Server: Implemented basic respawning.

master
Marco Cawthorne 2 years ago
parent dcca77320e
commit 722a6ac5cd
Signed by: eukara
GPG Key ID: CE2032F0A2882A22

@ -23,6 +23,8 @@ class TFCGameRules:CGameRules
virtual void(NSClientPlayer) PlayerPostFrame;
virtual void(NSClientPlayer) PlayerSpawn;
virtual void(NSClientPlayer) PlayerKill;
virtual void(NSClientPlayer) PlayerRespawn;
virtual void(NSClientPlayer) PlayerDeath;
virtual void(void) LevelNewParms;
};

@ -55,6 +55,14 @@ TFCGameRules::PlayerDisconnect(NSClientPlayer pl)
pl.SendFlags = PLAYER_MODELINDEX;
}
void
TFCGameRules::PlayerDeath(NSClientPlayer pp)
{
player pl = (player)pp;
pp.think = PlayerRespawn;
pp.nextthink = time + 4.0f;
}
void
TFCGameRules::PlayerKill(NSClientPlayer pp)
{
@ -62,30 +70,26 @@ TFCGameRules::PlayerKill(NSClientPlayer pp)
Damage_Apply(pl, pl, pl.health, WEAPON_NONE, DMG_SKIP_ARMOR);
}
void
TFCGameRules::PlayerRespawn(NSClientPlayer pp)
{
player pl = (player)pp;
pl.MakeClass(pl.classtype);
pl.SpawnIntoGame();
}
void
TFCGameRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
pl.classname = "unspawned";
pl.health = 0;
pl.armor = 0;
pl.takedamage = DAMAGE_NO;
pl.solid = SOLID_NOT;
pl.movetype = MOVETYPE_NOCLIP;
// pl.SendEntity = Player_SendEntity;
pl.flags = FL_CLIENT;
pl.weapon = 0;
pl.viewzoom = 1.0f;
pl.model = 0;
setsize (pl, [-16,-16,-16], [16,16,16]);
pl.view_ofs = pl.velocity = [0,0,0];
forceinfokey(pl, "*spec", "2");
pl.MakeTempSpectator(); /* replace this with a non-spectator ghost */
Spawn_ObserverCam(pl);
}
void
TFCGameRules::TFCGameRules(void)
{
/* TODO: Make this depend on the actual spawn types */
forceinfokey(world, "teams", "2");
forceinfokey(world, "team_1", "Blue");
forceinfokey(world, "teamscore_1", "0");

@ -109,20 +109,20 @@ class info_tfgoal:NSRenderableEntity
string m_voxNonOwnerTeams; /* non-owner team */
void(void) info_tfgoal;
virtual void(void) touch;
virtual void(entity) Touch;
virtual void(void) Respawn;
virtual void(string, string) SpawnKey;
};
void
info_tfgoal::touch(void)
info_tfgoal::Touch(entity eToucher)
{
item_tfgoal findme = __NULL__;
if (other.classname != "player") {
if (eToucher.classname != "player") {
return;
}
player pl = (player)other;
player pl = (player)eToucher;
/* check for state */
if (m_tfgState != TFGOAL_INACTIVE)
@ -130,7 +130,7 @@ info_tfgoal::touch(void)
/* check for team eligibility */
if (m_iTeamUses)
if (other.team != m_iTeamUses)
if (eToucher.team != m_iTeamUses)
return;
/* check for the must-have carry */
@ -163,7 +163,7 @@ info_tfgoal::touch(void)
}
sound(this, CHAN_ITEM, m_strActivatedSound, 1.0f, ATTN_NORM);
Logging_Pickup(other, this, m_strName);
Logging_Pickup(eToucher, this, m_strName);
/* here we increase/decrease funstuff */
pl.health += m_iHealth;

