hhdeath/src/server/gamerules.qc

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