400 lines
10 KiB
Plaintext
400 lines
10 KiB
Plaintext
/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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var int autocvar_sh_insanity = 10;
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var int autocvar_sv_playerkeepalive = TRUE;
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void
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SHMultiplayerRules::PlayerDeath(base_player pl)
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{
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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if (g_dmg_eAttacker.netname)
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.netname);
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else
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WriteString(MSG_MULTICAST, g_dmg_eAttacker.classname);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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/* death-counter */
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pl.deaths++;
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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/* update score-counter */
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if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
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if (g_dmg_eAttacker.flags & FL_CLIENT) {
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if (pl == g_dmg_eAttacker)
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g_dmg_eAttacker.frags--;
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else
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g_dmg_eAttacker.frags++;
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}
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pl.movetype = MOVETYPE_NONE;
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pl.solid = SOLID_NOT;
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pl.takedamage = DAMAGE_NO;
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pl.gflags &= ~GF_FLASHLIGHT;
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pl.armor = pl.activeweapon = pl.g_items = 0;
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pl.think = PutClientInServer;
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pl.nextthink = time + 4.0f;
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Sound_Play(pl, CHAN_AUTO, "player.die");
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if (pl.health < -50) {
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pl.health = 0;
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FX_GibHuman(pl.origin);
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return;
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}
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pl.health = 0;
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/* Let's handle corpses on the clientside */
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entity corpse = spawn();
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setorigin(corpse, pl.origin + [0,0,32]);
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setmodel(corpse, pl.model);
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setsize(corpse, VEC_HULL_MIN, VEC_HULL_MAX);
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corpse.movetype = MOVETYPE_TOSS;
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corpse.solid = SOLID_TRIGGER;
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corpse.modelindex = pl.modelindex;
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corpse.frame = ANIM_DIESIMPLE;
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corpse.angles = pl.angles;
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corpse.velocity = pl.velocity;
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}
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void
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SHMultiplayerRules::PlayerSpawn(base_player pp)
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{
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player pl = (player)pp;
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/* this is where the mods want to deviate */
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entity spot;
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pl.classname = "player";
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pl.health = pl.max_health = 100;
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pl.takedamage = DAMAGE_YES;
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pl.solid = SOLID_SLIDEBOX;
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pl.movetype = MOVETYPE_WALK;
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pl.flags = FL_CLIENT;
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pl.viewzoom = 1.0;
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pl.model = "models/player.mdl";
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string mymodel = infokey(pl, "model");
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if (mymodel) {
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mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
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if (whichpack(mymodel)) {
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pl.model = mymodel;
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}
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}
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setmodel(pl, pl.model);
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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pl.view_ofs = VEC_PLAYER_VIEWPOS;
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pl.velocity = [0,0,0];
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pl.gravity = __NULL__;
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pl.frame = 1;
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pl.SendFlags = UPDATE_ALL;
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pl.customphysics = Empty;
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pl.iBleeds = TRUE;
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forceinfokey(pl, "*spec", "0");
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forceinfokey(pl, "*deaths", ftos(pl.deaths));
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spot = Spawn_SelectRandom("info_player_deathmatch");
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setorigin(pl, spot.origin);
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pl.angles = spot.angles;
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pl.g_items = ITEM_CROWBAR | ITEM_GLOCK | ITEM_SUIT;
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pl.activeweapon = WEAPON_GLOCK;
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pl.glock_mag = 18;
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pl.ammo_9mm = 44;
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Weapons_RefreshAmmo(pl);
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SHData_GetItems(pl);
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Client_FixAngle(pl, pl.angles);
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}
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void
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SHMultiplayerRules::LevelDecodeParms(base_player pp)
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{
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player pl = (player)pp;
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g_landmarkpos[0] = parm1;
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g_landmarkpos[1] = parm2;
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g_landmarkpos[2] = parm3;
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pl.angles[0] = parm4;
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pl.angles[1] = parm5;
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pl.angles[2] = parm6;
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pl.velocity[0] = parm7;
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pl.velocity[1] = parm8;
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pl.velocity[2] = parm9;
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pl.g_items = parm10;
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pl.activeweapon = parm11;
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pl.flags = parm64;
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pl.ammo_9mm = parm12;
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pl.ammo_357 = parm13;