@ -14,49 +14,14 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
enum
{
CLASS_SCOUT = 1,
CLASS_SNIPER,
CLASS_SOLDIER,
CLASS_DEMO,
CLASS_MEDIC,
CLASS_HVYWEAPON,
CLASS_PYRO,
CLASS_SPY,
CLASS_ENGINEER
};
string g_teammodels[] = {
"",
"models/player/scout/scout2.mdl",
"models/player/sniper/sniper2.mdl",
"models/player/soldier/soldier2.mdl",
"models/player/demo/demo.mdl",
"models/player/medic/medic2.mdl",
"models/player/hvyweapon/hvyweapon2.mdl",
"models/player/pyro/pyro2.mdl",
"models/player/spy/spy2.mdl",
"models/player/engineer/engineer2.mdl"
};
void
CSEv_TeamJoin_f(float f)
{
if (self.classname != "player") {
spawnfunc_player();
}
player pl = (player)self;
entity spot = world;
pl.classname = "player";
pl.health = self.max_health = 100;
pl.takedamage = DAMAGE_YES;
pl.solid = SOLID_SLIDEBOX;
pl.movetype = MOVETYPE_WALK;
pl.flags = FL_CLIENT;
pl.viewzoom = 1.0;
player pl = (player)self;
/* mess, do it better */
if (f < 10) {
@ -80,213 +45,10 @@ CSEv_TeamJoin_f(float f)
forceinfokey(pl, "bottomcolor", "0x3bff00");
}
forceinfokey(pl, "*team", ftos(pl.team));
pl.model = g_teammodels[f];
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.armor = pl.activeweapon = pl.g_items = 0;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(self, "*deaths", ftos(self.deaths));
switch (pl.team) {
case 1:
spot = Spawn_SelectRandom("info_teamspawn_blue");
break;
case 2:
spot = Spawn_SelectRandom("info_teamspawn_red");
break;
case 3:
spot = Spawn_SelectRandom("info_teamspawn_yellow");
break;
case 4:
spot = Spawn_SelectRandom("info_teamspawn_green");
break;
}
setorigin(pl, spot.origin);
pl.angles = spot.angles;
pl.fixangle = TRUE;
switch (f) {
case CLASS_SCOUT:
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SBS, -1);
Weapons_AddItem(pl, WEAPON_NAILGUN, -1);
pl.m_iAmmoShells = 17;
pl.m_iAmmoNails = 100;
pl.m_iMaxHealth = 75;
pl.m_iMaxArmor = 50;
pl.health = pl.m_iMaxHealth;
pl.armor = 25;
pl.m_iMaxShells = 50;
pl.m_iMaxNails = 200;
pl.m_iMaxCells = 100;
pl.m_iMaxRockets = 25;
env_message_single(pl, "HELP_SCOUT");
break;
case CLASS_SNIPER:
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SNIPER, -1);
Weapons_AddItem(pl, WEAPON_AUTORIFLE, -1);
Weapons_AddItem(pl, WEAPON_NAILGUN, -1);
pl.m_iAmmoShells = 60; /* sniper rifles use shells */
pl.m_iAmmoNails = 50;
pl.m_iMaxHealth = 90;
pl.m_iMaxArmor = 50;
pl.health = pl.m_iMaxHealth;
pl.armor = 0;
pl.m_iMaxShells = 75;
pl.m_iMaxNails = 100;
pl.m_iMaxCells = 50;
pl.m_iMaxRockets = 25;
env_message_single(pl, "HELP_SNIPER");
break;
case CLASS_SOLDIER:
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SBS, -1);
Weapons_AddItem(pl, WEAPON_DBS, -1);
Weapons_AddItem(pl, WEAPON_RPG, -1);
pl.m_iAmmoShells = 26;
pl.m_iAmmoRockets = 6;
pl.m_iMaxHealth = 100;
pl.m_iMaxArmor = 200;
pl.health = pl.m_iMaxHealth;
pl.armor = 100;
pl.m_iMaxShells = 100;
pl.m_iMaxNails = 100;
pl.m_iMaxCells = 50;
pl.m_iMaxRockets = 50;
