Added custom GLSL updates, that add monochrome rendering (for better 3D Anaglyph support)

Some minor fixes regarding the entry API.
Fixed explosion effects from not animating/looping properly.
This commit is contained in:
Marco Cawthorne 2019-02-20 14:30:16 +01:00
parent 646e378989
commit d8926097fa
47 changed files with 1170 additions and 903 deletions

View File

@ -55,6 +55,7 @@ text.c
../shared/pmove.c
../gs-entbase/client.src
../shared/decals.c
../shared/effects.c
../shared/spraylogo.cpp

View File

@ -129,3 +129,14 @@ void VGUI_Scores_Show( void ) {
vOffset = VGUI_Scores_DrawTeam( vOffset, TEAM_T );
vOffset = VGUI_Scores_DrawTeam( vOffset, 0 );
}
void Scores_Init(void)
{
}
void Scores_Draw(void)
{
VGUI_Scores_Show();
}

View File

@ -49,13 +49,13 @@ void CSQC_Init(float apilevel, string enginename, float engineversion)
SHADER_CULLED = shaderforname("mirror_cull");
/* Particles */
PARTICLE_SPARK = particleeffectnum("part_spark");
PARTICLE_SPARK = particleeffectnum("part_spark");
PARTICLE_PIECES_BLACK = particleeffectnum("part_pieces_black");
PARTICLE_SMOKE_GREY = particleeffectnum("part_smoke_grey");
PARTICLE_SMOKE_BROWN = particleeffectnum("part_smoke_brown");
PARTICLE_BLOOD = particleeffectnum("part_blood");
DECAL_SHOT = particleeffectnum("decal_shot");
DECAL_GLASS = particleeffectnum("decal_glass");
PARTICLE_BLOOD = particleeffectnum("part_blood");
DECAL_SHOT = particleeffectnum("decal_shot");
DECAL_GLASS = particleeffectnum("decal_glass");
/* 2D Pics */
precache_pic("gfx/vgui/icntlk_sv");
@ -87,6 +87,7 @@ void CSQC_Init(float apilevel, string enginename, float engineversion)
/* Game specific inits */
HUD_Init();
Scores_Init();
Client_Init(apilevel, enginename, engineversion);
}
@ -159,7 +160,7 @@ void CSQC_UpdateView(float w, float h, float focus)
if (autocvar_cl_thirdperson == TRUE ) {
makevectors(view_angles);
vector vStart = [pSeat->vPlayerOrigin[0], pSeat->vPlayerOrigin[1], pSeat->vPlayerOrigin[2] + 16] + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + '0 0 16' + (v_right * 4);
vector vEnd = vStart + (v_forward * -48) + [0,0,16] + (v_right * 4);
traceline(vStart, vEnd, FALSE, self);
setproperty(VF_ORIGIN, trace_endpos + (v_forward * 5));
} else {
@ -188,7 +189,6 @@ void CSQC_UpdateView(float w, float h, float focus)
if(focus == TRUE) {
GameText_Draw();
// The spectator sees things... differently
if (getplayerkeyvalue(player_localnum, "*spec") != "0") {
VGUI_DrawSpectatorHUD();
@ -201,15 +201,15 @@ void CSQC_UpdateView(float w, float h, float focus)
Chat_Draw();
Print_Draw();
#ifdef CSTRIKE
// Don't even try to draw centerprints and VGUI menus when scores are shown
if (pSeat->iShowScores == TRUE || getstatf(STAT_GAMESTATE) == GAME_OVER) {
VGUI_Scores_Show();
if (pSeat->iShowScores == TRUE) {
Scores_Draw();
} else {
CSQC_DrawCenterprint();
#ifdef CSTRIKE
needcursor |= CSQC_VGUI_Draw();
}
#endif
}
}
Predict_PostFrame((player)self);
@ -218,9 +218,9 @@ void CSQC_UpdateView(float w, float h, float focus)
pSeat = (void*)0x70000000i;
if (needcursor) {
setcursormode(TRUE, "gfx/cursor", '0 0 0', 1.0f);
setcursormode(TRUE, "gfx/cursor", [0,0,0], 1.0f);
} else {
setcursormode(FALSE, "gfx/cursor", '0 0 0', 1.0f);
setcursormode(FALSE, "gfx/cursor", [0,0,0], 1.0f);
}
Sound_ProcessWordQue();
@ -233,13 +233,12 @@ CSQC_InputEvent
Updates all our input related globals for use in other functions
=================
*/
float CSQC_InputEvent(float fEventType, float fKey, float fCharacter,
float fDeviceID)
float CSQC_InputEvent(float fEventType, float fKey, float fCharacter, float fDeviceID)
{
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
switch(fEventType) {
switch (fEventType) {
case IE_KEYDOWN:
if (fKey == K_MOUSE1) {
fMouseClick = 1;
@ -351,7 +350,8 @@ CSQC_Parse_Event
Whenever we call a SVC_CGAMEPACKET on the SSQC, this is being run
=================
*/
void CSQC_Parse_Event(void) {
void CSQC_Parse_Event(void)
{
/* always 0, unless it was sent with a MULTICAST_ONE or MULTICAST_ONE_R to p2+ */
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &seats[s];
@ -402,7 +402,7 @@ void CSQC_Parse_Event(void) {
vSize_z = readcoord();
float fStyle = readbyte();
Effect_BreakModel(vPos, vSize, '0 0 0', fStyle);
Effect_BreakModel(vPos, vSize, [0,0,0], fStyle);
break;
case EV_CAMERATRIGGER:
pSeat->vCameraPos.x = readcoord();
@ -560,7 +560,7 @@ float CSQC_Parse_CenterPrint(string sMessage)
{
fCenterPrintLines = tokenizebyseparator(sMessage, "\n");
for(int i = 0; i < (fCenterPrintLines); i++) {
for (int i = 0; i < (fCenterPrintLines); i++) {
sCenterPrintBuffer[i] = sprintf("^xF80%s", argv(i));
}
@ -579,7 +579,7 @@ Whenever the world is fully initialized...
*/
void CSQC_WorldLoaded(void)
{
/*precache_pic("{shot1", TRUE);
precache_pic("{shot1", TRUE);
precache_pic("{shot2", TRUE);
precache_pic("{shot3", TRUE);
precache_pic("{shot4", TRUE);
@ -588,7 +588,7 @@ void CSQC_WorldLoaded(void)
precache_pic("{bigshot2", TRUE);
precache_pic("{bigshot3", TRUE);
precache_pic("{bigshot4", TRUE);
precache_pic("{bigshot5", TRUE);*/
precache_pic("{bigshot5", TRUE);
}
/*

6
Source/client/sound.c Executable file → Normal file
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@ -16,7 +16,8 @@ var int iVOXCount;
var int iVOXPos;
var float fSampleTime = 0.0f;
void Sound_PlayVOX(string msg) {
void Sound_PlayVOX(string msg)
{
if (iVOXCount) {
return;
}
@ -31,7 +32,8 @@ void Sound_PlayVOX(string msg) {
fSampleTime = time;
}
void Sound_ProcessWordQue(void) {
void Sound_ProcessWordQue(void)
{
if (cltime < 2) {
return;
}

View File

@ -29,6 +29,7 @@ voice.c
player.c
../shared/pmove.c
predict.c
../shared/decals.c
../shared/effects.c
../shared/spraylogo.cpp
@ -63,6 +64,7 @@ damage.c
chat.c
valve/hud.c
valve/hud_weaponselect.c
valve/scoreboard.c
valve/input.c
entry.c

