Slight cleanups and cvar changes.

This commit is contained in:
Marco Cawthorne 2023-01-05 23:35:43 -08:00
parent 8652d02464
commit 9544c98f04
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
4 changed files with 86 additions and 71 deletions

View File

@ -78,7 +78,7 @@ Viewmodel_CalcBob(void)
pViewBob->m_flBob = bound(-8, flBob, 4);
/* make sure it's adjusted for scale */
pViewBob->m_flBob *= autocvar_r_viewmodelscale;
pViewBob->m_flBob *= autocvar_cg_viewmodelScale;
}
void
@ -91,7 +91,7 @@ Viewmodel_ApplyBob(entity gun)
/* apply the gun offset based on our bob */
gun.origin += [0,0,-1] + (v_forward * (pViewBob->m_flBob * 0.4))
+ (v_forward * autocvar_v_gunofs[0])
+ (v_right * autocvar_v_gunofs[1])
+ (v_up * autocvar_v_gunofs[2]);
+ (v_forward * autocvar_cg_viewmodelOffset[0])
+ (v_right * autocvar_cg_viewmodelOffset[1])
+ (v_up * autocvar_cg_viewmodelOffset[2]);
}

View File

@ -27,12 +27,11 @@ HLGameRules::LevelDecodeParms(NSClientPlayer 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.SetAngles([parm4, parm5, parm6]);
pl.SetVelocity([parm7, parm8, parm9]);
/* game specific stuff */
pl.g_items = parm10;
pl.activeweapon = parm11;
pl.flags = parm64;
@ -58,10 +57,11 @@ HLGameRules::LevelDecodeParms(NSClientPlayer pp)
pl.rpg_mag = parm29;
pl.satchel_chg = parm30;
if (pl.flags & FL_CROUCHING) {
setsize(pl, VEC_CHULL_MIN, VEC_CHULL_MAX);
/* reset bounds */
if (pl.HasFlags(FL_CROUCHING)) {
pl.SetSize(VEC_CHULL_MIN, VEC_CHULL_MAX);
} else {
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
}
}
@ -78,7 +78,7 @@ HLGameRules::LevelChangeParms(NSClientPlayer pp)
parm7 = pl.velocity[0];
parm8 = pl.velocity[1];
parm9 = pl.velocity[2];
parm64 = pl.flags;
parm64 = pl.GetFlags();
parm10 = pl.g_items;
parm11 = pl.activeweapon;
parm12 = pl.ammo_9mm;
@ -132,14 +132,6 @@ HLGameRules::PlayerDisconnect(NSClientPlayer pl)
{
if (Plugin_PlayerDisconnect(pl) == FALSE)
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 = -1;
}
void

