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)
132 lines
3.2 KiB
C
132 lines
3.2 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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void Player_Pain( void ) {
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}
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void Player_Death( void ) {
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// Drop a corpse
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entity eCorpse = spawn();
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setorigin( eCorpse, self.origin );
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setmodel( eCorpse, self.model );
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eCorpse.angles = self.angles;
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eCorpse.movetype = MOVETYPE_BOUNCE;
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eCorpse.frame = 93; // TODO: Pick the right frame
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Spawn_MakeSpectator();
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self.classname = "player";
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self.health = 0;
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forceinfokey( self, "*dead", "1" );
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forceinfokey( self, "*team", ftos( self.team ) );
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if ( self.team == TEAM_T ) {
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iAlivePlayers_T--;
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// If the bomb has been planted, T deaths don't matter anymore
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if ( iAlivePlayers_T == 0 && iBombPlanted == FALSE ) {
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Rules_RoundOver( TEAM_CT, 3600 );
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}
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} else if ( self.team == TEAM_CT ) {
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iAlivePlayers_CT--;
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if ( iAlivePlayers_CT == 0 ) {
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Rules_RoundOver( TEAM_T, 3600 );
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}
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} else if ( self.team == TEAM_VIP ) {
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iAlivePlayers_CT--; // For consistency
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Rules_RoundOver( TEAM_T, 2500 );
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}
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}
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float Player_GetMaxSpeed( float fWeapon ) {
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if ( self.iCrouching == TRUE ) {
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return (cvar( "sv_maxspeed" ) * wptTable[ fWeapon ].fSpeedM) * 0.5;
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} else {
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return cvar( "sv_maxspeed" ) * wptTable[ fWeapon ].fSpeedM;
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}
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}
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/*
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=================
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Player_CrouchCheck
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=================
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*/
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float Player_CrouchCheck( entity targ ) {
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float fCheck = FALSE;
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vector vTrace = self.origin + '0 0 20';
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tracebox( vTrace, VEC_HULL_MIN, VEC_HULL_MAX, vTrace, FALSE, self );
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if ( trace_startsolid == FALSE ) {
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fCheck = TRUE;
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}
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return fCheck;
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}
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/*
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=================
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Player_CrouchDown
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=================
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*/
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void Player_CrouchDown( void ) {
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if( self.movetype != MOVETYPE_WALK ) {
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return;
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}
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if( !self.iCrouching ) {
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setsize( self, VEC_CHULL_MIN, VEC_CHULL_MAX );
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self.iCrouching = TRUE;
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self.view_ofs = VEC_PLAYER_CVIEWPOS;
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self.velocity_z = self.velocity_z + 50;
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self.maxspeed = Player_GetMaxSpeed( self.weapon );
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self.iCrouchAttempt = 1;
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return;
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}
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self.iCrouchAttempt = FALSE;
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}
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/*
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=================
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Player_CrouchUp
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=================
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*/
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void Player_CrouchUp( void ) {
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if ( self.movetype != MOVETYPE_WALK ) {
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return;
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}
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if ( self.iCrouching && ( !self.velocity_z ) && (Player_CrouchCheck( self ) ) ) {
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setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
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setorigin( self, self.origin + '0 0 18');
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self.velocity_z = self.velocity_z + 16;
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self.view_ofs = VEC_PLAYER_VIEWPOS;
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self.iCrouching = FALSE;
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self.iCrouchAttempt = FALSE;
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self.maxspeed = Player_GetMaxSpeed( self.weapon );
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return;
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}
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self.iCrouchAttempt = TRUE;
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}
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