth();
|
||||
|
||||
|
@ -70,7 +123,7 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
setproperty(VF_ORIGIN, pSeat->vCameraPos);
|
||||
setproperty(VF_CL_VIEWANGLES, pSeat->vCameraAngle);
|
||||
} else {
|
||||
if (getstatf(STAT_HEALTH)) {
|
||||
if (pl.health) {
|
||||
if (autocvar_cl_thirdperson == TRUE ) {
|
||||
makevectors(view_angles);
|
||||
vector vStart = [pSeat->vPlayerOrigin[0], pSeat->vPlayerOrigin[1], pSeat->vPlayerOrigin[2] + 16] + (v_right * 4);
|
||||
|
@ -78,7 +131,7 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
traceline(vStart, vEnd, FALSE, self);
|
||||
setproperty(VF_ORIGIN, trace_endpos + (v_forward * 5));
|
||||
} else {
|
||||
setproperty(VF_ORIGIN, pSeat->vPlayerOrigin + self.view_ofs);
|
||||
setproperty(VF_ORIGIN, pSeat->vPlayerOrigin + pl.view_ofs);
|
||||
}
|
||||
} else {
|
||||
setproperty(VF_ORIGIN, pSeat->vPlayerOrigin);
|
||||
|
@ -87,33 +140,35 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
}
|
||||
|
||||
addentities(MASK_ENGINE);
|
||||
setproperty(VF_MIN, vVideoMins);
|
||||
setproperty(VF_SIZE, vVideoResolution);
|
||||
setproperty(VF_MIN, video_mins);
|
||||
setproperty(VF_SIZE, video_res);
|
||||
setproperty(VF_ANGLES, view_angles + pSeat->vPunchAngle);
|
||||
setproperty(VF_DRAWWORLD, 1);
|
||||
renderscene();
|
||||
|
||||
View_DropPunchAngle();
|
||||
Fade_Update((int)vVideoMins[0],(int)vVideoMins[1], (int)w, (int)h);
|
||||
Fade_Update((int)video_mins[0],(int)video_mins[1], (int)w, (int)h);
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_PostDraw((int)vVideoMins[0],(int)vVideoMins[1], (int)w, (int)h);
|
||||
Cstrike_PostDraw((int)video_mins[0],(int)video_mins[1], (int)w, (int)h);
|
||||
#endif
|
||||
View_PostDraw();
|
||||
|
||||
if(focus == TRUE) {
|
||||
GameText_Draw();
|
||||
|
||||
|
||||
// The spectator sees things... differently
|
||||
if (getplayerkeyvalue(player_localnum, "*spec") != "0") {
|
||||
VGUI_DrawSpectatorHUD();
|
||||
///VGUI_DrawSpectatorHUD();
|
||||
} else {
|
||||
HUD_Draw();
|
||||
}
|
||||
|
||||
HUD_DrawOrbituaries();
|
||||
HUD_DrawVoice();
|
||||
CSQC_DrawChat();
|
||||
///HUD_DrawOrbituaries();
|
||||
Voice_DrawHUD();
|
||||
///CSQC_DrawChat();
|
||||
|
||||
#ifdef CSTRIKE
|
||||
// Don't even try to draw centerprints and VGUI menus when scores are shown
|
||||
if (pSeat->iShowScores == TRUE || getstatf(STAT_GAMESTATE) == GAME_OVER) {
|
||||
VGUI_Scores_Show();
|
||||
|
@ -121,11 +176,10 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
CSQC_DrawCenterprint();
|
||||
needcursor |= CSQC_VGUI_Draw();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
if (self) {
|
||||
Player_ResetPrediction();
|
||||
}
|
||||
Predict_PostFrame((player)self);
|
||||
}
|
||||
|
||||
pSeat = (void*)0x70000000i;
|
||||
|
@ -137,4 +191,278 @@ void CSQC_UpdateView(float w, float h, float focus)
|
|||
}
|
||||
|
||||
Sound_ProcessWordQue();
|
||||
|
||||
CSQC_DrawText([16,16], "THIS IS A TEST.\n", [20,20], [1,1,1], 1.0f,
|
||||
0, FONT_20);
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_InputEvent
|
||||
|
||||
Updates all our input related globals for use in other functions
|
||||
=================
|
||||
*/
|
||||
float CSQC_InputEvent(float fEventType, float fKey, float fCharacter,
|
||||
float fDeviceID)
|
||||
{
|
||||
switch(fEventType) {
|
||||
case IE_KEYDOWN:
|
||||
if (fKey == K_MOUSE1) {
|
||||
fMouseClick = 1;
|
||||
} else {
|
||||
fInputKeyDown = 1;
|
||||
}
|
||||
|
||||
fInputKeyCode = fKey;
|
||||
fInputKeyASCII = fCharacter;
|
||||
break;
|
||||
case IE_KEYUP:
|
||||
if (fKey == K_MOUSE1) {
|
||||
fMouseClick = 0;
|
||||
} else {
|
||||
fInputKeyDown = 0;
|
||||
}
|
||||
fInputKeyCode = 0;
|
||||
fInputKeyASCII = 0;
|
||||
break;
|
||||
case IE_MOUSEABS:
|
||||
mouse_pos[0] = fKey;
|
||||
mouse_pos[1] = fCharacter;
|
||||
break;
|
||||
case IE_MOUSEDELTA:
|
||||
mouse_pos[0] += fKey;
|
||||
mouse_pos[1] += fCharacter;
|
||||
|
||||
if (mouse_pos[0] < 0) {
|
||||
mouse_pos[0] = 0;
|
||||
} else if (mouse_pos[0] > video_res[0]) {
|
||||
mouse_pos[0] = video_res[0];
|
||||
}
|
||||
|
||||
if (mouse_pos[1] < 0) {
|
||||
mouse_pos[1] = 0;
|
||||
} else if (mouse_pos[1] > video_res[1]) {
|
||||
mouse_pos[1] = video_res[1];
|
||||
}
|
||||
break;
|
||||
default:
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Input_Frame
|
||||
|
||||
Hijacks and controls what input globals are being sent to the server
|
||||
=================
|
||||
*/
|
||||
void CSQC_Input_Frame(void)
|
||||
{
|
||||
int s = (float)getproperty(VF_ACTIVESEAT);
|
||||
pSeat = &seats[s];
|
||||
|
||||
#ifdef CSTRIKE
|
||||
// If we are inside a VGUI, don't let the client do stuff outside
|
||||
if ((pSeat->fVGUI_Display != VGUI_NONE)) {
|
||||
fInputSendNext = time + 0.2;
|
||||
} else if ((pSeat->fHUDWeaponSelected) && (input_buttons & INPUT_BUTTON0)) {
|
||||
HUD_DrawWeaponSelect_Trigger();
|
||||
input_buttons = 0;
|
||||
fInputSendNext = time + 0.2;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (fInputSendNext > time) {
|
||||
input_impulse = 0;
|
||||
input_buttons = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
if (input_impulse == 101) {
|
||||
print("This aint Half-Life.\n");
|
||||
input_impulse = 0;
|
||||
}
|
||||
|
||||
if (input_impulse == 201) {
|
||||
sendevent("Spraylogo", "");
|
||||
}
|
||||
|
||||
if (iInputAttack2 == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON3;
|
||||
}
|
||||
|
||||
if (iInputReload == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON4;
|
||||
}
|
||||
|
||||
if (iInputUse == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON5;
|
||||
}
|
||||
|
||||
if (iInputDuck == TRUE) {
|
||||
input_buttons |= INPUT_BUTTON8;
|
||||
}
|
||||
|
||||
input_angles += pSeat->vPunchAngle;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Parse_Event
|
||||
|
||||
Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
|
||||
=================
|
||||
*/
|
||||
void CSQC_Parse_Event(void) {
|
||||
/* always 0, unless it was sent with a MULTICAST_ONE or MULTICAST_ONE_R to p2+ */
|
||||
int s = (float)getproperty(VF_ACTIVESEAT);
|
||||
pSeat = &seats[s];
|
||||
|
||||
float fHeader = readbyte();
|
||||
|
||||
switch (fHeader) {
|
||||
case EV_FADE:
|
||||
Fade_Parse();
|
||||
break;
|
||||
case EV_SPRITE:
|
||||
Sprite_ParseEvent();
|
||||
break;
|
||||
case EV_TEXT:
|
||||
GameText_Parse();
|
||||
break;
|
||||
case EV_MESSAGE:
|
||||
GameMessage_Parse();
|
||||
break;
|
||||
case EV_SPARK:
|
||||
vector vSparkPos, vSparkAngle;
|
||||
vSparkPos_x = readcoord();
|
||||
vSparkPos_y = readcoord();
|
||||
vSparkPos_z = readcoord();
|
||||
vSparkAngle_x = readcoord();
|
||||
vSparkAngle_y = readcoord();
|
||||
vSparkAngle_z = readcoord();
|
||||
Effect_CreateSpark(vSparkPos, vSparkAngle);
|
||||
break;
|
||||
case EV_EXPLOSION:
|
||||
vector vExploPos;
|
||||
|
||||
vExploPos_x = readcoord();
|
||||
vExploPos_y = readcoord();
|
||||
vExploPos_z = readcoord();
|
||||
|
||||
Effect_CreateExplosion(vExploPos);
|
||||
break;
|
||||
case EV_MODELGIB:
|
||||
vector vPos;
|
||||
vPos_x = readcoord();
|
||||
vPos_y = readcoord();
|
||||
vPos_z = readcoord();
|
||||
|
||||
vector vSize;
|
||||
vSize_x = readcoord();
|
||||
vSize_y = readcoord();
|
||||
vSize_z = readcoord();
|
||||
|
||||
float fStyle = readbyte();
|
||||
Effect_BreakModel(vPos, vSize, '0 0 0', fStyle);
|
||||
break;
|
||||
case EV_CAMERATRIGGER:
|
||||
pSeat->vCameraPos.x = readcoord();
|
||||
pSeat->vCameraPos.y = readcoord();
|
||||
pSeat->vCameraPos.z = readcoord();
|
||||
|
||||
pSeat->vCameraAngle.x = readcoord();
|
||||
pSeat->vCameraAngle.y = readcoord();
|
||||
pSeat->vCameraAngle.z = readcoord();
|
||||
|
||||
pSeat->fCameraTime = time + readfloat();
|
||||
break;
|
||||
case EV_IMPACT:
|
||||
int iType;
|
||||
vector vOrigin, vNormal;
|
||||
|
||||
iType = (int)readbyte();
|
||||
vOrigin_x = readcoord();
|
||||
vOrigin_y = readcoord();
|
||||
vOrigin_z = readcoord();
|
||||
|
||||
vNormal_x = readcoord();
|
||||
vNormal_y = readcoord();
|
||||
vNormal_z = readcoord();
|
||||
|
||||
Effect_Impact(iType, vOrigin, vNormal);
|
||||
break;
|
||||
default:
|
||||
Game_Parse_Event(fHeader);
|
||||
}
|
||||
}
|
||||
|
||||
float CSQC_ConsoleCommand(string sCMD)
|
||||
{
|
||||
/* the engine will hide the p1 etc commands... which is fun... */
|
||||
int s = (float)getproperty(VF_ACTIVESEAT);
|
||||
pSeat = &seats[s];
|
||||
|
||||
tokenize(sCMD);
|
||||
|
||||
switch (argv(0)) {
|
||||
case "vox_test":
|
||||
Sound_PlayVOX(sCMD);
|
||||
break;
|
||||
case "+attack2":
|
||||
iInputAttack2 = TRUE;
|
||||
break;
|
||||
case "-attack2":
|
||||
iInputAttack2 = FALSE;
|
||||
break;
|
||||
case "+reload":
|
||||
iInputReload = TRUE;
|
||||
break;
|
||||
case "-reload":
|
||||
iInputReload = FALSE;
|
||||
break;
|
||||
case "+use":
|
||||
iInputUse = TRUE;
|
||||
break;
|
||||
case "-use":
|
||||
iInputUse = FALSE;
|
||||
break;
|
||||
case "+duck":
|
||||
iInputDuck = TRUE;
|
||||
break;
|
||||
case "-duck":
|
||||
iInputDuck = FALSE;
|
||||
break;
|
||||
default:
|
||||
return Game_ConsoleCommand();
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_WorldLoaded
|
||||
|
||||
Whenever the world is fully initialized...
