tfc/src/shared/player.qc

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/*
* Copyright (c) 2016-2021 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.
*/
#include "../../../valve/src/shared/skeleton.h"
/* all potential SendFlags bits we can possibly send */
enumflags
{
PLAYER_TOPFRAME = PLAYER_CUSTOMFIELDSTART,
PLAYER_BOTTOMFRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
PLAYER_UNUSED5,
PLAYER_UNUSED6,
PLAYER_UNUSED7
};
class player:NSClientPlayer
{
/* class info */
PREDICTED_INT(classtype)
/* animation */
PREDICTED_INT(anim_top)
PREDICTED_FLOAT(anim_top_time)
PREDICTED_FLOAT(anim_top_delay)
PREDICTED_INT(anim_bottom)
PREDICTED_FLOAT(anim_bottom_time)
/* ammo 1 */
PREDICTED_INT(mag_sbs)
PREDICTED_INT(mag_dbs)
PREDICTED_INT(mag_rpg)
PREDICTED_INT(mag_glauncher)
/* ammo 2 */
PREDICTED_INT(m_iAmmoRockets)
PREDICTED_INT(m_iAmmoNails)
PREDICTED_INT(m_iAmmoCells)
PREDICTED_INT(m_iAmmoShells)
PREDICTED_INT(m_iAmmoDetpack)
PREDICTED_INT(m_iAmmoMedikit)
/* ammo 3 */
PREDICTED_INT(mode_tempstate)
PREDICTED_FLOAT(m_flIdleScale)
PREDICTED_FLOAT(m_flHallucination)
virtual void Physics_Jump(void);
virtual float Physics_MaxSpeed(void);
virtual void ProcessInput(void);
nonvirtual void TFC_CookGren1(void);
nonvirtual void TFC_CookGren2(void);
nonvirtual void TFC_ReleaseGren1(void);
nonvirtual void TFC_ReleaseGren2(void);
virtual void UpdatePlayerAnimation(float);
#ifdef CLIENT
virtual void ReceiveEntity(float,float);
virtual void PredictPreFrame(void);
virtual void PredictPostFrame(void);
virtual void UpdateAliveCam(void);
virtual void UpdatePlayerAttachments(bool);
float m_flNextHallucination;
#else
NSTimer gren1;
NSTimer gren2;
int m_iMaxHealth;
int m_iMaxArmor;
int m_iMaxShells;
int m_iMaxNails;
int m_iMaxRockets;
int m_iMaxCells;
int m_iMaxDetpack;
int m_iMaxMedikit;
virtual void EvaluateEntity(void);
virtual float SendEntity(entity, float);
virtual void SpawnIntoGame(void);
virtual void MakeClass(classtype_e);
virtual void ServerInputFrame(void);
nonvirtual void TFC_FragSelf(void);
nonvirtual void TFC_ThrowSecondary(void);
#endif
};
void Animation_PlayerUpdate(player);
void Animation_TimerUpdate(player, float);
void
player::UpdatePlayerAnimation(float timelength)
{
/* calculate our skeletal progression */
Animation_PlayerUpdate(this);
/* advance animation timers */
Animation_TimerUpdate(this, timelength);
}
#ifdef SERVER
void TFCNade_ThrowCaltrop(player);
void TFCNade_ThrowHandGrenade(player);
void TFCNade_ThrowSecondary(player);
void TFCNade_SelfExplode(player);
void
player::TFC_FragSelf(void)
{
print("Primary exploded in your hand!\n");
TFCNade_SelfExplode(this);
}
void
player::TFC_ThrowSecondary(void)
{
print("Secondary exploded in your hand!\n");
TFCNade_ThrowSecondary(this);
}
#endif
void
player::TFC_CookGren1(void)
{
/* we're already cooking it */
if (gflags & GF_GREN1COOK)
return;
if (classtype == CLASS_SCOUT) {
/* caltrop sound */
#ifdef SERVER
StartSound("weapons/tink1.wav", CHAN_AUTO, 0, true);
#endif
} else {
/* grenade timer sound */
#ifdef SERVER
StartSound("weapons/timer.wav", CHAN_AUTO, 0, true);
gren1 = gren1.SetupTimer(this, TFC_FragSelf, 3.75f, false);
gren1.RunTimer();
#endif
}
gflags |= GF_GREN1COOK;
}
void
player::TFC_ReleaseGren1(void)
{
if (!(gflags & GF_GREN1COOK))
return;
if (classtype == CLASS_SCOUT) {
/* release caltrop */
#ifdef SERVER