env_message_single(pl, "HELP_SOLDIER");
break;
case CLASS_DEMO:
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SBS, -1);
Weapons_AddItem(pl, WEAPON_GLAUNCHER, -1);
Weapons_AddItem(pl, WEAPON_PIPEBOMB, -1);
pl.m_iAmmoShells = 22;
pl.m_iAmmoRockets = 14;
pl.m_iMaxHealth = 90;
pl.m_iMaxArmor = 100;
pl.health = pl.m_iMaxHealth;
pl.armor = 50;
pl.m_iMaxShells = 75;
pl.m_iMaxNails = 50;
pl.m_iMaxCells = 50;
pl.m_iMaxRockets = 50;
env_message_single(pl, "HELP_DEMOMAN");
break;
case CLASS_MEDIC:
Weapons_AddItem(pl, WEAPON_MEDKIT, -1);
Weapons_AddItem(pl, WEAPON_SBS, -1);
Weapons_AddItem(pl, WEAPON_DBS, -1);
Weapons_AddItem(pl, WEAPON_SUPERNAIL, -1);
pl.m_iAmmoShells = 26;
pl.m_iAmmoNails = 50;
pl.m_iMaxHealth = 90;
pl.m_iMaxArmor = 100;
pl.health = pl.m_iMaxHealth;
pl.armor = 50;
pl.m_iMaxShells = 75;
pl.m_iMaxNails = 150;
pl.m_iMaxCells = 50;
pl.m_iMaxRockets = 25;
env_message_single(pl, "HELP_MEDIC");
break;
case CLASS_HVYWEAPON:
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SBS, -1);
Weapons_AddItem(pl, WEAPON_DBS, -1);
Weapons_AddItem(pl, WEAPON_ASSCAN, -1);
pl.m_iAmmoShells = 176; /* all of the heavy's weapons use shells */
pl.m_iMaxHealth = 100;
pl.m_iMaxArmor = 250;
pl.health = pl.m_iMaxHealth;
pl.armor = 150;
pl.m_iMaxShells = 200;
pl.m_iMaxNails = 200;
pl.m_iMaxCells = 50;
pl.m_iMaxRockets = 25;
env_message_single(pl, "HELP_HWGUY");
break;
case CLASS_PYRO:
Weapons_AddItem(pl, WEAPON_CROWBAR, -1);
Weapons_AddItem(pl, WEAPON_SBS, -1);
Weapons_AddItem(pl, WEAPON_FLAMER, -1);
Weapons_AddItem(pl, WEAPON_INCENDIARY, -1);
pl.m_iAmmoShells = 12;
pl.m_iAmmoCells = 120;
pl.m_iAmmoRockets = 5;
pl.m_iMaxHealth = 100;
pl.m_iMaxArmor = 150;
pl.health = pl.m_iMaxHealth;
pl.armor = 50;
pl.m_iMaxShells = 40;
pl.m_iMaxNails = 50;
pl.m_iMaxCells = 200;
pl.m_iMaxRockets = 60;
env_message_single(pl, "HELP_PYRO");
break;
case CLASS_SPY:
Weapons_AddItem(pl, WEAPON_KNIFE, -1);
Weapons_AddItem(pl, WEAPON_TRANQUIL, -1);
Weapons_AddItem(pl, WEAPON_DBS, -1);
Weapons_AddItem(pl, WEAPON_NAILGUN, -1);
pl.m_iAmmoShells = 24; /* tranquil and dbs use shells */
pl.m_iAmmoNails = 50;
pl.m_iMaxHealth = 90;
pl.m_iMaxArmor = 100;
pl.health = pl.m_iMaxHealth;
pl.armor = 25;
pl.m_iMaxShells = 40;
pl.m_iMaxNails = 50;
pl.m_iMaxCells = 30;
pl.m_iMaxRockets = 15;
env_message_single(pl, "HELP_SPY");
break;
case CLASS_ENGINEER:
Weapons_AddItem(pl, WEAPON_WRENCH, -1);
Weapons_AddItem(pl, WEAPON_RAILGUN, -1);
Weapons_AddItem(pl, WEAPON_DBS, -1);
pl.m_iAmmoCells = 100;
pl.m_iAmmoNails = 25;
pl.m_iAmmoShells = 4;
pl.m_iMaxHealth = 80;
pl.m_iMaxArmor = 50;
pl.health = pl.m_iMaxHealth;
pl.armor = 25;
pl.m_iMaxShells = 50;
pl.m_iMaxNails = 50;
pl.m_iMaxCells = 200;
pl.m_iMaxRockets = 30;
env_message_single(pl, "HELP_ENGINEER");
break;
}
/* assign our class type for safe keeping */
pl.classtype = f;
pl.g_items |= ITEM_SUIT;
/* turn the player into the class of his choice */
pl.MakeClass(f);
pl.SpawnIntoGame();
}