View File

@ -0,0 +1,9 @@
void Scores_Init(void)
{
}
void Scores_Draw(void)
{
}

78
Source/client/view.c Executable file → Normal file
View File

@ -10,7 +10,7 @@ void View_Init(void)
{
#ifdef CSTRIKE
string wm;
for ( int i = 0; i < ( CS_WEAPON_COUNT - 1 ); i++ ) {
for (int i = 0; i < (CS_WEAPON_COUNT - 1); i++) {
wm = sprintf("models/%s", sViewModels[i]);
precache_model(wm);
}
@ -18,7 +18,7 @@ void View_Init(void)
for (int s = seats.length; s-- > numclientseats;) {
pSeat = &seats[s];
if( !pSeat->eViewModel ) {
if(!pSeat->eViewModel) {
pSeat->eViewModel = spawn();
pSeat->eViewModel.classname = "vm";
pSeat->eViewModel.renderflags = RF_DEPTHHACK;
@ -30,7 +30,8 @@ void View_Init(void)
}
}
void View_CalcViewport(int s, float fWinWidth, float fWinHeight) {
void View_CalcViewport(int s, float fWinWidth, float fWinHeight)
{
//FIXME: this is awkward. renderscene internally rounds to pixels.
//on the other hand, drawpic uses linear filtering and multisample and stuff.
//this means that there can be a pixel or so difference between scene and 2d.
@ -60,32 +61,32 @@ void View_CalcViewport(int s, float fWinWidth, float fWinHeight) {
View_CalcBob
====================
*/
void View_CalcBob( void )
void View_CalcBob(void)
{
float cycle;
vector vel;
if ( self.flags & FL_ONGROUND == -1 ) {
if (self.flags & FL_ONGROUND == -1) {
return;
}
pSeat->fBobTime += clframetime;
cycle = pSeat->fBobTime - (int)( pSeat->fBobTime / autocvar_v_bobcycle ) * autocvar_v_bobcycle;
cycle = pSeat->fBobTime - (int)(pSeat->fBobTime / autocvar_v_bobcycle) * autocvar_v_bobcycle;
cycle /= autocvar_v_bobcycle;
if ( cycle < autocvar_v_bobup ) {
if (cycle < autocvar_v_bobup) {
cycle = MATH_PI * cycle / autocvar_v_bobup;
} else {
cycle = MATH_PI + MATH_PI * ( cycle - autocvar_v_bobup )/( 1.0 - autocvar_v_bobup );
cycle = MATH_PI + MATH_PI * (cycle - autocvar_v_bobup)/(1.0 - autocvar_v_bobup);
}
vel = pSeat->vPlayerVelocity;
vel_z = 0;
float fBob = sqrt( vel_x * vel_x + vel_y * vel_y ) * autocvar_v_bob;
fBob = fBob * 0.3 + fBob * 0.7 * sin( cycle );
pSeat->fBob = bound( -7, fBob, 4 );
float fBob = sqrt(vel_x * vel_x + vel_y * vel_y) * autocvar_v_bob;
fBob = fBob * 0.3 + fBob * 0.7 * sin(cycle);
pSeat->fBob = bound(-7, fBob, 4);
}
/*
@ -95,9 +96,10 @@ View_DropPunchAngle
Quickly lerp to the original viewposition
====================
*/
void View_DropPunchAngle( void ) {
void View_DropPunchAngle(void)
{
float lerp;
lerp = 1.0f - ( clframetime * 4 );
lerp = 1.0f - (clframetime * 4);
pSeat->vPunchAngle *= lerp;
}
@ -108,7 +110,7 @@ View_AddPunchAngle
Gives the angle a bit of an offset/punch/kick
====================
*/
void View_AddPunchAngle( vector add )
void View_AddPunchAngle(vector add)
{
pSeat->vPunchAngle /*+*/= add;
}
@ -121,62 +123,62 @@ Really convoluted function that makes the gun,
muzzleflash, dynamic lights and so on appear
====================
*/
void View_DrawViewModel( void )
void View_DrawViewModel(void)
{
entity eViewModel = pSeat->eViewModel;
entity eMuzzleflash = pSeat->eMuzzleflash;
player pl = (player) self;
if ( pl.health <= 0 ) {
if (pl.health <= 0) {
return;
}
// Don't update when paused
if ( serverkey( "pausestate" ) == "0" ) {
if (serverkeyfloat("pausestate") == 0) {
View_CalcBob();
View_UpdateWeapon(eViewModel, eMuzzleflash);
float fBaseTime = eViewModel.frame1time;
eViewModel.frame1time += clframetime;
eViewModel.frame2time += clframetime;
processmodelevents( eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, Event_ProcessModel );
processmodelevents(eViewModel.modelindex, eViewModel.frame, fBaseTime, eViewModel.frame1time, Event_ProcessModel);
}
makevectors(view_angles);
eViewModel.angles = view_angles;
eViewModel.origin = pSeat->vPlayerOrigin + pl.view_ofs;
eViewModel.origin += '0 0 -1' + ( v_forward * ( pSeat->fBob * 0.4 ) )
+ ( v_forward * autocvar_v_gunofs[0] )
+ ( v_right * autocvar_v_gunofs[1] )
+ ( v_up * autocvar_v_gunofs[2] );
eViewModel.origin += [0,0,-1] + (v_forward * (pSeat->fBob * 0.4))
+ (v_forward * autocvar_v_gunofs[0])
+ (v_right * autocvar_v_gunofs[1])
+ (v_up * autocvar_v_gunofs[2]);
// Left-handed weapons
if ( autocvar_v_lefthanded ) {
if (autocvar_v_lefthanded) {
v_right *= -1;
eViewModel.renderflags |= RF_USEAXIS;
eViewModel.forceshader = SHADER_CULLED;
} else {
if ( eViewModel.forceshader ) {
if (eViewModel.forceshader) {
eViewModel.forceshader = 0;
eViewModel.renderflags -= RF_USEAXIS;
}
}
// Give the gun a tilt effect like in old HL/CS versions
if ( autocvar_v_bobclassic == 1 ) {
if (autocvar_v_bobclassic == 1) {
eViewModel.angles_z = -pSeat->fBob;
}
// Only bother when zoomed out
if ( pl.viewzoom == 1.0f ) {
if (pl.viewzoom == 1.0f) {
// Update muzzleflash position and draw it
if ( eMuzzleflash.alpha > 0.0f ) {
if (eMuzzleflash.alpha > 0.0f) {
makevectors(getproperty(VF_ANGLES));
eMuzzleflash.origin = gettaginfo( eViewModel, eMuzzleflash.skin );
dynamiclight_add( pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, '1 0.45 0');
addentity( eMuzzleflash );
eMuzzleflash.origin = gettaginfo(eViewModel, eMuzzleflash.skin);
dynamiclight_add(pSeat->vPlayerOrigin + (v_forward * 32), 400 * eMuzzleflash.alpha, [1,0.45,0]);
addentity(eMuzzleflash);
}
addentity( eViewModel );
addentity(eViewModel);
}
}
@ -185,8 +187,8 @@ void View_PostDraw(void)
entity eMuzzleflash = pSeat->eMuzzleflash;
// Take away alpha once it has drawn fully at least once
if ( eMuzzleflash.alpha > 0.0f ) {
eMuzzleflash.alpha -= ( clframetime * 16 );
if (eMuzzleflash.alpha > 0.0f) {
eMuzzleflash.alpha -= (clframetime * 16);
}
}
@ -197,19 +199,19 @@ void View_Stairsmooth(void)
static vector oldpos;
/* Have we gone up since last frame? */
if ( ( pSeat->fPlayerFlags & FL_ONGROUND ) && ( endpos[2] - oldpos[2] > 0 ) ) {
if ((pSeat->fPlayerFlags & FL_ONGROUND) && (endpos[2] - oldpos[2] > 0)) {
endpos[2] = oldpos[2] += (frametime * 150);
if ( endpos[2] > currentpos[2] ) {
if (endpos[2] > currentpos[2]) {
endpos[2] = currentpos[2];
}
if ( currentpos[2] - endpos[2] > 18 ) {
if (currentpos[2] - endpos[2] > 18) {
endpos[2] = currentpos[2] - 18;
}
}
// Teleport hack
if ( fabs( currentpos[2] - oldpos[2] ) > 64 ) {
if (fabs(currentpos[2] - oldpos[2]) > 64) {
endpos[2] = currentpos[2];
}
@ -226,7 +228,7 @@ Resets the timeline and plays a new sequence
onto the view model
====================
*/
void View_PlayAnimation( int iSequence )
void View_PlayAnimation(int iSequence)
{
pSeat->eViewModel.frame = (float)iSequence;
pSeat->eViewModel.frame1time = 0.0f;

View File

@ -6,35 +6,37 @@
*
****/
const vector VEC_HULL_MIN = '-16 -16 -36';
const vector VEC_HULL_MAX = '16 16 36';
const vector VEC_CHULL_MIN = '-16 -16 -18';
const vector VEC_CHULL_MAX = '16 16 18';
/* Those are constant for HL BSP and CANNOT be changed.
* Blame Valve for purchasing a Quake II license but not
* scrapping hull sizes for their .bsp format... */
const vector VEC_HULL_MIN = [-16,-16,-36];
const vector VEC_HULL_MAX = [16,16,36];
const vector VEC_CHULL_MIN = [-16,-16,-18];
const vector VEC_CHULL_MAX = [16,16,18];
#ifdef CSTRIKE
const vector VEC_PLAYER_VIEWPOS = '0 0 20';
const vector VEC_PLAYER_CVIEWPOS = '0 0 12';
const vector VEC_PLAYER_VIEWPOS = [0,0,20];
const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
#endif
#ifdef VALVE
const vector VEC_PLAYER_VIEWPOS = '0 0 24';
const vector VEC_PLAYER_CVIEWPOS = '0 0 12';
const vector VEC_PLAYER_VIEWPOS = [0,0,24];
const vector VEC_PLAYER_CVIEWPOS = [0,0,12];
#endif
// Actually used by input_button etc.
#define INPUT_BUTTON0 1
#define INPUT_BUTTON2 2
#define INPUT_BUTTON3 4
#define INPUT_BUTTON4 8
#define INPUT_BUTTON5 16
#define INPUT_BUTTON6 32
#define INPUT_BUTTON7 64
#define INPUT_BUTTON8 128
#define INPUT_BUTTON0 0x00000001
#define INPUT_BUTTON2 0x00000002
#define INPUT_BUTTON3 0x00000004
#define INPUT_BUTTON4 0x00000008
#define INPUT_BUTTON5 0x00000010
#define INPUT_BUTTON6 0x00000020
#define INPUT_BUTTON7 0x00000040
#define INPUT_BUTTON8 0x00000080
#define FL_USERELEASED (1<<13)
#define FL_CROUCHING (1<<19)
#define FL_SEMI_TOGGLED (1<<15)
#define FL_SEMI_TOGGLED (1<<15)
#define FL_FROZEN (1<<17)
#define FL_REMOVEME (1<<18)

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@ -18,7 +18,7 @@ class sprite
void sprite::think(void)
{
if (frame >= maxframe) {
if (loops == 1) {
if (loops == 0) {
remove(this);
} else {
frame = 0;
@ -48,7 +48,7 @@ void Sprite_Animated(void)
me.drawmask = MASK_ENGINE;
me.nextthink = time + ( 1 / me.framerate );
me.maxframe = modelframecount( me.modelindex );
me.loops = 0; /* repeats */
me.loops = 1; /* repeats */
setorigin(me, me.origin);
}
@ -69,6 +69,6 @@ void Sprite_ParseEvent(void)
spr.drawmask = MASK_ENGINE;
spr.nextthink = time + ( 1 / spr.framerate );
spr.maxframe = modelframecount( spr.modelindex );
spr.loops = 1; /* does not repeat */
spr.loops = 0; /* does not repeat */
setorigin(spr, spr.origin);
}

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@ -6,7 +6,7 @@
*
****/
#define GS_DEVELOPER
//#define GS_DEVELOPER
.float gflags;

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@ -47,6 +47,7 @@ void infodecal(void)
}
if (!self.texture) {
print("^1ERROR:^7 infodecal with no .texture\n");
remove(self);
return;
}

View File

@ -52,6 +52,7 @@ cstrike/money.c
../shared/cstrike/basemelee.c
../shared/cstrike/weapons.c
../shared/cstrike/equipment.c
../shared/decals.c
../shared/effects.c
../shared/spraylogo.cpp
../shared/pmove.c

9
Source/server/cstrike/ammo.c Executable file → Normal file
View File

@ -27,7 +27,8 @@ Ammo_BuyPrimary
Buy ammo for the primary weapon you're equipped with
=================
*/
void Ammo_BuyPrimary(void) {
void Ammo_BuyPrimary(void)
{
if ( !self.fSlotPrimary ) {
return;
}
@ -55,7 +56,8 @@ Ammo_BuySecondary
Buy ammo for the secondary weapon you're equipped with
=================
*/
void Ammo_BuySecondary(void) {
void Ammo_BuySecondary(void)
{
if ( !self.fSlotSecondary ) {
return;
}
@ -112,7 +114,8 @@ CSEv_GamePlayerBuyAmmo_f
Called from the client, checks if he can buy ammo and does if yes
=================
*/
void CSEv_GamePlayerBuyAmmo_f( float fType ) {
void CSEv_GamePlayerBuyAmmo_f( float fType )
{
if ( Rules_BuyingPossible() == FALSE ) {
return;
}

