Added orbituaries Added monetary rewards for objectives Fixed weapons not switching/drawing after buying new ones Added $16.000 salary cap Fixed func_breakables always starting with 100HP Fixed something about the doors Fixed the Buymenu Exit button trying to buy ammunition Fixed spawning behaviour between switching teams and modes Fixed VIPs being able to switch teams midsession Changed gamedir loading behaviour (attempts to read cstrike, then opencs)
175 lines
4.2 KiB
C
175 lines
4.2 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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/*
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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( "buy" );
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registercommand( "chooseteam" );
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registercommand( "use" );
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registercommand( "testobt" );
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registercommand( "+showscores" );
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registercommand( "-showscores" );
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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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{
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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 "use":
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sendevent( "PlayerUse", "" );
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return TRUE;
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break;
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case "testobt":
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HUD_AddOrbituaries( player_localnum, TEAM_T, player_localnum, TEAM_CT, getstatf( STAT_ACTIVEWEAPON ), FALSE );
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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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}
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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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Weapon_Draw( getstatf( STAT_ACTIVEWEAPON ) );
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} else if ( fHeader == EV_WEAPON_PRIMARYATTACK ) {
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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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} else if ( fHeader == EV_WEAPON_RELOAD ) {
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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_BroadcastMessage( 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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}
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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;
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} else {
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fInputKeyDown = 0;
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}
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fInputKeyCode = 0;
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fInputKeyASCII = 0;
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} else if ( fEventType == IE_MOUSEABS ) {
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vMousePos_x = fKey;
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vMousePos_y = fCharacter;
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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_Input_Frame
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Hijacks and controls what input globals are being sent to the server
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=================
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*/
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void CSQC_Input_Frame( void ) {
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// If we are inside a VGUI, don't let the client do stuff outside
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if ( ( fVGUI_Display != VGUI_NONE ) ) {
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input_angles = '0 0 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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}
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