/* Copyright 2016-2018 Marco "eukara" Hladik MIT LICENSE Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma target FTE //#pragma flag enable lo //enable short-circuiting const vector VEC_HULL_MIN = '-16 -16 -36'; const vector VEC_HULL_MAX = '16 16 36'; const vector VEC_CHULL_MIN = '-16 -16 -18'; const vector VEC_CHULL_MAX = '16 16 18'; const vector VEC_PLAYER_VIEWPOS = '0 0 20'; const vector VEC_PLAYER_CVIEWPOS = '0 0 12'; #define PLAYER_SENDFLAG_UPDATE 1 #define PLAYER_SENDFLAG_INGAME 2 string sCSPlayers[ 9 ] = { "", "models/player/terror/terror.mdl", "models/player/leet/leet.mdl", "models/player/arctic/arctic.mdl", "models/player/guerilla/guerilla.mdl", "models/player/urban/urban.mdl", "models/player/gsg9/gsg9.mdl", "models/player/sas/sas.mdl", "models/player/gign/gign.mdl" }; // Stuff that applies to all codebases enum { TEAM_SPECTATOR, TEAM_T, TEAM_CT, TEAM_VIP }; enum { STAT_BUYZONE = 34, STAT_ESCAPEZONE, STAT_VIPZONE, STAT_HOSTAGEZONE, STAT_BOMBZONE, STAT_MONEY, STAT_FLAGS, STAT_SLOT_MELEE, STAT_SLOT_PRIMARY, STAT_SLOT_SECONDARY, STAT_SLOT_GRENADE, STAT_SLOT_C4BOMB, STAT_EQUIPMENT, STAT_ITEM_FLASHBANG, STAT_ITEM_HEGRENADE, STAT_ITEM_SMOKEGRENADE, STAT_CURRENT_MAG, STAT_CURRENT_CALIBER, STAT_PROGRESS, STAT_TEAM, STAT_GAMETIME, STAT_GAMESTATE, STAT_WON_T, STAT_WON_CT }; enum { ENT_PLAYER = 1, ENT_AMBIENTSOUND, ENT_SPRITE, ENT_SPRAY, ENT_DECAL }; enum { GAME_INACTIVE, GAME_COMMENCING, GAME_FREEZE, GAME_ACTIVE, GAME_END, GAME_OVER }; #define CS_WEAPON_COUNT 28 enum { WEAPON_NONE, WEAPON_KNIFE, WEAPON_USP45, WEAPON_GLOCK18, WEAPON_DEAGLE, WEAPON_P228, WEAPON_ELITES, WEAPON_FIVESEVEN, WEAPON_M3, WEAPON_XM1014, WEAPON_MP5, WEAPON_P90, WEAPON_UMP45, WEAPON_MAC10, WEAPON_TMP, WEAPON_AK47, WEAPON_SG552, WEAPON_M4A1, WEAPON_AUG, WEAPON_SCOUT, WEAPON_AWP, WEAPON_G3SG1, WEAPON_SG550, WEAPON_PARA, WEAPON_C4BOMB, WEAPON_FLASHBANG, WEAPON_HEGRENADE, WEAPON_SMOKEGRENADE }; #define CS_EQUIPMENT_COUNT 7 #define EQUIPMENT_KEVLAR 1 #define EQUIPMENT_HELMET 2 #define EQUIPMENT_DEFUSALKIT 4 #define EQUIPMENT_NIGHTVISION 8 enum { CALIBER_50AE = 1, CALIBER_762MM, CALIBER_556MM, CALIBER_556MMBOX, CALIBER_338MAG, CALIBER_9MM, CALIBER_BUCKSHOT, CALIBER_45ACP, CALIBER_357SIG, CALIBER_57MM, EXPLOSIVE_C4, EXPLOSIVE_SMOKE, EXPLOSIVE_HE, EXPLOSIVE_FLASH, }; .int iAmmo_50AE; .int iAmmo_762MM; .int iAmmo_556MM; .int iAmmo_556MMBOX; .int iAmmo_338MAG; .int iAmmo_9MM; .int iAmmo_BUCKSHOT; .int iAmmo_45ACP; .int iAmmo_357SIG; .int iAmmo_57MM; // Weapon types enum { TYPE_SEMI, TYPE_AUTO }; // Slot types enum { SLOT_PRIMARY, SLOT_SECONDARY, SLOT_MELEE, SLOT_GRENADE, SLOT_C4BOMB }; // These variables are taken from CS:S' .ctx script files, usually and interpreted as I go along... typedef struct { int iWeaponID; // Identifier int iSlot; int iPrice; int iCaliber; float fSpeedM; int iBullets; // How