Rewolf: Preparing initial work Effects: Added Gib-Human effect CBaseEntity: Make sure things that are hidden can't be damaged by default. E.g. func_breakables that are hidden func_door_rotating: Minor tweak saving us a few bytes item_food/sodacan: Make bounding box bigger, fix classname check to apply to "player", not "Player" (TW leftover) Damage_Radius: Fix how damage radius checks for brush based entities. Scientist Hunt specific stuff: - impulse 103 test cvar added to destroy everything around the map - scientists can be gibbed - scientists scream when falling - new cvar sh_scialert that spawn scientists alerted - new cvar sh_scispeed that is mirrored from the original mod - new cvar sh_scimax that will limit the amount of scientists spawned by the shdata system - new cvar sh_sciyaw that will randomize the spawn yaw angle when there's no other specified
129 lines
2.9 KiB
C
129 lines
2.9 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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/* If only origin parameters are applied, make something up */
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var int autocvar_sh_sciyaw = TRUE;
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/* Limit the amount of scientists spawned */
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var int autocvar_sh_scimax = 30;
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string g_shItemList;
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void SHData_SpawnScientist(void)
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{
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static int slimit = 0;
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if (autocvar_sh_scimax) {
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if (slimit >= autocvar_sh_scimax) {
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dprint("shdata: scientist limit hit. ignored\n");
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remove(self);
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return;
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}
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slimit++;
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}
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spawnfunc_monster_scientist();
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}
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void SHData_New(void)
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{
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entity new = spawn();
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new.origin[0] = stof(argv(1));
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new.origin[1] = stof(argv(2));
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new.origin[2] = stof(argv(3));
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if (autocvar_sh_sciyaw) {
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new.angles[1] = Math_FixDelta(random(0,360));
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}
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setorigin(new, new.origin);
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entity oldself = self;
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self = new;
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if (argv(0) == "monster_scientist") {
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SHData_SpawnScientist();
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} else if (argv(0) == "info_player_team1") {
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self.classname = "info_player_deathmatch";
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} else if (argv(0) == "info_player_team2") {
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self.classname = "info_player_deathmatch";
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}
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self = oldself;
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}
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void SHData_NewAngles(void)
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{
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entity new = spawn();
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new.origin[0] = stof(argv(1));
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new.origin[1] = stof(argv(2));
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new.origin[2] = stof(argv(3));
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new.angles[0] = stof(argv(4));
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new.angles[1] = stof(argv(5));
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new.angles[2] = stof(argv(6));
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setorigin(new, new.origin);
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entity oldself = self;
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self = new;
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if (argv(0) == "monster_scientist") {
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SHData_SpawnScientist();
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} else if (argv(0) == "info_player_team1") {
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self.classname = "info_player_deathmatch";
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} else if (argv(0) == "info_player_team2") {
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self.classname = "info_player_deathmatch";
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}
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self = oldself;
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}
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void SHData_GetItems(void)
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{
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player pl = (player)self;
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/* TODO: Parse the config files */
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pl.ammo_9mm = 68;
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pl.ammo_buckshot = 34;
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Weapons_AddItem(pl, WEAPON_CROWBAR);
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Weapons_AddItem(pl, WEAPON_GLOCK);
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Weapons_AddItem(pl, WEAPON_PYTHON);
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Weapons_AddItem(pl, WEAPON_MP5);
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Weapons_AddItem(pl, WEAPON_SHOTGUN);
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Weapons_AddItem(pl, WEAPON_CROSSBOW);
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Weapons_AddItem(pl, WEAPON_RPG);
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Weapons_AddItem(pl, WEAPON_GAUSS);
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Weapons_AddItem(pl, WEAPON_EGON);
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Weapons_AddItem(pl, WEAPON_HORNETGUN);
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Weapons_AddItem(pl, WEAPON_HANDGRENADE);
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Weapons_AddItem(pl, WEAPON_SATCHEL);
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Weapons_AddItem(pl, WEAPON_TRIPMINE);
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Weapons_AddItem(pl, WEAPON_SNARK);
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Weapons_AddItem(pl, WEAPON_CANNON);
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Weapons_AddItem(pl, WEAPON_CHAINSAW);
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Weapons_AddItem(pl, WEAPON_HAMMER);
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}
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void SHData_Parse(string map)
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{
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int c;
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string temp;
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filestream shdfile = fopen(sprintf("SH_Data/%s.shd", map), FILE_READ);
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if (shdfile < 0) {
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dprint(sprintf("^1WARNING^7: Could not load SH_Data/%s.shd\n", map));
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return;
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}
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if (shdfile >= 0) {
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while ((temp = fgets(shdfile))) {
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c = tokenize(temp);
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if (c == 4) {
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SHData_New();
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} else if (c == 7) {
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SHData_NewAngles();
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}
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}
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}
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}
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