613 lines
14 KiB
C
Executable file
613 lines
14 KiB
C
Executable file
/*
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FreeCS Project
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Copyright (C) 2016, 2017 Marco "eukara" Hladik
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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=================
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CSQC_ConsoleCommand_Init
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Init all the cmds in one place
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=================
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*/
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void CSQC_ConsoleCommand_Init( void ) {
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registercommand( "vox_test" );
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registercommand( "+attack2" );
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registercommand( "-attack2" );
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registercommand( "+reload" );
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registercommand( "-reload" );
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registercommand( "+use" );
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registercommand( "-use" );
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registercommand( "+duck" );
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registercommand( "-duck" );
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registercommand( "buy" );
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registercommand( "chooseteam" );
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registercommand( "invnext" );
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registercommand( "invprev" );
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registercommand( "+showscores" );
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registercommand( "-showscores" );
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registercommand( "nightvision" );
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registercommand( "drop" );
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registercommand( "radio1" );
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registercommand( "radio2" );
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registercommand( "radio3" );
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registercommand( "glock" );
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registercommand( "usp" );
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registercommand( "p228" );
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registercommand( "deagle" );
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registercommand( "fn57" );
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registercommand( "elites" );
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registercommand( "m3" );
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registercommand( "xm1014" );
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registercommand( "tmp" );
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registercommand( "mac10" );
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registercommand( "mp5" );
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registercommand( "ump45" );
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registercommand( "p90" );
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registercommand( "ak47" );
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registercommand( "m4a1" );
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registercommand( "sg552" );
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registercommand( "aug" );
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registercommand( "scout" );
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registercommand( "sg550" );
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registercommand( "awp" );
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registercommand( "g3sg1" );
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registercommand( "m249" );
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registercommand( "primammo" );
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registercommand( "secammo" );
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registercommand( "vest" );
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registercommand( "vesthelm" );
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registercommand( "flash" );
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registercommand( "hegren" );
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registercommand( "vsgren" );
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registercommand( "defuser" );
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registercommand( "nvg" );
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registercommand( "coverme" );
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registercommand( "takepoint" );
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registercommand( "holdpos" );
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registercommand( "regroup" );
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registercommand( "followme" );
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registercommand( "takingfire" );
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registercommand( "go" );
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registercommand( "fallback" );
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registercommand( "sticktog" );
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registercommand( "getinpos" );
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registercommand( "stormfront" );
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registercommand( "report" );
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registercommand( "roger" );
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registercommand( "enemyspot" );
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registercommand( "needbackup" );
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registercommand( "sectorclear" );
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registercommand( "inposition" );
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registercommand( "reportingin" );
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registercommand( "getout" );
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registercommand( "negative" );
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registercommand( "enemydown" );
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}
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/*
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=================
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CSQC_ConsoleCommand
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Can interject cmds and create new ones
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=================
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*/
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float CSQC_ConsoleCommand( string sCMD ) {
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tokenize( sCMD );
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switch ( argv(0) ) {
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case "vox_test":
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Sound_PlayVOX( sCMD );
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return TRUE;
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break;
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case "+attack2":
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iInputAttack2 = TRUE;
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return TRUE;
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break;
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case "-attack2":
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iInputAttack2 = FALSE;
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return TRUE;
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break;
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case "+reload":
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iInputReload = TRUE;
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return TRUE;
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break;
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case "-reload":
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iInputReload = FALSE;
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return TRUE;
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break;
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case "+use":
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iInputUse = TRUE;
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return TRUE;
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break;
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case "-use":
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iInputUse = FALSE;
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return TRUE;
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break;
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case "+duck":
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iInputDuck = TRUE;
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return TRUE;
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break;
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case "-duck":
