nuclide/Source/server/valve/player.c

152 lines
3.4 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 weaponbox_spawn(player);
void Player_Death(int hit)
{
player pl = (player)self;
weaponbox_spawn(pl);
pl.movetype = MOVETYPE_NONE;
pl.solid = SOLID_NOT;
pl.takedamage = DAMAGE_NO;
pl.health = pl.armor = pl.activeweapon = pl.g_items = 0;
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
sound(pl, CHAN_AUTO, "fvox/flatline.wav", 1.0, ATTN_NORM);
/* Let's handle corpses on the clientside */
entity corpse = spawn();
setorigin(corpse, pl.origin + [0,0,32]);
setmodel(corpse, pl.model);
setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX);
corpse.movetype = MOVETYPE_TOSS;
corpse.solid = SOLID_TRIGGER;
corpse.modelindex = pl.modelindex;
corpse.frame = ANIM_DIESIMPLE;
corpse.angles = pl.angles;
corpse.velocity = pl.velocity;
}
/*
====================
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) {
self.gflags &= ~GF_USE_RELEASED;
UseWorkaround(trace_ent);
/* Some entities want to support Use spamming */
if (!(self.gflags & GF_USE_RELEASED)) {
sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
}
} 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]);
WriteFloat(MSG_ENTITY, pl.v_angle[0]);
WriteFloat(MSG_ENTITY, pl.angles[1]);
WriteFloat(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.weapontime);
WriteFloat(MSG_ENTITY, pl.g_items);
WriteByte(MSG_ENTITY, pl.health);
WriteByte(MSG_ENTITY, pl.armor);
WriteByte(MSG_ENTITY, pl.movetype);
WriteFloat(MSG_ENTITY, pl.view_ofs[2]);
WriteFloat(MSG_ENTITY, pl.viewzoom);
WriteFloat(MSG_ENTITY, pl.jumptime);
WriteFloat(MSG_ENTITY, pl.teleport_time);
WriteByte(MSG_ENTITY, pl.baseframe);
WriteByte(MSG_ENTITY, pl.frame);
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();
}