|
||||
=================
|
||||
*/
|
||||
void CSQC_WorldLoaded(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CSQC_Shutdown
|
||||
|
||||
Incase you need to free something
|
||||
=================
|
||||
*/
|
||||
void CSQC_Shutdown(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
76
Source/client/events.c
Normal file
76
Source/client/events.c
Normal file
|
@ -0,0 +1,76 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
====================
|
||||
View_ShellEject
|
||||
|
||||
Spawns a shell tempentity. Looking fancy
|
||||
====================
|
||||
*/
|
||||
void Event_EjectShell( void ) {
|
||||
static void Event_EjectShell_Death( void ) {
|
||||
remove( self );
|
||||
}
|
||||
vector vOrigin = pSeat->vPlayerOrigin;
|
||||
vector vEndPos = gettaginfo( pSeat->eViewModel, pSeat->fEjectBone );
|
||||
makevectors( view_angles );
|
||||
|
||||
vOrigin += ( v_forward * vEndPos_x ) + ( v_right * -vEndPos_y ) + ( v_up * vEndPos_z ) + [ 0, 0, getstatf( STAT_VIEWHEIGHT ) ];
|
||||
|
||||
entity eShell = spawn();
|
||||
setorigin( eShell, vOrigin );
|
||||
#ifdef CSTRIKE
|
||||
setmodel( eShell, sShellModel[ wptTable[ getstati( STAT_ACTIVEWEAPON ) ].iShellType ] );
|
||||
#endif
|
||||
eShell.movetype = MOVETYPE_BOUNCE;
|
||||
eShell.drawmask = MASK_ENGINE;
|
||||
eShell.angles = [ view_angles_x, view_angles_y, 0 ];
|
||||
eShell.velocity = pSeat->vPlayerVelocity + ( v_up * random( 70, 120 ) ) + ( v_right * -random( 50, 70 ) );
|
||||
eShell.avelocity = [0,45,900];
|
||||
eShell.think = Event_EjectShell_Death;
|
||||
eShell.nextthink = time + 2.5f;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
Event_ProcessModel
|
||||
|
||||
Called by the engine whenever a model
|
||||
tries to play an event.
|
||||
====================
|
||||
*/
|
||||
void Event_ProcessModel( float fTimeStamp, int iCode, string sData ) {
|
||||
if ( iCode == 5004 ) {
|
||||
localsound( sData, CHAN_AUTO, 1.0 );
|
||||
} else if ( iCode == 5001 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
Event_EjectShell();
|
||||
} else if( iCode == 5011 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 1;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
Event_EjectShell();
|
||||
} else if ( iCode == 5021 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 2;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
Event_EjectShell();
|
||||
} else if ( iCode == 5031 ) {
|
||||
pSeat->eMuzzleflash.alpha = 1.0f;
|
||||
pSeat->eMuzzleflash.scale = 0.5;
|
||||
pSeat->eMuzzleflash.skin = pSeat->fNumBones + 3;
|
||||
setmodel( pSeat->eMuzzleflash, sprintf( "sprites/muzzleflash%s.spr", substring( sData, 1, 1 ) ) );
|
||||
Event_EjectShell();
|
||||
}
|
||||
}
|
53
Source/client/hud_voice.c
Normal file
53
Source/client/hud_voice.c
Normal file
|
@ -0,0 +1,53 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawVoice
|
||||
|
||||
Draws a little notification for anyone using voice chat
|
||||
=================
|
||||
*/
|
||||
void Voice_DrawHUD(void) {
|
||||
vector pos = video_mins + [video_res[0] - 160, video_res[1] - 136];
|
||||
|
||||
/*for (int i = -1; i > -32; i--) {
|
||||
if (getplayerkeyfloat(i, INFOKEY_P_VOIPSPEAKING) == 1) {
|
||||
drawfill(pos, [144,24], VGUI_WINDOW_BGCOLOR, VGUI_WINDOW_BGALPHA);
|
||||
drawfill(pos, [144, 1], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
drawfill([pos[0], pos[1] + 23], [144, 1], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
drawfill(pos, [1, 24], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
drawfill([pos[0] + 143, pos[1]], [1, 24], vVGUIColor, VGUI_WINDOW_FGALPHA);
|
||||
|
||||
CSQC_DrawText([pos[0] + 28, pos[1] + 8], getplayerkeyvalue(i, "name"), [12,12], vVGUIColor, VGUI_WINDOW_FGALPHA, DRAWFLAG_NORMAL, FONT_CON);
|
||||
|
||||
drawpic(pos + [2,0], "gfx/vgui/icntlk_sv.tga", [24,24], vVGUIColor, 1, DRAWFLAG_NORMAL);
|
||||
pos[1] -= 32;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
Player_PreDraw
|
||||
=================
|
||||
*/
|
||||
void Voice_Draw3D(entity t)
|
||||
{
|
||||
if (getplayerkeyfloat(t.entnum - 1, INFOKEY_P_VOIPSPEAKING)) {
|
||||
vector vpos = t.origin + [0,0,48];
|
||||
makevectors(view_angles);
|
||||
R_BeginPolygon("gfx/vgui/icntlk_pl");
|
||||
R_PolygonVertex(vpos + v_right*16 - v_up*16, '1 1', [1,1,1], 1);
|
||||
R_PolygonVertex(vpos - v_right*16 - v_up*16, '0 1', [1,1,1], 1);
|
||||
R_PolygonVertex(vpos - v_right*16 + v_up*16, '0 0', [1,1,1], 1);
|
||||
R_PolygonVertex(vpos + v_right*16 + v_up*16, '1 0', [1,1,1], 1);
|
||||
R_EndPolygon();
|
||||
}
|
||||
}
|
157
Source/client/player.c
Normal file
157
Source/client/player.c
Normal file
|
@ -0,0 +1,157 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
class player
|
||||
{
|
||||
entity p_model;
|
||||
int p_hand_bone;
|
||||
int p_model_bone;
|
||||
|
||||
vector netorigin;
|
||||
vector netvelocity;
|
||||
float netflags;
|
||||
|
||||
float weapon;
|
||||
float lastweapon;
|
||||
|
||||
float health;
|
||||
float armor;
|
||||
float pitch;
|
||||
float viewzoom;
|
||||
|
||||
vector view_ofs;
|
||||
|
||||
virtual void() gun_offset;
|
||||
virtual void() draw;
|
||||
virtual float() predraw;
|
||||
};
|
||||
|
||||
//.float bonecontrol1; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol2; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol3; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol4; //Halflife model format bone controller. On player models, this typically affects the spine's yaw.
|
||||
//.float bonecontrol5; //Halflife model format bone controller. This typically affects the mouth.
|
||||
//.float subblendfrac; //Weird animation value specific to halflife models. On player models, this typically affects the spine's pitch.
|
||||
//.float basesubblendfrac; // legs part.
