Removal of Game_Input which has been made obsolete.

This commit is contained in:
Marco Cawthorne 2023-01-11 17:45:51 -08:00
parent b22d46c15a
commit 40ff065a82
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
5 changed files with 158 additions and 63 deletions

View File

@ -130,3 +130,27 @@ HLGameRules::PlayerKill(NSClientPlayer pp)
player pl = (player)pp;
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
}
void
TriggerFlashlight(NSClient target)
{
entity oldself = self;
self = target;
Flashlight_Toggle();
self = oldself;
}
bool
HLGameRules::ImpulseCommand(NSClient bp, float num)
{
switch (num) {
case 100:
TriggerFlashlight(bp);
break;
default:
return super::ImpulseCommand(bp, num);
}
return true;
}

View File

@ -0,0 +1,133 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <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.
*/
bool
HLSingleplayerRules::IsMultiplayer(void)
{
return false;
}
void
HLSingleplayerRules::PlayerDeath(NSClientPlayer pl)
{
pl.movetype = MOVETYPE_NONE;
pl.solid = SOLID_NOT;
pl.takedamage = DAMAGE_NO;
pl.gflags &= ~GF_FLASHLIGHT;
pl.armor = pl.activeweapon = pl.g_items = pl.weapon = 0;
pl.health = 0;
Sound_Play(pl, CHAN_AUTO, "player.die");
if (cvar("coop") == 1) {
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
}
if (pl.health < -50) {
FX_GibHuman(pl.origin, vectoangles(pl.origin - g_dmg_eAttacker.origin), g_dmg_iDamage * 2.0f);
}
/* 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;
}
void
HLSingleplayerRules::PlayerSpawn(NSClientPlayer pl)
{
pl.classname = "player";
pl.health = pl.max_health = 100;
pl.takedamage = DAMAGE_YES;
pl.SetSolid(SOLID_SLIDEBOX);
pl.SetMovetype(MOVETYPE_WALK);
pl.flags = FL_CLIENT;
pl.viewzoom = 1.0;
pl.model = "models/player.mdl";
if (cvar("coop") == 1) {
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.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(pl, "*deaths", ftos(pl.deaths));
/* this is where the mods want to deviate */
entity spot;
if (startspot != "") {
dprint(sprintf("^3Gamerules_Spawn^7: Startspot is %s\n", startspot));
LevelDecodeParms(pl);
setorigin(pl, Landmark_GetSpot());
} else {
LevelNewParms();
spot = find(world, ::classname, "info_player_start");
setorigin(pl, spot.origin);
pl.angles = spot.angles;
}
Weapons_RefreshAmmo(pl);
Client_FixAngle(pl, pl.angles);
}
bool
HLSingleplayerRules::ImpulseCommand(NSClient bp, float num)
{
switch (num) {
case 101:
player pl = (player)bp;
pl.health = 100;
pl.armor = 100;
Weapons_AddItem(pl, WEAPON_HEATERPIPE, -1);
Weapons_AddItem(pl, WEAPON_BRADNAILER, -1);
Weapons_AddItem(pl, WEAPON_NAILGUN, -1);
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
Weapons_AddItem(pl, WEAPON_CMLWBR, -1);
Weapons_AddItem(pl, WEAPON_XS, -1);
Weapons_AddItem(pl, WEAPON_SATCHEL, -1);
break;
default:
return super::ImpulseCommand(bp, num);
}
return true;
}

View File

@ -71,7 +71,7 @@ ammo_p646.qc
../../../src/botlib/include.src
gamerules.qc
../../../valve/src/server/gamerules_singleplayer.qc
gamerules_singleplayer.qc
../../../valve/src/server/gamerules_multiplayer.qc
../../../valve/src/server/server.qc
../../../base/src/server/damage.qc

View File

@ -28,5 +28,4 @@ w_shotgun.qc
w_xs.qc
weapons.qc
../../../base/src/shared/weapon_common.qc
input.qc
#endlist

View File

@ -1,61 +0,0 @@
/*
* Copyright (c) 2016-2020 Marco Cawthorne <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.
*/
void
Game_Input(player pl)
{
#ifdef SERVER
CGameRules rules = (CGameRules)g_grMode;
if (rules.m_iIntermission) {
rules.IntermissionEnd();
return;
}
if (input_buttons & INPUT_BUTTON5)
pl.InputUse_Down();
else
pl.InputUse_Up();
if (self.impulse == 100)
Flashlight_Toggle();
if (cvar("sv_cheats") == 1) {
if (pl.impulse == 101) {
pl.health = 100;
pl.armor = 100;
Weapons_AddItem(pl, WEAPON_HEATERPIPE, -1);
Weapons_AddItem(pl, WEAPON_BRADNAILER, -1);
Weapons_AddItem(pl, WEAPON_NAILGUN, -1);
Weapons_AddItem(pl, WEAPON_SHOTGUN, -1);
Weapons_AddItem(pl, WEAPON_CMLWBR, -1);
Weapons_AddItem(pl, WEAPON_XS, -1);
Weapons_AddItem(pl, WEAPON_SATCHEL, -1);
}
}
pl.impulse = 0;
#endif
if (input_buttons & INPUT_BUTTON0)
Weapons_Primary(pl);
else if (input_buttons & INPUT_BUTTON4)
Weapons_Reload(pl);
else if (input_buttons & INPUT_BUTTON3)
Weapons_Secondary(pl);
else
Weapons_Release(pl);
}