/* * Copyright (c) 2016-2020 Marco Cawthorne * * 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 HLGameRules::IsMultiplayer(void) { return false; } void HLGameRules::LevelDecodeParms(NSClientPlayer 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 = parm64; /*pl.ammo_9mm = parm12; pl.ammo_357 = parm13; pl.ammo_buckshot = parm14; pl.ammo_m203_grenade = parm15; pl.ammo_bolt = parm16; pl.ammo_rocket = parm17; pl.ammo_uranium = parm18; pl.ammo_handgrenade = parm19; pl.ammo_satchel = parm20; pl.ammo_tripmine = parm21; pl.ammo_snark = parm22; pl.ammo_hornet = parm23; pl.glock_mag = parm24; pl.mp5_mag = parm25; pl.python_mag = parm26; pl.shotgun_mag = parm27; pl.crossbow_mag = parm28; pl.rpg_mag = parm29; pl.satchel_chg = parm30;*/ pl.ammo_battery = parm12; /* beamgun */ pl.ammo_chem = parm13; /* chemicalgun */ pl.ammo_rocket = parm14; /* dml / grenades */ pl.ammo_gauss = parm15; /* gauspistol */ pl.ammo_minigun = parm16; /* minigun */ pl.ammo_buckshot = parm17; /* shotgun */ pl.fist_mode = parm18; /* knife/fists */ pl.gauss_mode = parm19; pl.shotgun_shells = parm20; pl.shotgun_spread = parm21; pl.dml_launch = parm22; /* when fired, when targeted */ pl.dml_flightpath = parm23; /* guided, homing, spiral */ pl.dml_detonate = parm24; /* on impact, in proximity, timed, when tripped */ pl.dml_payload = parm25; /* explosive, cluster */ pl.chem_acid = parm26; pl.chem_neutral = parm27; pl.chem_base = parm28; pl.chem_pressure = parm29; pl.beam_range = parm30; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */ pl.beam_poweracc = parm31; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */ pl.beam_lightning = parm32; /* BEAM, CHAIN, BALL */ pl.gren_detonate = parm33; /* when tripped (tripmine = parm24;, timed, on impact */ pl.gren_payload = parm34; /* cluster, explosive */ pl.menu_active = parm35; pl.dml_state = parm36; if (pl.flags & FL_CROUCHING) { setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX); } else { setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX); } } void HLGameRules::LevelChangeParms(NSClientPlayer 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_battery; /* beamgun */ parm13 = pl.ammo_chem; /* chemicalgun */ parm14 = pl.ammo_rocket; /* dml / grenades */ parm15 = pl.ammo_gauss; /* gauspistol */ parm16 = pl.ammo_minigun; /* minigun */ parm17 = pl.ammo_buckshot; /* shotgun */ parm18 = pl.fist_mode; /* knife/fists */ parm19 = pl.gauss_mode; parm20 = pl.shotgun_shells; parm21 = pl.shotgun_spread; parm22 = pl.dml_launch; /* when fired, when targeted */ parm23 = pl.dml_flightpath; /* guided, homing, spiral */ parm24 = pl.dml_detonate; /* on impact, in proximity, timed, when tripped */ parm25 = pl.dml_payload; /* explosive, cluster */ parm26 = pl.chem_acid; parm27 = pl.chem_neutral; parm28 = pl.chem_base; parm29 = pl.chem_pressure; parm30 = pl.beam_range; /* TOUCH TAZER, SHORT TAZER, MEDIUM BEAM, LONG BEAM */ parm31 = pl.beam_poweracc; /* LOW HIGHEST, MEDIUM HIGH, HIGH MEDIUM, HIGHEST LOW */ parm32 = pl.beam_lightning; /* BEAM, CHAIN, BALL */ parm33 = pl.gren_detonate; /* when tripped (tripmine;, timed, on impact */ parm34 = pl.gren_payload; /* cluster, explosive */ parm35 = pl.menu_active; parm36 = pl.dml_state; } void HLGameRules::LevelNewParms(void) { parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 = parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 = parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 = parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 = parm29 = parm30 = 0; parm64 = FL_CLIENT; } /* we check what fields have changed over the course of the frame and network * only the ones that have actually changed */ void HLGameRules::PlayerPostFrame(NSClientPlayer pp) { } void HLGameRules::PlayerConnect(NSClientPlayer pl) { if (Plugin_PlayerConnect(pl) == FALSE) bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname)); } void HLGameRules::PlayerDisconnect(NSClientPlayer 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 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; }