|
||||
.float subblend2frac; // Up/Down
|
||||
|
||||
void player::gun_offset(void)
|
||||
{
|
||||
vector v1, v2;
|
||||
this.p_model.angles = this.angles; // Set it to something consistent
|
||||
gettaginfo(this, this.p_hand_bone); // Updates the v_ globals for the player hand bone angle
|
||||
v1 = vectoangles(v_right, v_up); // Create angles from the v_ matrix
|
||||
gettaginfo(this.p_model, this.p_model_bone); // Updates the v_ globals for the weapon hand bone angle
|
||||
v2 = vectoangles(v_right, v_up);
|
||||
this.p_model.angles = this.angles + (v1 - v2); // The difference is applied
|
||||
|
||||
// Fix the origin
|
||||
setorigin(this.p_model, this.origin); // Set it to something consistent
|
||||
vector ofs = gettaginfo(this.p_model, this.p_model_bone) - gettaginfo(this, this.p_hand_bone);
|
||||
setorigin(this.p_model, this.origin - ofs);
|
||||
}
|
||||
|
||||
void player::draw(void)
|
||||
{
|
||||
if (!this.p_model) {
|
||||
this.p_model = spawn();
|
||||
this.p_model.classname = "pmodel";
|
||||
this.p_model.owner = this;
|
||||
}
|
||||
|
||||
this.subblend2frac = this.pitch;
|
||||
|
||||
// Only bother updating the model if the weapon has changed
|
||||
if (this.lastweapon != this.weapon) {
|
||||
if (this.weapon) {
|
||||
// FIXME: setmodel(this.p_model, sPModels[this.weapon - 1]);
|
||||
} else {
|
||||
setmodel(this.p_model, "");
|
||||
}
|
||||
this.lastweapon = this.weapon;
|
||||
|
||||
// Update the bone index of the current p_ model so we can calculate the offset
|
||||
// Get the weapon bone ID for the current player model
|
||||
this.p_hand_bone = gettagindex(this, "Bip01 R Hand");
|
||||
this.p_model_bone = gettagindex(this.p_model, "Bip01 R Hand");
|
||||
}
|
||||
|
||||
//Animation_PlayerUpdate();
|
||||
/*makevectors([0, this.angles[1], 0]);
|
||||
float fDirection = dotproduct(this.velocity, v_forward);
|
||||
|
||||
if (fDirection != 0)
|
||||
print(sprintf("fDirection: %d\n", fDirection));
|
||||
|
||||
if (fDirection < 0) {
|
||||
this.baseframe1time -= clframetime;
|
||||
this.baseframe2time -= clframetime;
|
||||
this.frame2time -= clframetime;
|
||||
this.frame1time -= clframetime;
|
||||
} else {*/
|
||||
this.baseframe1time += clframetime;
|
||||
this.baseframe2time += clframetime;
|
||||
this.frame2time += clframetime;
|
||||
this.frame1time += clframetime;
|
||||
/*}*/
|
||||
this.bonecontrol5 = getplayerkeyfloat(this.entnum - 1, "voiploudness");
|
||||
|
||||
makevectors([0, this.angles[1], 0]);
|
||||
float fCorrect = dotproduct(this.velocity, v_right);
|
||||
|
||||
float a, s;
|
||||
if (this.velocity[0] == 0 && this.velocity[1] == 0) {
|
||||
a = 0;
|
||||
s = 0;
|
||||
} else {
|
||||
a = this.angles[1] - vectoyaw(this.velocity);
|
||||
s = vlen(this.velocity);
|
||||
if (s < 100) {
|
||||
a *= s/100;
|
||||
}
|
||||
}
|
||||
s /= 400;
|
||||
|
||||
/* Clamp */
|
||||
if (a < -180) {
|
||||
a += 360;
|
||||
}
|
||||
if (a > 180) {
|
||||
a -= 360;
|
||||
}
|
||||
if (a > 120) {
|
||||
a = 120;
|
||||
}
|
||||
if (a < -120) {
|
||||
a = -120;
|
||||
}
|
||||
|
||||
/* Turn torso */
|
||||
this.subblendfrac = (a)/-120;
|
||||
|
||||
/* Correct the legs */
|
||||
this.angles[1] -= a;
|
||||
}
|
||||
|
||||
float player::predraw(void)
|
||||
{
|
||||
/* Run animations regardless of rendering the player */
|
||||
draw();
|
||||
gun_offset();
|
||||
|
||||
if (autocvar_cl_thirdperson == TRUE || this.entnum != player_localentnum) {
|
||||
Voice_Draw3D(this);
|
||||
addentity(this);
|
||||
addentity(this.p_model);
|
||||
} else {
|
||||
removeentity(this);
|
||||
removeentity(this.p_model);
|
||||
}
|
||||
|
||||
return PREDRAW_NEXT;
|
||||
}
|
63
Source/client/predict.c
Normal file
63
Source/client/predict.c
Normal file
|
@ -0,0 +1,63 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
=================
|
||||
Predict_PreFrame
|
||||
|
||||
We're part way through parsing new player data.
|
||||
Propagate our pmove state to whatever the current frame before its stomped on
|
||||
(so any non-networked state updates locally).
|
||||
=================
|
||||
*/
|
||||
void Predict_PreFrame(player pl)
|
||||
{
|
||||
pl.netorigin = pl.origin;
|
||||
pl.netvelocity = pl.velocity;
|
||||
pl.netflags = pl.flags;
|
||||
//self.netpmove_flags = self.pmove_flags;
|
||||
|
||||
//we want to predict an exact copy of the data in the new packet
|
||||
/*for (; self.pmove_frame <= servercommandframe; self.pmove_frame++) {
|
||||
float flSuccess = getinputstate(self.pmove_frame);*/
|
||||
for ( int i = servercommandframe + 1; i <= clientcommandframe; i++ ) {
|
||||
float flSuccess = getinputstate( i );
|
||||
if (flSuccess == FALSE) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (i==clientcommandframe){
|
||||
CSQC_Input_Frame();
|
||||
}
|
||||
|
||||
// Partial frames are the worst
|
||||
if (input_timelength == 0) {
|
||||
break;
|
||||
}
|
||||
QPhysics_Run(pl);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
Predict_PostFrame
|
||||
|
||||
We're part way through parsing new player data.
|
||||
Propagate our pmove state to whatever the current frame before its stomped on
|
||||
(so any non-networked state updates locally).
|
||||
=================
|
||||
*/
|
||||
void Predict_PostFrame(player pl)
|
||||
{
|
||||
pl.origin = pl.netorigin;
|
||||
pl.velocity = pl.netvelocity;
|
||||
pl.flags = pl.netflags;
|
||||
//self.pmove_flags = self.netpmove_flags;
|
||||
setorigin(pl, pl.origin);
|
||||
//self.pmove_frame = servercommandframe + 1;
|
||||
}
|
14
Source/client/text.c
Normal file
14
Source/client/text.c
Normal file
|
@ -0,0 +1,14 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
void CSQC_DrawText(vector pos, string txt, vector sz, vector col, float a,
|
||||
float fl, float fnt)
|
||||
{
|
||||
drawfont = fnt;
|
||||
drawstring(pos, txt, sz, col, a, fl);
|
||||
}
|
12
Source/client/util.c
Normal file
12
Source/client/util.c
Normal file
|
@ -0,0 +1,12 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
void Empty(void)
|
||||
{
|
||||
|
||||
}
|
|
@ -2,78 +2,42 @@
|
|||
#pragma progs_dat "../../valve/csprogs.dat"
|
||||
|
||||
#define CSQC
|
||||
#define CSTRIKE
|
||||
#define VALVE
|
||||
|
||||
#includelist
|
||||
../builtins.h
|
||||
../defs.h
|
||||
../shared/cstrike/defs.h
|
||||
../math.h
|
||||
../materials.h
|
||||
../events.h
|
||||
../entities.h
|
||||
cstrike/defs.h
|
||||
valve/defs.h
|
||||
defs.h
|
||||
vgui.h
|
||||
|
||||
../shared/cstrike/weaponak47.c
|
||||
../shared/cstrike/weaponaug.c
|
||||
../shared/cstrike/weaponawp.c
|
||||
../shared/cstrike/weaponc4bomb.c
|
||||
../shared/cstrike/weapondeagle.c
|
||||
../shared/cstrike/weaponelites.c
|
||||
../shared/cstrike/weaponfiveseven.c
|
||||
../shared/cstrike/weaponflashbang.c
|
||||
../shared/cstrike/weapong3sg1.c
|
||||
../shared/cstrike/weaponglock18.c
|
||||
../shared/cstrike/weaponhegrenade.c
|
||||
../shared/cstrike/weaponknife.c
|
||||
../shared/cstrike/weaponm3.c
|
||||
../shared/cstrike/weaponm4a1.c
|
||||
../shared/cstrike/weaponmac10.c
|
||||
../shared/cstrike/weaponmp5.c
|
||||
../shared/cstrike/weaponp228.c
|
||||
../shared/cstrike/weaponp90.c
|
||||
../shared/cstrike/weaponpara.c
|
||||
../shared/cstrike/weaponscout.c
|
||||
../shared/cstrike/weaponsg550.c
|
||||
../shared/cstrike/weaponsg552.c
|
||||
../shared/cstrike/weaponsmokegrenade.c
|
||||
../shared/cstrike/weapontmp.c
|
||||
../shared/cstrike/weaponump45.c
|
||||
../shared/cstrike/weaponusp45.c
|
||||
../shared/cstrike/weaponxm1014.c
|
||||
../shared/cstrike/basegun.c
|
||||
../shared/cstrike/weapons.c
|
||||
../shared/cstrike/radio.c
|
||||
../shared/cstrike/equipment.c
|
||||
../shared/cstrike/animations.c
|
||||
../shared/effects.c
|
||||
util.c
|
||||
valve/init.c
|
||||
|
||||
../gs-entbase/client.src
|
||||
|
||||
../shared/pmove.c
|
||||
../gs-entbase/client.src
|
||||
sound.c
|
||||
text.c
|
||||
hud_voice.c
|
||||
player.c
|
||||
predict.c
|
||||
../shared/effects.c
|
||||
../shared/spraylogo.cpp
|
||||
|
||||
cstrike/overview.c
|
||||
cstrike/player.c
|
||||
cstrike/view.c
|
||||
cstrike/vguiobjects.c
|
||||
cstrike/vguispectator.c
|
||||
cstrike/vguiscoreboard.c
|
||||
cstrike/vguimotd.c
|
||||
cstrike/vguibuymenu.c
|
||||
cstrike/vguiteamselect.c
|
||||
cstrike/vguiradio.c
|
||||
cstrike/vgui.c
|
||||
cstrike/damage.c
|
||||
cstrike/nightvision.c
|
||||
cstrike/hudcrosshair.c
|
||||
cstrike/hudscope.c
|
||||
cstrike/hudweaponselect.c
|
||||
cstrike/hudorbituaries.c
|
||||
cstrike/hud.c
|
||||
cstrike/sound.c
|
||||
cstrike/draw.c
|
||||
cstrike/entities.c
|
||||
cstrike/event.c
|
||||
cstrike/init.c
|
||||
entities.c
|
||||
|
||||
valve/cmds.c
|
||||
valve/game_event.c
|
||||
events.c
|
||||
valve/view.c
|
||||
view.c
|
||||
damage.c
|
||||
valve/hud.c
|
||||
|
||||
entry.c
|
||||
#endlist
|
||||
|
|
16
Source/client/valve/cmds.c
Normal file
16
Source/client/valve/cmds.c
Normal file
|
@ -0,0 +1,16 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