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pl.ammo_buckshot = parm14;
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pl.ammo_m203_grenade = parm15;
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pl.ammo_bolt = parm16;
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pl.ammo_rocket = parm17;
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pl.ammo_uranium = parm18;
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pl.ammo_handgrenade = parm19;
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pl.ammo_satchel = parm20;
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pl.ammo_tripmine = parm21;
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pl.ammo_snark = parm22;
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pl.ammo_hornet = parm23;
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pl.glock_mag = parm24;
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pl.mp5_mag = parm25;
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pl.python_mag = parm26;
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pl.shotgun_mag = parm27;
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pl.crossbow_mag = parm28;
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pl.rpg_mag = parm29;
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pl.satchel_chg = parm30;
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if (pl.flags & FL_CROUCHING) {
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setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
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} else {
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setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
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}
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}
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void
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SHMultiplayerRules::LevelChangeParms(base_player pp)
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{
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player pl = (player)pp;
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parm1 = g_landmarkpos[0];
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parm2 = g_landmarkpos[1];
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parm3 = g_landmarkpos[2];
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parm4 = pl.angles[0];
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parm5 = pl.angles[1];
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parm6 = pl.angles[2];
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parm7 = pl.velocity[0];
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parm8 = pl.velocity[1];
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parm9 = pl.velocity[2];
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parm64 = pl.flags;
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parm10 = pl.g_items;
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parm11 = pl.activeweapon;
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parm12 = pl.ammo_9mm;
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parm13 = pl.ammo_357;
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parm14 = pl.ammo_buckshot;
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parm15 = pl.ammo_m203_grenade;
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parm16 = pl.ammo_bolt;
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parm17 = pl.ammo_rocket;
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parm18 = pl.ammo_uranium;
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parm19 = pl.ammo_handgrenade;
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parm20 = pl.ammo_satchel;
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parm21 = pl.ammo_tripmine;
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parm22 = pl.ammo_snark;
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parm23 = pl.ammo_hornet;
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parm24 = pl.glock_mag;
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parm25 = pl.mp5_mag;
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parm26 = pl.python_mag;
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parm27 = pl.shotgun_mag;
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parm28 = pl.crossbow_mag;
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parm29 = pl.rpg_mag;
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parm30 = pl.satchel_chg;
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}
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void
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SHMultiplayerRules::LevelNewParms(void)
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{
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parm1 = parm2 = parm3 = parm4 = parm5 = parm6 = parm7 =
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parm8 = parm9 = parm10 = parm11 = parm12 = parm13 = parm14 =
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parm15 = parm16 = parm17 = parm18 = parm19 = parm20 = parm21 =
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parm22 = parm23 = parm24 = parm25 = parm26 = parm27 = parm28 =
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parm29 = parm30 = 0;
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parm64 = FL_CLIENT;
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}
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/* we check what fields have changed over the course of the frame and network
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* only the ones that have actually changed */
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void
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SHMultiplayerRules::PlayerPostFrame(base_player pp)
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{
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player pl = (player)pp;
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Animation_PlayerUpdate();
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if (autocvar_sv_playerkeepalive)
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pl.SendFlags |= PLAYER_KEEPALIVE;
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if (pl.old_modelindex != pl.modelindex)
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pl.SendFlags |= PLAYER_MODELINDEX;
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if (pl.old_origin[0] != pl.origin[0])
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pl.SendFlags |= PLAYER_ORIGIN;
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if (pl.old_origin[1] != pl.origin[1])
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pl.SendFlags |= PLAYER_ORIGIN;
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if (pl.old_origin[2] != pl.origin[2])
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pl.SendFlags |= PLAYER_ORIGIN_Z;
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if (pl.old_angles[0] != pl.v_angle[0])
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pl.SendFlags |= PLAYER_ANGLES_X;
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if (pl.old_angles[1] != pl.angles[1])
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pl.SendFlags |= PLAYER_ANGLES_Y;
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if (pl.old_angles[2] != pl.angles[2])
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pl.SendFlags |= PLAYER_ANGLES_Z;
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if (pl.old_velocity[0] != pl.velocity[0])
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pl.SendFlags |= PLAYER_VELOCITY;
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if (pl.old_velocity[1] != pl.velocity[1])
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pl.SendFlags |= PLAYER_VELOCITY;
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if (pl.old_velocity[2] != pl.velocity[2])
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pl.SendFlags |= PLAYER_VELOCITY_Z;
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if (pl.old_flags != pl.flags)
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pl.SendFlags |= PLAYER_FLAGS;
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if (pl.old_gflags != pl.gflags)
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pl.SendFlags |= PLAYER_FLAGS;
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if (pl.old_activeweapon != pl.activeweapon)
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pl.SendFlags |= PLAYER_WEAPON;
