Poke646: Fix to make it compile again with the new networking.

Team Fortress: Ditto
This commit is contained in:
Marco Cawthorne 2021-03-04 04:07:09 +01:00
parent d798c0539e
commit 0867c17211
14 changed files with 495 additions and 150 deletions

View File

@ -14,107 +14,12 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
var int autocvar_sv_playerkeepalive = TRUE;
/* we check what fields have changed over the course of the frame and network
* only the ones that have actually changed */
void
HLGameRules::PlayerPostFrame(base_player pp)
{
player pl = (player)pp;
Animation_PlayerUpdate();
if (autocvar_sv_playerkeepalive)
pl.SendFlags |= PLAYER_KEEPALIVE;
if (pl.old_modelindex != pl.modelindex)
pl.SendFlags |= PLAYER_MODELINDEX;
if (pl.old_origin[0] != pl.origin[0])
pl.SendFlags |= PLAYER_ORIGIN;
if (pl.old_origin[1] != pl.origin[1])
pl.SendFlags |= PLAYER_ORIGIN;
if (pl.old_origin[2] != pl.origin[2])
pl.SendFlags |= PLAYER_ORIGIN_Z;
if (pl.old_angles[0] != pl.v_angle[0])
pl.SendFlags |= PLAYER_ANGLES_X;
if (pl.old_angles[1] != pl.angles[1])
pl.SendFlags |= PLAYER_ANGLES_Y;
if (pl.old_angles[2] != pl.angles[2])
pl.SendFlags |= PLAYER_ANGLES_Z;
if (pl.old_velocity[0] != pl.velocity[0])
pl.SendFlags |= PLAYER_VELOCITY;
if (pl.old_velocity[1] != pl.velocity[1])
pl.SendFlags |= PLAYER_VELOCITY;
if (pl.old_velocity[2] != pl.velocity[2])
pl.SendFlags |= PLAYER_VELOCITY_Z;
if (pl.old_flags != pl.flags)
pl.SendFlags |= PLAYER_FLAGS;
if (pl.old_gflags != pl.gflags)
pl.SendFlags |= PLAYER_FLAGS;
if (pl.old_activeweapon != pl.activeweapon)
pl.SendFlags |= PLAYER_WEAPON;
if (pl.old_items != pl.g_items)
pl.SendFlags |= PLAYER_ITEMS;
if (pl.old_health != pl.health)
pl.SendFlags |= PLAYER_HEALTH;
if (pl.old_armor != pl.armor)
pl.SendFlags |= PLAYER_ARMOR;
if (pl.old_movetype != pl.movetype)
pl.SendFlags |= PLAYER_MOVETYPE;
if (pl.old_viewofs != pl.view_ofs[2])
pl.SendFlags |= PLAYER_VIEWOFS;
if (pl.old_baseframe != pl.baseframe)
pl.SendFlags |= PLAYER_BASEFRAME;
if (pl.old_frame != pl.frame)
pl.SendFlags |= PLAYER_FRAME;
if (pl.old_a_ammo1 != pl.a_ammo1)
pl.SendFlags |= PLAYER_AMMO1;
if (pl.old_a_ammo2 != pl.a_ammo2)
pl.SendFlags |= PLAYER_AMMO2;
if (pl.old_a_ammo3 != pl.a_ammo3)
pl.SendFlags |= PLAYER_AMMO3;
pl.old_modelindex = pl.modelindex;
pl.old_origin = pl.origin;
pl.old_angles = pl.angles;
pl.old_angles[0] = pl.v_angle[0];
pl.old_velocity = pl.velocity;
pl.old_flags = pl.flags;
pl.old_gflags = pl.gflags;
pl.old_activeweapon = pl.activeweapon;
pl.old_items = pl.g_items;
pl.old_health = pl.health;
pl.old_armor = pl.armor;
pl.old_movetype = pl.movetype;
pl.old_viewofs = pl.view_ofs[2];
pl.old_baseframe = pl.baseframe;
pl.old_frame = pl.frame;
pl.old_a_ammo1 = pl.a_ammo1;
pl.old_a_ammo2 = pl.a_ammo2;
pl.old_a_ammo3 = pl.a_ammo3;
}
void