TFCNade_ThrowCaltrop(this);
#endif
} else {
/* release the nade! */
#ifdef SERVER
TFCNade_ThrowHandGrenade(this);
gren1.StopTimer();
#endif
}
gflags &= ~GF_GREN1COOK;
}
void
player::TFC_CookGren2(void)
{
if (gflags & GF_GREN2COOK)
return;
if (classtype == CLASS_SNIPER)
return;
#ifdef SERVER
StartSound("weapons/timer.wav", CHAN_AUTO, 0, true);
gren2 = gren2.SetupTimer(this, TFC_ThrowSecondary, 3.75f, false);
gren2.RunTimer();
#endif
gflags |= GF_GREN2COOK;
}
void
player::TFC_ReleaseGren2(void)
{
if (!(gflags & GF_GREN2COOK))
return;
#ifdef SERVER
TFCNade_ThrowSecondary(this);
gren2.StopTimer();
#endif
gflags &= ~GF_GREN2COOK;
}
void
player::ProcessInput(void)
{
super::ProcessInput();
if (input_buttons & INPUT_BUTTON6)
TFC_CookGren1();
else
TFC_ReleaseGren1();
if (input_buttons & INPUT_BUTTON7)
TFC_CookGren2();
else
TFC_ReleaseGren2();
}
#ifdef CLIENT
.string oldmodel;
string Weapons_GetPlayermodel(player, int);
void
player::UpdatePlayerAttachments(bool visible)
{
/* draw the flashlight */
if (gflags & GF_FLASHLIGHT) {
vector src;
vector ang;
if (entnum != player_localentnum) {
src = origin + view_ofs;
ang = v_angle;
} else {
src = pSeat->m_vecPredictedOrigin + [0,0,-8];
ang = view_angles;
}
makevectors(ang);
traceline(src, src + (v_forward * 8096), MOVE_NORMAL, this);
if (serverkeyfloat("*bspversion") == BSPVER_HL) {
dynamiclight_add(trace_endpos + (v_forward * -2), 128, [1,1,1]);
} else {
float p = dynamiclight_add(src, 512, [1,1,1], 0, "textures/flashlight");
dynamiclight_set(p, LFIELD_ANGLES, ang);
dynamiclight_set(p, LFIELD_FLAGS, 3);
}
}
/* FIXME: this needs to be incorporated and simplified, now that we can handle it all in-class */
if (!visible)
return;
/* what's the current weapon model supposed to be anyway? */
p_model.oldmodel = Weapons_GetPlayermodel(this, activeweapon);
/* we changed weapons, update skeletonindex */
if (p_model.model != p_model.oldmodel) {
/* free memory */
if (p_model.skeletonindex)
skel_delete(p_model.skeletonindex);
/* set the new model and mark us updated */
setmodel(p_model, p_model.oldmodel);
p_model.model = p_model.oldmodel;
/* set the new skeletonindex */
p_model.skeletonindex = skel_create(p_model.modelindex);
/* hack this thing in here FIXME: this should be done when popping in/out of a pvs */
if (autocvar(cl_himodels, 1, "Use high-quality thisayer models over lower-definition ones"))
setcustomskin(this, "", "geomset 0 2\n");
else
setcustomskin(this, "", "geomset 0 1\n");
}
/* follow thisayer at all times */
setorigin(p_model, origin);
p_model.angles = angles;
skel_build(p_model.skeletonindex, p_model, p_model.modelindex,0, 0, -1);
/* we have to loop through all valid bones of the weapon model and match them
* to the thisayer one */
for (float i = 0; i < g_pbones.length; i++) {
vector bpos;
float pbone = gettagindex(this, g_pbones[i]);
float wbone = gettagindex(p_model, g_pbones[i]);
/* if the bone doesn't ignore in either skeletal mesh, ignore */
if (wbone <= 0 || pbone <= 0)
continue;
bpos = gettaginfo(this, pbone);
/* the most expensive bit */
skel_set_bone_world(p_model, wbone, bpos, v_forward, v_right, v_up);
}
}
void Weapons_AmmoUpdate(entity);
void HUD_AmmoNotify_Check(player pl);
void HUD_ItemNotify_Check(player pl);
void Camera_RunPosBob(vector angles, __inout vector camera_pos);
void Camera_StrafeRoll(__inout vector camera_angle);