float Game_ConsoleCommand(void)
|
||||
{
|
||||
switch(argv(0)) {
|
||||
default:
|
||||
return FALSE;
|
||||
}
|
||||
return TRUE;
|
||||
}
|
59
Source/client/valve/defs.h
Normal file
59
Source/client/valve/defs.h
Normal file
|
@ -0,0 +1,59 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
struct
|
||||
{
|
||||
//Viewmodel stuff
|
||||
entity eViewModel;
|
||||
entity eMuzzleflash;
|
||||
float fNumBones;
|
||||
float fEjectBone;
|
||||
vector vPunchAngle;
|
||||
float fLastWeapon;
|
||||
float fBobTime;
|
||||
float fBob;
|
||||
|
||||
//Player fields
|
||||
entity ePlayer;
|
||||
vector vPlayerOrigin;
|
||||
vector vPlayerOriginOld;
|
||||
vector vPlayerVelocity;
|
||||
float fPlayerFlags;
|
||||
|
||||
// Camera Fields
|
||||
//entity ePlayerEnt;
|
||||
vector vCameraPos;
|
||||
vector vCameraAngle;
|
||||
float fCameraTime;
|
||||
|
||||
// Flashbang'd
|
||||
float fFlashTime;
|
||||
float fFlashAlpha;
|
||||
|
||||
//UI fields
|
||||
float fVGUI_Display; // The VGUI menu currently being drawn
|
||||
int iShowScores; // This is seperated from the other VGUI stuff so we can check scores while buying and whatnot
|
||||
|
||||
// Testing
|
||||
int iOverview;
|
||||
int iMapExpand;
|
||||
float fMapLerp;
|
||||
|
||||
//crosshair
|
||||
int iOldShotMultiplier;
|
||||
float fCrosshairDistance;
|
||||
float fDecreaseShotTime;
|
||||
int iShotMultiplier;
|
||||
|
||||
//buy menu
|
||||
// We can only carry one item per slot, so this is hacking around the last one
|
||||
int iHUDGrenades;
|
||||
int iHUDGrenadesSelected;
|
||||
float fHUDWeaponSelectTime;
|
||||
float fHUDWeaponSelected;
|
||||
} seats[4], *pSeat;
|
12
Source/client/valve/game_event.c
Normal file
12
Source/client/valve/game_event.c
Normal file
|
@ -0,0 +1,12 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
void Game_Parse_Event(float fHeader)
|
||||
{
|
||||
|
||||
}
|
|
@ -1,4 +1,186 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
/* Use first frame for drawing (needs precache) */
|
||||
#define HUD_NUMS "sprites/640hud7.spr_0.tga"
|
||||
|
||||
#define NUMSIZE_X 24/256
|
||||
#define NUMSIZE_Y 24/128
|
||||
#define HUD_ALPHA 0.5
|
||||
|
||||
vector g_hud_color;
|
||||
|
||||
float spr_hudnum[10] = {
|
||||
0 / 256,
|
||||
24 / 256,
|
||||
(24*2) / 256,
|
||||
(24*3) / 256,
|
||||
(24*4) / 256,
|
||||
(24*5) / 256,
|
||||
(24*6) / 256,
|
||||
(24*7) / 256,
|
||||
(24*8) / 256,
|
||||
(24*9) / 256
|
||||
};
|
||||
float spr_health[4] = {
|
||||
80 / 256, // pos x
|
||||
24 / 128, // pos u
|
||||
32 / 256, // size x
|
||||
32 / 128 // size y
|
||||
};
|
||||
float spr_suit1[4] = {
|
||||
10 / 256, // pos x
|
||||
24 / 128, // pos u
|
||||
30 / 256, // size x
|
||||
40 / 128 // size y
|
||||
};
|
||||
float spr_suit2[4] = {
|
||||
50 / 256, // pos x
|
||||
24 / 128, // pos u
|
||||
30 / 256, // size x
|
||||
40 / 128 // size y
|
||||
};
|
||||
|
||||
|
||||
float spr_flash1[4] = {
|
||||
160 / 256, // pos x
|
||||
24 / 128, // pos u
|
||||
32 / 256, // size x
|
||||
32 / 128 // size y
|
||||
};
|
||||
float spr_flash2[4] = {
|
||||
112 / 256, // pos x
|
||||
24 / 128, // pos u
|
||||
48 / 256, // size x
|
||||
32 / 128 // size y
|
||||
};
|
||||
|
||||
void HUD_Init(void)
|
||||
{
|
||||
precache_model("sprites/640hud7.spr");
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawNumber
|
||||
|
||||
Draws a normal number
|
||||
=================
|
||||
*/
|
||||
void HUD_DrawNumber(int iNumber, vector vPos, float fAlpha, vector vColor) {
|
||||
drawsubpic(vPos, [24,24], HUD_NUMS, [spr_hudnum[iNumber], 0],
|
||||
[NUMSIZE_X, NUMSIZE_Y], vColor, fAlpha, DRAWFLAG_ADDITIVE);
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawNums
|
||||
|
||||
Draws numerals quickly for health, armor etc.
|
||||
=================
|
||||
*/
|
||||
void HUD_DrawNums(float fNumber, vector vPos, float fAlpha, vector vColor) {
|
||||
int iNumber = fNumber;
|
||||
if (iNumber > 0) {
|
||||
while (iNumber > 0) {
|
||||
HUD_DrawNumber((float)iNumber % 10, vPos, fAlpha, vColor);
|
||||
iNumber = iNumber / 10;
|
||||
vPos[0] -= 20;
|
||||
}
|
||||
} else {
|
||||
HUD_DrawNumber(0, vPos, fAlpha, vColor);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawHealth
|
||||
|
||||
Draw the current amount of health
|
||||
=================
|
||||
*/
|
||||
void HUD_DrawHealth(void) {
|
||||
player pl = (player)self;
|
||||
|
||||
static float fOldHealth;
|
||||
static float fHealthAlpha;
|
||||
if (pl.health != fOldHealth) {
|
||||
fHealthAlpha = 1.0;
|
||||
}
|
||||
|
||||
if (fHealthAlpha >= HUD_ALPHA) {
|
||||
fHealthAlpha -= frametime * 0.5;
|
||||
} else {
|
||||
fHealthAlpha = HUD_ALPHA;
|
||||
}
|
||||
|
||||
vector pos = video_mins + [16, video_res[1] - 42];
|
||||
if (pl.health > 25) {
|
||||
drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]],
|
||||
[spr_health[2], spr_health[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
|
||||
HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, g_hud_color);
|
||||
} else {
|
||||
drawsubpic(pos + [0,-4], [32,32], HUD_NUMS, [spr_health[0], spr_health[1]],
|
||||
[spr_health[2], spr_health[3]], [1,0,0], HUD_ALPHA, DRAWFLAG_ADDITIVE);
|
||||
HUD_DrawNums(pl.health, pos + [72, 0], HUD_ALPHA, [1,0,0]);
|
||||
}
|
||||
fOldHealth = pl.health;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
HUD_DrawArmor
|
||||
|
||||
Draw the current amount of armor
|
||||
=================
|
||||
*/
|
||||
void HUD_DrawArmor(void)
|
||||
{
|
||||
vector pos;
|
||||
static float oldarmor;
|
||||
static float armoralpha;
|
||||
player pl = (player)self;
|
||||
|
||||
pos = video_mins + [128, video_res[1] - 42];
|
||||
|
||||
if (pl.armor != oldarmor) {
|
||||
armoralpha = 1.0;
|
||||
}
|
||||
|
||||
if (armoralpha >= HUD_ALPHA) {
|
||||
armoralpha -= frametime * 0.5;
|
||||
} else {
|
||||
armoralpha = HUD_ALPHA;
|
||||
}
|
||||
|
||||
drawsubpic(pos + [0,-9], [30,40], HUD_NUMS, [spr_suit2[0], spr_suit2[1]],
|
||||
[spr_suit2[2], spr_suit2[3]], g_hud_color, armoralpha, DRAWFLAG_ADDITIVE);
|
||||
HUD_DrawNums(pl.armor, pos + [72, 0], armoralpha, g_hud_color);
|
||||
|
||||
oldarmor = pl.armor;
|
||||
}
|
||||
|
||||
void HUD_DrawFlashlight(void)
|
||||
{
|
||||
vector pos;
|
||||
pos = video_mins + [video_res[0] - 48, 16];
|
||||
|
||||
drawsubpic(pos, [32,32], HUD_NUMS, [spr_flash1[0], spr_flash1[1]],
|
||||
[spr_flash1[2], spr_flash1[3]], g_hud_color, HUD_ALPHA, DRAWFLAG_ADDITIVE);
|
||||
}
|
||||
|
||||
void HUD_Draw(void)
|
||||
{
|
||||
g_hud_color = autocvar_con_color * (1 / 255);
|
||||
|
||||
HUD_DrawHealth();
|
||||
HUD_DrawArmor();
|
||||
HUD_DrawFlashlight();
|
||||
Damage_Draw();
|
||||
}
|
||||
|
|
19
Source/client/valve/init.c
Normal file
19
Source/client/valve/init.c
Normal file
|
@ -0,0 +1,19 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
/*
|
||||
=================
|
||||
Client_Init
|
||||
|
||||
Comparable to worldspawn in SSQC in that it's mostly used for precaches
|
||||
=================
|
||||
*/
|
||||
void Client_Init(float apilevel, string enginename, float engineversion)
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,36 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
void View_UpdateWeapon(entity vm, entity mflash)
|
||||
{
|
||||
/*if( aw < CS_WEAPON_COUNT ) {
|
||||
if ( pSeat->fLastWeapon != aw ) {
|
||||
pSeat->fLastWeapon = aw;
|
||||
if ( aw >= 1 ) {
|
||||
string wm;
|
||||
if (autocvar_skins_dir != "") {
|
||||
wm = sprintf("skins/%s/%s", autocvar_skins_dir, sViewModels[ aw - 1 ]);
|
||||
} else {
|
||||
wm = sprintf("models/%s", sViewModels[ aw - 1 ]);
|
||||
}
|
||||
setmodel( eViewModel, wm );
|
||||
|
||||
if (getstati_punf(STAT_TEAM) == TEAM_CT) {
|
||||
setcustomskin(eViewModel, "", "geomset 0 2\n");
|
||||
} else {
|
||||
setcustomskin(eViewModel, "", "geomset 0 1\n");
|
||||
}
|
||||
|
||||
skel_delete( eMuzzleflash.skeletonindex );
|
||||
eMuzzleflash.skeletonindex = skel_create( eViewModel.modelindex );
|
||||
pSeat->fNumBones = skel_get_numbones( eMuzzleflash.skeletonindex ) + 1;
|
||||
pSeat->fEjectBone = pSeat->fNumBones + 1;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
225
Source/client/view.c
Executable file
225
Source/client/view.c
Executable file
|
@ -0,0 +1,225 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
void View_Init(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
string wm;
|
||||
for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
|
||||
wm = sprintf("models/%s", sViewModels[i]);
|
||||
precache_model(wm);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void View_CalcViewport(int s, float fWinWidth, float fWinHeight) {
|
||||
//FIXME: this is awkward. renderscene internally rounds to pixels.
|
||||
//on the other hand, drawpic uses linear filtering and multisample and stuff.
|
||||
//this means that there can be a pixel or so difference between scene and 2d.
|
||||
//as a general rule, you won't notice unless there's some big drawfills.