many bullets does it shoot? int iMagSize; // How big is the clip/magazine? int iDamage; // How much damage is done by a single bullet? int iPenetration; // Penetration multiplier float fRange; // Max distance of the bullet trace float fRangeModifier; // ??? float fWeaponType; float fAttackFinished; float fReloadFinished; .int iCaliberfld; // Pointer towards the caliberfield of the gun .int iMagfld; // Pointer towards the clip of the gun float fAccuracyDivisor; float fAccuracyOffset; float fMaxInaccuracy; int iCrosshairMinDistance; // Some weapons just are inaccurate by design... int iCrosshairDeltaDistance; // Scale factor of sorts float fWeaponArmorRatio; // Some weapons seem to do more damage to the kevlar than others I guess float fAnimType; int iShellType; // Type of shell the weapon ejects } weaponinfo_t; enum { SHELL_PISTOL, SHELL_RIFLE, SHELL_RIFLEBIG, SHELL_SHOTGUN }; typedef struct { int iID; int iPrice; } equipmentinfo_t; typedef struct { int iSize; int iMaxAmount; int iPrice; } ammoinfo_t; typedef struct { void() vDraw; void() vPrimary; void() vSecondary; void() vReload; } weaponfunc_t; // Network Events enum { EV_WEAPON_DRAW, EV_WEAPON_PRIMARYATTACK, EV_WEAPON_SECONDARYATTACK, EV_WEAPON_RELOAD, EV_IMPACT, EV_EXPLOSION, EV_SPARK, EV_SMOKE, EV_FLASH, EV_SHAKE, EV_FADE, EV_TEXT, EV_MESSAGE, EV_SPRITE, EV_MODELGIB, EV_CAMERATRIGGER, EV_RADIOMSG, EV_RADIOMSG2, EV_ORBITUARY, EV_CHAT, EV_CHAT_TEAM, EV_CHAT_VOX }; // 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 }; // Impact types enum { IMPACT_MELEE = 0, IMPACT_EXPLOSION, IMPACT_DEFAULT, IMPACT_GLASS, IMPACT_WOOD, IMPACT_METAL, IMPACT_FLESH, IMPACT_ROCK, }; // Animation types enum { ATYPE_ONEHAND, ATYPE_DUALPISTOLS, ATYPE_CARBINE, ATYPE_RIFLE, ATYPE_MP5, ATYPE_SHOTGUN, ATYPE_PARA, ATYPE_GRENADE, ATYPE_C4, ATYPE_KNIFE, ATYPE_AK47 }; // Actually used by input_button etc. #define INPUT_BUTTON0 1 #define INPUT_BUTTON2 2 #define INPUT_BUTTON3 4 #define INPUT_BUTTON4 8 #define INPUT_BUTTON5 16 #define INPUT_BUTTON6 32 #define INPUT_BUTTON7 64 #define INPUT_BUTTON8 128 #define FL_USERELEASED (1<<13) #define FL_CROUCHING (1<<19) #define FL_SEMI_TOGGLED (1<<15) #define FL_FROZEN (1<<17) #define FL_REMOVEME (1<<18) #define clamp(d,min,max) bound(min,d,max) void Empty( void ) { } void BaseGun_ShotMultiplierHandle( float fShots ); float Weapon_GetSpeedM( float fWeapon ); .float weapon; .float jumptime; .vector view_ofs; .float maxspeed; .int iNull; /* ================= Game_GetMaxSpeed ================= */ float Game_GetMaxSpeed( entity eTarget ) { int weap; if (!eTarget.weapon) { weap = WEAPON_KNIFE; } else { weap = eTarget.weapon; } if ( eTarget.flags & FL_CROUCHING ) { return ( serverkeyfloat("phy_maxspeed") * Weapon_GetSpeedM(weap) * 0.5 ); } else { return serverkeyfloat("phy_maxspeed") * Weapon_GetSpeedM(weap); } }