@ -0,0 +1,41 @@
/*
* Copyright (c) 2016-2022 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.
*/
typedef enum
{
CLASS_SCOUT = 1,
CLASS_SNIPER,
CLASS_SOLDIER,
CLASS_DEMO,
CLASS_MEDIC,
CLASS_HVYWEAPON,
CLASS_PYRO,
CLASS_SPY,
CLASS_ENGINEER
} classtype_e;
string g_teammodels[] = {
"",
"models/player/scout/scout2.mdl",
"models/player/sniper/sniper2.mdl",
"models/player/soldier/soldier2.mdl",
"models/player/demo/demo.mdl",
"models/player/medic/medic2.mdl",
"models/player/hvyweapon/hvyweapon2.mdl",
"models/player/pyro/pyro2.mdl",
"models/player/spy/spy2.mdl",
"models/player/engineer/engineer2.mdl"
};

@ -1,4 +1,8 @@
#includelist
defs.h
items.h
weapons.h
../../../valve/src/shared/flags.h
../../../valve/src/shared/events.h
player.qc
@ -17,9 +21,6 @@ player.qc
../../../valve/src/shared/fx_impact.qc
../../../base/src/shared/fx_corpse.qc
items.h
weapons.h
../../../base/src/shared/weapon_basesemi.qc
../../../base/src/shared/weapon_basemelee.qc
../../../base/src/shared/weapon_baseshotgun.qc