View File

@ -87,7 +87,6 @@ HLMultiplayerRules::PlayerSpawn(base_player pp)
pl.velocity = [0,0,0];
pl.gravity = __NULL__;
pl.frame = 1;
pl.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.customphysics = Empty;
pl.iBleeds = TRUE;

View File

@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <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
@ -14,12 +14,50 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
int input_sequence;
/* all potential SendFlags bits we can possibly send */
enumflags
{
PLAYER_KEEPALIVE,
PLAYER_MODELINDEX,
PLAYER_ORIGIN,
PLAYER_ORIGIN_Z,
PLAYER_ANGLES_X,
PLAYER_ANGLES_Y,
PLAYER_ANGLES_Z,
PLAYER_VELOCITY,
PLAYER_VELOCITY_Z,
PLAYER_FLAGS,
PLAYER_WEAPON,
PLAYER_ITEMS,
PLAYER_HEALTH,
PLAYER_ARMOR,
PLAYER_MOVETYPE,
PLAYER_VIEWOFS,
PLAYER_BASEFRAME,
PLAYER_FRAME,
PLAYER_AMMO1,
PLAYER_AMMO2,
PLAYER_AMMO3,
PLAYER_UNUSED1,
PLAYER_UNUSED2
};
noref int input_sequence;
class player:base_player
{
/* Weapon specific */
int bradnailer_mag; int bradnailer_mag_net;
int nailgun_mag; int nailgun_mag_net;
int shotgun_mag; int shotgun_mag_net;
int cmlwbr_mag; int cmlwbr_mag_net;
int xs_mag; int xs_mag_net;
int satchel_chg; int satchel_chg_net;
int ammo_nail; int ammo_nail_net;
int ammo_buckshot; int ammo_buckshot_net;
int ammo_bolts; int ammo_bolts_net;
int ammo_xencandy; int ammo_xencandy_net;
int ammo_satchel; int ammo_satchel_net;
#ifdef CLIENT
/* External model */
@ -32,19 +70,395 @@ class player:base_player
virtual void(void) draw;
virtual float() predraw;
virtual void(void) postdraw;
virtual void(float) ReceiveEntity;
virtual void(void) PredictPreFrame;
virtual void(void) PredictPostFrame;
#else
int ammo_nail;
int ammo_buckshot;
int ammo_bolts;
int ammo_xencandy;
int ammo_satchel;
int bradnailer_mag;
int nailgun_mag;
int shotgun_mag;
int cmlwbr_mag;
int xs_mag;
int satchel_chg;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
#endif
};
#ifdef CLIENT
void Weapons_AmmoUpdate(entity);
/*
=================
player::ReceiveEntity
=================
*/
void
player::ReceiveEntity(float new)
{
float fl;
if (new == FALSE) {
/* Go through all the physics code between the last received frame
* and the newest frame and keep the changes this time around instead
* of rolling back, because we'll apply the new server-verified values
* right after anyway. */
/* FIXME: splitscreen */
if (entnum == player_localentnum) {
/* FIXME: splitscreen */
pSeat = &g_seats[0];
for (int i = sequence+1; i <= servercommandframe; i++) {
/* ...maybe the input state is too old? */
if (!getinputstate(i)) {
break;
}