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iInputDuck = FALSE;
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return TRUE;
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break;
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case "buy":
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if( getstatf( STAT_BUYZONE ) == TRUE ) {
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fVGUI_Display = VGUI_BM_MAIN;
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}
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return TRUE;
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break;
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case "chooseteam":
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fVGUI_Display = VGUI_TEAMSELECT;
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return TRUE;
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break;
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case "invnext":
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HUD_DrawWeaponSelect_Back();
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return TRUE;
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break;
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case "invprev":
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HUD_DrawWeaponSelect_Forward();
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return TRUE;
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break;
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case "+showscores":
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iShowScores = TRUE;
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return TRUE;
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break;
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case "-showscores":
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iShowScores = FALSE;
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return TRUE;
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break;
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case "nightvision":
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Nightvision_Toggle();
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return TRUE;
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break;
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case "drop":
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sendevent( "WeaponDrop", "" );
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return TRUE;
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break;
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case "glock":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_GLOCK18 );
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return TRUE;
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break;
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case "usp":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_USP45 );
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return TRUE;
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break;
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case "p228":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_P228 );
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return TRUE;
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break;
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case "deagle":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_DEAGLE );
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return TRUE;
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break;
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case "fn57":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_FIVESEVEN );
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return TRUE;
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break;
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case "elites":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_ELITES );
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return TRUE;
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break;
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case "m3":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_M3 );
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return TRUE;
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break;
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case "xm1014":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_XM1014 );
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return TRUE;
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break;
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case "tmp":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_TMP );
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return TRUE;
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break;
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case "mac10":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_MAC10 );
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return TRUE;
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break;
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case "mp5":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_MP5 );
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return TRUE;
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break;
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case "ump45":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_UMP45 );
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return TRUE;
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break;
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case "p90":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_P90 );
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return TRUE;
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break;
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case "ak47":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_AK47 );
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return TRUE;
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break;
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case "m4a1":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_M4A1 );
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return TRUE;
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break;
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case "sg552":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_SG552 );
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return TRUE;
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break;
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case "aug":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_AUG );
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return TRUE;
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break;
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case "scout":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_SCOUT );
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return TRUE;
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break;
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case "sg550":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_SG550 );
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return TRUE;
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break;
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case "awp":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_AWP );
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return TRUE;
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break;
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case "g3sg1":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_G3SG1 );
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return TRUE;
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break;
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case "m249":
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sendevent( "PlayerBuyWeapon", "f", WEAPON_PARA );
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return TRUE;
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break;
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case "primammo":
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sendevent( "GamePlayerBuyAmmo", "f", 0 );
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return TRUE;
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break;
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case "secammo":
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sendevent( "GamePlayerBuyAmmo", "f", 1 );
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return TRUE;
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break;
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case "vest":
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sendevent( "PlayerBuyEquipment", "f", 0 );
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return TRUE;
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break;
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case "vesthelm":
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sendevent( "PlayerBuyEquipment", "f", 1 );
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return TRUE;
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break;
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case "flash":
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sendevent( "PlayerBuyEquipment", "f", 2 );
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return TRUE;