64
Source/server/cstrike/client.c Executable file → Normal file
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@ -13,7 +13,8 @@ SpectatorThink
Run every frame on every spectator
=================
*/
void Game_SpectatorThink( void ) {
void Game_SpectatorThink(void)
{
self.SendFlags = 1;
}
@ -24,8 +25,9 @@ ClientKill
Suicide command 'kill' executes this function.
=================
*/
void Game_ClientKill( void ) {
Damage_Apply( self, self, self.health, self.origin, TRUE );
void Game_ClientKill(void)
{
Damage_Apply(self, self, self.health, self.origin, TRUE);
}
/*
@ -35,7 +37,7 @@ ClientConnect
Run whenever a new client joins
=================
*/
void Game_ClientConnect( void ) {}
void Game_ClientConnect(void) {}
/*
=================
@ -44,7 +46,8 @@ SpectatorConnect
Called when a spectator joins the game
=================
*/
void Game_SpectatorConnect( void ) {
void Game_SpectatorConnect(void)
{
//Spawn_MakeSpectator();
//Spawn_ObserverCam();
ClientConnect();
@ -58,8 +61,9 @@ SpectatorDisconnect
Called when a spectator leaves the game
=================
*/
void Game_SpectatorDisconnect( void ) {
Spray_RemoveAll( self );
void Game_SpectatorDisconnect(void)
{
Spray_RemoveAll(self);
}
/*
@ -69,12 +73,13 @@ ClientDisconnect
Run whenever a client quits
=================
*/
void Game_ClientDisconnect( void ) {
void Game_ClientDisconnect(void)
{
// We were part of the session
self.health = 0;
Rules_CountPlayers();
Rules_DeathCheck();
Spray_RemoveAll( self );
Spray_RemoveAll(self);
}
void Game_DecodeChangeParms(void)
@ -105,7 +110,7 @@ Puts a client into the world.
*/
void Game_PutClientInServer(void)
{
if ( cvar( "sv_playerslots" ) == 1 ) {
if (cvar("sv_playerslots") == 1) {
entity spot;
self.SendEntity = Player_SendEntity;
@ -115,7 +120,7 @@ void Game_PutClientInServer(void)
self.origin = Landmark_GetSpot();
self.fixangle = TRUE;
} else {
spot = find( world, classname, "info_player_start" );
spot = find(world, classname, "info_player_start");
self.origin = spot.origin;
self.angles = spot.angles;
self.fixangle = TRUE;
@ -123,7 +128,7 @@ void Game_PutClientInServer(void)
self.classname = "player";
self.health = self.max_health = 100;
forceinfokey( self, "*dead", "0" );
forceinfokey(self, "*dead", "0");
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
@ -133,14 +138,14 @@ void Game_PutClientInServer(void)
self.iBleeds = TRUE;
self.fSlotGrenade = 0;
self.viewzoom = 1.0;
setmodel( self, "models/player/vip/vip.mdl" );
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
setmodel(self, "models/player/vip/vip.mdl");
setsize(self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = VEC_PLAYER_VIEWPOS;
self.velocity = '0 0 0';
self.frame = 1; // Idle frame
self.fBombProgress = 0;
self.team = TEAM_CT;
forceinfokey( self, "*spec", "0" );
forceinfokey(self, "*spec", "0");
return;
}
@ -151,17 +156,17 @@ void Game_PutClientInServer(void)
self.SendEntity = Player_SendEntity;
// Because we don't want to reset these when we die
Money_AddMoney( self, autocvar_mp_startmoney );
Money_AddMoney(self, autocvar_mp_startmoney);
if ( cvar( "mp_timelimit" ) > 0 ) {
if ( autocvar_fcs_voxannounce == TRUE ) {
float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
if (cvar("mp_timelimit") > 0) {
if (autocvar_fcs_voxannounce == TRUE) {
float fTimeLeft = cvar("mp_timelimit") - (time / 60);
Vox_Singlecast(self, sprintf("we have %s minutes remaining", Vox_TimeToString(fTimeLeft)));
}
}
self.team = 0;
forceinfokey( self, "*team", "0" );
forceinfokey(self, "*team", "0");
}
/*
@ -171,12 +176,13 @@ SV_RunClientCommand
Funtion that can interrupt client commands before physics are run
=================
*/
void Game_RunClientCommand( void ) {
void Game_RunClientCommand(void)
{
/*if (clienttype(self) == CLIENTTYPE_BOT) {
((CBot)self).RunAI();
}*/
if ( fGameState == GAME_FREEZE && self.health > 0 ) {
if (fGameState == GAME_FREEZE && self.health > 0) {
input_movevalues = '0 0 0';
//input_buttons = 0;
input_impulse = 0;
@ -189,7 +195,7 @@ void Game_RunClientCommand( void ) {
self.fInEscapeZone = FALSE;
self.fInVIPZone = FALSE;
QPhysics_Run( self );
QPhysics_Run(self);
}
void Game_SetNewParms(void)
@ -204,13 +210,13 @@ Client_SendEvent
Send a game event
=================
*/
void Client_SendEvent( entity eClient, float fEVType )
void Client_SendEvent(entity eClient, float fEVType)
{
Weapon_UpdateCurrents();
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, fEVType );
WriteByte( MSG_MULTICAST, num_for_edict( eClient ) );
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, fEVType);
WriteByte(MSG_MULTICAST, num_for_edict(eClient));
msg_entity = eClient;
multicast( self.origin, MULTICAST_PVS );
multicast(self.origin, MULTICAST_PVS);
}