input_sequence = i;
PMove_Run();
}
/* any differences in things that are read below are now
* officially from prediction misses. */
}
}
/* seed for our prediction table */
sequence = servercommandframe;
fl = readfloat();
/* HACK: we need to make this more reliable */
if (fl == UPDATE_ALL) {
/* we respawned */
gravity = __NULL__;
}
if (fl & PLAYER_MODELINDEX)
modelindex = readshort();
if (fl & PLAYER_ORIGIN) {
origin[0] = readcoord();
origin[1] = readcoord();
}
if (fl & PLAYER_ORIGIN_Z)
origin[2] = readcoord();
if (fl & PLAYER_ANGLES_X)
pitch = readfloat();
if (fl & PLAYER_ANGLES_Y)
angles[1] = readfloat();
if (fl & PLAYER_ANGLES_Z)
angles[2] = readfloat();
if (fl & PLAYER_VELOCITY) {
velocity[0] = readcoord();
velocity[1] = readcoord();
}
if (fl & PLAYER_VELOCITY_Z)
velocity[2] = readcoord();
if (fl & PLAYER_FLAGS) {
flags = readfloat();
gflags = readfloat();
}
if (fl & PLAYER_WEAPON)
activeweapon = readbyte();
if (fl & PLAYER_ITEMS)
g_items = (__variant)readfloat();
if (fl & PLAYER_HEALTH)
health = readbyte();
if (fl & PLAYER_ARMOR)
armor = readbyte();
if (fl & PLAYER_MOVETYPE)
movetype = readbyte();
if (fl & PLAYER_VIEWOFS)
view_ofs[2] = readfloat();
if (fl & PLAYER_BASEFRAME)
baseframe = readbyte();
if (fl & PLAYER_FRAME) {
frame = readbyte();
frame1time = 0.0f;
frame2time = 0.0f;
}
if (fl & PLAYER_AMMO1) {
bradnailer_mag = readbyte();
nailgun_mag = readbyte();
shotgun_mag = readbyte();
cmlwbr_mag = readbyte();
xs_mag = readbyte();
satchel_chg = readbyte();
}
if (fl & PLAYER_AMMO2) {
ammo_nail = readbyte();
ammo_buckshot = readbyte();
ammo_bolts = readbyte();
ammo_xencandy = readbyte();
ammo_satchel = readbyte();
}
if (fl & PLAYER_AMMO3) {
}
if (fl & PLAYER_AMMO1 || fl & PLAYER_AMMO2 || fl & PLAYER_AMMO3)
Weapons_AmmoUpdate(this);
setorigin(this, origin);
}
/*
=================
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)
{
bradnailer_mag_net = bradnailer_mag;
nailgun_mag_net = nailgun_mag;
shotgun_mag_net = shotgun_mag;
cmlwbr_mag_net = cmlwbr_mag;
xs_mag_net = xs_mag;
satchel_chg_net = satchel_chg;
ammo_nail_net = ammo_nail;
ammo_buckshot_net = ammo_buckshot;
ammo_bolts_net = ammo_bolts;
ammo_xencandy_net = ammo_xencandy;
ammo_satchel_net = ammo_satchel;
}
/*
=================
player::PredictPostFrame
Where we roll back our values to the ones last sent/verified by the server.
=================
*/
void
player::PredictPostFrame(void)
{
bradnailer_mag = bradnailer_mag_net;
nailgun_mag = nailgun_mag_net;
shotgun_mag = shotgun_mag_net;
cmlwbr_mag = cmlwbr_mag_net;
xs_mag = xs_mag_net;
