- 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
127 lines
2.7 KiB
C
127 lines
2.7 KiB
C
/***
|
|
*
|
|
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
|
|
*
|
|
* See the file LICENSE attached with the sources for usage details.
|
|
*
|
|
****/
|
|
|
|
void Player_Pain(int hit)
|
|
{
|
|
|
|
}
|
|
|
|
void Player_Death(int hit)
|
|
{
|
|
player pl = (player)self;
|
|
pl.movetype = MOVETYPE_NONE;
|
|
pl.solid = SOLID_NOT;
|
|
pl.takedamage = DAMAGE_NO;
|
|
pl.health = pl.armor = pl.activeweapon = pl.g_items = 0;
|
|
PutClientInServer();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
UseWorkaround
|
|
====================
|
|
*/
|
|
void UseWorkaround(entity eTarget)
|
|
{
|
|
eActivator = self;
|
|
entity eOldSelf = self;
|
|
self = eTarget;
|
|
self.PlayerUse();
|
|
self = eOldSelf;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
Player_UseDown
|
|
====================
|
|
*/
|
|
void Player_UseDown(void)
|
|
{
|
|
if (self.health <= 0) {
|
|
return;
|
|
} else if (!(self.gflags & GF_USE_RELEASED)) {
|
|
return;
|
|
}
|
|
|
|
vector vSource;
|
|
|
|
makevectors(self.v_angle);
|
|
vSource = self.origin + self.view_ofs;
|
|
traceline (vSource, vSource + (v_forward * 64), FALSE, self);
|
|
|
|
if (trace_ent.PlayerUse) {
|
|
if (trace_ent.classname != "func_pushable") {
|
|
self.gflags &= ~GF_USE_RELEASED;
|
|
sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
|
|
}
|
|
|
|
UseWorkaround(trace_ent);
|
|
} else {
|
|
sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
|
|
self.gflags &= ~GF_USE_RELEASED;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
Player_UseUp
|
|
====================
|
|
*/
|
|
void Player_UseUp(void) {
|
|
if (!(self.gflags & GF_USE_RELEASED)) {
|
|
self.gflags |= GF_USE_RELEASED;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
Player_SendEntity
|
|
=================
|
|
*/
|
|
float Player_SendEntity(entity ePEnt, float fChanged)
|
|
{
|
|
player pl = (player)self;
|
|
if (pl.health <= 0 && ePEnt != pl) {
|
|
return FALSE;
|
|
}
|
|
|
|
WriteByte(MSG_ENTITY, ENT_PLAYER);
|
|
WriteShort(MSG_ENTITY, pl.modelindex);
|
|
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]);
|
|
WriteCoord(MSG_ENTITY, pl.velocity[0]);
|
|
WriteCoord(MSG_ENTITY, pl.velocity[1]);
|
|
WriteCoord(MSG_ENTITY, pl.velocity[2]);
|
|
WriteFloat(MSG_ENTITY, pl.flags);
|
|
WriteByte(MSG_ENTITY, pl.activeweapon);
|
|
WriteFloat(MSG_ENTITY, pl.g_items);
|
|
WriteByte(MSG_ENTITY, pl.health);
|
|
WriteByte(MSG_ENTITY, pl.armor);
|
|
WriteFloat(MSG_ENTITY, pl.movetype);
|
|
WriteFloat(MSG_ENTITY, pl.view_ofs[2]);
|
|
WriteFloat(MSG_ENTITY, pl.viewzoom);
|
|
|
|
WriteByte(MSG_ENTITY, pl.a_ammo1);
|
|
WriteByte(MSG_ENTITY, pl.a_ammo2);
|
|
WriteByte(MSG_ENTITY, pl.a_ammo3);
|
|
//WriteFloat(MSG_ENTITY, pl.w_attack_next);
|
|
//WriteFloat(MSG_ENTITY, pl.w_idle_next);
|
|
return TRUE;
|
|
}
|
|
|
|
void Weapons_Draw(void);
|
|
void CSEv_PlayerSwitchWeapon_f(float w)
|
|
{
|
|
player pl = (player)self;
|
|
pl.activeweapon = (int)w;
|
|
Weapons_Draw();
|
|
}
|