- Added early Rewolf Health/Armor HUD variants - Added original scoreboard from the early Half-Life versions for valve/scihunt/rewolf - Fixed some skybox behaviour to only apply to BSP30 - Changed the env_message and game_text display to use "creditsfont" instead of the conchars - Tweaked damage radius and prediction for some entities and weapons - Added world_items - Added item_healthkit - Added item_battery - Fixed level transition logic - impulse 101 now fills up health and armor/suit in mod valve - Some tweaks to Damage_Apply so that healing can be performed without funky visuals - Added stub monsters for valve/rewolf that'll soon support scripted sequences - Tweaked chat system to get rid of quotation marks around messages - Added support for changing the window caption to reflect the mod you're playing - Lots of small little things in terms of cleanup
40 lines
1.2 KiB
C
40 lines
1.2 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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#define CLASSEXPORT(classname,classa) void classname ( void ) { spawnfunc_##classa(); }
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var int autocvar_mp_flashlight = TRUE;
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var int g_hlbsp_materials = FALSE;
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void Effect_Impact( int iType, vector vPos, vector vNormal );
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void Effect_CreateExplosion( vector vPos );
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void Effect_GibHuman( vector vPos);
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void Footsteps_Update( void );
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void Vox_Broadcast(string sMessage);
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void TraceAttack_FireBullets( int iShots, vector vPos, int iDamage, vector vecAccuracy);
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void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip );
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void Damage_Apply( entity eTarget, entity eAttacker, float fDamage, vector vHitPos, int iSkipArmor );
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void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime );
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void Game_Input(void);
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entity eActivator;
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// Generic entity fields
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.void() PlayerUse;
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.int iBleeds;
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.void(int iHitBody) vPain;
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.void(int iHitBody) vDeath;
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.entity eUser;
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.float material;
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.float armor;
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.float deaths;
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.float fStepTime;
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string startspot;
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string __fullspawndata;
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hashtable hashMaterials;
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