satchel_chg = satchel_chg_net;
ammo_nail = ammo_nail_net;
ammo_buckshot = ammo_buckshot_net;
ammo_bolts = ammo_bolts_net;
ammo_xencandy = ammo_xencandy_net;
ammo_satchel = ammo_satchel_net;
}
#else
void
player::EvaluateEntity(void)
{
SendFlags |= PLAYER_KEEPALIVE;
if (old_modelindex != modelindex)
SendFlags |= PLAYER_MODELINDEX;
if (old_origin[0] != origin[0])
SendFlags |= PLAYER_ORIGIN;
if (old_origin[1] != origin[1])
SendFlags |= PLAYER_ORIGIN;
if (old_origin[2] != origin[2])
SendFlags |= PLAYER_ORIGIN_Z;
if (old_angles[0] != v_angle[0])
SendFlags |= PLAYER_ANGLES_X;
if (old_angles[1] != angles[1])
SendFlags |= PLAYER_ANGLES_Y;
if (old_angles[2] != angles[2])
SendFlags |= PLAYER_ANGLES_Z;
if (old_velocity[0] != velocity[0])
SendFlags |= PLAYER_VELOCITY;
if (old_velocity[1] != velocity[1])
SendFlags |= PLAYER_VELOCITY;
if (old_velocity[2] != velocity[2])
SendFlags |= PLAYER_VELOCITY_Z;
if (old_flags != flags)
SendFlags |= PLAYER_FLAGS;
if (old_gflags != gflags)
SendFlags |= PLAYER_FLAGS;
if (old_activeweapon != activeweapon)
SendFlags |= PLAYER_WEAPON;
if (old_items != g_items)
SendFlags |= PLAYER_ITEMS;
if (old_health != health)
SendFlags |= PLAYER_HEALTH;
if (old_armor != armor)
SendFlags |= PLAYER_ARMOR;
if (old_movetype != movetype)
SendFlags |= PLAYER_MOVETYPE;
if (old_viewofs != view_ofs[2])
SendFlags |= PLAYER_VIEWOFS;
if (old_baseframe != baseframe)
SendFlags |= PLAYER_BASEFRAME;
if (old_frame != frame)
SendFlags |= PLAYER_FRAME;
old_modelindex = modelindex;
old_origin = origin;
old_angles = angles;
old_angles[0] = v_angle[0];
old_velocity = velocity;
old_flags = flags;
old_gflags = gflags;
old_activeweapon = activeweapon;
old_items = g_items;
old_health = health;
old_armor = armor;
old_movetype = movetype;
old_viewofs = view_ofs[2];
old_baseframe = baseframe;
old_frame = frame;
if (bradnailer_mag_net != bradnailer_mag)
SendFlags |= PLAYER_AMMO1;
if (nailgun_mag_net != nailgun_mag)
SendFlags |= PLAYER_AMMO1;
if (shotgun_mag_net != shotgun_mag)
SendFlags |= PLAYER_AMMO1;
if (cmlwbr_mag_net != cmlwbr_mag)
SendFlags |= PLAYER_AMMO1;
if (xs_mag_net != xs_mag)
SendFlags |= PLAYER_AMMO1;
if (satchel_chg_net != satchel_chg)
SendFlags |= PLAYER_AMMO1;
if (ammo_nail_net != ammo_nail)
SendFlags |= PLAYER_AMMO2;
if (ammo_buckshot_net != ammo_buckshot)
SendFlags |= PLAYER_AMMO2;
if (ammo_bolts_net != ammo_bolts)
SendFlags |= PLAYER_AMMO2;
if (ammo_xencandy_net != ammo_xencandy)
SendFlags |= PLAYER_AMMO2;
if (ammo_satchel_net != ammo_satchel)
SendFlags |= PLAYER_AMMO2;
bradnailer_mag_net = bradnailer_mag;
nailgun_mag_net = nailgun_mag;
