poke646/src/server/gamerules_singleplayer.qc

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/*
* 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) {
vector gibDir = vectoangles(pl.origin - g_dmg_eAttacker.origin);
float gibStrength = g_dmg_iDamage * 2.0f;
BreakModel_Entity(pl, gibDir, gibStrength);
}
/* 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);
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
pl.ClearVelocity();
pl.gravity = __NULL__;
pl.SetFrame(1);
//pl.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.SetInfoKey("*spec", "0");
pl.SetInfoKey("*dead", "0");
pl.SetInfoKey("*deaths", ftos(pl.deaths));
pl.SetPropData("actor_human");
pl.SetCanBleed(true);
/* 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;
}