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if (pl.old_items != pl.g_items)
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pl.SendFlags |= PLAYER_ITEMS;
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if (pl.old_health != pl.health)
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pl.SendFlags |= PLAYER_HEALTH;
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if (pl.old_armor != pl.armor)
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pl.SendFlags |= PLAYER_ARMOR;
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if (pl.old_movetype != pl.movetype)
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pl.SendFlags |= PLAYER_MOVETYPE;
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if (pl.old_viewofs != pl.view_ofs[2])
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pl.SendFlags |= PLAYER_VIEWOFS;
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if (pl.old_baseframe != pl.baseframe)
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pl.SendFlags |= PLAYER_BASEFRAME;
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if (pl.old_frame != pl.frame)
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pl.SendFlags |= PLAYER_FRAME;
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if (pl.old_a_ammo1 != pl.a_ammo1)
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pl.SendFlags |= PLAYER_AMMO1;
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if (pl.old_a_ammo2 != pl.a_ammo2)
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pl.SendFlags |= PLAYER_AMMO2;
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if (pl.old_a_ammo3 != pl.a_ammo3)
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pl.SendFlags |= PLAYER_AMMO3;
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pl.old_modelindex = pl.modelindex;
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pl.old_origin = pl.origin;
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pl.old_angles = pl.angles;
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pl.old_angles[0] = pl.v_angle[0];
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pl.old_velocity = pl.velocity;
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pl.old_flags = pl.flags;
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pl.old_gflags = pl.gflags;
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pl.old_activeweapon = pl.activeweapon;
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pl.old_items = pl.g_items;
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pl.old_health = pl.health;
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pl.old_armor = pl.armor;
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pl.old_movetype = pl.movetype;
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pl.old_viewofs = pl.view_ofs[2];
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pl.old_baseframe = pl.baseframe;
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pl.old_frame = pl.frame;
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pl.old_a_ammo1 = pl.a_ammo1;
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pl.old_a_ammo2 = pl.a_ammo2;
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pl.old_a_ammo3 = pl.a_ammo3;
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pl.sh_insaneactive = bound(0.0f, pl.sh_insaneactive - frametime, pl.sh_insaneactive);
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if (pl.sh_insaneactive > 0.0f)
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pl.flags |= FL_RESERVED1;
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else {
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if (pl.flags & FL_RESERVED1) {
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bprint(PRINT_CHAT, sprintf("%s is no longer insane!\n", pl.netname));
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}
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pl.flags &= ~FL_RESERVED1;
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}
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}
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void
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SHMultiplayerRules::PlayerConnect(base_player pl)
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{
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if (Plugin_PlayerConnect(pl) == FALSE)
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bprint(PRINT_HIGH, sprintf("%s connected\n", pl.netname));
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}
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void
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SHMultiplayerRules::PlayerDisconnect(base_player pl)
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{
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bprint(PRINT_HIGH, sprintf("%s disconnected\n", pl.netname));
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/* Make this unusable */
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pl.solid = SOLID_NOT;
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pl.movetype = MOVETYPE_NONE;
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pl.modelindex = 0;
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pl.health = 0;
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pl.takedamage = 0;
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pl.SendFlags = PLAYER_MODELINDEX;
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}
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void
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SHMultiplayerRules::PlayerKill(base_player pp)
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{
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player pl = (player)pp;
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Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
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}
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void
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SHMultiplayerRules::ScientistKill(base_player pp, entity sci)
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{
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player pl = (player)pp;
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/* obituary networking */
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WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
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WriteByte(MSG_MULTICAST, EV_OBITUARY);
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WriteString(MSG_MULTICAST, pl.netname);
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WriteString(MSG_MULTICAST, sci.netname);
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WriteByte(MSG_MULTICAST, g_dmg_iWeapon);
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WriteByte(MSG_MULTICAST, 0);
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msg_entity = world;
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multicast([0,0,0], MULTICAST_ALL);
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pl.frags++;
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/*if (g_weapons[g_dmg_iWeapon].slot != 0)
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return;*/
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/* if this is our first kill in a while, or in the timer... */
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if (pl.sh_insanecount == 0 || pl.sh_insanetime > time) {
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pl.sh_insanecount++;
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} else {
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pl.sh_insanecount = 0;
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}
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if (pl.sh_insanecount >= autocvar_sh_insanity) {
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if (pl.sh_insaneactive <= 0.0f)
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bprint(PRINT_CHAT, sprintf("%s is going insane!\n", pl.netname));
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pl.sh_insaneactive += 3.0f;
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if (pl.sh_insaneactive > 60)
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pl.sh_insaneactive = 60;
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}
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/* timer gets touched every time */
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pl.sh_insanetime = time + 2.0f;
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}
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