shotgun_mag_net = shotgun_mag;
cmlwbr_mag_net = cmlwbr_mag;
xs_mag_net = xs_mag;
satchel_chg_net = satchel_chg;
ammo_nail_net = ammo_nail;
ammo_buckshot_net = ammo_buckshot;
ammo_bolts_net = ammo_bolts;
ammo_xencandy_net = ammo_xencandy;
ammo_satchel_net = ammo_satchel;
}
/*
=================
player::SendEntity
=================
*/
float
player::SendEntity(entity ePEnt, float fChanged)
{
if (health <= 0 && ePEnt != this) {
return FALSE;
}
if (clienttype(ePEnt) != CLIENTTYPE_REAL) {
return FALSE;
}
if (ePEnt != self) {
fChanged &= ~PLAYER_ITEMS;
fChanged &= ~PLAYER_HEALTH;
fChanged &= ~PLAYER_ARMOR;
fChanged &= ~PLAYER_VIEWOFS;
fChanged &= ~PLAYER_AMMO1;
fChanged &= ~PLAYER_AMMO2;
fChanged &= ~PLAYER_AMMO3;
}
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & PLAYER_MODELINDEX)
WriteShort(MSG_ENTITY, modelindex);
if (fChanged & PLAYER_ORIGIN) {
WriteCoord(MSG_ENTITY, origin[0]);
WriteCoord(MSG_ENTITY, origin[1]);
}
if (fChanged & PLAYER_ORIGIN_Z)
WriteCoord(MSG_ENTITY, origin[2]);
if (fChanged & PLAYER_ANGLES_X)
WriteFloat(MSG_ENTITY, v_angle[0]);
if (fChanged & PLAYER_ANGLES_Y)
WriteFloat(MSG_ENTITY, angles[1]);
if (fChanged & PLAYER_ANGLES_Z)
WriteFloat(MSG_ENTITY, angles[2]);
if (fChanged & PLAYER_VELOCITY) {
WriteCoord(MSG_ENTITY, velocity[0]);
WriteCoord(MSG_ENTITY, velocity[1]);
}
if (fChanged & PLAYER_VELOCITY_Z)
WriteCoord(MSG_ENTITY, velocity[2]);
if (fChanged & PLAYER_FLAGS) {
WriteFloat(MSG_ENTITY, flags);
WriteFloat(MSG_ENTITY, gflags);
}
if (fChanged & PLAYER_WEAPON)
WriteByte(MSG_ENTITY, activeweapon);
if (fChanged & PLAYER_ITEMS)
WriteFloat(MSG_ENTITY, (__variant)g_items);
if (fChanged & PLAYER_HEALTH)
WriteByte(MSG_ENTITY, bound(0, health, 255));
if (fChanged & PLAYER_ARMOR)
WriteByte(MSG_ENTITY, armor);
if (fChanged & PLAYER_MOVETYPE)
WriteByte(MSG_ENTITY, movetype);
if (fChanged & PLAYER_VIEWOFS)
WriteFloat(MSG_ENTITY, view_ofs[2]);
if (fChanged & PLAYER_BASEFRAME)
WriteByte(MSG_ENTITY, baseframe);
if (fChanged & PLAYER_FRAME)
WriteByte(MSG_ENTITY, frame);
if (fChanged & PLAYER_AMMO1) {
WriteByte(MSG_ENTITY, bradnailer_mag);
WriteByte(MSG_ENTITY, nailgun_mag);
WriteByte(MSG_ENTITY, shotgun_mag);
WriteByte(MSG_ENTITY, cmlwbr_mag);
WriteByte(MSG_ENTITY, xs_mag);
WriteByte(MSG_ENTITY, satchel_chg);
}
if (fChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, ammo_nail);
WriteByte(MSG_ENTITY, ammo_buckshot);
WriteByte(MSG_ENTITY, ammo_bolts);
WriteByte(MSG_ENTITY, ammo_xencandy);
WriteByte(MSG_ENTITY, ammo_satchel);
}
if (fChanged & PLAYER_AMMO3) {
}
return TRUE;
}
#endif