|
||||
switch (numclientseats) {
|
||||
case 3:
|
||||
if (!s) {
|
||||
case 2:
|
||||
video_res = [fWinWidth, fWinHeight * 0.5];
|
||||
video_mins = [0, (s & 1) * video_res[1]];
|
||||
break;
|
||||
}
|
||||
s++;
|
||||
case 4:
|
||||
video_res = [fWinWidth, fWinHeight] * 0.5;
|
||||
video_mins = [(s&1) * video_res[0], (s / 2i) * video_res[1]];
|
||||
break;
|
||||
default:
|
||||
video_res = [fWinWidth, fWinHeight];
|
||||
video_mins = [0, 0];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_CalcBob
|
||||
====================
|
||||
*/
|
||||
void View_CalcBob( void )
|
||||
{
|
||||
float cycle;
|
||||
|
||||
vector vel;
|
||||
|
||||
if ( self.flags & FL_ONGROUND == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
pSeat->fBobTime += clframetime;
|
||||
cycle = pSeat->fBobTime - (int)( pSeat->fBobTime / autocvar_v_bobcycle ) * autocvar_v_bobcycle;
|
||||
cycle /= autocvar_v_bobcycle;
|
||||
|
||||
if ( cycle < autocvar_v_bobup ) {
|
||||
cycle = MATH_PI * cycle / autocvar_v_bobup;
|
||||
} else {
|
||||
cycle = MATH_PI + MATH_PI * ( cycle - autocvar_v_bobup )/( 1.0 - autocvar_v_bobup );
|
||||
}
|
||||
|
||||
vel = pSeat->vPlayerVelocity;
|
||||
vel_z = 0;
|
||||
|
||||
float fBob = sqrt( vel_x * vel_x + vel_y * vel_y ) * autocvar_v_bob;
|
||||
fBob = fBob * 0.3 + fBob * 0.7 * sin( cycle );
|
||||
pSeat->fBob = bound( -7, fBob, 4 );
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_DropPunchAngle
|
||||
|
||||
Quickly lerp to the original viewposition
|
||||
====================
|
||||
*/
|
||||
void View_DropPunchAngle( void ) {
|
||||
float lerp;
|
||||
lerp = 1.0f - ( clframetime * 4 );
|
||||
pSeat->vPunchAngle *= lerp;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_AddPunchAngle
|
||||
|
||||
Gives the angle a bit of an offset/punch/kick
|
||||
====================
|
||||
*/
|
||||
void View_AddPunchAngle( vector add )
|
||||
{
|
||||
pSeat->vPunchAngle += add;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_DrawViewModel
|
||||
|
||||
Really convoluted function that makes the gun,
|
||||
muzzleflash, dynamic lights and so on appear
|
||||
====================
|
||||
*/
|
||||
void View_DrawViewModel( void )
|
||||
{
|
||||
if( !pSeat->eViewModel ) {
|
||||
pSeat->eViewModel = spawn();
|
||||
pSeat->eViewModel.classname = "vm";
|
||||
pSeat->eViewModel.renderflags = RF_VIEWMODEL | RF_DEPTHHACK;
|
||||
|
||||
pSeat->eMuzzleflash = spawn();
|
||||
pSeat->eMuzzleflash.classname = "mflash";
|
||||
pSeat->eMuzzleflash.renderflags = RF_VIEWMODEL | RF_ADDITIVE;
|
||||
}
|
||||
entity eViewModel = pSeat->eViewModel;
|
||||
entity eMuzzleflash = pSeat->eMuzzleflash;
|
||||
|
||||
if ( getstatf( STAT_HEALTH ) <= 0 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't update when paused
|
||||
if ( serverkey( "pausestate" ) == "0" ) {
|
||||
View_CalcBob();
|
||||
View_UpdateWeapon(eViewModel, eMuzzleflash);
|
||||
float fBaseTime = eViewModel.frame1time;
|
||||
eViewModel.frame1time += clframetime;
|
||||
eViewModel.frame2time += clframetime;
|
||||
processmodelevents( eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, Event_ProcessModel );
|
||||
}
|
||||
|
||||
makevectors( '0 0 0');
|
||||
eViewModel.origin = '0 0 -1' + ( v_forward * ( pSeat->fBob * 0.4 ) )
|
||||
+ ( v_forward * autocvar_v_gunofs[0] )
|
||||
+ ( v_right * autocvar_v_gunofs[1] )
|
||||
+ ( v_up * autocvar_v_gunofs[2] );
|
||||
|
||||
// Left-handed weapons
|
||||
if ( autocvar_v_lefthanded ) {
|
||||
v_right *= -1;
|
||||
eViewModel.renderflags |= RF_USEAXIS;
|
||||
eViewModel.forceshader = SHADER_CULLED;
|
||||
} else {
|
||||
if ( eViewModel.forceshader ) {
|
||||
eViewModel.forceshader = 0;
|
||||
eViewModel.renderflags -= RF_USEAXIS;
|
||||
}
|
||||
}
|
||||
|
||||
// Give the gun a tilt effect like in old HL/CS versions
|
||||
if ( autocvar_v_bobclassic == 1 ) {
|
||||
eViewModel.angles_z = -pSeat->fBob;
|
||||
}
|
||||
|
||||
// Only bother when zoomed out
|
||||
if ( getstatf( STAT_VIEWZOOM ) == 1.0f ) {
|
||||
// Update muzzleflash position and draw it
|
||||
if ( eMuzzleflash.alpha > 0.0f ) {
|
||||
makevectors(getproperty(VF_ANGLES));
|
||||
eMuzzleflash.origin = gettaginfo( eViewModel, eMuzzleflash.skin );
|
||||
dynamiclight_add( pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, '1 0.45 0');
|
||||
addentity( eMuzzleflash );
|
||||
}
|
||||
addentity( eViewModel );
|
||||
}
|
||||
}
|
||||
|
||||
void View_PostDraw(void)
|
||||
{
|
||||
entity eMuzzleflash = pSeat->eMuzzleflash;
|
||||
|
||||
// Take away alpha once it has drawn fully at least once
|
||||
if ( eMuzzleflash.alpha > 0.0f ) {
|
||||
eMuzzleflash.alpha -= ( clframetime * 16 );
|
||||
}
|
||||
}
|
||||
|
||||
void View_Stairsmooth(void)
|
||||
{
|
||||
vector currentpos = pSeat->vPlayerOrigin;
|
||||
vector endpos = currentpos;
|
||||
static vector oldpos;
|
||||
|
||||
/* Have we gone up since last frame? */
|
||||
if ( ( pSeat->fPlayerFlags & FL_ONGROUND ) && ( endpos[2] - oldpos[2] > 0 ) ) {
|
||||
endpos[2] = oldpos[2] += (frametime * 150);
|
||||
|
||||
if ( endpos[2] > currentpos[2] ) {
|
||||
endpos[2] = currentpos[2];
|
||||
}
|
||||
if ( currentpos[2] - endpos[2] > 18 ) {
|
||||
endpos[2] = currentpos[2] - 18;
|
||||
}
|
||||
}
|
||||
|
||||
// Teleport hack
|
||||
if ( fabs( currentpos[2] - oldpos[2] ) > 64 ) {
|
||||
endpos[2] = currentpos[2];
|
||||
}
|
||||
|
||||
//setproperty(VF_ORIGIN, endpos);
|
||||
pSeat->vPlayerOrigin = endpos;
|
||||
oldpos = endpos;
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
View_PlayAnimation
|
||||
|
||||
Resets the timeline and plays a new sequence
|
||||
onto the view model
|
||||
====================
|
||||
*/
|
||||
void View_PlayAnimation( int iSequence )
|
||||
{
|
||||
pSeat->eViewModel.frame = (float)iSequence;
|
||||
pSeat->eViewModel.frame1time = 0.0f;
|
||||
}
|
|
@ -1,3 +1,10 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
const vector VEC_HULL_MIN = '-16 -16 -36';
|
||||
const vector VEC_HULL_MAX = '16 16 36';
|
||||
|
|
|
@ -1,3 +1,10 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
enum {
|
||||
ENT_PLAYER = 1,
|
||||
|
|
|
@ -6,62 +6,69 @@
|
|||
*
|
||||
****/
|
||||
|
||||
.float framerate;
|
||||
|
||||
void Sprite_AnimateThink(void)
|
||||
class sprite
|
||||
{
|
||||
if( self.frame >= self.maxframe ) {
|
||||
if (self.health == 1) {
|
||||
remove(self);
|
||||
float framerate;
|
||||
int loops;
|
||||
int maxframe;
|
||||
|
||||
virtual void() think;
|
||||
};
|
||||
|
||||
void sprite::think(void)
|
||||
{
|
||||
if (frame >= maxframe) {
|
||||
if (loops == 1) {
|
||||
remove(this);
|
||||
} else {
|
||||
self.frame = 0;
|
||||
frame = 0;
|
||||
}
|
||||
} else {
|
||||
self.frame += 1;
|
||||
frame += 1;
|
||||
}
|
||||
|
||||
self.nextthink = time + ( 1 / self.framerate );
|
||||
nextthink = time + (1 / framerate);
|
||||
}
|
||||
|
||||
void Sprite_Animated(void)
|
||||
{
|
||||
self.origin_x = readcoord();
|
||||
self.origin_y = readcoord();
|
||||
self.origin_z = readcoord();
|
||||
self.modelindex = readfloat();
|
||||
self.framerate = readfloat();
|
||||
self.scale = readfloat();
|
||||
self.alpha = readfloat();
|
||||
self.effects = readfloat();
|
||||
self.colormod[0] = readfloat();
|
||||
self.colormod[1] = readfloat();
|
||||
self.colormod[2] = readfloat();
|
||||
self.think = Sprite_AnimateThink;
|
||||
self.drawmask = MASK_ENGINE;
|
||||
self.nextthink = time + ( 1 / self.framerate );
|
||||
self.maxframe = modelframecount( self.modelindex );
|
||||
self.health = 0; /* repeats */
|
||||
setorigin(self, self.origin);
|
||||
spawnfunc_sprite();
|
||||
sprite me = (sprite)self;
|
||||
me.origin_x = readcoord();
|
||||
me.origin_y = readcoord();
|
||||
me.origin_z = readcoord();
|
||||
me.modelindex = readfloat();
|
||||
me.framerate = readfloat();
|
||||
me.scale = readfloat();
|
||||
me.alpha = readfloat();
|
||||
me.effects = readfloat();
|
||||
me.colormod[0] = readfloat();
|
||||
me.colormod[1] = readfloat();
|
||||
me.colormod[2] = readfloat();
|
||||
me.drawmask = MASK_ENGINE;
|
||||
me.nextthink = time + ( 1 / me.framerate );
|
||||
me.maxframe = modelframecount( me.modelindex );
|
||||
me.loops = 0; /* repeats */
|
||||
setorigin(me, me.origin);
|
||||
