Client: Use the new Crosshair drawing functions to help with cl_thirdperson and remove

obsolete routines.
This commit is contained in:
Marco Cawthorne 2022-12-28 16:50:29 -08:00
parent 54f7918edc
commit 7c94b26fc8
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
15 changed files with 27 additions and 270 deletions

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@ -1,13 +1,13 @@
FTEMANIFEST 1
GAME valve
NAME "Half-Life"
BASEGAME platform
FTEMANIFEST 1
GAME valve
NAME "Half-Life"
BASEGAME platform
BASEGAME valve
// you don't really want to change these
RTCBROKER master.frag-net.com:27950
PROTOCOLNAME "FreeHL"
MAINCONFIG game.cfg
DOWNLOADSURL "http://www.frag-net.com/dl/packages"
-exec platform_default.cfg
// you don't really want to change these
RTCBROKER master.frag-net.com:27950
PROTOCOLNAME "Nuclide"
MAINCONFIG game.cfg
DOWNLOADSURL "http://www.frag-net.com/dl/packages"
-exec platform_default.cfg

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@ -1,76 +0,0 @@
/*
* 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.
*/
/* called every input frame */
void
Game_RunClientCommand(void)
{
player pl = (player)self;
pl.Physics_Run();
}
/* custom chat packet */
void
SV_SendChat(entity sender, string msg, entity eEnt, float fType)
{
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, fType == 0 ? EV_CHAT:EV_CHAT_TEAM);
WriteByte(MSG_MULTICAST, num_for_edict(sender) - 1);
WriteByte(MSG_MULTICAST, sender.team);
WriteString(MSG_MULTICAST, msg);
if (eEnt) {
msg_entity = eEnt;
multicast([0,0,0], MULTICAST_ONE);
} else {
multicast([0,0,0], MULTICAST_ALL);
}
localcmd(sprintf("echo [SERVER] %s: %s\n", sender.netname, msg));
}
/* client cmd overrides happen here */
void
Game_ParseClientCommand(string cmd)
{
tokenize(cmd);
if (argv(1) == "timeleft") {
string msg;
string timestring;
float timeleft;
timeleft = cvar("timelimit") - (time / 60);
timestring = Util_TimeToString(timeleft);
msg = sprintf("we have %s minutes remaining", timestring);
bprint(PRINT_CHAT, msg);
return;
}
if (argv(0) == "say") {
SV_SendChat(self, argv(1), world, 0);
return;
} else if (argv(0) == "say_team") {
entity a;
for (a = world; (a = find(a, ::classname, "player"));) {
if (a.team == self.team) {
SV_SendChat(self, argv(1), a, 1);
}
}
return;
}
clientcommand(self, cmd);
}

2
src/server/progs.src Executable file → Normal file
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@ -55,7 +55,6 @@ monster_turret.qc
monster_zombie.qc
player.qc
spectator.qc
items.qc
item_longjump.qc
item_suit.qc
@ -75,7 +74,6 @@ ammo.qc
gamerules.qc
gamerules_singleplayer.qc
gamerules_multiplayer.qc
client.qc
server.qc
../../../base/src/server/damage.qc
flashlight.qc

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@ -1,28 +0,0 @@
/*
* 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.
*/
void Game_SpectatorThink(void)
{
}
void Game_SpectatorConnect(void)
{
}
void Game_SpectatorDisconnect(void)
{
}

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@ -45,7 +45,7 @@ FX_Blood(vector pos, vector color)
#else
static void Blood_Touch(void)
{
if (self.think != Util_Destroy) {
if (self.think != NSEntity::Destroy) {
if (serverkeyfloat("*bspversion") == BSPVER_HL)
Decals_Place(self.origin, sprintf("{blood%d", floor(random(1,9))));
else {
@ -54,7 +54,7 @@ FX_Blood(vector pos, vector color)
}
}
self.think = Util_Destroy;
self.think = NSEntity::Destroy;
self.nextthink = time + 5.0f;
}

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@ -187,31 +187,6 @@ 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;

