Makefile: Create directories for mod prog output

This commit is contained in:
Marco Cawthorne 2019-08-19 03:06:34 -07:00
parent 4b1a859460
commit b5ce9a57bc
3 changed files with 30 additions and 10 deletions

View file

@ -2,11 +2,15 @@ CC=fteqcc
qc-progs:
$(CC) menu-fn/progs.src
mkdir -p ../valve/data.pk3dir
$(CC) client/valve.src
$(CC) server/valve.src
mkdir -p ../scihunt/data.pk3dir
$(CC) client/scihunt.src
$(CC) server/scihunt.src
mkdir -p ../cstrike/data.pk3dir
$(CC) client/cstrike.src
$(CC) server/cstrike.src
mkdir -p ../rewolf/data.pk3dir
$(CC) client/rewolf.src
$(CC) server/rewolf.src

View file

@ -16,16 +16,16 @@ void Player_ReadEntity(float flIsNew)
pl.drawmask = MASK_ENGINE;
pl.customphysics = Empty;
setsize( pl, VEC_HULL_MIN, VEC_HULL_MAX );
pl.set_model();
pl.set_model(getplayerkeyvalue(pl.entnum - 1, "model"));
}
readshort();
pl.origin[0] = readcoord();
pl.origin[1] = readcoord();
pl.origin[2] = readcoord();
pl.pitch = readcoord();
pl.angles[1] = readcoord();
pl.angles[2] = readcoord();
pl.pitch = readfloat();
pl.angles[1] = readfloat();
pl.angles[2] = readfloat();
pl.velocity[0] = readcoord();
pl.velocity[1] = readcoord();
pl.velocity[2] = readcoord();
@ -34,7 +34,7 @@ void Player_ReadEntity(float flIsNew)
pl.g_items = readfloat();
pl.health = readbyte();
pl.armor = readbyte();
pl.movetype = readfloat();
pl.movetype = readbyte();
pl.view_ofs[2] = readfloat();
pl.viewzoom = readfloat();
pl.jumptime = readfloat();

View file

@ -18,7 +18,23 @@ void Player_Death(int hit)
pl.solid = SOLID_NOT;
pl.takedamage = DAMAGE_NO;
pl.health = pl.armor = pl.activeweapon = pl.g_items = 0;
PutClientInServer();
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
sound(pl, CHAN_AUTO, "fvox/flatline.wav", 1.0, ATTN_NORM);
/* Let's handle corpses on the clientside */
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_CORPSE);
WriteByte(MSG_MULTICAST, num_for_edict(pl) - 1);
WriteCoord(MSG_MULTICAST, pl.origin[0]);
WriteCoord(MSG_MULTICAST, pl.origin[1]);
WriteCoord(MSG_MULTICAST, pl.origin[2]);
WriteCoord(MSG_MULTICAST, pl.angles[0]);
WriteCoord(MSG_MULTICAST, pl.angles[1]);
WriteCoord(MSG_MULTICAST, pl.angles[2]);
msg_entity = pl;
multicast(pl.origin, MULTICAST_PVS);
}
/*
@ -97,9 +113,9 @@ float Player_SendEntity(entity ePEnt, float fChanged)
WriteCoord(MSG_ENTITY, pl.origin[0]);
WriteCoord(MSG_ENTITY, pl.origin[1]);
WriteCoord(MSG_ENTITY, pl.origin[2]);
WriteCoord(MSG_ENTITY, pl.v_angle[0]);
WriteCoord(MSG_ENTITY, pl.angles[1]);
WriteCoord(MSG_ENTITY, pl.angles[2]);
WriteFloat(MSG_ENTITY, pl.v_angle[0]);
WriteFloat(MSG_ENTITY, pl.angles[1]);
WriteFloat(MSG_ENTITY, pl.angles[2]);
WriteCoord(MSG_ENTITY, pl.velocity[0]);
WriteCoord(MSG_ENTITY, pl.velocity[1]);
WriteCoord(MSG_ENTITY, pl.velocity[2]);
@ -108,7 +124,7 @@ float Player_SendEntity(entity ePEnt, float fChanged)
WriteFloat(MSG_ENTITY, pl.g_items);
WriteByte(MSG_ENTITY, pl.health);
WriteByte(MSG_ENTITY, pl.armor);
WriteFloat(MSG_ENTITY, pl.movetype);
WriteByte(MSG_ENTITY, pl.movetype);
WriteFloat(MSG_ENTITY, pl.view_ofs[2]);
WriteFloat(MSG_ENTITY, pl.viewzoom);
WriteFloat(MSG_ENTITY, pl.jumptime);