}
|
||||
|
||||
void Sprite_ParseEvent(void)
|
||||
{
|
||||
entity sprite = spawn();
|
||||
sprite.origin[0] = readcoord();
|
||||
sprite.origin[1] = readcoord();
|
||||
sprite.origin[2] = readcoord();
|
||||
sprite.modelindex = readfloat();
|
||||
sprite.framerate = readfloat();
|
||||
sprite.scale = readfloat();
|
||||
sprite.alpha = readfloat();
|
||||
sprite.effects = readfloat();
|
||||
sprite.colormod[0] = readfloat();
|
||||
sprite.colormod[1] = readfloat();
|
||||
sprite.colormod[2] = readfloat();
|
||||
sprite.think = Sprite_AnimateThink;
|
||||
sprite.drawmask = MASK_ENGINE;
|
||||
sprite.nextthink = time + ( 1 / self.framerate );
|
||||
sprite.maxframe = modelframecount( self.modelindex );
|
||||
sprite.health = 1; /* does not repeat */
|
||||
setorigin(sprite, self.origin);
|
||||
sprite spr = spawn(sprite);
|
||||
spr.origin[0] = readcoord();
|
||||
spr.origin[1] = readcoord();
|
||||
spr.origin[2] = readcoord();
|
||||
spr.modelindex = readfloat();
|
||||
spr.framerate = readfloat();
|
||||
spr.scale = readfloat();
|
||||
spr.alpha = readfloat();
|
||||
spr.effects = readfloat();
|
||||
spr.colormod[0] = readfloat();
|
||||
spr.colormod[1] = readfloat();
|
||||
spr.colormod[2] = readfloat();
|
||||
spr.drawmask = MASK_ENGINE;
|
||||
spr.nextthink = time + ( 1 / spr.framerate );
|
||||
spr.maxframe = modelframecount( spr.modelindex );
|
||||
spr.loops = 1; /* does not repeat */
|
||||
setorigin(spr, spr.origin);
|
||||
}
|
||||
|
|
|
@ -41,9 +41,9 @@ void GameText_Draw(void)
|
|||
strwidth = stringwidth(g_textchannels[i].m_strMessage, TRUE, [12,12]);
|
||||
|
||||
if (g_textchannels[i].m_flPosX == -1) {
|
||||
rpos[0] = (vVideoResolution[0] / 2) - (strwidth/2);
|
||||
rpos[0] = (video_res[0] / 2) - (strwidth/2);
|
||||
} else {
|
||||
rpos[0] = vVideoResolution[0] * g_textchannels[i].m_flPosX;
|
||||
rpos[0] = video_res[0] * g_textchannels[i].m_flPosX;
|
||||
|
||||
if (g_textchannels[i].m_flPosX >= 0.5) {
|
||||
rpos[0] -= strwidth;
|
||||
|
@ -51,9 +51,9 @@ void GameText_Draw(void)
|
|||
}
|
||||
|
||||
if (g_textchannels[i].m_flPosY == -1) {
|
||||
rpos[1] = (vVideoResolution[1] / 2) - 6;
|
||||
rpos[1] = (video_res[1] / 2) - 6;
|
||||
} else {
|
||||
rpos[1] = ((vVideoResolution[1] - 12) * g_textchannels[i].m_flPosY);
|
||||
rpos[1] = ((video_res[1] - 12) * g_textchannels[i].m_flPosY);
|
||||
}
|
||||
|
||||
if (g_textchannels[i].m_flTime < g_textchannels[i].m_flFadeIn) {
|
||||
|
|
|
@ -84,8 +84,9 @@ void CBaseTrigger :: InitPointTrigger ( void )
|
|||
void CBaseTrigger :: InitBrushTrigger ( void )
|
||||
{
|
||||
precache_model( model );
|
||||
setmodel( this, model );
|
||||
movetype = MOVETYPE_NONE;
|
||||
solid = SOLID_TRIGGER;
|
||||
setmodel( this, model );
|
||||
#ifdef GS_DEVELOPER
|
||||
alpha = 0.5f;
|
||||
effects = EF_ADDITIVE;
|
||||
|
@ -93,7 +94,6 @@ void CBaseTrigger :: InitBrushTrigger ( void )
|
|||
modelindex = 0;
|
||||
model = "";
|
||||
#endif
|
||||
solid = SOLID_TRIGGER;
|
||||
}
|
||||
|
||||
void CBaseTrigger :: CBaseTrigger ( void )
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
*
|
||||
****/
|
||||
|
||||
#define GS_DEVELOPER
|
||||
//#define GS_DEVELOPER
|
||||
|
||||
.float gflags;
|
||||
|
||||
|
@ -33,7 +33,7 @@ string Util_FixModel(string mdl)
|
|||
|
||||
// Kill the first /
|
||||
newpath = substring(newpath, 1, strlen(newpath)-1);
|
||||
#if 0
|
||||
#if 1
|
||||
return newpath;
|
||||
#else
|
||||
return mdl;
|
||||
|
|
|
@ -1,25 +1,35 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
// Submodel materials
|
||||
enum {
|
||||
MATERIAL_GLASS = 0,
|
||||
MATERIAL_WOOD,
|
||||
MATERIAL_METAL,
|
||||
MATERIAL_FLESH,
|
||||
MATERIAL_CINDER,
|
||||
MATERIAL_TILE,
|
||||
MATERIAL_COMPUTER,
|
||||
MATERIAL_GLASS_UNBREAKABLE,
|
||||
MATERIAL_ROCK,
|
||||
MATERIAL_NONE
|
||||
enum
|
||||
{
|
||||
MATERIAL_GLASS,
|
||||
MATERIAL_WOOD,
|
||||
MATERIAL_METAL,
|
||||
MATERIAL_FLESH,
|
||||
MATERIAL_CINDER,
|
||||
MATERIAL_TILE,
|
||||
MATERIAL_COMPUTER,
|
||||
MATERIAL_GLASS_UNBREAKABLE,
|
||||
MATERIAL_ROCK,
|
||||
MATERIAL_NONE
|
||||
};
|
||||
|
||||
// Impact types
|
||||
enum {
|
||||
IMPACT_MELEE = 0,
|
||||
IMPACT_EXPLOSION,
|
||||
IMPACT_DEFAULT,
|
||||
IMPACT_GLASS,
|
||||
IMPACT_WOOD,
|
||||
IMPACT_METAL,
|
||||
enum
|
||||
{
|
||||
IMPACT_MELEE,
|
||||
IMPACT_EXPLOSION,
|
||||
IMPACT_DEFAULT,
|
||||
IMPACT_GLASS,
|
||||
IMPACT_WOOD,
|
||||
IMPACT_METAL,
|
||||
IMPACT_FLESH,
|
||||
IMPACT_ROCK,
|
||||
IMPACT_ROCK
|
||||
};
|
||||
|
|
|
@ -13,7 +13,7 @@ SpectatorThink
|
|||
Run every frame on every spectator
|
||||
=================
|
||||
*/
|
||||
void Cstrike_SpectatorThink( void ) {
|
||||
void Game_SpectatorThink( void ) {
|
||||
self.SendFlags = 1;
|
||||
}
|
||||
|
||||
|
@ -24,7 +24,7 @@ ClientKill
|
|||
Suicide command 'kill' executes this function.
|
||||
=================
|
||||
*/
|
||||
void Cstrike_ClientKill( void ) {
|
||||
void Game_ClientKill( void ) {
|
||||
Damage_Apply( self, self, self.health, self.origin, TRUE );
|
||||
}
|
||||
|
||||
|
@ -35,7 +35,7 @@ ClientConnect
|
|||
Run whenever a new client joins
|
||||
=================
|
||||
*/
|
||||
void Cstrike_ClientConnect( void ) {}
|
||||
void Game_ClientConnect( void ) {}
|
||||
|
||||
/*
|
||||
=================
|
||||
|
@ -44,7 +44,7 @@ SpectatorConnect
|
|||
Called when a spectator joins the game
|
||||
=================
|
||||
*/
|
||||
void Cstrike_SpectatorConnect( void ) {
|
||||
void Game_SpectatorConnect( void ) {
|
||||
//Spawn_MakeSpectator();
|
||||
//Spawn_ObserverCam();
|
||||
ClientConnect();
|
||||
|
@ -58,7 +58,7 @@ SpectatorDisconnect
|
|||
Called when a spectator leaves the game
|
||||
=================
|
||||
*/
|
||||
void Cstrike_SpectatorDisconnect( void ) {
|
||||
void Game_SpectatorDisconnect( void ) {
|
||||
Spray_RemoveAll( self );
|
||||
}
|
||||
|
||||
|
@ -69,7 +69,7 @@ ClientDisconnect
|
|||
Run whenever a client quits
|
||||
=================
|
||||
*/
|
||||
void Cstrike_ClientDisconnect( void ) {
|
||||
void Game_ClientDisconnect( void ) {
|
||||
// We were part of the session
|
||||
self.health = 0;
|
||||
Rules_CountPlayers();
|
||||
|
@ -77,7 +77,7 @@ void Cstrike_ClientDisconnect( void ) {
|
|||
Spray_RemoveAll( self );
|
||||
}
|
||||
|
||||
void Cstrike_DecodeChangeParms(void)
|
||||
void Game_DecodeChangeParms(void)
|
||||
{
|
||||
g_landmarkpos[0] = parm1;
|
||||
g_landmarkpos[1] = parm2;
|
||||
|
@ -86,7 +86,7 @@ void Cstrike_DecodeChangeParms(void)
|
|||
self.angles[1] = parm5;
|
||||
self.angles[2] = parm6;
|
||||
}
|
||||
void Cstrike_SetChangeParms(void)
|
||||
void Game_SetChangeParms(void)
|
||||
{
|
||||
parm1 = g_landmarkpos[0];
|
||||
parm2 = g_landmarkpos[1];
|
||||
|
@ -103,13 +103,13 @@ PutClientInServer
|
|||
Puts a client into the world.
|
||||
=================
|
||||
*/
|
||||
void Cstrike_PutClientInServer( void ) {
|
||||
|
||||
void Game_PutClientInServer(void)
|
||||
{
|
||||
if ( cvar( "sv_playerslots" ) == 1 ) {
|
||||
entity spot;
|
||||
self.SendEntity = Player_SendEntity;
|
||||
|
||||
Cstrike_DecodeChangeParms();
|
||||
Game_DecodeChangeParms();
|
||||
|
||||
if (startspot) {
|
||||
self.origin = Landmark_GetSpot();
|
||||
|
@ -171,7 +171,7 @@ SV_RunClientCommand
|
|||
Funtion that can interrupt client commands before physics are run
|
||||
=================
|
||||
*/
|
||||
void Cstrike_RunClientCommand( void ) {
|
||||
void Game_RunClientCommand( void ) {
|
||||
/*if (clienttype(self) == CLIENTTYPE_BOT) {
|
||||
((CBot)self).RunAI();
|
||||
}*/
|
||||
|
@ -194,7 +194,7 @@ void Cstrike_RunClientCommand( void ) {
|
|||
Input_Handle();
|
||||
}
|
||||
|
||||
void Cstrike_SetNewParms(void)
|
||||
void Game_SetNewParms(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
@ -206,7 +206,8 @@ Client_SendEvent
|
|||
Send a game event
|
||||
=================
|
||||
*/
|
||||
void Client_SendEvent( entity eClient, float fEVType ) {
|
||||
void Client_SendEvent( entity eClient, float fEVType )
|
||||
{
|
||||
Weapon_UpdateCurrents();
|
||||
|
||||
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
|
||||
|
|
|
@ -28,7 +28,7 @@ Intercepts 'cmd' calls. We use it to intercept
|
|||
chat messages and handle distribution ourselves.
