diff --git a/Source/LICENSE b/Source/LICENSE index cbced898..8f16481f 100644 --- a/Source/LICENSE +++ b/Source/LICENSE @@ -1,284 +1,665 @@ =============================================================================== - GNU GENERAL PUBLIC LICENSE - Version 2, June 1991 + GNU AFFERO GENERAL PUBLIC LICENSE + Version 3, 19 November 2007 - Copyright (C) 1989, 1991 Free Software Foundation, Inc., - 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble - The licenses for most software are designed to take away your -freedom to share and change it. By contrast, the GNU General Public -License is intended to guarantee your freedom to share and change free -software--to make sure the software is free for all its users. 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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. + + + Copyright (C) + + 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 . + +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 +. + =============================================================================== diff --git a/Source/client/cstrike.src b/Source/client/cstrike.src index 681f1169..afe95f57 100755 --- a/Source/client/cstrike.src +++ b/Source/client/cstrike.src @@ -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 diff --git a/Source/client/cstrike/damage.c b/Source/client/cstrike/damage.c deleted file mode 100644 index 8e609999..00000000 --- a/Source/client/cstrike/damage.c +++ /dev/null @@ -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; -} diff --git a/Source/client/cstrike/defs.h b/Source/client/cstrike/defs.h index 64a6147a..afdf831e 100755 --- a/Source/client/cstrike/defs.h +++ b/Source/client/cstrike/defs.h @@ -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 diff --git a/Source/client/cstrike/draw.c b/Source/client/cstrike/draw.c index 3ddf71b7..c7590f27 100755 --- a/Source/client/cstrike/draw.c +++ b/Source/client/cstrike/draw.c @@ -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 diff --git a/Source/client/cstrike/entities.c b/Source/client/cstrike/entities.c index 698c616c..db3663f3 100755 --- a/Source/client/cstrike/entities.c +++ b/Source/client/cstrike/entities.c @@ -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 diff --git a/Source/client/cstrike/event.c b/Source/client/cstrike/event.c index f1367a27..c8541f09 100755 --- a/Source/client/cstrike/event.c +++ b/Source/client/cstrike/event.c @@ -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; -} diff --git a/Source/client/cstrike/hud.c b/Source/client/cstrike/hud.c index c8e281b4..335b915c 100755 --- a/Source/client/cstrike/hud.c +++ b/Source/client/cstrike/hud.c @@ -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; - } - } -} diff --git a/Source/client/cstrike/hudcrosshair.c b/Source/client/cstrike/hudcrosshair.c index 9b6c42c3..50502aae 100755 --- a/Source/client/cstrike/hudcrosshair.c +++ b/Source/client/cstrike/hudcrosshair.c @@ -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); } diff --git a/Source/client/cstrike/hudorbituaries.c b/Source/client/cstrike/hudorbituaries.c index f5aa7424..bfc71dd5 100755 --- a/Source/client/cstrike/hudorbituaries.c +++ b/Source/client/cstrike/hudorbituaries.c @@ -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 ); diff --git a/Source/client/cstrike/hudscope.c b/Source/client/cstrike/hudscope.c index 9b118bcb..dcf6630b 100755 --- a/Source/client/cstrike/hudscope.c +++ b/Source/client/cstrike/hudscope.c @@ -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 ); } } diff --git a/Source/client/cstrike/hudweaponselect.c b/Source/client/cstrike/hudweaponselect.c index 635b0b0b..7924cc7b 100755 --- a/Source/client/cstrike/hudweaponselect.c +++ b/Source/client/cstrike/hudweaponselect.c @@ -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 diff --git a/Source/client/cstrike/init.c b/Source/client/cstrike/init.c index a4d093f3..a6f07446 100755 --- a/Source/client/cstrike/init.c +++ b/Source/client/cstrike/init.c @@ -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 ) { - -} diff --git a/Source/client/cstrike/overview.c b/Source/client/cstrike/overview.c index e83064c0..63bb305d 100755 --- a/Source/client/cstrike/overview.c +++ b/Source/client/cstrike/overview.c @@ -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(); diff --git a/Source/client/cstrike/player.c b/Source/client/cstrike/player.c index 2ab4f5e7..1f22cad6 100755 --- a/Source/client/cstrike/player.c +++ b/Source/client/cstrike/player.c @@ -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; -} diff --git a/Source/client/cstrike/vgui.c b/Source/client/cstrike/vgui.c index 6458e582..afb25191 100755 --- a/Source/client/cstrike/vgui.c +++ b/Source/client/cstrike/vgui.c @@ -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; diff --git a/Source/client/cstrike/vguibuymenu.c b/Source/client/cstrike/vguibuymenu.c index 8926bd93..9632bfde 100755 --- a/Source/client/cstrike/vguibuymenu.c +++ b/Source/client/cstrike/vguibuymenu.c @@ -6,8 +6,6 @@ * ****/ -#include "vgui.h" - vguiweaponobject_t vguiWeaponTable[CS_WEAPON_COUNT] = { { _("WEAPON_NONE"), "" }, { _("WEAPON_KNIFE"), "" }, diff --git a/Source/client/cstrike/vguimotd.c b/Source/client/cstrike/vguimotd.c index 718d5527..bdf2f775 100755 --- a/Source/client/cstrike/vguimotd.c +++ b/Source/client/cstrike/vguimotd.c @@ -6,8 +6,6 @@ * ****/ -#include "vgui.h" - /* ==================== VGUI_MessageOfTheDay diff --git a/Source/client/cstrike/vguiobjects.c b/Source/client/cstrike/vguiobjects.c index 9eed6597..7b212f18 100755 --- a/Source/client/cstrike/vguiobjects.c +++ b/Source/client/cstrike/vguiobjects.c @@ -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 ); } diff --git a/Source/client/cstrike/vguiradio.c b/Source/client/cstrike/vguiradio.c index 1bfbd6f8..c4d9ba8a 100755 --- a/Source/client/cstrike/vguiradio.c +++ b/Source/client/cstrike/vguiradio.c @@ -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 ); diff --git a/Source/client/cstrike/vguiscoreboard.c b/Source/client/cstrike/vguiscoreboard.c index 50473d12..1f16ba5d 100755 --- a/Source/client/cstrike/vguiscoreboard.c +++ b/Source/client/cstrike/vguiscoreboard.c @@ -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 diff --git a/Source/client/cstrike/vguispectator.c b/Source/client/cstrike/vguispectator.c index 57bf110a..16145123 100755 --- a/Source/client/cstrike/vguispectator.c +++ b/Source/client/cstrike/vguispectator.c @@ -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 ); } diff --git a/Source/client/cstrike/vguiteamselect.c b/Source/client/cstrike/vguiteamselect.c index 43c13ccc..ca78ed1e 100755 --- a/Source/client/cstrike/vguiteamselect.c +++ b/Source/client/cstrike/vguiteamselect.c @@ -6,8 +6,6 @@ * ****/ -#include "vgui.h" - string sClassInfo[64] = { _("VGUI_T1_TITLE"), "gfx/vgui/640_terror", _("VGUI_T1_TXT1"), diff --git a/Source/client/cstrike/view.c b/Source/client/cstrike/view.c old mode 100755 new mode 100644 index b143e15b..15620817 --- a/Source/client/cstrike/view.c +++ b/Source/client/cstrike/view.c @@ -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; -} diff --git a/Source/client/damage.c b/Source/client/damage.c new file mode 100644 index 00000000..26e96a38 --- /dev/null +++ b/Source/client/damage.c @@ -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; +} diff --git a/Source/client/defs.h b/Source/client/defs.h new file mode 100644 index 00000000..1ed238d6 --- /dev/null +++ b/Source/client/defs.h @@ -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; diff --git a/Source/client/entities.c b/Source/client/entities.c new file mode 100644 index 00000000..2c2a6f3c --- /dev/null +++ b/Source/client/entities.c @@ -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; + } +} diff --git a/Source/client/entry.c b/Source/client/entry.c index 57815285..dd8f592c 100644 --- a/Source/client/entry.c +++ b/Source/client/entry.c @@ -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) +{ + } diff --git a/Source/client/events.c b/Source/client/events.c new file mode 100644 index 00000000..f4a1d7df --- /dev/null +++ b/Source/client/events.c @@ -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(); + } +} diff --git a/Source/client/hud_voice.c b/Source/client/hud_voice.c new file mode 100644 index 00000000..93d28a46 --- /dev/null +++ b/Source/client/hud_voice.c @@ -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(); + } +} diff --git a/Source/client/player.c b/Source/client/player.c new file mode 100644 index 00000000..b7ae411b --- /dev/null +++ b/Source/client/player.c @@ -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; +} diff --git a/Source/client/predict.c b/Source/client/predict.c new file mode 100644 index 00000000..2285c5d3 --- /dev/null +++ b/Source/client/predict.c @@ -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; +} diff --git a/Source/client/cstrike/sound.c b/Source/client/sound.c similarity index 100% rename from Source/client/cstrike/sound.c rename to Source/client/sound.c diff --git a/Source/client/text.c b/Source/client/text.c new file mode 100644 index 00000000..a5ff063f --- /dev/null +++ b/Source/client/text.c @@ -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); +} diff --git a/Source/client/util.c b/Source/client/util.c new file mode 100644 index 00000000..7eaad1f1 --- /dev/null +++ b/Source/client/util.c @@ -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) +{ + +} diff --git a/Source/client/valve.src b/Source/client/valve.src index 58842b2c..5841cccc 100755 --- a/Source/client/valve.src +++ b/Source/client/valve.src @@ -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 diff --git a/Source/client/valve/cmds.c b/Source/client/valve/cmds.c new file mode 100644 index 00000000..3ce1e36e --- /dev/null +++ b/Source/client/valve/cmds.c @@ -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; +} diff --git a/Source/client/valve/defs.h b/Source/client/valve/defs.h new file mode 100644 index 00000000..3925b91e --- /dev/null +++ b/Source/client/valve/defs.h @@ -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; diff --git a/Source/client/valve/game_event.c b/Source/client/valve/game_event.c new file mode 100644 index 00000000..ddad54a2 --- /dev/null +++ b/Source/client/valve/game_event.c @@ -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) +{ + +} diff --git a/Source/client/valve/hud.c b/Source/client/valve/hud.c index 56264175..d606e5e7 100644 --- a/Source/client/valve/hud.c +++ b/Source/client/valve/hud.c @@ -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(); } diff --git a/Source/client/valve/init.c b/Source/client/valve/init.c new file mode 100644 index 00000000..2b19f947 --- /dev/null +++ b/Source/client/valve/init.c @@ -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) +{ + +} diff --git a/Source/client/valve/view.c b/Source/client/valve/view.c index e69de29b..54b93f14 100644 --- a/Source/client/valve/view.c +++ b/Source/client/valve/view.c @@ -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; + } + } + }*/ +} diff --git a/Source/client/cstrike/vgui.h b/Source/client/vgui.h similarity index 100% rename from Source/client/cstrike/vgui.h rename to Source/client/vgui.h diff --git a/Source/client/view.c b/Source/client/view.c new file mode 100755 index 00000000..66350bad --- /dev/null +++ b/Source/client/view.c @@ -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; +} diff --git a/Source/defs.h b/Source/defs.h index 9bf9fba2..3f181483 100644 --- a/Source/defs.h +++ b/Source/defs.h @@ -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'; diff --git a/Source/entities.h b/Source/entities.h index ddd8f650..8864af04 100644 --- a/Source/entities.h +++ b/Source/entities.h @@ -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, diff --git a/Source/gs-entbase/client/sprite.cpp b/Source/gs-entbase/client/sprite.cpp index 3877eccf..995910e0 100644 --- a/Source/gs-entbase/client/sprite.cpp +++ b/Source/gs-entbase/client/sprite.cpp @@ -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); } diff --git a/Source/gs-entbase/client/text.cpp b/Source/gs-entbase/client/text.cpp index 754b608f..a52d00d6 100644 --- a/Source/gs-entbase/client/text.cpp +++ b/Source/gs-entbase/client/text.cpp @@ -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) { diff --git a/Source/gs-entbase/server/basetrigger.cpp b/Source/gs-entbase/server/basetrigger.cpp index 4dbc6227..5c8cbfec 100644 --- a/Source/gs-entbase/server/basetrigger.cpp +++ b/Source/gs-entbase/server/basetrigger.cpp @@ -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 ) diff --git a/Source/gs-entbase/server/defs.h b/Source/gs-entbase/server/defs.h index fd3cfa87..9b2bc0b3 100644 --- a/Source/gs-entbase/server/defs.h +++ b/Source/gs-entbase/server/defs.h @@ -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; diff --git a/Source/materials.h b/Source/materials.h index ee9b10cf..60a43214 100644 --- a/Source/materials.h +++ b/Source/materials.h @@ -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 }; diff --git a/Source/server/cstrike/client.c b/Source/server/cstrike/client.c index e0a8bc5a..9370077e 100755 --- a/Source/server/cstrike/client.c +++ b/Source/server/cstrike/client.c @@ -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 ); diff --git a/Source/server/cstrike/main.c b/Source/server/cstrike/main.c index 66f05d57..b84f1979 100755 --- a/Source/server/cstrike/main.c +++ b/Source/server/cstrike/main.c @@ -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(); } diff --git a/Source/server/cstrike/player.c b/Source/server/cstrike/player.c index 38df863c..eb386462 100755 --- a/Source/server/cstrike/player.c +++ b/Source/server/cstrike/player.c @@ -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(); diff --git a/Source/server/entry.c b/Source/server/entry.c index 371974c9..451c76bb 100644 --- a/Source/server/entry.c +++ b/Source/server/entry.c @@ -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); +} + diff --git a/Source/server/server.c b/Source/server/server.c index 4e2e5ccf..1e5913dc 100644 --- a/Source/server/server.c +++ b/Source/server/server.c @@ -6,11 +6,3 @@ * ****/ -float ConsoleCmd(string cmd) -{ -#ifdef CSTRIKE - return Cstrike_ConsoleCmd(cmd); -#else - return Valve_ConsoleCmd(cmd); -#endif -} diff --git a/Source/server/valve.src b/Source/server/valve.src index 3aa22311..0835994b 100755 --- a/Source/server/valve.src +++ b/Source/server/valve.src @@ -31,6 +31,7 @@ server.c damage.c vox.c +valve/spawn.c footsteps.c entry.c #endlist diff --git a/Source/server/valve/client.c b/Source/server/valve/client.c index 40ea758d..468e6955 100644 --- a/Source/server/valve/client.c +++ b/Source/server/valve/client.c @@ -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) { } diff --git a/Source/server/valve/player.c b/Source/server/valve/player.c index b9d4ce2a..ff57a33f 100644 --- a/Source/server/valve/player.c +++ b/Source/server/valve/player.c @@ -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; } diff --git a/Source/server/valve/server.c b/Source/server/valve/server.c index 9e33a634..27e50e47 100644 --- a/Source/server/valve/server.c +++ b/Source/server/valve/server.c @@ -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) +{ + } diff --git a/Source/server/valve/spawn.c b/Source/server/valve/spawn.c index e69de29b..6872169c 100644 --- a/Source/server/valve/spawn.c +++ b/Source/server/valve/spawn.c @@ -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) +{ + +} diff --git a/Source/server/valve/spectator.c b/Source/server/valve/spectator.c index 5ca721d8..cc2c00b6 100644 --- a/Source/server/valve/spectator.c +++ b/Source/server/valve/spectator.c @@ -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) { } diff --git a/Source/shared/effects.c b/Source/shared/effects.c index ab3a9984..d4b155de 100755 --- a/Source/shared/effects.c +++ b/Source/shared/effects.c @@ -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 ); diff --git a/cstrike/csprogs.dat b/cstrike/csprogs.dat index 6f91e20f..f67723ec 100644 Binary files a/cstrike/csprogs.dat and b/cstrike/csprogs.dat differ diff --git a/cstrike/progs.dat b/cstrike/progs.dat index 1f7bf5ba..b07c7245 100644 Binary files a/cstrike/progs.dat and b/cstrike/progs.dat differ diff --git a/valve/csprogs.dat b/valve/csprogs.dat index e41c9477..68a5c6a4 100644 Binary files a/valve/csprogs.dat and b/valve/csprogs.dat differ diff --git a/valve/menu.dat b/valve/menu.dat index 40edff98..823a6c8e 100644 Binary files a/valve/menu.dat and b/valve/menu.dat differ diff --git a/valve/progs.dat b/valve/progs.dat index 4eb68986..adb89b09 100644 Binary files a/valve/progs.dat and b/valve/progs.dat differ