rewolf/src/server/gamerules.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
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;
}