256 lines
6.2 KiB
Plaintext
256 lines
6.2 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var int autocvar_sv_playerkeepalive = TRUE;
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void
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HHDMultiplayerRules::PlayerDeath(base_player pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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if (g_dmg_eAttacker.netname)
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.netname);
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else
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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/* death-counter */
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pl.deaths++;
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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pl.takedamage = DAMAGE_NO;
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.armor = pl.activeweapon = pl.g_items = 0;
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (pl.health < -50) {
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pl.health = 0;
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FX_GibHuman(pl.origin);
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return;
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}
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pl.health = 0;
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/* Let's handle corpses on the clientside */
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entity corpse = spawn();
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setorigin(corpse, pl.origin + [0,0,32]);
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setmodel(corpse, pl.model);
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setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX);
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corpse.movetype = MOVETYPE_TOSS;
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corpse.solid = SOLID_TRIGGER;
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corpse.modelindex = pl.modelindex;
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corpse.frame = ANIM_DIESIMPLE;
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corpse.angles = pl.angles;
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corpse.velocity = pl.velocity;
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corpse.colormap = pl.colormap;
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}
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void
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HHDMultiplayerRules::PlayerPain(base_player pl)
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{
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/* Vampire Rune
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* steals health from enemies */
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if (g_dmg_eAttacker.flags & RUNE_VAMPIRE)
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g_dmg_eAttacker.health += g_dmg_iDamage;
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/* This probably doesn't go here?
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* damage checks for vampire rune */
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if (g_dmg_eAttacker == (entity)pl)
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return;
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if (!(g_dmg_eAttacker.flags & FL_CLIENT))
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return;
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}
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void
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HHDMultiplayerRules::PlayerSpawn(base_player pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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spot = Spawn_SelectRandom("info_player_deathmatch");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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pl.g_items = ITEM_BROOM | ITEM_SUIT;
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pl.activeweapon = WEAPON_BROOM;
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Weapons_RefreshAmmo(pl);
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Client_FixAngle(pl, pl.angles);
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}
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void
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HHDMultiplayerRules::LevelDecodeParms(base_player pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[1] = parm2;
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g_landmarkpos[2] = parm3;
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pl.angles[0] = parm4;
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pl.angles[1] = parm5;
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pl.angles[2] = parm6;
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pl.velocity[0] = parm7;
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pl.velocity[1] = parm8;
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pl.velocity[2] = parm9;
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pl.g_items = parm10;
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pl.activeweapon = parm11;
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pl.flags = parm18;
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pl.ammo_forks = parm12;
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pl.ammo_knives = parm13;
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pl.ammo_legogrenade = parm14;
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pl.ammo_legos = parm15;
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pl.ammo_soda = parm16;
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pl.ammo_spray = parm17;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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void
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HHDMultiplayerRules::LevelChangeParms(base_player pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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parm2 = g_landmarkpos[1];
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parm3 = g_landmarkpos[2];
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parm4 = pl.angles[0];
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parm5 = pl.angles[1];
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parm6 = pl.angles[2];
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parm7 = pl.velocity[0];
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parm8 = pl.velocity[1];
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parm9 = pl.velocity[2];
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parm64 = pl.flags;
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parm10 = pl.g_items;
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parm11 = pl.activeweapon;
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parm12 = pl.ammo_forks;
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parm13 = pl.ammo_knives;
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parm14 = pl.ammo_legogrenade;
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parm15 = pl.ammo_legos;
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parm16 = pl.ammo_soda;
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parm17 = pl.ammo_spray;
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}
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void
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HHDMultiplayerRules::LevelNewParms(void)
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{
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parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
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parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
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parm15 = parm16 = parm17 = 0;
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parm18 = FL_CLIENT;
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}
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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HHDMultiplayerRules::PlayerPostFrame(base_player pp)
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{
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player pl = (player)pp;
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pl.powerup_time = bound(0.0f, pl.powerup_time - frametime, pl.powerup_time);
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/* and remove when time runs out ;) */
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if (pl.powerup_time <= 0.0f) {
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pl.g_items &= ~ITEM_RUNE_HASTE;
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}
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}
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void
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HHDMultiplayerRules::PlayerConnect(base_player pl)
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{
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entity a;
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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int playercount = 0;
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for (a = world; (a = find(a, ::classname, "player"));) {
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playercount++;
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}
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}
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void
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HHDMultiplayerRules::PlayerDisconnect(base_player pl)
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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/* Make this unusable */
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pl.solid = SOLID_NOT;
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pl.movetype = MOVETYPE_NONE;
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pl.modelindex = 0;
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pl.health = 0;
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pl.takedamage = 0;
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pl.SendFlags = PLAYER_MODELINDEX;
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}
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void
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HHDMultiplayerRules::PlayerKill(base_player pp)
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{
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player pl = (player)pp;
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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}
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