168
Source/server/cstrike/damage.c Executable file → Normal file
View File

@ -13,17 +13,18 @@ Damage_CastOrbituary
Sends a message to the clients to display a death message
=================
*/
void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon, float fHeadShot ) {
WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET );
WriteByte( MSG_BROADCAST, EV_ORBITUARY );
WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 );
WriteByte( MSG_BROADCAST, eAttacker.team );
WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 );
WriteByte( MSG_BROADCAST, eTarget.team );
WriteByte( MSG_BROADCAST, fWeapon );
WriteByte( MSG_BROADCAST, fHeadShot );
void Damage_CastOrbituary(entity eAttacker, entity eTarget, float fWeapon, float fHeadShot)
{
WriteByte(MSG_BROADCAST, SVC_CGAMEPACKET);
WriteByte(MSG_BROADCAST, EV_ORBITUARY);
WriteByte(MSG_BROADCAST, num_for_edict(eAttacker) - 1);
WriteByte(MSG_BROADCAST, eAttacker.team);
WriteByte(MSG_BROADCAST, num_for_edict(eTarget) - 1);
WriteByte(MSG_BROADCAST, eTarget.team);
WriteByte(MSG_BROADCAST, fWeapon);
WriteByte(MSG_BROADCAST, fHeadShot);
msg_entity = self;
multicast( [0,0,0], MULTICAST_ALL );
multicast([0,0,0], MULTICAST_ALL);
}
/*
@ -33,9 +34,10 @@ Damage_GetHitLocation
Debug function
=================
*/
string Damage_GetHitLocation( int iSurface ) {
string Damage_GetHitLocation(int iSurface)
{
#ifdef CSTRIKE
switch ( iSurface ) {
switch (iSurface) {
case BODY_HEAD:
return "Head";
break;
@ -63,15 +65,16 @@ string Damage_GetHitLocation( int iSurface ) {
#endif
}
int Damage_ShouldDamage( float fTargetTeam, float fAttackerTeam ) {
int Damage_ShouldDamage(float fTargetTeam, float fAttackerTeam)
{
#ifdef CSTRIKE
if ( fTargetTeam == TEAM_VIP ) {
if (fTargetTeam == TEAM_VIP) {
fTargetTeam = TEAM_CT;
} else if ( fAttackerTeam == TEAM_VIP ) {
} else if (fAttackerTeam == TEAM_VIP) {
fAttackerTeam = TEAM_CT;
}
if ( fTargetTeam == fAttackerTeam ) {
if (fTargetTeam == fAttackerTeam) {
return FALSE;
}
@ -86,28 +89,29 @@ Damage_Apply
Generic function that applies damage, pain and suffering
=================
*/
void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor ) {
void Damage_Apply(entity eTarget, entity eAttacker, float iDamage, vector vHitPos, int iSkipArmor)
{
#ifdef CSTRIKE
// Modify the damage based on the location
if ( trace_surface_id == BODY_HEAD ) {
if ( eTarget.iEquipment & EQUIPMENT_HELMET ) {
sound( self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE );
if (trace_surface_id == BODY_HEAD) {
if (eTarget.iEquipment & EQUIPMENT_HELMET) {
sound(self, CHAN_ITEM, "weapons/ric_metal-2.wav", 1, ATTN_IDLE);
iDamage = 0;
eTarget.iEquipment -= EQUIPMENT_HELMET;
} else {
iDamage *= 4;
}
} else if ( trace_surface_id == BODY_STOMACH ) {
} else if (trace_surface_id == BODY_STOMACH) {
iDamage *= 0.9;
} else if ( trace_surface_id == BODY_LEGLEFT ) {
} else if (trace_surface_id == BODY_LEGLEFT) {
iDamage *= 0.4;
} else if ( trace_surface_id == BODY_LEGRIGHT ) {
} else if (trace_surface_id == BODY_LEGRIGHT) {
iDamage *= 0.4;
}
dprint( sprintf( "[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation( trace_surface_id ) ) );
dprint(sprintf("[DEBUG] Hit Bodypart: %s\n", Damage_GetHitLocation(trace_surface_id)));
if (eTarget != eAttacker) {
if ( !Damage_ShouldDamage(eTarget.team, eAttacker.team)) {
if (!Damage_ShouldDamage(eTarget.team, eAttacker.team)) {
if (!autocvar_mp_friendlyfire) {
return;
}
@ -117,35 +121,35 @@ void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitP
eTarget.velocity = [0,0,0];
// Apply the damage finally
if ( eTarget.armor ) {
if (eTarget.armor) {
float fRatio = 0.5;
if ( eAttacker.weapon ) {
fRatio *= wptTable[ eAttacker.weapon ].fWeaponArmorRatio;
if (eAttacker.weapon) {
fRatio *= wptTable[eAttacker.weapon].fWeaponArmorRatio;
}
// Simple implementation of how kevlar damage is calculated
float fNewDmg = iDamage * fRatio;
float fNewArmor = ( iDamage - fNewDmg ) / 2;
float fNewArmor = (iDamage - fNewDmg) / 2;
if ( fNewArmor > eTarget.armor ) {
if (fNewArmor > eTarget.armor) {
fNewArmor = eTarget.armor;
fNewArmor *= (1/0.5);
fNewDmg = rint( iDamage - fNewArmor );
fNewDmg = rint(iDamage - fNewArmor);
eTarget.armor = 0;
eTarget.iEquipment -= EQUIPMENT_KEVLAR;
} else {
if ( fNewArmor < 0 ) {
if (fNewArmor < 0) {
fNewArmor = 1;
}
eTarget.armor = rint( eTarget.armor - fNewArmor );
eTarget.armor = rint(eTarget.armor - fNewArmor);
}
if ( iSkipArmor == TRUE ) {
eTarget.health = rint( eTarget.health -= iDamage );
if (iSkipArmor == TRUE) {
eTarget.health = rint(eTarget.health -= iDamage);
eTarget.dmg_take = (float)iDamage;
} else {
eTarget.health = rint( eTarget.health -= fNewDmg );
eTarget.health = rint(eTarget.health -= fNewDmg);
eTarget.dmg_take = (float)fNewDmg;
}
} else {
@ -156,42 +160,42 @@ void Damage_Apply( entity eTarget, entity eAttacker, float iDamage, vector vHitP
eTarget.dmg_inflictor = eAttacker;
// Special monetary punishment for hostage murderers
if ( eTarget.classname == "hostage_entity" ) {
if ( eTarget.health > 0 ) {
Money_AddMoney( eAttacker, autocvar_fcs_penalty_pain ); // Pain
if (eTarget.classname == "hostage_entity") {
if (eTarget.health > 0) {
Money_AddMoney(eAttacker, autocvar_fcs_penalty_pain); // Pain
} else {
Money_AddMoney( eAttacker, autocvar_fcs_penalty_kill ); // Death
Money_AddMoney(eAttacker, autocvar_fcs_penalty_kill); // Death
}
}
// Target is dead and a client....
if ( eTarget.health <= 0 ) {
if ( eTarget.flags & FL_CLIENT ) {
if (eTarget.health <= 0) {
if (eTarget.flags & FL_CLIENT) {
eTarget.fDeaths++;
forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
forceinfokey(eTarget, "*deaths", ftos(eTarget.fDeaths));
}
if ( ( eTarget.flags & FL_CLIENT ) && ( eAttacker.flags & FL_CLIENT ) ) {
if ((eTarget.flags & FL_CLIENT) && (eAttacker.flags & FL_CLIENT)) {
// Don't encourage them to kill their own team members for $$$
if ( Damage_ShouldDamage( eTarget.team, eAttacker.team ) == TRUE ) {
if (Damage_ShouldDamage(eTarget.team, eAttacker.team) == TRUE) {
eAttacker.frags++;
Money_AddMoney( eAttacker, autocvar_fcs_reward_kill );
Money_AddMoney(eAttacker, autocvar_fcs_reward_kill);
} else {
eAttacker.frags--;
}
Damage_CastOrbituary( eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE );
Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon, trace_surface_id == BODY_HEAD ? TRUE:FALSE);
}
}
entity eOld = self;
self = eTarget;
if ( self.health <= 0 ) {
if (self.health <= 0) {
self.health = 0;
self.vDeath( trace_surface_id );
self.vDeath(trace_surface_id);
} else {
self.vPain( trace_surface_id );
self.vPain(trace_surface_id);
}
self = eOld;
@ -206,37 +210,38 @@ This verifies that the entity is actually able to receive some damage,
from a plain geographical standpoint
=================
*/
float Damage_CheckAttack( entity eTarget, vector vAttackPos ) {
if ( eTarget.movetype == MOVETYPE_PUSH ) {
traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self );
float Damage_CheckAttack(entity eTarget, vector vAttackPos)
{
if (eTarget.movetype == MOVETYPE_PUSH) {
traceline(vAttackPos, 0.5 * (eTarget.absmin + eTarget.absmax), TRUE, self);
if ( trace_fraction == 1 ) {
if (trace_fraction == 1) {
return TRUE;
}
if ( trace_ent == eTarget ) {
if (trace_ent == eTarget) {
return TRUE;
}
return FALSE;
}
traceline( vAttackPos, eTarget.origin, TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin, TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
@ -250,32 +255,33 @@ Damage_Radius
Even more pain and suffering, mostly used for explosives
=================
*/
void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) {
for ( entity eDChain = world; ( eDChain = findfloat( eDChain, takedamage, DAMAGE_YES ) ); ) {
void Damage_Radius(vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip)
{
for (entity eDChain = world; (eDChain = findfloat(eDChain, takedamage, DAMAGE_YES));) {
vector vecRealPos;
vecRealPos[0] = eDChain.absmin[0] + ( 0.5 * ( eDChain.absmax[0] - eDChain.absmin[0] ) );
vecRealPos[1] = eDChain.absmin[1] + ( 0.5 * ( eDChain.absmax[1] - eDChain.absmin[1] ) );
vecRealPos[2] = eDChain.absmin[2] + ( 0.5 * ( eDChain.absmax[2] - eDChain.absmin[2] ) );
vecRealPos[0] = eDChain.absmin[0] + (0.5 * (eDChain.absmax[0] - eDChain.absmin[0]));
vecRealPos[1] = eDChain.absmin[1] + (0.5 * (eDChain.absmax[1] - eDChain.absmin[1]));
vecRealPos[2] = eDChain.absmin[2] + (0.5 * (eDChain.absmax[2] - eDChain.absmin[2]));
float fDist = vlen( vOrigin - vecRealPos );
float fDist = vlen(vOrigin - vecRealPos);
//vector vPush;
if ( fDist > fRadius ) {
if (fDist > fRadius) {
continue;
}
if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) {
float fDiff = vlen( vOrigin - vecRealPos );
if (Damage_CheckAttack(eDChain, vOrigin) || iCheckClip == FALSE) {
float fDiff = vlen(vOrigin - vecRealPos);
fDiff = ( fRadius - fDiff ) / fRadius;
fDiff = (fRadius - fDiff) / fRadius;
fDamage = rint(fDamage * fDiff);
if ( fDiff > 0 ) {
Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, TRUE );
/*if ( eDChain.movetype != MOVETYPE_NONE ) {
vPush = vectoangles( vecRealPos - vOrigin );
makevectors( vPush );
eDChain.velocity += ( v_forward * fDamage * 5 ) + ( v_up * fDamage * 2.5 );
if (fDiff > 0) {
Damage_Apply(eDChain, eAttacker, fDamage, eDChain.origin, TRUE);
/*if (eDChain.movetype != MOVETYPE_NONE) {
vPush = vectoangles(vecRealPos - vOrigin);
makevectors(vPush);
eDChain.velocity += (v_forward * fDamage * 5) + (v_up * fDamage * 2.5);
}*/
}

45
Source/server/cstrike/input.c Executable file → Normal file
View File

@ -13,44 +13,45 @@ Input_Handle
Handles impulse and whatnot
=================
*/
void Input_Handle( void ) {
void Input_Handle(void)
{
// Dead, specatator
if ( self.health <= 0 ) {
/*if ( self.button2 ) {
if ( infokey( self, "*spectator" ) == "0" ) {
forceinfokey( self, "*spectator", "1" );
if (self.health <= 0) {
/*if (self.button2) {
if (infokey(self, "*spectator") == "0") {
forceinfokey(self, "*spectator", "1");
} else {
forceinfokey( self, "*spectator", "1" );
forceinfokey(self, "*spectator", "1");
}
}*/
return;
}
// TODO: Make this fast switch only
if ( self.impulse == 3 ) {
Weapon_Switch( SLOT_MELEE );
} else if ( self.impulse == 2 ) {
Weapon_Switch( SLOT_SECONDARY );
} else if ( self.impulse == 1 ) {
Weapon_Switch( SLOT_PRIMARY );
} else if ( self.impulse == 4 ) {
Weapon_Switch( SLOT_GRENADE );
if (self.impulse == 3) {
Weapon_Switch(SLOT_MELEE);
} else if (self.impulse == 2) {
Weapon_Switch(SLOT_SECONDARY);
} else if (self.impulse == 1) {
Weapon_Switch(SLOT_PRIMARY);
} else if (self.impulse == 4) {
Weapon_Switch(SLOT_GRENADE);
}
if ( self.button5 ) {
if (self.button5) {
Player_UseDown();
} else {
Player_UseUp();
}
if ( self.button0 ) {
if ( fGameState != GAME_FREEZE ) {
Weapon_PrimaryAttack( self.weapon );
if (self.button0) {
if (fGameState != GAME_FREEZE) {
Weapon_PrimaryAttack(self.weapon);
}
} else if ( self.button4 ) {
Weapon_Reload( self.weapon );
} else if ( self.button3 ) {
Weapon_SecondaryAttack( self.weapon );
} else if (self.button4) {
Weapon_Reload(self.weapon);
} else if (self.button3) {
Weapon_SecondaryAttack(self.weapon);
} else {
Weapon_Release();
}