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <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
@ -56,9 +56,7 @@ w_bradnailer_precache(void)
void
w_bradnailer_updateammo(player pl)
{
#ifdef SERVER
Weapons_UpdateAmmo(pl, pl.bradnailer_mag, pl.ammo_nail, -1);
#endif
}
string
@ -240,7 +238,7 @@ w_bradnailer_hudpic(int selected, vector pos, float a)
weapon_t w_bradnailer =
{
.name = "bradnailer",
.id = ITEM_BRADNAILER,
.id = ITEM_BRADNAILER,
.slot = 1,
.slot_pos = 0,
.draw = w_bradnailer_draw,

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <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
@ -121,7 +121,7 @@ w_cmlwbr_hudpic(int selected, vector pos, float a)
weapon_t w_cmlwbr =
{
.name = "cmlwbr",
.id = ITEM_CMLWBR,
.id = ITEM_CMLWBR,
.slot = 2,
.slot_pos = 1,
.draw = w_cmlwbr_draw,

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <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
@ -110,7 +110,7 @@ w_heaterpipe_hudpic(int selected, vector pos, float a)
weapon_t w_heaterpipe =
{
.name = "heaterpipe",
.id = ITEM_HEATERPIPE,
.id = ITEM_HEATERPIPE,
.slot = 0,
.slot_pos = 0,
.draw = w_heaterpipe_draw,

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <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
@ -166,7 +166,7 @@ w_nailgun_hudpic(int selected, vector pos, float a)
weapon_t w_nailgun =
{
.name = "nailgun",
.id = ITEM_NAILGUN,
.id = ITEM_NAILGUN,
.slot = 1,
.slot_pos = 1,
.draw = w_nailgun_draw,

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
* Copyright (c) 2019-2020 Gethyn ThomasQuail <xylemon@posteo.net>
*
* Permission to use, copy, modify, and distribute this software for any
@ -136,7 +136,7 @@ void w_pipebomb_primary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo1 <= 0 && pl.a_ammo2 <= 0) {
if (pl.satchel_chg <= 0 && pl.ammo_satchel <= 0) {
return;
}
#else
@ -145,7 +145,7 @@ void w_pipebomb_primary(void)
}
#endif
if (pl.a_ammo1 <= 0) {
if (pl.satchel_chg <= 0) {
Weapons_ViewAnimation(RADIO_DRAW);
} else {
Weapons_ViewAnimation(RADIO_USE);
@ -171,8 +171,8 @@ void w_pipebomb_primary(void)
Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
#else
setmodel(pSeat->m_eViewModel, "models/v_pipebomb_watch.mdl");
pl.a_ammo1++;
pl.a_ammo2--;
pl.satchel_chg++;
pl.ammo_satchel--;
#endif
pl.w_attack_next = 1.0f;
@ -188,7 +188,7 @@ void w_pipebomb_secondary(void)
/* Ammo check */
#ifdef CLIENT
if (pl.a_ammo2 <= 0) {
if (pl.ammo_satchel <= 0) {
return;
}
#else
@ -206,8 +206,8 @@ void w_pipebomb_secondary(void)
pl.ammo_satchel--;
Weapons_UpdateAmmo(pl, pl.satchel_chg, pl.ammo_satchel, __NULL__);
#else
pl.a_ammo1++;
pl.a_ammo2--;
pl.satchel_chg++;
pl.ammo_satchel--;
setmodel(pSeat->m_eViewModel, "models/v_pipebomb_watch.mdl");
#endif
@ -249,7 +249,7 @@ void w_pipebomb_hudpic(int selected, vector pos, float a)
weapon_t w_pipebomb =
{
.name = "pipebomb",
.id = ITEM_SATCHEL,
.id = ITEM_SATCHEL,
.slot = 4,
.slot_pos = 1,
.draw = w_pipebomb_draw,

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@ -253,7 +253,7 @@ void w_shotgun_hudpic(int s, vector pos, float a)
weapon_t w_shotgun =
{
.name = "shotgun",
.id = ITEM_SHOTGUN,
.id = ITEM_SHOTGUN,
.slot = 2,
.slot_pos = 1,
.draw = w_shotgun_draw,

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@ -1,5 +1,5 @@
/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
* Copyright (c) 2016-2021 Marco Hladik <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
@ -123,7 +123,7 @@ w_xs_hudpic(int selected, vector pos, float a)
weapon_t w_xs =
{
.name = "xs",
.id = ITEM_XS,
.id = ITEM_XS,
.slot = 3,
.slot_pos = 0,
.draw = w_xs_draw,

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@ -263,6 +263,12 @@ HUD_DrawAmmo3(void)
}
}
void
HUD_DrawAmmoBar(vector pos, float val, float max, float a)
{
}
void
HUD_WeaponPickupNotify(int w)
{