@ -44,6 +44,9 @@ enumflags
class player:NSClientPlayer
{
/* class info */
PREDICTED_INT(classtype);
/* animation */
PREDICTED_INT(anim_top);
PREDICTED_FLOAT(anim_top_time);
@ -87,6 +90,9 @@ class player:NSClientPlayer
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void(void) SpawnIntoGame;
virtual void(classtype_e) MakeClass;
#endif
};
@ -133,6 +139,7 @@ player::ReceiveEntity(float new, float fl)
if (fl & PLAYER_AMMO3) {
mode_tempstate = readbyte();
classtype = readbyte();
}
setorigin(this, origin);
@ -168,6 +175,7 @@ player::PredictPreFrame(void)
{
/* the generic client attributes */
NSClientPlayer::PredictPreFrame();
SAVE_STATE(classtype);
SAVE_STATE(anim_top);
SAVE_STATE(anim_top_delay);
@ -201,6 +209,7 @@ player::PredictPostFrame(void)
{
/* the generic client attributes */
NSClientPlayer::PredictPostFrame();
ROLL_BACK(classtype);
ROLL_BACK(anim_top);
ROLL_BACK(anim_top_delay);
@ -260,6 +269,9 @@ player::EvaluateEntity(void)
if (ATTR_CHANGED(mode_tempstate))
SendFlags |= PLAYER_AMMO3;
if (ATTR_CHANGED(classtype))
SendFlags |= PLAYER_AMMO3;
SAVE_STATE(mag_sbs);
SAVE_STATE(mag_dbs);
SAVE_STATE(mag_rpg);
@ -278,6 +290,231 @@ player::EvaluateEntity(void)
SAVE_STATE(anim_top_time);
SAVE_STATE(anim_bottom);
SAVE_STATE(anim_bottom_time);
SAVE_STATE(classtype);
}
void
player::SpawnIntoGame(void)
{
entity spot = world;
/* spawn into the world */
switch (team) {
case 1:
spot = Spawn_SelectRandom("info_teamspawn_blue");
break;
case 2:
spot = Spawn_SelectRandom("info_teamspawn_red");
break;
case 3:
spot = Spawn_SelectRandom("info_teamspawn_yellow");
break;
case 4:
spot = Spawn_SelectRandom("info_teamspawn_green");
break;
}
setorigin(this, spot.origin);
angles = spot.angles;
fixangle = TRUE;
}
void
player::MakeClass(classtype_e class)
{
health = self.max_health = 100;
takedamage = DAMAGE_YES;
solid = SOLID_SLIDEBOX;
movetype = MOVETYPE_WALK;
flags = FL_CLIENT;
viewzoom = 1.0;
/* select our class model */
model = g_teammodels[classtype];
setmodel(this, model);
setsize(this, VEC_HULL_MIN, VEC_HULL_MAX);
velocity = [0,0,0];
gravity = __NULL__;
armor = activeweapon = g_items = 0;
iBleeds = TRUE;
forceinfokey(this, "*spec", "0");
forceinfokey(this, "*team", ftos(team));
switch (classtype) {
case CLASS_SCOUT:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
m_iAmmoShells = 17;
m_iAmmoNails = 100;
m_iMaxHealth = 75;
m_iMaxArmor = 50;
health = m_iMaxHealth;
armor = 25;
m_iMaxShells = 50;
m_iMaxNails = 200;
m_iMaxCells = 100;
m_iMaxRockets = 25;
env_message_single(this, "HELP_SCOUT");
break;
case CLASS_SNIPER:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SNIPER, -1);
Weapons_AddItem(this, WEAPON_AUTORIFLE, -1);
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
m_iAmmoShells = 60; /* sniper rifles use shells */
m_iAmmoNails = 50;
m_iMaxHealth = 90;
m_iMaxArmor = 50;
health = m_iMaxHealth;
armor = 0;
m_iMaxShells = 75;
m_iMaxNails = 100;
m_iMaxCells = 50;
m_iMaxRockets = 25;
env_message_single(this, "HELP_SNIPER");
break;
case CLASS_SOLDIER:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_RPG, -1);
m_iAmmoShells = 26;
m_iAmmoRockets = 6;
m_iMaxHealth = 100;
m_iMaxArmor = 200;
health = m_iMaxHealth;
armor = 100;
m_iMaxShells = 100;
m_iMaxNails = 100;
m_iMaxCells = 50;
m_iMaxRockets = 50;
env_message_single(this, "HELP_SOLDIER");
break;
case CLASS_DEMO:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_GLAUNCHER, -1);
Weapons_AddItem(this, WEAPON_PIPEBOMB, -1);
m_iAmmoShells = 22;
m_iAmmoRockets = 14;
m_iMaxHealth = 90;
m_iMaxArmor = 100;
health = m_iMaxHealth;
armor = 50;
m_iMaxShells = 75;
m_iMaxNails = 50;
m_iMaxCells = 50;
m_iMaxRockets = 50;
env_message_single(this, "HELP_DEMOMAN");
break;
case CLASS_MEDIC:
Weapons_AddItem(this, WEAPON_MEDKIT, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_SUPERNAIL, -1);
m_iAmmoShells = 26;
m_iAmmoNails = 50;
m_iMaxHealth = 90;
m_iMaxArmor = 100;
health = m_iMaxHealth;
armor = 50;
m_iMaxShells = 75;
m_iMaxNails = 150;
m_iMaxCells = 50;
m_iMaxRockets = 25;
env_message_single(this, "HELP_MEDIC");
break;
case CLASS_HVYWEAPON:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_ASSCAN, -1);
m_iAmmoShells = 176; /* all of the heavy's weapons use shells */
m_iMaxHealth = 100;
m_iMaxArmor = 250;
health = m_iMaxHealth;
armor = 150;
m_iMaxShells = 200;
m_iMaxNails = 200;
m_iMaxCells = 50;
m_iMaxRockets = 25;
env_message_single(this, "HELP_HWGUY");
break;
case CLASS_PYRO:
Weapons_AddItem(this, WEAPON_CROWBAR, -1);
Weapons_AddItem(this, WEAPON_SBS, -1);
Weapons_AddItem(this, WEAPON_FLAMER, -1);
Weapons_AddItem(this, WEAPON_INCENDIARY, -1);
m_iAmmoShells = 12;
m_iAmmoCells = 120;
m_iAmmoRockets = 5;
m_iMaxHealth = 100;
m_iMaxArmor = 150;
health = m_iMaxHealth;
armor = 50;
m_iMaxShells = 40;
m_iMaxNails = 50;
m_iMaxCells = 200;
m_iMaxRockets = 60;
env_message_single(this, "HELP_PYRO");
break;
case CLASS_SPY:
Weapons_AddItem(this, WEAPON_KNIFE, -1);
Weapons_AddItem(this, WEAPON_TRANQUIL, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
Weapons_AddItem(this, WEAPON_NAILGUN, -1);
m_iAmmoShells = 24; /* tranquil and dbs use shells */
m_iAmmoNails = 50;
m_iMaxHealth = 90;
m_iMaxArmor = 100;
health = m_iMaxHealth;
armor = 25;
m_iMaxShells = 40;
m_iMaxNails = 50;
m_iMaxCells = 30;
m_iMaxRockets = 15;
env_message_single(this, "HELP_SPY");
break;
case CLASS_ENGINEER:
Weapons_AddItem(this, WEAPON_WRENCH, -1);
Weapons_AddItem(this, WEAPON_RAILGUN, -1);
Weapons_AddItem(this, WEAPON_DBS, -1);
m_iAmmoCells = 100;
m_iAmmoNails = 25;
m_iAmmoShells = 4;
m_iMaxHealth = 80;
m_iMaxArmor = 50;
health = m_iMaxHealth;
armor = 25;
m_iMaxShells = 50;
m_iMaxNails = 50;
m_iMaxCells = 200;
m_iMaxRockets = 30;
env_message_single(this, "HELP_ENGINEER");
break;
}
g_items |= ITEM_SUIT;
}
/*
@ -338,6 +575,7 @@ player::SendEntity(entity ePEnt, float fChanged)
if (fChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, mode_tempstate);
WriteByte(MSG_ENTITY, classtype);
}
return (1);

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