662
Source/server/cstrike/main.c Executable file → Normal file
View File

@ -6,17 +6,19 @@
*
****/
void SV_SendChat( entity eSender, string sMessage, 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( eSender ) - 1 );
WriteByte( MSG_MULTICAST, eSender.team );
WriteString( MSG_MULTICAST, sMessage );
void SV_SendChat(entity eSender, string sMessage, 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(eSender) - 1);
WriteByte(MSG_MULTICAST, eSender.team);
WriteString(MSG_MULTICAST, sMessage);
if (eEnt) {
msg_entity = eEnt;
multicast( '0 0 0', MULTICAST_ONE );
multicast('0 0 0', MULTICAST_ONE);
} else {
multicast( '0 0 0', MULTICAST_ALL );
multicast('0 0 0', MULTICAST_ALL);
}
}
@ -28,153 +30,155 @@ Intercepts 'cmd' calls. We use it to intercept
chat messages and handle distribution ourselves.
=================
*/
void Game_ParseClientCommand( string sCommand ) {
tokenize( sCommand );
void Game_ParseClientCommand(string sCommand)
{
tokenize(sCommand);
if ( argv( 1 ) == "timeleft" ) {
float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
if (argv(1) == "timeleft") {
float fTimeLeft = cvar("mp_timelimit") - (time / 60);
Vox_Singlecast(self, sprintf("we have %s minutes remaining", Vox_TimeToString(fTimeLeft)));
return;
}
string chat = substring( sCommand, 4, strlen( sCommand ) - 4 );
string chat = substring(sCommand, 4, strlen(sCommand) - 4);
// Players talk to players, spectators to spectators.
if ( self.health ) {
if ( argv( 0 ) == "say" ) {
localcmd( sprintf( "echo %s: %s\n", self.netname, chat ) );
SV_SendChat( self, chat, world, 0 );
if (self.health ) {
if (argv(0) == "say") {
localcmd(sprintf("echo %s: %s\n", self.netname, chat));
SV_SendChat(self, chat, world, 0);
return;
} else if ( argv( 0 ) == "say_team" ) {
localcmd( sprintf( "echo [TEAM %d] %s: %s\n", self.team, self.netname, chat ) );
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
if ( eFind.team == self.team ) {
SV_SendChat( self, chat, eFind, 1 );
} else if (argv(0) == "say_team") {
localcmd(sprintf("echo [TEAM %d] %s: %s\n", self.team, self.netname, chat));
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
if (eFind.team == self.team) {
SV_SendChat(self, chat, eFind, 1);
}
}
return;
}
} else {
if ( argv( 0 ) == "say" ) {
localcmd( sprintf( "echo [DEAD] %s: %s\n", self.netname, chat ) );
for ( entity eFind = world; ( eFind = find( eFind, classname, "spectator" ) ); ) {
SV_SendChat( self, chat, eFind, 1 );
if (argv(0) == "say") {
localcmd(sprintf("echo [DEAD] %s: %s\n", self.netname, chat));
for (entity eFind = world; (eFind = find(eFind, classname, "spectator"));) {
SV_SendChat(self, chat, eFind, 1);
}
return;
} else if ( argv( 0 ) == "say_team" ) {
localcmd( sprintf( "echo [DEAD] %s: %s\n", self.netname, chat ) );
} else if (argv(0) == "say_team") {
localcmd(sprintf("echo [DEAD] %s: %s\n", self.netname, chat));
return;
}
}
clientcommand( self, sCommand );
clientcommand(self, sCommand);
}
float Game_ConsoleCmd( string sCommand ) {
float Game_ConsoleCmd(string sCommand)
{
/*CBot bot;
if ( !self ) {
for ( other = world; ( other = find( other, classname, "player" ) ); ) {
if ( clienttype( other ) == CLIENTTYPE_REAL ) {
if (!self) {
for (other = world; (other = find(other, classname, "player"));) {
if (clienttype(other) == CLIENTTYPE_REAL) {
self = other;
break;
}
}
}*/
tokenize( sCommand );
switch ( argv( 0 ) ) {
tokenize(sCommand);
switch (argv(0)) {
/*case "bot_add":
bot = (CBot)spawnclient();
if ( !bot ) {
print( "Server is full\n" );
if (!bot) {
print("Server is full\n");
return TRUE;
}
bot.CreateRandom();
break;
case "bot_follow":
if ( !self ) {
if (!self) {
return TRUE;
}
for ( other = world; ( other = find( other, classname, "Player" ) ); ) {
if ( clienttype( other ) != CLIENTTYPE_BOT ) {
for (other = world; (other = find(other, classname, "Player"));) {
if (clienttype(other) != CLIENTTYPE_BOT) {
continue;
}
bot = (CBot)other;
if ( bot.route ) {
// RT_RouteChange( bot.route, bot.origin, self.origin );
if (bot.route) {
// RT_RouteChange(bot.route, bot.origin, self.origin);
} else {
// RT_Destroy( bot.route );
// bot.route = RT_RouteCreate( bot.origin, self.origin );
// RT_Destroy(bot.route);
// bot.route = RT_RouteCreate(bot.origin, self.origin);
}
}
break;
case "bot_kill":
if ( !self ) {
if (!self) {
return TRUE;
}
for ( other = world; ( other = find( other, classname, "Player" ) ); ) {
if ( clienttype( other ) != CLIENTTYPE_BOT ) {
for (other = world; (other = find(other, classname, "Player"));) {
if (clienttype(other) != CLIENTTYPE_BOT) {
continue;
}
if ( argv( 1 ) ) {
if ( other.netname == argv( 1 ) ) {
//Damage_Apply( other, other, 500, DAMAGE_SUICIDE, 0 );
if (argv(1)) {
if (other.netname == argv(1)) {
//Damage_Apply(other, other, 500, DAMAGE_SUICIDE, 0);
break;
}
} else {
//Damage_Apply( other, other, 500, DAMAGE_SUICIDE, 0 );
//Damage_Apply(other, other, 500, DAMAGE_SUICIDE, 0);
}
}
break;
case "bot_kick":
if ( !self ) {
if (!self) {
return TRUE;
}
for ( other = world; ( other = find( other, classname, "Player" ) ); ) {
if ( clienttype( other ) != CLIENTTYPE_BOT ) {
for (other = world; (other = find(other, classname, "Player"));) {
if (clienttype(other) != CLIENTTYPE_BOT) {
continue;
}
if ( argv( 1 ) ) {
if ( other.netname == argv( 1 ) ) {
dropclient( other );
if (argv(1)) {
if (other.netname == argv(1)) {
dropclient(other);
break;
}
} else {
dropclient( other );
dropclient(other);
}
}
break;
case "way_add":
if ( !self ) {
if (!self) {
return TRUE;
}
Way_Waypoint_Create( self, TRUE );
Way_Waypoint_Create(self, TRUE);
break;
case "way_delete":
if ( !self ) {
if (!self) {
return TRUE;
}
Way_Waypoint_Delete( Way_FindClosestWaypoint( self.origin ) );
Way_Waypoint_Delete(Way_FindClosestWaypoint(self.origin));
break;
case "way_radius":
if ( !self ) {
if (!self) {
return TRUE;
}
Way_Waypoint_SetRadius( Way_FindClosestWaypoint( self.origin ), stof( argv( 1 ) ) );
Way_Waypoint_SetRadius(Way_FindClosestWaypoint(self.origin), stof(argv(1)));
break;
case "way_makejump":
if ( !self ) {
if (!self) {
return TRUE;
}
Way_Waypoint_MakeJump( Way_FindClosestWaypoint( self.origin ) );
Way_Waypoint_MakeJump(Way_FindClosestWaypoint(self.origin));
break;
case "way_save":
Way_DumpWaypoints( argv( 1 ) );
Way_DumpWaypoints(argv(1));
break;
case "way_load":
Way_ReadWaypoints( argv( 1 ) );
Way_ReadWaypoints(argv(1));
break;*/
case "vox":
Vox_Broadcast( argv( 1 ) );
Vox_Broadcast(argv(1));
break;
default:
return FALSE;
@ -183,7 +187,8 @@ float Game_ConsoleCmd( string sCommand ) {
return TRUE;
}
void SV_PausedTic( float fDuration ) {
void SV_PausedTic(float fDuration)
{
}
@ -194,26 +199,27 @@ StartFrame
Runs every frame... by worldspawn?
=================
*/
void Game_StartFrame( void ) {
void Game_StartFrame(void)
{
// We've got hostages, but no rescue zones, create some
if ( !iRescueZones && iHostagesMax > 0 ) {
if (!iRescueZones && iHostagesMax > 0) {
Game_CreateRescueZones();
}
if ( iBuyZones == 0 ) {
if (iBuyZones == 0) {
Game_CreateBuyZones();
}
// TODO: Optimise this
if ( ( iAlivePlayers_T + iAlivePlayers_CT ) == 0 ) {
if ((iAlivePlayers_T + iAlivePlayers_CT) == 0) {
int iInGamePlayers = 0;
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
iInGamePlayers++;
}
if ( ( iInGamePlayers > 0 ) && ( fGameState != GAME_COMMENCING && fGameState != GAME_END ) ) {
Timer_Begin( 2, GAME_COMMENCING );
} else if ( iInGamePlayers == 0 ) {
if ((iInGamePlayers > 0) && (fGameState != GAME_COMMENCING && fGameState != GAME_END)) {
Timer_Begin(2, GAME_COMMENCING);
} else if (iInGamePlayers == 0) {
fGameState = GAME_INACTIVE;
fGameTime = 0;
iWon_T = 0;
@ -241,57 +247,57 @@ void Game_Worldspawn(void)
int iMOTDLines = 0;
// The message of the day.
localcmd( sprintf( "echo [MOTD] Loading %s.\n", autocvar_motdfile ) );
filestream fmMOTD = fopen( autocvar_motdfile, FILE_READ );
localcmd(sprintf("echo [MOTD] Loading %s.\n", autocvar_motdfile));
filestream fmMOTD = fopen(autocvar_motdfile, FILE_READ);
if ( fmMOTD >= 0 ) {
for ( int i = 0; i < 25; i++ ) {
sTemp = fgets( fmMOTD );
if not ( sTemp ) {
if (fmMOTD >= 0) {
for (int i = 0; i < 25; i++) {
sTemp = fgets(fmMOTD);
if not (sTemp) {
break;
}
if ( sTemp == __NULL__ ) {
localcmd( sprintf( "serverinfo motdline%i /\n", iMOTDLines ) );
if (sTemp == __NULL__) {
localcmd(sprintf("serverinfo motdline%i /\n", iMOTDLines));
} else {
localcmd( sprintf( "serverinfo motdline%i %s\n", iMOTDLines, sTemp ) );
localcmd(sprintf("serverinfo motdline%i %s\n", iMOTDLines, sTemp));
}
iMOTDLines++;
}
localcmd( sprintf( "serverinfo motdlength %i\n", iMOTDLines ) );
fclose( fmMOTD );
localcmd(sprintf("serverinfo motdlength %i\n", iMOTDLines));
fclose(fmMOTD);
} else {
error( "[MOTD] Loading failed.\n" );
error("[MOTD] Loading failed.\n");
}
// The mapcycle information.
localcmd( sprintf( "echo [MAPCYCLE] Loading %s.\n", autocvar_mapcyclefile ) );
filestream fmMapcycle = fopen( autocvar_mapcyclefile, FILE_READ );
localcmd(sprintf("echo [MAPCYCLE] Loading %s.\n", autocvar_mapcyclefile));
filestream fmMapcycle = fopen(autocvar_mapcyclefile, FILE_READ);
if ( fmMapcycle >= 0 ) {
for ( int i = 0;; i++ ) {
sTemp = fgets( fmMapcycle );
if not ( sTemp ) {
if (fmMapcycle >= 0) {
for (int i = 0;; i++) {
sTemp = fgets(fmMapcycle);
if not (sTemp) {
break;
}
if ( sTemp != __NULL__ ) {
if (sTemp != __NULL__) {
iMapCycleCount++;
}
}
fseek( fmMapcycle, 0 );
localcmd( sprintf( "echo [MAPCYCLE] List has %i maps.\n", iMapCycleCount ) );
sMapCycle = memalloc( sizeof( string ) * iMapCycleCount );
for ( int i = 0; i < iMapCycleCount; i++ ) {
sMapCycle[ i ] = fgets( fmMapcycle );
fseek(fmMapcycle, 0);
localcmd(sprintf("echo [MAPCYCLE] List has %i maps.\n", iMapCycleCount));
sMapCycle = memalloc(sizeof(string) * iMapCycleCount);
for (int i = 0; i < iMapCycleCount; i++) {
sMapCycle[i] = fgets(fmMapcycle);
}
fclose( fmMapcycle );
fclose(fmMapcycle);
for ( int i = 0; i < iMapCycleCount; i++ ) {
if ( sMapCycle[ i ] == mapname ) {
if ( ( i + 1 ) < iMapCycleCount ) {