void Shake_Update(NSClientPlayer);
void
player::UpdateAliveCam(void)
{
vector cam_pos = GetEyePos();
Camera_RunPosBob(view_angles, cam_pos);
g_view.SetCameraOrigin(cam_pos);
Camera_StrafeRoll(view_angles);
if (m_flIdleScale > 0.0) {
float wave = sin(time);
view_angles[0] -= m_flIdleScale * sin(1 * time) * 0.9;
view_angles[1] -= m_flIdleScale * sin(2 * time) * 0.9;
view_angles[2] -= m_flIdleScale * sin(0.5 * time) * 0.3;
}
g_view.SetCameraAngle(view_angles);
if (vehicle) {
NSVehicle veh = (NSVehicle)vehicle;
if (veh.UpdateView)
veh.UpdateView();
} else if (health) {
if (autocvar_pm_thirdPerson == TRUE) {
makevectors(view_angles);
vector vStart = [pSeat->m_vecPredictedOrigin[0], pSeat->m_vecPredictedOrigin[1], pSeat->m_vecPredictedOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, this);
g_view.SetCameraOrigin(trace_endpos + (v_forward * 5));
}
}
Shake_Update(this);
g_view.AddPunchAngle(punchangle);
}
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new, float flChanged)
{
/* the generic client attributes */
super::ReceiveEntity(new, flChanged);
/* animation */
READENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
READENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
READENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
READENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
READENTITY_BYTE(mag_sbs, PLAYER_AMMO1)
READENTITY_BYTE(mag_dbs, PLAYER_AMMO1)
READENTITY_BYTE(mag_rpg, PLAYER_AMMO1)
READENTITY_BYTE(mag_glauncher, PLAYER_AMMO1)
READENTITY_BYTE(m_iAmmoRockets, PLAYER_AMMO2)
READENTITY_BYTE(m_iAmmoNails, PLAYER_AMMO2)
READENTITY_BYTE(m_iAmmoCells, PLAYER_AMMO2)
READENTITY_BYTE(m_iAmmoShells, PLAYER_AMMO2)
READENTITY_BYTE(m_iAmmoDetpack, PLAYER_AMMO2)
READENTITY_BYTE(m_iAmmoMedikit, PLAYER_AMMO2)
READENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
READENTITY_BYTE(classtype, PLAYER_AMMO3)
READENTITY_FLOAT(m_flIdleScale, PLAYER_AMMO3)
READENTITY_FLOAT(m_flHallucination, PLAYER_AMMO3)
setorigin(this, origin);
/* these only concern the current player */
CSQC_UpdateSeat();
if (this != pSeat->m_ePlayer)
return;
/* do not notify us of updates when spawning initially */
if (flChanged == UPDATE_ALL)
PredictPreFrame();
if (flChanged & PLAYER_AMMO1 || flChanged & PLAYER_AMMO2 || flChanged & PLAYER_AMMO3) {
Weapons_AmmoUpdate(this);
HUD_AmmoNotify_Check(this);
}
if (flChanged & PLAYER_ITEMS || flChanged & PLAYER_HEALTH)
HUD_ItemNotify_Check(this);
if (m_flHallucination > 0.0) {
if (m_flNextHallucination > time)
return;
TFCHallucination_Insert(origin, v_angle);
m_flNextHallucination = time + 0.25f + random(0.25,0.75);
}
}
/*
=================
player::PredictPostFrame
Save the last valid server values away in the _net variants of each field
so we can roll them back later.
=================
*/
void
player::PredictPreFrame(void)
{
/* the generic client attributes */
NSClientPlayer::PredictPreFrame();
SAVE_STATE(anim_top)
SAVE_STATE(anim_top_delay)
SAVE_STATE(anim_top_time)
SAVE_STATE(anim_bottom)
SAVE_STATE(anim_bottom_time)
SAVE_STATE(mag_sbs)
SAVE_STATE(mag_dbs)
SAVE_STATE(mag_rpg)
SAVE_STATE(mag_glauncher)
SAVE_STATE(m_iAmmoRockets)
SAVE_STATE(m_iAmmoNails)
SAVE_STATE(m_iAmmoCells)
SAVE_STATE(m_iAmmoShells)
SAVE_STATE(m_iAmmoDetpack)
SAVE_STATE(m_iAmmoMedikit)
SAVE_STATE(mode_tempstate)
SAVE_STATE(classtype)
SAVE_STATE(m_flIdleScale)
SAVE_STATE(m_flHallucination)