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@ -349,29 +349,9 @@ w_crossbow_crosshair(player pl)
vector aicon_pos;
if (pl.viewzoom == 1) {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[72/128,0],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [72/128,0], [0.1875, 0.1875]);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-52,-8];
drawsubpic(
cross_pos,
[104,16],
g_cross_spr,
[24/128,96/128],
[104/128, 16/128],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [104,16], [24/128,96/128], [104/128, 16/128]);
}
HUD_DrawAmmo1();

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@ -269,9 +269,8 @@ w_egon_postdraw(player pl, int thirdperson)
void w_egon_crosshair(player pl)
{
#ifdef CLIENT
static vector cross_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], g_cross_spr, [72/128,48/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
Cross_DrawSub(g_cross_spr, [24,24], [72/128,48/128], [0.1875, 0.1875]);
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(aicon_pos, [24,24], g_hud7_spr, [0,96/128], [24/256, 24/128], g_hud_color, pSeatLocal->m_flAmmo2Alpha, DRAWFLAG_ADDITIVE);

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@ -327,23 +327,11 @@ void w_gauss_secondary(player pl)
void w_gauss_crosshair(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
Cross_DrawSub(g_cross_spr, [24,24], [48/128,48/128], [0.1875, 0.1875]);
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[48/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
drawsubpic(
aicon_pos,
[24,24],

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@ -327,22 +327,11 @@ void
w_glock_hud(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[0.1875,0],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [0.1875,0], [0.1875, 0.1875]);
HUD_DrawAmmo1();
HUD_DrawAmmo2();

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@ -225,23 +225,11 @@ void
w_hornetgun_crosshair(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
Cross_DrawSub(g_cross_spr, [24,24], [72/128,24/128], [0.1875, 0.1875]);
aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[72/128,24/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
HUD_DrawAmmo2();
drawsubpic(

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@ -340,21 +340,9 @@ void
w_mp5_crosshair(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[0,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [0,48/128], [0.1875, 0.1875]);
HUD_DrawAmmo1();
HUD_DrawAmmo2();

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@ -265,33 +265,12 @@ void
w_python_crosshair(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector aicon_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
if (pl.viewzoom == 1) {
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[48/128,0],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [48/128,0], [0.1875, 0.1875]);
} else {
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[96/128,0],
[0.1875, 0.1875],
[1,1,1],
1,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [96/128,0], [0.1875, 0.1875]);
}
HUD_DrawAmmo1();

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@ -279,7 +279,6 @@ void w_rpg_hudpic(player pl, int selected, vector pos, float a)
void w_rpg_hud(player pl)
{
#ifdef CLIENT
vector cross_pos;
vector laser_pos;
vector aicon_pos;
@ -294,7 +293,6 @@ void w_rpg_hud(player pl)
jitter[0] = (random(0,2) - 2) * (1 - trace_fraction);
jitter[1] = (random(0,2) - 2) * (1 - trace_fraction);
laser_pos = g_hudmins + (g_hudres / 2) + ([-lerp,-lerp] / 2);
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
laser_pos + jitter,
@ -307,28 +305,9 @@ void w_rpg_hud(player pl)
DRAWFLAG_ADDITIVE
);
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[24/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
} else {
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(
cross_pos,
[24,24],
g_cross_spr,
[24/128,48/128],
[0.1875, 0.1875],
[1,1,1],
1.0f,
DRAWFLAG_NORMAL
);
Cross_DrawSub(g_cross_spr, [24,24], [24/128,48/128], [0.1875, 0.1875]);
}
/* ammo counters */

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@ -373,9 +373,7 @@ void
w_shotgun_crosshair(player pl)
{
#ifdef CLIENT
static vector cross_pos;
cross_pos = g_hudmins + (g_hudres / 2) + [-12,-12];
drawsubpic(cross_pos, [24,24], g_cross_spr, [48/128,24/128], [0.1875, 0.1875], [1,1,1], 1, DRAWFLAG_NORMAL);
Cross_DrawSub(g_cross_spr, [24,24], [48/128,24/128], [0.1875, 0.1875]);
HUD_DrawAmmo1();
HUD_DrawAmmo2();
vector aicon_pos = g_hudmins + [g_hudres[0] - 48, g_hudres[1] - 42];