|
||||
=================
|
||||
*/
|
||||
void Cstrike_ParseClientCommand( string sCommand ) {
|
||||
void Game_ParseClientCommand( string sCommand ) {
|
||||
tokenize( sCommand );
|
||||
|
||||
if ( argv( 1 ) == "timeleft" ) {
|
||||
|
@ -70,7 +70,7 @@ void Cstrike_ParseClientCommand( string sCommand ) {
|
|||
clientcommand( self, sCommand );
|
||||
}
|
||||
|
||||
float Cstrike_ConsoleCmd( string sCommand ) {
|
||||
float Game_ConsoleCmd( string sCommand ) {
|
||||
/*CBot bot;
|
||||
if ( !self ) {
|
||||
for ( other = world; ( other = find( other, classname, "player" ) ); ) {
|
||||
|
@ -194,7 +194,7 @@ StartFrame
|
|||
Runs every frame... by worldspawn?
|
||||
=================
|
||||
*/
|
||||
void Cstrike_StartFrame( void ) {
|
||||
void Game_StartFrame( void ) {
|
||||
// We've got hostages, but no rescue zones, create some
|
||||
if ( !iRescueZones && iHostagesMax > 0 ) {
|
||||
Game_CreateRescueZones();
|
||||
|
@ -235,7 +235,7 @@ It's the map entity, literally
|
|||
=================
|
||||
*/
|
||||
|
||||
void Cstrike_worldspawn(void)
|
||||
void Game_Worldspawn(void)
|
||||
{
|
||||
string sTemp;
|
||||
int iMOTDLines = 0;
|
||||
|
@ -543,5 +543,4 @@ void Cstrike_worldspawn(void)
|
|||
iBombRadius = 1024;
|
||||
localcmd(sprintf("serverinfo slots %d\n", cvar("sv_playerslots")));
|
||||
localcmd("teamplay 1\n");
|
||||
PMove_Init();
|
||||
}
|
||||
|
|
|
@ -41,6 +41,7 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
|
|||
WriteByte( MSG_ENTITY, self.health );
|
||||
WriteFloat( MSG_ENTITY, self.movetype );
|
||||
WriteFloat( MSG_ENTITY, self.view_ofs[2] );
|
||||
WriteFloat( MSG_ENTITY, self.viewzoom );
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
@ -195,7 +196,7 @@ PlayerPreThink
|
|||
Run before physics
|
||||
=================
|
||||
*/
|
||||
void Cstrike_PlayerPreThink( void ) {
|
||||
void Game_PlayerPreThink( void ) {
|
||||
BaseGun_ShotMultiplierUpdate();
|
||||
}
|
||||
|
||||
|
@ -206,7 +207,7 @@ PlayerPreThink
|
|||
Run after physics
|
||||
=================
|
||||
*/
|
||||
void Cstrike_PlayerPostThink( void ) {
|
||||
void Game_PlayerPostThink( void ) {
|
||||
Animation_PlayerUpdate();
|
||||
Footsteps_Update();
|
||||
|
||||
|
|
|
@ -12,154 +12,70 @@ void main(void)
|
|||
|
||||
void StartFrame(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_StartFrame();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_StartFrame();
|
||||
#endif
|
||||
Game_StartFrame();
|
||||
}
|
||||
|
||||
void ClientConnect(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_ClientConnect();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_ClientConnect();
|
||||
#endif
|
||||
Game_ClientConnect();
|
||||
}
|
||||
|
||||
void ClientDisconnect(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_ClientDisconnect();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_ClientDisconnect();
|
||||
#endif
|
||||
Game_ClientDisconnect();
|
||||
}
|
||||
|
||||
void ClientKill(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_ClientKill();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_ClientKill();
|
||||
#endif
|
||||
Game_ClientKill();
|
||||
}
|
||||
|
||||
void SpectatorThink(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_SpectatorThink();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_SpectatorThink();
|
||||
#endif
|
||||
Game_SpectatorThink();
|
||||
}
|
||||
void SpectatorConnect(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_SpectatorConnect();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_SpectatorConnect();
|
||||
#endif
|
||||
Game_SpectatorConnect();
|
||||
}
|
||||
void SpectatorDisconnect(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_SpectatorDisconnect();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_SpectatorDisconnect();
|
||||
#endif
|
||||
Game_SpectatorDisconnect();
|
||||
}
|
||||
|
||||
void PutClientInServer(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_PutClientInServer();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_PutClientInServer();
|
||||
#endif
|
||||
Game_PutClientInServer();
|
||||
}
|
||||
|
||||
void PlayerPreThink(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_PlayerPreThink();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_PlayerPreThink();
|
||||
#endif
|
||||
Game_PlayerPreThink();
|
||||
}
|
||||
|
||||
void PlayerPostThink(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_PlayerPostThink();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_PlayerPostThink();
|
||||
#endif
|
||||
Game_PlayerPostThink();
|
||||
}
|
||||
|
||||
void SetNewParms(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_SetNewParms();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_SetNewParms();
|
||||
#endif
|
||||
Game_SetNewParms();
|
||||
}
|
||||
|
||||
void SetChangeParms(void)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_SetChangeParms();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_SetChangeParms();
|
||||
#endif
|
||||
Game_SetChangeParms();
|
||||
}
|
||||
|
||||
void SV_RunClientCommand( void )
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_RunClientCommand();
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_RunClientCommand();
|
||||
#endif
|
||||
Game_RunClientCommand();
|
||||
}
|
||||
|
||||
void SV_ParseClientCommand(string cmd)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_ParseClientCommand(cmd);
|
||||
#endif
|
||||
|
||||
#ifdef VALVE
|
||||
Valve_ParseClientCommand(cmd);
|
||||
#endif
|
||||
Game_ParseClientCommand(cmd);
|
||||
}
|
||||
|
||||
void worldspawn(void)
|
||||
|
@ -170,11 +86,11 @@ void worldspawn(void)
|
|||
return;
|
||||
}
|
||||
g_initialized = TRUE;
|
||||
|
||||
|
||||
// Let's load materials.txt because someone thought this was the best idea
|
||||
filestream fileMaterial = fopen( "sound/materials.txt", FILE_READ );
|
||||
hashMaterials = hash_createtab( 512, HASH_ADD );
|
||||
|
||||
|
||||
if ( fileMaterial >= 0 ) {
|
||||
while ( ( sTemp = fgets( fileMaterial ) ) ) {
|
||||
// Tokenize and just parse this stuff in
|
||||
|
@ -187,10 +103,11 @@ void worldspawn(void)
|
|||
error( "Failed to load sound/materials.txt!\n" );
|
||||
}
|
||||
|
||||
PMove_Init();
|
||||
precache_sound( "weapons/explode3.wav" );
|
||||
precache_sound( "weapons/explode4.wav" );
|
||||
precache_sound( "weapons/explode5.wav" );
|
||||
|
||||
|
||||
precache_sound( "debris/glass1.wav" );
|
||||
precache_sound( "debris/glass2.wav" );
|
||||
precache_sound( "debris/glass3.wav" );
|
||||
|
@ -209,47 +126,47 @@ void worldspawn(void)
|
|||
precache_sound( "debris/concrete1.wav" );
|
||||
precache_sound( "debris/concrete2.wav" );
|
||||
precache_sound( "debris/concrete3.wav" );
|
||||
|
||||
|
||||
precache_sound( "player/pl_metal1.wav" );
|
||||
precache_sound( "player/pl_metal2.wav" );
|
||||
precache_sound( "player/pl_metal3.wav" );
|
||||
precache_sound( "player/pl_metal4.wav" );
|
||||
|
||||
|
||||
precache_sound( "player/pl_duct1.wav" );
|
||||
precache_sound( "player/pl_duct2.wav" );
|
||||
precache_sound( "player/pl_duct3.wav" );
|
||||
precache_sound( "player/pl_duct4.wav" );
|
||||
|
||||
|
||||
precache_sound( "player/pl_dirt1.wav" );
|
||||
precache_sound( "player/pl_dirt2.wav" );
|
||||
precache_sound( "player/pl_dirt3.wav" );
|
||||
precache_sound( "player/pl_dirt4.wav" );
|
||||
|
||||
|
||||
precache_sound( "player/pl_slosh1.wav" );
|
||||
precache_sound( "player/pl_slosh2.wav" );
|
||||
precache_sound( "player/pl_slosh3.wav" );
|
||||
precache_sound( "player/pl_slosh4.wav" );
|
||||
|
||||
|
||||
precache_sound( "player/pl_tile1.wav" );
|
||||
precache_sound( "player/pl_tile2.wav" );
|
||||
precache_sound( "player/pl_tile3.wav" );
|
||||
precache_sound( "player/pl_tile4.wav" );
|
||||
|
||||
|
||||
precache_sound( "player/pl_grate1.wav" );
|
||||
precache_sound( "player/pl_grate2.wav" );
|
||||
precache_sound( "player/pl_grate3.wav" );
|
||||
precache_sound( "player/pl_grate4.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_step1.wav" );
|
||||
precache_sound( "player/pl_step2.wav" );
|
||||
precache_sound( "player/pl_step3.wav" );
|
||||
precache_sound( "player/pl_step4.wav" );
|
||||
|
||||
|
||||
precache_sound( "items/9mmclip1.wav" );
|
||||
precache_sound( "items/gunpickup2.wav" );
|
||||
precache_sound( "common/wpn_select.wav" );
|
||||
|
@ -268,10 +185,12 @@ void worldspawn(void)
|
|||
lightstyle( 9, "aaaaaaaazzzzzzzz" );
|
||||
lightstyle( 10, "mmamammmmammamamaaamammma" );
|
||||
lightstyle( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
|
||||
|
||||
#ifdef CSTRIKE
|
||||
Cstrike_worldspawn();
|
||||
#elif VALVE
|
||||
Valve_worldspawn();
|
||||
#endif
|
||||
|
||||
Game_Worldspawn();
|
||||
}
|
||||
|
||||
float ConsoleCmd(string cmd)
|
||||
{
|
||||
return Game_ConsoleCmd(cmd);
|
||||
}
|
||||