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break;
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case "hegren":
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sendevent( "PlayerBuyEquipment", "f", 3 );
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return TRUE;
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break;
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case "vsgren":
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sendevent( "PlayerBuyEquipment", "f", 4 );
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return TRUE;
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break;
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case "defuser":
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sendevent( "PlayerBuyEquipment", "f", 5 );
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return TRUE;
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break;
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case "nvg":
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sendevent( "PlayerBuyEquipment", "f", 6 );
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return TRUE;
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break;
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case "coverme":
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sendevent( "RadioMessage", "f", RADIO_CT_COVERME );
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return TRUE;
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break;
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case "takepoint":
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sendevent( "RadioMessage", "f", RADIO_CT_POINT );
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return TRUE;
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break;
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case "takepoint":
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sendevent( "RadioMessage", "f", RADIO_POSITION );
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return TRUE;
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break;
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case "regroup":
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sendevent( "RadioMessage", "f", RADIO_REGROUP );
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return TRUE;
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break;
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case "followme":
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sendevent( "RadioMessage", "f", RADIO_FOLLOWME );
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return TRUE;
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break;
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case "takingfire":
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sendevent( "RadioMessage", "f", RADIO_FIREASSIS );
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return TRUE;
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break;
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case "go":
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sendevent( "RadioMessage", "f", RADIO_GO );
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return TRUE;
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break;
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case "fallback":
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sendevent( "RadioMessage", "f", RADIO_FALLBACK );
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return TRUE;
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break;
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case "sticktog":
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sendevent( "RadioMessage", "f", RADIO_STICKTOG );
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return TRUE;
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break;
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case "getinpos":
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sendevent( "RadioMessage", "f", RADIO_COM_GETINPOS );
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return TRUE;
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break;
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case "stormfront":
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sendevent( "RadioMessage", "f", RADIO_STORMFRONT );
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return TRUE;
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break;
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case "report":
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sendevent( "RadioMessage", "f", RADIO_COM_REPORTIN );
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return TRUE;
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break;
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case "roger":
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sendevent( "RadioMessage", "f", RADIO_ROGER );
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return TRUE;
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break;
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case "enemyspot":
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sendevent( "RadioMessage", "f", RADIO_CT_ENEMYS );
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return TRUE;
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break;
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case "needbackup":
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sendevent( "RadioMessage", "f", RADIO_CT_BACKUP );
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return TRUE;
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break;
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case "sectorclear":
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sendevent( "RadioMessage", "f", RADIO_CLEAR );
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return TRUE;
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break;
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case "inposition":
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sendevent( "RadioMessage", "f", RADIO_CT_INPOS );
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return TRUE;
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break;
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case "reportingin":
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sendevent( "RadioMessage", "f", RADIO_CT_REPORTINGIN );
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return TRUE;
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break;
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case "getout":
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sendevent( "RadioMessage", "f", RADIO_GETOUT );
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return TRUE;
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break;
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case "negative":
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sendevent( "RadioMessage", "f", RADIO_NEGATIVE );
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return TRUE;
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break;
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case "enemydown":
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sendevent( "RadioMessage", "f", RADIO_ENEMYDOWN );
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return TRUE;
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break;
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case "radio1":
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VGUI_Radio_Toggle( VGUI_RADIO1 );
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return TRUE;
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break;
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case "radio2":
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VGUI_Radio_Toggle( VGUI_RADIO2 );
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return TRUE;
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break;
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case "radio3":
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VGUI_Radio_Toggle( VGUI_RADIO3 );
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return TRUE;
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break;
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}
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return FALSE;
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}
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/*
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=================
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CSQC_Parse_Event
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Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
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=================
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*/
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void CSQC_Parse_Event( void ) {
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float fHeader = readbyte();
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if ( fHeader == EV_WEAPON_DRAW ) {
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fWeaponEventPlayer = readbyte();
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Weapon_Draw( getstatf( STAT_ACTIVEWEAPON ) );
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} else if ( fHeader == EV_WEAPON_PRIMARYATTACK ) {