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@ -165,7 +165,7 @@ TFCGameRules::PlayerSpawn(base_player pp)
pl.takedamage = DAMAGE_NO;
pl.solid = SOLID_NOT;
pl.movetype = MOVETYPE_NOCLIP;
pl.SendEntity = Player_SendEntity;
// pl.SendEntity = Player_SendEntity;
pl.flags = FL_CLIENT;
pl.weapon = 0;
pl.viewzoom = 1.0f;

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@ -79,7 +79,7 @@ CSEv_TeamJoin_f(float f)
pl.velocity = [0,0,0];
pl.gravity = __NULL__;
pl.frame = 1;
pl.SendEntity = Player_SendEntity;
// pl.SendEntity = Player_SendEntity;
pl.SendFlags = UPDATE_ALL;
pl.armor = pl.activeweapon = pl.g_items = 0;

View File

@ -58,24 +58,33 @@ void w_shotgun_precache(void)
precache_model("models/p_shotgun.mdl");
#endif
}
void w_shotgun_updateammo(player pl)
void
w_shotgun_updateammo(player pl)
{
Weapons_UpdateAmmo(pl, pl.shotgun_mag, pl.ammo_buckshot, -1);
}
string w_shotgun_wmodel(void)
string
w_shotgun_wmodel(void)
{
return "models/w_shotgun.mdl";
}
string w_shotgun_pmodel(void)
string
w_shotgun_pmodel(void)
{
return "models/p_shotgun.mdl";
}
string w_shotgun_deathmsg(void)
string
w_shotgun_deathmsg(void)
{
return "";
}
int w_shotgun_pickup(int new, int startammo)
int
w_shotgun_pickup(int new, int startammo)
{
#ifdef SERVER
player pl = (player)self;
@ -93,7 +102,8 @@ int w_shotgun_pickup(int new, int startammo)
return TRUE;
}
void w_shotgun_draw(void)
void
w_shotgun_draw(void)
{
player pl = (player)self;
pl.mode_tempstate = 0;
@ -104,11 +114,14 @@ void w_shotgun_draw(void)
#endif
}
void w_shotgun_holster(void)
void
w_shotgun_holster(void)
{
Weapons_ViewAnimation(SHOTGUN_HOLSTER);
}
void w_shotgun_primary(void)
void
w_shotgun_primary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
@ -143,7 +156,9 @@ void w_shotgun_primary(void)
pl.w_attack_next = 0.75;
pl.w_idle_next = 2.5f;
}
void w_shotgun_secondary(void)
void
w_shotgun_secondary(void)
{
player pl = (player)self;
if (pl.w_attack_next) {
@ -178,7 +193,8 @@ void w_shotgun_secondary(void)
pl.w_idle_next = 2.5f;
}
void w_shotgun_reload(void)
void
w_shotgun_reload(void)
{
player pl = (player)self;
@ -196,7 +212,8 @@ void w_shotgun_reload(void)
pl.w_idle_next = 0.0f;
}
void w_shotgun_release(void)
void
w_shotgun_release(void)
{
player pl = (player)self;
@ -253,7 +270,9 @@ void w_shotgun_release(void)
pl.w_attack_next = 0.5f;
}
}
void w_shotgun_crosshair(void)
void
w_shotgun_crosshair(void)
{
#ifdef CLIENT
static vector cross_pos;
@ -266,12 +285,14 @@ void w_shotgun_crosshair(void)
#endif
}
float w_shotgun_aimanim(void)
float
w_shotgun_aimanim(void)
{
return self.flags & FL_CROUCHING ? ANIM_CR_AIMSHOTGUN : ANIM_AIMSHOTGUN;
}
void w_shotgun_hudpic(int selected, vector pos, float a)
void
w_shotgun_hudpic(int selected, vector pos, float a)
{
#ifdef CLIENT
player pl = (player)self;
@ -316,7 +337,9 @@ weapon_t w_shotgun =
};
#ifdef SERVER
void weapon_shotgun(void) {
void
weapon_shotgun(void)
{
Weapons_InitItem(WEAPON_SHOTGUN);
}
#endif