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
/* the generic client attributes */
NSClientPlayer::PredictPostFrame();
ROLL_BACK(anim_top)
ROLL_BACK(anim_top_delay)
ROLL_BACK(anim_top_time)
ROLL_BACK(anim_bottom)
ROLL_BACK(anim_bottom_time)
ROLL_BACK(mag_sbs)
ROLL_BACK(mag_dbs)
ROLL_BACK(mag_rpg)
ROLL_BACK(mag_glauncher)
ROLL_BACK(m_iAmmoRockets)
ROLL_BACK(m_iAmmoNails)
ROLL_BACK(m_iAmmoCells)
ROLL_BACK(m_iAmmoShells)
ROLL_BACK(m_iAmmoDetpack)
ROLL_BACK(m_iAmmoMedikit)
ROLL_BACK(mode_tempstate)
ROLL_BACK(classtype)
ROLL_BACK(m_flIdleScale)
ROLL_BACK(m_flHallucination)
}
#else
void
player::ServerInputFrame(void)
{
super::ServerInputFrame();
gflags &= ~GF_NOBUILDZONE;
gflags &= ~GF_NOGRENADEZONE;
m_flIdleScale -= input_timelength;
m_flHallucination -= input_timelength;
if (m_flIdleScale <= 0.0)
m_flIdleScale = 0.0f;
}
void
player::EvaluateEntity(void)
{
/* the generic client attributes */
NSClientPlayer::EvaluateEntity();
/* animation */
EVALUATE_FIELD(anim_top, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_time, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_top_delay, PLAYER_TOPFRAME)
EVALUATE_FIELD(anim_bottom, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(anim_bottom_time, PLAYER_BOTTOMFRAME)
EVALUATE_FIELD(mag_sbs, PLAYER_AMMO1)
EVALUATE_FIELD(mag_dbs, PLAYER_AMMO1)
EVALUATE_FIELD(mag_rpg, PLAYER_AMMO1)
EVALUATE_FIELD(mag_glauncher, PLAYER_AMMO1)
EVALUATE_FIELD(m_iAmmoRockets, PLAYER_AMMO2)
EVALUATE_FIELD(m_iAmmoNails, PLAYER_AMMO2)
EVALUATE_FIELD(m_iAmmoCells, PLAYER_AMMO2)
EVALUATE_FIELD(m_iAmmoShells, PLAYER_AMMO2)
EVALUATE_FIELD(m_iAmmoDetpack, PLAYER_AMMO2)
EVALUATE_FIELD(m_iAmmoMedikit, PLAYER_AMMO2)
EVALUATE_FIELD(mode_tempstate, PLAYER_AMMO3)
EVALUATE_FIELD(classtype, PLAYER_AMMO3)
EVALUATE_FIELD(m_flIdleScale, PLAYER_AMMO3)
EVALUATE_FIELD(m_flHallucination, PLAYER_AMMO3)
}
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 = TFC_GetModelForClasstype(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 = 300;
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;
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float flChanged)
{
/* don't broadcast invisible players */
if (IsFakeSpectator() && ePEnt != this)
return (0);
if (!GetModelindex() && ePEnt != this)
return (0);
flChanged = OptimiseChangedFlags(ePEnt, flChanged);
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, flChanged);
/* the generic client attributes */
NSClientPlayer::SendEntity(ePEnt, flChanged);
SENDENTITY_BYTE(anim_top, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_time, PLAYER_TOPFRAME)
SENDENTITY_FLOAT(anim_top_delay, PLAYER_TOPFRAME)
SENDENTITY_BYTE(anim_bottom, PLAYER_BOTTOMFRAME)
SENDENTITY_FLOAT(anim_bottom_time, PLAYER_BOTTOMFRAME)
SENDENTITY_BYTE(mag_sbs, PLAYER_AMMO1)
SENDENTITY_BYTE(mag_dbs, PLAYER_AMMO1)
SENDENTITY_BYTE(mag_rpg, PLAYER_AMMO1)
SENDENTITY_BYTE(mag_glauncher, PLAYER_AMMO1)
SENDENTITY_BYTE(m_iAmmoRockets, PLAYER_AMMO2)
SENDENTITY_BYTE(m_iAmmoNails, PLAYER_AMMO2)
SENDENTITY_BYTE(m_iAmmoCells, PLAYER_AMMO2)
SENDENTITY_BYTE(m_iAmmoShells, PLAYER_AMMO2)
SENDENTITY_BYTE(m_iAmmoDetpack, PLAYER_AMMO2)
SENDENTITY_BYTE(m_iAmmoMedikit, PLAYER_AMMO2)
SENDENTITY_BYTE(mode_tempstate, PLAYER_AMMO3)
SENDENTITY_BYTE(classtype, PLAYER_AMMO3)
SENDENTITY_FLOAT(m_flIdleScale, PLAYER_AMMO3)
SENDENTITY_FLOAT(m_flHallucination, PLAYER_AMMO3)
return (1);
}
#endif