localcmd( sprintf( "echo [MAPCYCLE] Next map: %s\n", sMapCycle[ i + 1 ] ) );
for (int i = 0; i < iMapCycleCount; i++) {
if (sMapCycle[i] == mapname) {
if ((i + 1) < iMapCycleCount) {
localcmd(sprintf("echo [MAPCYCLE] Next map: %s\n", sMapCycle[i + 1]));
} else {
break;
}
@ -299,246 +305,246 @@ void Game_Worldspawn(void)
}
} else {
iMapCycleCount = 0;
error( "[MAPCYCLE] Loading failed.\n" );
error("[MAPCYCLE] Loading failed.\n");
}
// Let's make our version information clear
localcmd( sprintf( "serverinfo fcs_ver %s\n", __DATE__ ) );
localcmd(sprintf("serverinfo fcs_ver %s\n", __DATE__));
// All the important precaches
for ( int i = 1; i < CS_WEAPON_COUNT; i++ ) {
precache_model( sWeaponModels[ i ] );
for (int i = 1; i < CS_WEAPON_COUNT; i++) {
precache_model(sWeaponModels[i]);
}
/*Bot_Init();*/
precache_model( "models/w_flashbang.mdl" );
precache_model( "models/w_hegrenade.mdl" );
precache_model( "models/w_smokegrenade.mdl" );
precache_model("models/w_flashbang.mdl");
precache_model("models/w_hegrenade.mdl");
precache_model("models/w_smokegrenade.mdl");
precache_model( sCSPlayers[1] );
precache_model( sCSPlayers[2] );
precache_model( sCSPlayers[3] );
precache_model( sCSPlayers[4] );
precache_model( sCSPlayers[5] );
precache_model( sCSPlayers[6] );
precache_model( sCSPlayers[7] );
precache_model( sCSPlayers[8] );
precache_model( "models/player/vip/vip.mdl" );
precache_model( "models/w_c4.mdl" );
precache_model(sCSPlayers[1]);
precache_model(sCSPlayers[2]);
precache_model(sCSPlayers[3]);
precache_model(sCSPlayers[4]);
precache_model(sCSPlayers[5]);
precache_model(sCSPlayers[6]);
precache_model(sCSPlayers[7]);
precache_model(sCSPlayers[8]);
precache_model("models/player/vip/vip.mdl");
precache_model("models/w_c4.mdl");
precache_sound( "hostage/hos1.wav" );
precache_sound( "hostage/hos2.wav" );
precache_sound( "hostage/hos3.wav" );
precache_sound( "hostage/hos4.wav" );
precache_sound( "hostage/hos5.wav" );
precache_sound("hostage/hos1.wav");
precache_sound("hostage/hos2.wav");
precache_sound("hostage/hos3.wav");
precache_sound("hostage/hos4.wav");
precache_sound("hostage/hos5.wav");
precache_sound( "player/pl_pain2.wav" );
precache_sound( "player/pl_pain4.wav" );
precache_sound( "player/pl_pain5.wav" );
precache_sound( "player/pl_pain6.wav" );
precache_sound( "player/pl_pain7.wav" );
precache_sound("player/pl_pain2.wav");
precache_sound("player/pl_pain4.wav");
precache_sound("player/pl_pain5.wav");
precache_sound("player/pl_pain6.wav");
precache_sound("player/pl_pain7.wav");
precache_sound( "player/die1.wav" );
precache_sound( "player/die2.wav" );
precache_sound( "player/die3.wav" );
precache_sound("player/die1.wav");
precache_sound("player/die2.wav");
precache_sound("player/die3.wav");
precache_sound( "player/headshot1.wav" );
precache_sound( "player/headshot2.wav" );
precache_sound( "player/headshot3.wav" );
precache_sound("player/headshot1.wav");
precache_sound("player/headshot2.wav");
precache_sound("player/headshot3.wav");
precache_sound( "items/tr_kevlar.wav" );
precache_sound("items/tr_kevlar.wav");
precache_sound( "weapons/ak47-1.wav" );
precache_sound( "weapons/ak47-2.wav" );
precache_sound( "weapons/ak47_boltpull.wav" );
precache_sound( "weapons/ak47_clipin.wav" );
precache_sound( "weapons/ak47_clipout.wav" );
precache_sound( "weapons/aug-1.wav" );
precache_sound( "weapons/aug_boltpull.wav" );
precache_sound( "weapons/aug_boltslap.wav" );
precache_sound( "weapons/aug_clipin.wav" );
precache_sound( "weapons/aug_clipout.wav" );
precache_sound( "weapons/aug_forearm.wav" );
precache_sound( "weapons/awp1.wav" );
precache_sound( "weapons/awp_clipin.wav" );
precache_sound( "weapons/awp_clipout.wav" );
precache_sound( "weapons/awp_deploy.wav" );
precache_sound( "weapons/boltdown.wav" );
precache_sound( "weapons/boltpull1.wav" );
precache_sound( "weapons/boltup.wav" );
precache_sound( "weapons/c4_beep1.wav" );
precache_sound( "weapons/c4_beep2.wav" );
precache_sound( "weapons/c4_beep3.wav" );
precache_sound( "weapons/c4_beep4.wav" );
precache_sound( "weapons/c4_beep5.wav" );
precache_sound( "weapons/c4_click.wav" );
precache_sound( "weapons/c4_disarm.wav" );
precache_sound( "weapons/c4_disarmed.wav" );
precache_sound( "weapons/c4_explode1.wav" );
precache_sound( "weapons/c4_plant.wav" );
precache_sound( "weapons/clipin1.wav" );
precache_sound( "weapons/clipout1.wav" );
precache_sound( "weapons/de_clipin.wav" );
precache_sound( "weapons/de_clipout.wav" );
precache_sound( "weapons/de_deploy.wav" );
precache_sound( "weapons/deagle-1.wav" );
precache_sound( "weapons/deagle-2.wav" );
precache_sound( "weapons/dryfire_pistol.wav" );
precache_sound( "weapons/dryfire_rifle.wav" );
precache_sound( "weapons/elite_clipout.wav" );
precache_sound( "weapons/elite_deploy.wav" );
precache_sound( "weapons/elite_fire.wav" );
precache_sound( "weapons/elite_leftclipin.wav" );
precache_sound( "weapons/elite_reloadstart.wav" );
precache_sound( "weapons/elite_rightclipin.wav" );
precache_sound( "weapons/elite_sliderelease.wav" );
precache_sound( "weapons/elite_twirl.wav" );
precache_sound( "weapons/fiveseven-1.wav" );
precache_sound( "weapons/fiveseven_clipin.wav" );
precache_sound( "weapons/fiveseven_clipout.wav" );
precache_sound( "weapons/fiveseven_slidepull.wav" );
precache_sound( "weapons/fiveseven_sliderelease.wav" );
precache_sound( "weapons/flashbang-1.wav" );
precache_sound( "weapons/flashbang-2.wav" );
precache_sound( "weapons/g3sg1-1.wav" );
precache_sound( "weapons/g3sg1_clipin.wav" );
precache_sound( "weapons/g3sg1_clipout.wav" );
precache_sound( "weapons/g3sg1_slide.wav" );
precache_sound( "weapons/generic_reload.wav" );
precache_sound( "weapons/generic_shot_reload.wav" );
precache_sound( "weapons/glock18-1.wav" );
precache_sound( "weapons/glock18-2.wav" );
precache_sound( "weapons/grenade_hit1.wav" );
precache_sound( "weapons/grenade_hit2.wav" );
precache_sound( "weapons/grenade_hit3.wav" );
precache_sound( "weapons/he_bounce-1.wav" );
precache_sound( "weapons/headshot2.wav" );
precache_sound( "weapons/hegrenade-1.wav" );
precache_sound( "weapons/hegrenade-2.wav" );
precache_sound( "weapons/knife_deploy1.wav" );
precache_sound( "weapons/knife_hit1.wav" );
precache_sound( "weapons/knife_hit2.wav" );
precache_sound( "weapons/knife_hit3.wav" );
precache_sound( "weapons/knife_hit4.wav" );
precache_sound( "weapons/knife_hitwall1.wav" );
precache_sound( "weapons/knife_slash1.wav" );
precache_sound( "weapons/knife_slash2.wav" );
precache_sound( "weapons/knife_stab.wav" );
precache_sound( "weapons/m249-1.wav" );
precache_sound( "weapons/m249-2.wav" );
precache_sound( "weapons/m249_boxin.wav" );
precache_sound( "weapons/m249_boxout.wav" );
precache_sound( "weapons/m249_chain.wav" );
precache_sound( "weapons/m249_coverdown.wav" );
precache_sound( "weapons/m249_coverup.wav" );
precache_sound( "weapons/m3-1.wav" );
precache_sound( "weapons/m3_insertshell.wav" );
precache_sound( "weapons/m3_pump.wav" );
precache_sound( "weapons/m4a1-1.wav" );
precache_sound( "weapons/m4a1_boltpull.wav" );
precache_sound( "weapons/m4a1_clipin.wav" );
precache_sound( "weapons/m4a1_clipout.wav" );
precache_sound( "weapons/m4a1_deploy.wav" );
precache_sound( "weapons/m4a1_silencer_off.wav" );
precache_sound( "weapons/m4a1_silencer_on.wav" );
precache_sound( "weapons/m4a1_unsil-1.wav" );
precache_sound( "weapons/m4a1_unsil-2.wav" );
precache_sound( "weapons/mac10-1.wav" );
precache_sound( "weapons/mac10_boltpull.wav" );
precache_sound( "weapons/mac10_clipin.wav" );
precache_sound( "weapons/mac10_clipout.wav" );
precache_sound( "weapons/mp5-1.wav" );
precache_sound( "weapons/mp5-2.wav" );
precache_sound( "weapons/mp5_clipin.wav" );
precache_sound( "weapons/mp5_clipout.wav" );
precache_sound( "weapons/mp5_slideback.wav" );
precache_sound( "weapons/p228-1.wav" );
precache_sound( "weapons/p228_clipin.wav" );
precache_sound( "weapons/p228_clipout.wav" );
precache_sound( "weapons/p228_slidepull.wav" );
precache_sound( "weapons/p228_sliderelease.wav" );
precache_sound( "weapons/p90-1.wav" );
precache_sound( "weapons/p90_boltpull.wav" );
precache_sound( "weapons/p90_clipin.wav" );
precache_sound( "weapons/p90_clipout.wav" );
precache_sound( "weapons/p90_cliprelease.wav" );
precache_sound( "weapons/pinpull.wav" );
precache_sound( "weapons/ric1.wav" );
precache_sound( "weapons/ric2.wav" );
precache_sound( "weapons/ric3.wav" );
precache_sound( "weapons/ric4.wav" );
precache_sound( "weapons/ric5.wav" );
precache_sound( "weapons/ric_conc-1.wav" );
precache_sound( "weapons/ric_conc-2.wav" );
precache_sound( "weapons/ric_metal-1.wav" );
precache_sound( "weapons/ric_metal-2.wav" );
precache_sound( "weapons/scout_bolt.wav" );
precache_sound( "weapons/scout_clipin.wav" );
precache_sound( "weapons/scout_clipout.wav" );
precache_sound( "weapons/scout_fire-1.wav" );
precache_sound( "weapons/sg550-1.wav" );
precache_sound( "weapons/sg550_boltpull.wav" );
precache_sound( "weapons/sg550_clipin.wav" );
precache_sound( "weapons/sg550_clipout.wav" );
precache_sound( "weapons/sg552-1.wav" );
precache_sound( "weapons/sg552-2.wav" );
precache_sound( "weapons/sg552_boltpull.wav" );
precache_sound( "weapons/sg552_clipin.wav" );
precache_sound( "weapons/sg552_clipout.wav" );
precache_sound( "weapons/sg_explode.wav" );
precache_sound( "weapons/slideback1.wav" );
precache_sound( "weapons/sliderelease1.wav" );
precache_sound( "weapons/tmp-1.wav" );
precache_sound( "weapons/tmp-2.wav" );
precache_sound( "weapons/ump45-1.wav" );
precache_sound( "weapons/ump45_boltslap.wav" );
precache_sound( "weapons/ump45_clipin.wav" );
precache_sound( "weapons/ump45_clipout.wav" );
precache_sound( "weapons/usp1.wav" );
precache_sound( "weapons/usp2.wav" );
precache_sound( "weapons/usp_clipin.wav" );
precache_sound( "weapons/usp_clipout.wav" );
precache_sound( "weapons/usp_silencer_off.wav" );
precache_sound( "weapons/usp_silencer_on.wav" );
precache_sound( "weapons/usp_slideback.wav" );