|
||||
|
|
|
@ -6,11 +6,3 @@
|
|||
*
|
||||
****/
|
||||
|
||||
float ConsoleCmd(string cmd)
|
||||
{
|
||||
#ifdef CSTRIKE
|
||||
return Cstrike_ConsoleCmd(cmd);
|
||||
#else
|
||||
return Valve_ConsoleCmd(cmd);
|
||||
#endif
|
||||
}
|
||||
|
|
|
@ -31,6 +31,7 @@ server.c
|
|||
damage.c
|
||||
vox.c
|
||||
|
||||
valve/spawn.c
|
||||
footsteps.c
|
||||
entry.c
|
||||
#endlist
|
||||
|
|
|
@ -6,50 +6,67 @@
|
|||
*
|
||||
****/
|
||||
|
||||
void Valve_ClientConnect(void)
|
||||
void Game_ClientConnect(void)
|
||||
{
|
||||
bprint(sprintf("%s connected\n", self.classname));
|
||||
bprint(sprintf("%s connected\n", self.netname));
|
||||
}
|
||||
void Valve_ClientDisconnect(void)
|
||||
void Game_ClientDisconnect(void)
|
||||
{
|
||||
bprint(sprintf("%s disconnected\n", self.classname));
|
||||
bprint(sprintf("%s disconnected\n", self.netname));
|
||||
}
|
||||
void Valve_ClientKill(void)
|
||||
void Game_ClientKill(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Valve_PlayerPreThink(void)
|
||||
void Game_PlayerPreThink(void)
|
||||
{
|
||||
|
||||
}
|
||||
void Valve_PlayerPostThink(void)
|
||||
void Game_PlayerPostThink(void)
|
||||
{
|
||||
|
||||
self.SendFlags = 1;
|
||||
}
|
||||
void Valve_SetChangeParms(void)
|
||||
{
|
||||
|
||||
}
|
||||
void Valve_RunClientCommand(void)
|
||||
void Game_RunClientCommand(void)
|
||||
{
|
||||
Footsteps_Update();
|
||||
QPhysics_Run(self);
|
||||
}
|
||||
|
||||
void Valve_PutClientInServer(void)
|
||||
void Game_DecodeChangeParms(void)
|
||||
{
|
||||
g_landmarkpos[0] = parm1;
|
||||
g_landmarkpos[1] = parm2;
|
||||
g_landmarkpos[2] = parm3;
|
||||
self.angles[0] = parm4;
|
||||
self.angles[1] = parm5;
|
||||
self.angles[2] = parm6;
|
||||
}
|
||||
void Game_SetChangeParms(void)
|
||||
{
|
||||
parm1 = g_landmarkpos[0];
|
||||
parm2 = g_landmarkpos[1];
|
||||
parm3 = g_landmarkpos[2];
|
||||
parm4 = self.angles[0];
|
||||
parm5 = self.angles[1];
|
||||
parm6 = self.angles[2];
|
||||
}
|
||||
|
||||
void Game_PutClientInServer(void)
|
||||
{
|
||||
if ( cvar( "sv_playerslots" ) == 1 ) {
|
||||
entity spot;
|
||||
self.SendEntity = Player_SendEntity;
|
||||
|
||||
//Valve_DecodeChangeParms();
|
||||
Game_DecodeChangeParms();
|
||||
|
||||
if (startspot) {
|
||||
self.origin = Landmark_GetSpot();
|
||||
setorigin(self, Landmark_GetSpot());
|
||||
self.fixangle = TRUE;
|
||||
} else {
|
||||
spot = find( world, classname, "info_player_start" );
|
||||
self.origin = spot.origin;
|
||||
//self.origin = spot.origin;
|
||||
setorigin(self, spot.origin);
|
||||
self.angles = spot.angles;
|
||||
self.fixangle = TRUE;
|
||||
}
|
||||
|
@ -57,7 +74,7 @@ void Valve_PutClientInServer(void)
|
|||
|
||||
self.classname = "player";
|
||||
self.health = self.max_health = 100;
|
||||
forceinfokey( self, "*dead", "0" );
|
||||
//forceinfokey( self, "*dead", "0" );
|
||||
self.takedamage = DAMAGE_YES;
|
||||
self.solid = SOLID_SLIDEBOX;
|
||||
self.movetype = MOVETYPE_WALK;
|
||||
|
@ -71,12 +88,12 @@ void Valve_PutClientInServer(void)
|
|||
forceinfokey( self, "*spec", "0" );
|
||||
}
|
||||
|
||||
void Valve_ParseClientCommand(string cmd)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Valve_SetNewParms(void)
|
||||
void Game_ParseClientCommand(string cmd)
|
||||
{
|
||||
clientcommand(self, cmd);
|
||||
}
|
||||
|
||||
void Game_SetNewParms(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -4,27 +4,29 @@
|
|||
Player_SendEntity
|
||||
=================
|
||||
*/
|
||||
float Player_SendEntity( entity ePEnt, float fChanged ) {
|
||||
if ( self.health <= 0 && ePEnt != self ) {
|
||||
float Player_SendEntity(entity ePEnt, float fChanged)
|
||||
{
|
||||
if (self.health <= 0 && ePEnt != self) {
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
WriteByte( MSG_ENTITY, ENT_PLAYER );
|
||||
WriteShort( MSG_ENTITY, self.modelindex );
|
||||
WriteCoord( MSG_ENTITY, self.origin_x );
|
||||
WriteCoord( MSG_ENTITY, self.origin_y );
|
||||
WriteCoord( MSG_ENTITY, self.origin_z );
|
||||
WriteCoord( MSG_ENTITY, self.v_angle_x );
|
||||
WriteCoord( MSG_ENTITY, self.angles_y );
|
||||
WriteCoord( MSG_ENTITY, self.angles_z );
|
||||
WriteCoord( MSG_ENTITY, self.velocity_x );
|
||||
WriteCoord( MSG_ENTITY, self.velocity_y );
|
||||
WriteCoord( MSG_ENTITY, self.velocity_z );
|
||||
WriteFloat( MSG_ENTITY, self.flags );
|
||||
WriteFloat( MSG_ENTITY, self.pmove_flags );
|
||||
WriteByte( MSG_ENTITY, self.weapon );
|
||||
WriteByte( MSG_ENTITY, self.health );
|
||||
WriteFloat( MSG_ENTITY, self.movetype );
|
||||
WriteFloat( MSG_ENTITY, self.view_ofs[2] );
|
||||
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
||||
WriteShort(MSG_ENTITY, self.modelindex);
|
||||
WriteCoord(MSG_ENTITY, self.origin[0]);
|
||||
WriteCoord(MSG_ENTITY, self.origin[1]);
|
||||
WriteCoord(MSG_ENTITY, self.origin[2]);
|
||||
WriteCoord(MSG_ENTITY, self.v_angle[0]);
|
||||
WriteCoord(MSG_ENTITY, self.angles[1]);
|
||||
WriteCoord(MSG_ENTITY, self.angles[2]);
|
||||
WriteCoord(MSG_ENTITY, self.velocity[0]);
|
||||
WriteCoord(MSG_ENTITY, self.velocity[1]);
|
||||
WriteCoord(MSG_ENTITY, self.velocity[2]);
|
||||
WriteFloat(MSG_ENTITY, self.flags);
|
||||
WriteFloat(MSG_ENTITY, self.pmove_flags);
|
||||
WriteByte(MSG_ENTITY, self.weapon);
|
||||
WriteByte(MSG_ENTITY, self.health);
|
||||
WriteFloat(MSG_ENTITY, self.movetype);
|
||||
WriteFloat(MSG_ENTITY, self.view_ofs[2]);
|
||||
WriteFloat(MSG_ENTITY, self.viewzoom);
|
||||
return TRUE;
|
||||
}
|
||||
|
|
|
@ -6,12 +6,17 @@
|
|||
*
|
||||
****/
|
||||
|
||||
void Valve_StartFrame(void)
|
||||
void Game_StartFrame(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
float Valve_ConsoleCmd(string cmd)
|
||||
float Game_ConsoleCmd(string cmd)
|
||||
{
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void Game_Worldspawn(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -0,0 +1,17 @@
|
|||
/***
|
||||
*
|
||||
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
||||
*
|
||||
* See the file LICENSE attached with the sources for usage details.
|
||||
*
|
||||
****/
|
||||
|
||||
void info_player_start(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void info_player_deathmatch(void)
|
||||
{
|
||||
|
||||
}
|
|
@ -6,15 +6,15 @@
|
|||
*
|
||||
****/
|
||||
|
||||
void Valve_SpectatorThink(void)
|
||||
void Game_SpectatorThink(void)
|
||||
{
|
||||
|
||||
}
|
||||
void Valve_SpectatorConnect(void)
|
||||
void Game_SpectatorConnect(void)
|
||||
{
|
||||
|
||||
}
|
||||
void Valve_SpectatorDisconnect(void)
|
||||
void Game_SpectatorDisconnect(void)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
|
@ -17,22 +17,12 @@ void Effect_CreateExplosion( vector vPos ) {
|
|||
msg_entity = self;
|
||||
multicast( vPos, MULTICAST_PVS );
|
||||
#else
|
||||
|
||||
static void Effect_CreateExplosion_Animate( void ) {
|
||||
if ( self.frame >= self.maxframe ) {
|
||||
remove( self );
|
||||
} else {
|
||||
self.frame += 1;
|
||||
}
|
||||
self.nextthink = time + 0.05f;
|
||||
}
|
||||
|
||||
entity eExplosion = spawn();
|
||||
sprite eExplosion = spawn(sprite);
|
||||
setorigin( eExplosion, vPos );
|
||||
setmodel( eExplosion, "sprites/fexplo.spr" );
|
||||
sound( eExplosion, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 3 ) + 3 ), 1, ATTN_NORM );
|
||||
|
||||
eExplosion.think = Effect_CreateExplosion_Animate;
|
||||
//eExplosion.think = Effect_CreateExplosion_Animate;
|
||||
eExplosion.nextthink = time + 0.05f;
|
||||
eExplosion.effects = EF_ADDITIVE;
|
||||
eExplosion.drawmask = MASK_ENGINE;
|
||||
|
@ -109,31 +99,6 @@ void Effect_CreateSmoke( vector vPos ) {
|
|||
}
|
||||
#endif
|
||||
|
||||
#ifdef CSQC
|
||||
.float framerate;
|
||||
void Effect_AnimatedSprite( vector vPos, float fIndex, float fFPS, float fScale, float fAlpha, float fEffects ) {
|
||||
static void Effect_AnimatedSprite_Animate( void ) {
|
||||
if( self.frame >= self.maxframe ) {
|
||||
self.frame = 0;
|
||||
} else {
|
||||
self.frame += 1;
|
||||
}
|
||||
|
||||
self.nextthink = time + ( 1 / self.framerate );
|
||||
}
|
||||
self.modelindex = fIndex;
|
||||
setorigin( self, vPos );
|
||||
self.scale = fScale;
|
||||
self.alpha = fAlpha;
|
||||
self.effects = fEffects;
|
||||
self.framerate = fFPS;
|
||||
self.think = Effect_AnimatedSprite_Animate;
|
||||
self.drawmask = MASK_ENGINE;
|
||||
self.nextthink = time + ( 1 / self.framerate );
|
||||
self.maxframe = modelframecount( self.modelindex );
|
||||
}
|
||||
#endif
|
||||
|
||||
void Effect_Impact( int iType, vector vPos, vector vNormal ) {
|
||||
#ifdef SSQC
|
||||
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
|
||||
|
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
valve/menu.dat
BIN
valve/menu.dat
Binary file not shown.
BIN
valve/progs.dat
BIN
valve/progs.dat
Binary file not shown.
Loading…
Reference in a new issue