Added a dynamic crosshair Updated weapon selection system Updated the view to do our own bobbing Fixed a few logic issues with the round/timer loop Added some new sound events and some overall polish
126 lines
3.1 KiB
C
126 lines
3.1 KiB
C
/*
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OpenCS Project
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Copyright (C) 2015 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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/* Called when a spectator joins the game. */
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void SpectatorConnect( void ) {
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Spawn_MakeSpectator();
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Spawn_ObserverCam();
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}
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void SpectatorDisconnect( void ) {
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}
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void SpectatorThink( void ) {
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}
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void ClientKill( void ) {}
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void ClientConnect( void ) {}
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void ClientDisconnect( void ) {
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// We were part of the session
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if( self.iInGame == TRUE ) {
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if ( self.team == TEAM_T ) {
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if ( self.health > 0 ) {
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iAlivePlayers_T--;
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}
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} else if ( self.team == TEAM_CT ) {
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if ( self.health > 0 ) {
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iAlivePlayers_CT--;
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}
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}
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}
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}
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void PlayerPreThink( void ) {
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Input_Handle();
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OpenCSGunBase_ShotMultiplierUpdate();
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}
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void PlayerPostThink( void ) {
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Animation_PlayerUpdate();
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}
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void PutClientInServer( void ) {
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entity eTarget = world;
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Spawn_MakeSpectator();
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Spawn_ObserverCam();
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//self.SendEntity = Player_SendEntity;
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// Because we don't want to reset these when we die
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Money_AddMoney( self, cvar( "mp_startmoney" ) );
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forceinfokey( self, "*team", "0" );
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}
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void SV_RunClientCommand( void ) {
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// The individual zones will just override this behavior
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self.fInBombZone = FALSE;
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self.fInBuyZone = FALSE;
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self.fInHostageZone = FALSE;
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if( fGameState == GAME_FREEZE && self.team != 0 ) {
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input_movevalues = '0 0 0';
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input_buttons = 0;
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input_impulse = 0;
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}
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if ( self.team && self.health > 0 ) {
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self.SendFlags |= PLAYER_SENDFLAG_INGAME;
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} else {
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self.SendFlags |= PLAYER_SENDFLAG_UPDATE;
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}
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Footsteps_Update();
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runstandardplayerphysics( self );
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}
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void Client_SendEvent( entity eClient, float fEVType ) {
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Weapon_UpdateCurrents();
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WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
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WriteByte( MSG_MULTICAST, fEVType );
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msg_entity = eClient;
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multicast( '0 0 0', MULTICAST_ONE );
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}
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void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime ) {
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WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
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WriteByte( MSG_MULTICAST, EV_CAMERATRIGGER );
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WriteCoord( MSG_MULTICAST, vPos_x );
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WriteCoord( MSG_MULTICAST, vPos_y );
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WriteCoord( MSG_MULTICAST, vPos_z );
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WriteCoord( MSG_MULTICAST, vEndPos_x );
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WriteCoord( MSG_MULTICAST, vEndPos_y );
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WriteCoord( MSG_MULTICAST, vEndPos_z );
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WriteFloat( MSG_MULTICAST, fResetTime );
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msg_entity = eTarget;
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multicast( '0 0 0', MULTICAST_ONE );
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}
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