precache_sound( "weapons/usp_sliderelease.wav" );
precache_sound( "weapons/usp_unsil-1.wav" );
precache_sound( "weapons/xm1014-1.wav" );
precache_sound( "weapons/zoom.wav" );
precache_sound("weapons/ak47-1.wav");
precache_sound("weapons/ak47-2.wav");
precache_sound("weapons/ak47_boltpull.wav");
precache_sound("weapons/ak47_clipin.wav");
precache_sound("weapons/ak47_clipout.wav");
precache_sound("weapons/aug-1.wav");
precache_sound("weapons/aug_boltpull.wav");
precache_sound("weapons/aug_boltslap.wav");
precache_sound("weapons/aug_clipin.wav");
precache_sound("weapons/aug_clipout.wav");
precache_sound("weapons/aug_forearm.wav");
precache_sound("weapons/awp1.wav");
precache_sound("weapons/awp_clipin.wav");
precache_sound("weapons/awp_clipout.wav");
precache_sound("weapons/awp_deploy.wav");
precache_sound("weapons/boltdown.wav");
precache_sound("weapons/boltpull1.wav");
precache_sound("weapons/boltup.wav");
precache_sound("weapons/c4_beep1.wav");
precache_sound("weapons/c4_beep2.wav");
precache_sound("weapons/c4_beep3.wav");
precache_sound("weapons/c4_beep4.wav");
precache_sound("weapons/c4_beep5.wav");
precache_sound("weapons/c4_click.wav");
precache_sound("weapons/c4_disarm.wav");
precache_sound("weapons/c4_disarmed.wav");
precache_sound("weapons/c4_explode1.wav");
precache_sound("weapons/c4_plant.wav");
precache_sound("weapons/clipin1.wav");
precache_sound("weapons/clipout1.wav");
precache_sound("weapons/de_clipin.wav");
precache_sound("weapons/de_clipout.wav");
precache_sound("weapons/de_deploy.wav");
precache_sound("weapons/deagle-1.wav");
precache_sound("weapons/deagle-2.wav");
precache_sound("weapons/dryfire_pistol.wav");
precache_sound("weapons/dryfire_rifle.wav");
precache_sound("weapons/elite_clipout.wav");
precache_sound("weapons/elite_deploy.wav");
precache_sound("weapons/elite_fire.wav");
precache_sound("weapons/elite_leftclipin.wav");
precache_sound("weapons/elite_reloadstart.wav");
precache_sound("weapons/elite_rightclipin.wav");
precache_sound("weapons/elite_sliderelease.wav");
precache_sound("weapons/elite_twirl.wav");
precache_sound("weapons/fiveseven-1.wav");
precache_sound("weapons/fiveseven_clipin.wav");
precache_sound("weapons/fiveseven_clipout.wav");
precache_sound("weapons/fiveseven_slidepull.wav");
precache_sound("weapons/fiveseven_sliderelease.wav");
precache_sound("weapons/flashbang-1.wav");
precache_sound("weapons/flashbang-2.wav");
precache_sound("weapons/g3sg1-1.wav");
precache_sound("weapons/g3sg1_clipin.wav");
precache_sound("weapons/g3sg1_clipout.wav");
precache_sound("weapons/g3sg1_slide.wav");
precache_sound("weapons/generic_reload.wav");
precache_sound("weapons/generic_shot_reload.wav");
precache_sound("weapons/glock18-1.wav");
precache_sound("weapons/glock18-2.wav");
precache_sound("weapons/grenade_hit1.wav");
precache_sound("weapons/grenade_hit2.wav");
precache_sound("weapons/grenade_hit3.wav");
precache_sound("weapons/he_bounce-1.wav");
precache_sound("weapons/headshot2.wav");
precache_sound("weapons/hegrenade-1.wav");
precache_sound("weapons/hegrenade-2.wav");
precache_sound("weapons/knife_deploy1.wav");
precache_sound("weapons/knife_hit1.wav");
precache_sound("weapons/knife_hit2.wav");
precache_sound("weapons/knife_hit3.wav");
precache_sound("weapons/knife_hit4.wav");
precache_sound("weapons/knife_hitwall1.wav");
precache_sound("weapons/knife_slash1.wav");
precache_sound("weapons/knife_slash2.wav");
precache_sound("weapons/knife_stab.wav");
precache_sound("weapons/m249-1.wav");
precache_sound("weapons/m249-2.wav");
precache_sound("weapons/m249_boxin.wav");
precache_sound("weapons/m249_boxout.wav");
precache_sound("weapons/m249_chain.wav");
precache_sound("weapons/m249_coverdown.wav");
precache_sound("weapons/m249_coverup.wav");
precache_sound("weapons/m3-1.wav");
precache_sound("weapons/m3_insertshell.wav");
precache_sound("weapons/m3_pump.wav");
precache_sound("weapons/m4a1-1.wav");
precache_sound("weapons/m4a1_boltpull.wav");
precache_sound("weapons/m4a1_clipin.wav");
precache_sound("weapons/m4a1_clipout.wav");
precache_sound("weapons/m4a1_deploy.wav");
precache_sound("weapons/m4a1_silencer_off.wav");
precache_sound("weapons/m4a1_silencer_on.wav");
precache_sound("weapons/m4a1_unsil-1.wav");
precache_sound("weapons/m4a1_unsil-2.wav");
precache_sound("weapons/mac10-1.wav");
precache_sound("weapons/mac10_boltpull.wav");
precache_sound("weapons/mac10_clipin.wav");
precache_sound("weapons/mac10_clipout.wav");
precache_sound("weapons/mp5-1.wav");
precache_sound("weapons/mp5-2.wav");
precache_sound("weapons/mp5_clipin.wav");
precache_sound("weapons/mp5_clipout.wav");
precache_sound("weapons/mp5_slideback.wav");
precache_sound("weapons/p228-1.wav");
precache_sound("weapons/p228_clipin.wav");
precache_sound("weapons/p228_clipout.wav");
precache_sound("weapons/p228_slidepull.wav");
precache_sound("weapons/p228_sliderelease.wav");
precache_sound("weapons/p90-1.wav");
precache_sound("weapons/p90_boltpull.wav");
precache_sound("weapons/p90_clipin.wav");
precache_sound("weapons/p90_clipout.wav");
precache_sound("weapons/p90_cliprelease.wav");
precache_sound("weapons/pinpull.wav");
precache_sound("weapons/ric1.wav");
precache_sound("weapons/ric2.wav");
precache_sound("weapons/ric3.wav");
precache_sound("weapons/ric4.wav");
precache_sound("weapons/ric5.wav");
precache_sound("weapons/ric_conc-1.wav");
precache_sound("weapons/ric_conc-2.wav");
precache_sound("weapons/ric_metal-1.wav");
precache_sound("weapons/ric_metal-2.wav");
precache_sound("weapons/scout_bolt.wav");
precache_sound("weapons/scout_clipin.wav");
precache_sound("weapons/scout_clipout.wav");
precache_sound("weapons/scout_fire-1.wav");
precache_sound("weapons/sg550-1.wav");
precache_sound("weapons/sg550_boltpull.wav");
precache_sound("weapons/sg550_clipin.wav");
precache_sound("weapons/sg550_clipout.wav");
precache_sound("weapons/sg552-1.wav");
precache_sound("weapons/sg552-2.wav");
precache_sound("weapons/sg552_boltpull.wav");
precache_sound("weapons/sg552_clipin.wav");
precache_sound("weapons/sg552_clipout.wav");
precache_sound("weapons/sg_explode.wav");
precache_sound("weapons/slideback1.wav");
precache_sound("weapons/sliderelease1.wav");
precache_sound("weapons/tmp-1.wav");
precache_sound("weapons/tmp-2.wav");
precache_sound("weapons/ump45-1.wav");
precache_sound("weapons/ump45_boltslap.wav");
precache_sound("weapons/ump45_clipin.wav");
precache_sound("weapons/ump45_clipout.wav");
precache_sound("weapons/usp1.wav");
precache_sound("weapons/usp2.wav");
precache_sound("weapons/usp_clipin.wav");
precache_sound("weapons/usp_clipout.wav");
precache_sound("weapons/usp_silencer_off.wav");
precache_sound("weapons/usp_silencer_on.wav");
precache_sound("weapons/usp_slideback.wav");
precache_sound("weapons/usp_sliderelease.wav");
precache_sound("weapons/usp_unsil-1.wav");
precache_sound("weapons/xm1014-1.wav");
precache_sound("weapons/zoom.wav");
clientstat( 0, EV_FLOAT, health );
clientstat( 10, EV_FLOAT, weapon );
clientstat( 16, EV_FLOAT, view_ofs_z );
clientstat( 21, EV_FLOAT, viewzoom );
clientstat(0, EV_FLOAT, health);
clientstat(10, EV_FLOAT, weapon);
clientstat(16, EV_FLOAT, view_ofs_z);
clientstat(21, EV_FLOAT, viewzoom);
/* FIXME: Turn those into bitflags */
clientstat( STAT_BUYZONE, EV_FLOAT, fInBuyZone );
clientstat( STAT_HOSTAGEZONE, EV_FLOAT, fInHostageZone );
clientstat( STAT_BOMBZONE, EV_FLOAT, fInBombZone );
clientstat( STAT_ESCAPEZONE, EV_FLOAT, fInEscapeZone );
clientstat( STAT_VIPZONE, EV_FLOAT, fInVIPZone );
clientstat(STAT_BUYZONE, EV_FLOAT, fInBuyZone);
clientstat(STAT_HOSTAGEZONE, EV_FLOAT, fInHostageZone);
clientstat(STAT_BOMBZONE, EV_FLOAT, fInBombZone);
clientstat(STAT_ESCAPEZONE, EV_FLOAT, fInEscapeZone);
clientstat(STAT_VIPZONE, EV_FLOAT, fInVIPZone);
clientstat( 4, EV_FLOAT, armor );
clientstat( STAT_MONEY, EV_FLOAT, fMoney );
clientstat( STAT_SLOT_MELEE, EV_FLOAT, fSlotMelee );
clientstat( STAT_SLOT_PRIMARY, EV_FLOAT, fSlotPrimary );
clientstat( STAT_SLOT_SECONDARY, EV_FLOAT, fSlotSecondary );
clientstat( STAT_SLOT_GRENADE, EV_FLOAT, fSlotGrenade );
clientstat( STAT_SLOT_C4BOMB, EV_FLOAT, fSlotC4Bomb );
clientstat( STAT_ITEM_FLASHBANG, EV_INTEGER, iAmmo_FLASHBANG );
clientstat( STAT_ITEM_HEGRENADE, EV_INTEGER, iAmmo_HEGRENADE );
clientstat( STAT_ITEM_SMOKEGRENADE, EV_INTEGER, iAmmo_SMOKEGRENADE );
clientstat( STAT_EQUIPMENT, EV_INTEGER, iEquipment );
clientstat( STAT_CURRENT_MAG, EV_INTEGER, iCurrentMag );
clientstat( STAT_CURRENT_CALIBER, EV_INTEGER, iCurrentCaliber );
clientstat( STAT_TEAM, EV_INTEGER, team );
clientstat( STAT_PROGRESS, EV_FLOAT, fProgressBar );
clientstat( STAT_FLAGS, EV_FLOAT, flags );
pointerstat( STAT_GAMETIME, EV_FLOAT, &fGameTime );
pointerstat( STAT_GAMESTATE, EV_FLOAT, &fGameState );
pointerstat( STAT_WON_T, EV_INTEGER, &iWon_T );
pointerstat( STAT_WON_CT, EV_INTEGER, &iWon_CT );
clientstat(4, EV_FLOAT, armor);
clientstat(STAT_MONEY, EV_FLOAT, fMoney);
clientstat(STAT_SLOT_MELEE, EV_FLOAT, fSlotMelee);
clientstat(STAT_SLOT_PRIMARY, EV_FLOAT, fSlotPrimary);
clientstat(STAT_SLOT_SECONDARY, EV_FLOAT, fSlotSecondary);
clientstat(STAT_SLOT_GRENADE, EV_FLOAT, fSlotGrenade);
clientstat(STAT_SLOT_C4BOMB, EV_FLOAT, fSlotC4Bomb);
clientstat(STAT_ITEM_FLASHBANG, EV_INTEGER, iAmmo_FLASHBANG);
clientstat(STAT_ITEM_HEGRENADE, EV_INTEGER, iAmmo_HEGRENADE);
clientstat(STAT_ITEM_SMOKEGRENADE, EV_INTEGER, iAmmo_SMOKEGRENADE);
clientstat(STAT_EQUIPMENT, EV_INTEGER, iEquipment);
clientstat(STAT_CURRENT_MAG, EV_INTEGER, iCurrentMag);
clientstat(STAT_CURRENT_CALIBER, EV_INTEGER, iCurrentCaliber);
clientstat(STAT_TEAM, EV_INTEGER, team);
clientstat(STAT_PROGRESS, EV_FLOAT, fProgressBar);
clientstat(STAT_FLAGS, EV_FLOAT, flags);
pointerstat(STAT_GAMETIME, EV_FLOAT, &fGameTime);
pointerstat(STAT_GAMESTATE, EV_FLOAT, &fGameState);
pointerstat(STAT_WON_T, EV_INTEGER, &iWon_T);
pointerstat(STAT_WON_CT, EV_INTEGER, &iWon_CT);
iBombRadius = 1024;
localcmd(sprintf("serverinfo slots %d\n", cvar("sv_playerslots")));