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fWeaponEventPlayer = readbyte();
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Weapon_PrimaryAttack( getstatf( STAT_ACTIVEWEAPON ) );
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} else if ( fHeader == EV_WEAPON_SECONDARYATTACK ) {
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Weapon_SecondaryAttack( getstatf( STAT_ACTIVEWEAPON ) );
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fWeaponEventPlayer = readbyte();
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} else if ( fHeader == EV_WEAPON_RELOAD ) {
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fWeaponEventPlayer = readbyte();
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Weapon_Reload( getstatf( STAT_ACTIVEWEAPON ) );
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} else if ( fHeader == EV_MODELGIB ) {
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vector vPos;
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vPos_x = readcoord();
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vPos_y = readcoord();
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vPos_z = readcoord();
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vector vSize;
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vSize_x = readcoord();
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vSize_y = readcoord();
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vSize_z = readcoord();
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float fStyle = readbyte();
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Effect_BreakModel( vPos, vSize, '0 0 0', fStyle );
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} else if ( fHeader == EV_CAMERATRIGGER ) {
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vCameraPos_x = readcoord();
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vCameraPos_y = readcoord();
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vCameraPos_z = readcoord();
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vCameraAngle_x = readcoord();
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vCameraAngle_y = readcoord();
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vCameraAngle_z = readcoord();
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fCameraTime = time + readfloat();
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} else if ( fHeader == EV_RADIOMSG ) {
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Radio_PlayMessage( readbyte() );
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} else if ( fHeader == EV_RADIOMSG2 ) {
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Radio_PlayPlayerMessage( readbyte(), readbyte() );
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} else if ( fHeader == EV_ORBITUARY ) {
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HUD_AddOrbituaries( readbyte(), readbyte(), readbyte(), readbyte(), readbyte(), readbyte());
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} else if ( fHeader == EV_IMPACT ) {
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int iType;
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vector vOrigin, vNormal;
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iType = (int)readbyte();
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vOrigin_x = readcoord();
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vOrigin_y = readcoord();
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vOrigin_z = readcoord();
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vNormal_x = readcoord();
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vNormal_y = readcoord();
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vNormal_z = readcoord();
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Effect_Impact( iType, vOrigin, vNormal );
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} else if ( fHeader == EV_EXPLOSION ) {
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vector vExploPos;
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vExploPos_x = readcoord();
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vExploPos_y = readcoord();
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vExploPos_z = readcoord();
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Effect_CreateExplosion( vExploPos );
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} else if ( fHeader == EV_SPARK ) {
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vector vSparkPos, vSparkAngle;
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vSparkPos_x = readcoord();
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vSparkPos_y = readcoord();
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vSparkPos_z = readcoord();
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vSparkAngle_x = readcoord();
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vSparkAngle_y = readcoord();
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vSparkAngle_z = readcoord();
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Effect_CreateSpark( vSparkPos, vSparkAngle );
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} else if ( fHeader == EV_SMOKE ) {
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vector vSmokePos;
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vSmokePos_x = readcoord();
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vSmokePos_y = readcoord();
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vSmokePos_z = readcoord();
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Effect_CreateSmoke( vSmokePos );
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} else if ( fHeader == EV_FLASH ) {
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fFlashTime = 3.0f;
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fFlashAlpha = 1.0f;
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} else if ( fHeader == EV_CHAT ) {
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float fSender = readbyte();
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float fTeam = readbyte();
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string sMessage = readstring();
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CSQC_Parse_Print( sprintf( "%s%s^xF80: %s", HUD_GetChatColorHEX( fTeam ), getplayerkeyvalue( fSender, "name" ), sMessage ), PRINT_CHAT );
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} else if ( fHeader == EV_CHAT_TEAM ) {
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float fSender2 = readbyte();
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float fTeam2 = readbyte();
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string sMessage2 = readstring();
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CSQC_Parse_Print( sprintf( "%s%s^xF80: %s", HUD_GetChatColorHEXTeam( fTeam2 ), getplayerkeyvalue( fSender2, "name" ), sMessage2 ), PRINT_CHAT );
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} else if ( fHeader == EV_CHAT_VOX ) {
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Sound_PlayVOX( readstring() );
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}
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}
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/*
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=================
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CSQC_InputEvent
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Updates all our input related globals for use in other functions
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=================
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*/
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float CSQC_InputEvent( float fEventType, float fKey, float fCharacter, float fDeviceID ) {
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if ( fEventType == IE_KEYDOWN ) {
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if ( fKey == K_MOUSE1 ) {
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fMouseClick = 1;
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} else {
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fInputKeyDown = 1;
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}
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fInputKeyCode = fKey;
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fInputKeyASCII = fCharacter;
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} else if ( fEventType == IE_KEYUP ) {
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if ( fKey == K_MOUSE1 ) {
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fMouseClick = 0;
|
|
} else {
|
|
fInputKeyDown = 0;
|
|
}
|
|
fInputKeyCode = 0;
|
|
fInputKeyASCII = 0;
|
|
} else if ( fEventType == IE_MOUSEABS ) {
|
|
vMousePos_x = fKey;
|
|
vMousePos_y = fCharacter;
|
|
} else if ( fEventType == 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;
|
|
}
|
|
} else {
|
|
return FALSE;
|
|
}
|
|
return FALSE;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CSQC_Input_Frame
|
|
|
|
Hijacks and controls what input globals are being sent to the server
|
|
=================
|
|
*/
|
|
void CSQC_Input_Frame( void ) {
|
|
// If we are inside a VGUI, don't let the client do stuff outside
|
|
if ( ( fVGUI_Display != VGUI_NONE ) ) {
|
|
fInputSendNext = time + 0.2;
|
|
} else if ( ( 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 ( iInputAttack2 == TRUE ) {
|
|
input_buttons |= INPUT_BUTTON5;
|
|
}
|
|
|
|
if ( iInputReload == TRUE ) {
|
|
input_buttons |= INPUT_BUTTON4;
|
|
}
|
|
|
|
if ( iInputUse == TRUE ) {
|
|
input_buttons |= INPUT_BUTTON3;
|
|
}
|
|
|
|
if ( iInputDuck == TRUE ) {
|
|
input_buttons |= INPUT_BUTTON6;
|
|
}
|
|
}
|