Fixed bug in which switching entities in the game-logic caused pretty bad bugs Respawn fixes for hostage, ambient_generic and cylcer_sprite entities Fixed a bug in which func_door's would call the targets twice Added the missing spawnflag support for "Initially Dark" light entities
125 lines
3.2 KiB
C
125 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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#define VEC_HULL_MIN '-16 -16 -36'
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#define VEC_HULL_MAX '16 16 36'
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#define VEC_PLAYER_VIEWPOS '0 0 20'
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#define VEC_CHULL_MIN '-16 -16 -18'
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#define VEC_CHULL_MAX '16 16 18'
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#define VEC_PLAYER_CVIEWPOS '0 0 12'
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// Particle Fields
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float EFFECT_GUNSHOT;
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float EFFECT_BLOOD;
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// Player specific fields
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.float fInBuyZone;
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.float fInHostageZone;
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.float fInBombZone;
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.float fMoney;
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.float fStepTime;
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.int iInGame;
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.float fCharModel;
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.int iCrouching;
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.int iCrouchAttempt;
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.int iHasBomb;
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// Match specific fields
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int iWon_T;
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int iWon_CT;
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int iAlivePlayers_T;
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int iAlivePlayers_CT;
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int fOldInGamePlayers;
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float fGameState;
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float fGameTime;
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// Weapon specific fields
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.int iCurrentClip;
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.int iCurrentCaliber;
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.int iSlotMelee, iSlotPrimary, iSlotSecondary, iSlotGrenade;
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.float fAttackFinished;
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.float fAccuracy;
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// Game specific fields
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int iHostagesMax;
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int iBombZones;
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int iRescueZones;
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int iBuyZones;
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int iBuyRestriction; // For info_map_parameters
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int iHostagesRescued;
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int iBombPlanted;
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// Generic entity fields
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.int iUsable;
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.int iBleeds;
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.void() vPain;
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.void() vDeath;
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.float fRespawns;
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// All about +use
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entity eActivator;
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.void() vUse;
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.int iUsable;
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// GoldSrc-Rendermode Fields
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.vector rendercolor;
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.float rendermode;
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.float renderamt;
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.float alpha;
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string sCSPlayers[9] = {
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"",
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"models/player/terror/terror.mdl",
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"models/player/leet/leet.mdl",
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"models/player/arctic/arctic.mdl",
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"models/player/guerilla/guerilla.mdl",
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"models/player/urban/urban.mdl",
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"models/player/gsg9/gsg9.mdl",
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"models/player/sas/sas.mdl",
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"models/player/gign/gign.mdl"
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};
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void Rules_RoundOver( int iTeamWon );
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float Rules_BuyingPossible( void );
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void Timer_Begin( float fTime, float fMode);
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void Spawn_RespawnClient( float fTeam );
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void Spawn_CreateClient( float fTeam );
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void Spawn_MakeSpectator( void );
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void Client_SendEvent( entity eClient, float fEVType );
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void Client_TriggerCamera( entity eTarget, vector vPos, vector vEndPos, float fResetTime );
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void Weapon_SwitchBest( void );
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void OpenCSGunBase_AccuracyCalc( void );
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void OpenCSGunBase_Draw( void );
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float OpenCSGunBase_PrimaryFire( void );
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float OpenCSGunBase_Reload( void );
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float Player_GetMaxSpeed( float fWeapon );
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void TraceAttack_FireBullets( int iShots );
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void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius );
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void Entities_InitRespawnable( void() vRespawnFunc );
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void Entities_Respawn( void );
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// WIP
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string __fullspawndata;
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