View File

@ -94,7 +94,7 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
/* death-counter */
pl.deaths++;
forceinfokey(pl, "*deaths", ftos(pl.deaths));
pl.SetInfoKey("*deaths", ftos(pl.deaths));
/* update score-counter */
if (pl.flags & FL_CLIENT || pl.flags & FL_MONSTER)
@ -121,15 +121,14 @@ HLMultiplayerRules::PlayerDeath(NSClientPlayer pl)
/* now let's make the real client invisible */
pl.Death();
pl.takedamage = DAMAGE_NO;
pl.SetTakedamage(DAMAGE_NO);
pl.gflags &= ~GF_FLASHLIGHT;
pl.gflags &= ~GF_EGONBEAM;
Sound_Play(pl, CHAN_AUTO, "player.die");
/* force respawn */
pl.think = PutClientInServer;
pl.nextthink = time + 4.0f;
pl.ScheduleThink(PutClientInServer, 4.0f);
/* have we gone over the fraglimit? */
CheckRules();
@ -139,38 +138,57 @@ void
HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
{
player pl = (player)pp;
string playerModel;
/* this is where the mods want to deviate */
entity spot;
pl.classname = "player";
pl.health = pl.max_health = 100;
pl.takedamage = DAMAGE_YES;
pl.SetMaxHealth(100);
pl.SetHealth(100);
pl.SetTakedamage(DAMAGE_YES);
pl.SetSolid(SOLID_SLIDEBOX);
pl.SetMovetype(MOVETYPE_WALK);
pl.flags = FL_CLIENT;
pl.AddFlags(FL_CLIENT);
pl.viewzoom = 1.0;
pl.model = "models/player.mdl";
string mymodel = infokey(pl, "model");
if (mymodel) {
mymodel = sprintf("models/player/%s/%s.mdl", mymodel, mymodel);
if (whichpack(mymodel)) {
pl.model = mymodel;
/* player model selection */
if (IsTeamplay() == true) {
int teamCount = tokenizebyseparator(m_strTeamList, ";");
int playerTeam = (int)pl.GetTeam();
/* not part of a team? pick one of the ones we have */
/* TODO: this should sort us into the lowest team */
if (playerTeam == 0) {
playerTeam = 1i + (int)floor(random(0, (float)teamCount)); /* teams start at 1 after all */
pl.SetTeam(playerTeam);
}
/* assign our player model */
playerModel = sprintf("models/player/%s/%s.mdl", argv(playerTeam - 1i), argv(playerTeam - 1i));
} else {
/* interpret the 'model' InfoKey */
playerModel = pl.GetInfoKey("model");
if (playerModel) {
playerModel = sprintf("models/player/%s/%s.mdl", playerModel, playerModel);
}
}
setmodel(pl, pl.model);
setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX);
pl.velocity = [0,0,0];
/* fallback is always models/player.mdl for Half-Life */
if not (whichpack(playerModel)) {
playerModel = "models/player.mdl";
}
pl.SetModel(playerModel);
pl.SetSize(VEC_HULL_MIN, VEC_HULL_MAX);
pl.ClearVelocity();
pl.gravity = __NULL__;
pl.frame = 1;
//pl.SendEntity = Player_SendEntity;
pl.SetFrame(1);
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;
forceinfokey(pl, "*spec", "0");
forceinfokey(pl, "*dead", "0");
forceinfokey(pl, "*deaths", ftos(pl.deaths));
pl.SetInfoKey("*spec", "0");
pl.SetInfoKey("*dead", "0");
pl.SetInfoKey("*deaths", ftos(pl.deaths));
LevelNewParms();
LevelDecodeParms(pl);
@ -180,30 +198,11 @@ HLMultiplayerRules::PlayerSpawn(NSClientPlayer pp)
pl.activeweapon = WEAPON_GLOCK;
pl.glock_mag = 18;
pl.ammo_9mm = 44;
if (IsTeamplay() == true) {
int c = tokenizebyseparator(m_strTeamList, ";");
/* not part of a team? pick one of the ones we have */
/* TODO: this should sort us into the lowest team */
if (pl.team == 0) {
pl.team = 1 + floor(random(0, c));
forceinfokey(pl, "*team", sprintf("%d", pl.team));
}
/* assign our player model */
mymodel = sprintf("models/player/%s/%s.mdl", argv(pl.team - 1), argv(pl.team - 1));
if (whichpack(mymodel))
pl.model = mymodel;
setmodel(pl, pl.model);
}
#endif
spot = Spawn_SelectRandom("info_player_deathmatch");
setorigin(pl, spot.origin);
pl.angles = spot.angles;
pl.SetOrigin(spot.origin);
pl.SetAngles(spot.angles);
Weapons_RefreshAmmo(pl);
Client_FixAngle(pl, pl.angles);
@ -252,27 +251,26 @@ HLMultiplayerRules::HLMultiplayerRules(void)
}
void
CSEv_HLDM_Chooseteam_s(string teamname)
CSEv_HLDM_Chooseteam_s(string teamName)
{
HLGameRules rules = (HLGameRules)g_grMode;
player pl = (player)self;
if (!teamname)
if (!teamName)
return;
if (rules.IsMultiplayer() == false)
return;
if (rules.IsTeamplay() == false)
return;
if (pl.health <= 0)
if (pl.IsDead() == true)
return;
HLMultiplayerRules mprules = (HLMultiplayerRules)rules;
int c = tokenizebyseparator(mprules.m_strTeamList, ";");
for (int i = 0; i < c; i++) {
if (argv(i) == teamname) {
pl.team = (float)i + 1;
forceinfokey(pl, "*team", sprintf("%d", pl.team));
if (argv(i) == teamName) {
pl.SetTeam((float)i + 1);
Damage_Apply(pl, pl, 100, 0, DMG_SKIP_ARMOR);
return;
}

View File

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