26
Source/server/cstrike/money.c Executable file → Normal file
View File

@ -16,17 +16,18 @@ Money_AddMoney
Gives a player money and caps it
=================
*/
void Money_AddMoney( entity ePlayer, int iMoneyValue ) {
void Money_AddMoney(entity ePlayer, int iMoneyValue)
{
dprint( sprintf( "[DEBUG]: Giving %s %i in cash\n", ePlayer.netname, iMoneyValue ) );
dprint(sprintf("[DEBUG]: Giving %s %i in cash\n", ePlayer.netname, iMoneyValue));
ePlayer.fMoney += (float)iMoneyValue;
if ( ePlayer.fMoney > autocvar_fcs_maxmoney ) {
if (ePlayer.fMoney > autocvar_fcs_maxmoney) {
ePlayer.fMoney = autocvar_fcs_maxmoney;
}
// Because people do tend to kill hostages...
if ( ePlayer.fMoney < 0 ) {
if (ePlayer.fMoney < 0) {
ePlayer.fMoney = 0;
}
}
@ -38,8 +39,9 @@ Money_QueTeamReward
Rewards are adding up throughout the match...
=================
*/
void Money_QueTeamReward( float fTeam, int iMoneyValue ) {
if ( fTeam == TEAM_T ) {
void Money_QueTeamReward(float fTeam, int iMoneyValue)
{
if (fTeam == TEAM_T) {
iMoneyReward_T += iMoneyValue;
} else {
iMoneyReward_CT += iMoneyValue;
@ -53,11 +55,12 @@ Money_GiveTeamReward
...and eventually given when this is called
=================
*/
void Money_GiveTeamReward( void ) {
if ( self.team == TEAM_T ) {
Money_AddMoney( self, iMoneyReward_T );
void Money_GiveTeamReward(void)
{
if (self.team == TEAM_T) {
Money_AddMoney(self, iMoneyReward_T);
} else {
Money_AddMoney( self, iMoneyReward_CT );
Money_AddMoney(self, iMoneyReward_CT);
}
}
@ -66,7 +69,8 @@ void Money_GiveTeamReward( void ) {
Money_ResetTeamReward
=================
*/
void Money_ResetTeamReward( void ) {
void Money_ResetTeamReward(void)
{
iMoneyReward_T = 0;
iMoneyReward_CT = 0;
}

133
Source/server/cstrike/player.c Executable file → Normal file
View File

@ -19,29 +19,30 @@ string sPainSounds[5] = {
Player_SendEntity
=================
*/
float Player_SendEntity( entity ePEnt, float fChanged ) {
if ( self.health <= 0 && ePEnt != self ) {
float Player_SendEntity(entity ePEnt, float fChanged)
{
if (self.health <= 0 && ePEnt != self) {
return FALSE;
}
WriteByte( MSG_ENTITY, ENT_PLAYER );
WriteShort( MSG_ENTITY, self.modelindex );
WriteCoord( MSG_ENTITY, self.origin_x );
WriteCoord( MSG_ENTITY, self.origin_y );
WriteCoord( MSG_ENTITY, self.origin_z );
WriteCoord( MSG_ENTITY, self.v_angle_x );
WriteCoord( MSG_ENTITY, self.angles_y );
WriteCoord( MSG_ENTITY, self.angles_z );
WriteCoord( MSG_ENTITY, self.velocity_x );
WriteCoord( MSG_ENTITY, self.velocity_y );
WriteCoord( MSG_ENTITY, self.velocity_z );
WriteFloat( MSG_ENTITY, self.flags );
WriteFloat( MSG_ENTITY, self.pmove_flags );
WriteByte( MSG_ENTITY, self.weapon );
WriteByte( MSG_ENTITY, self.health );
WriteFloat( MSG_ENTITY, self.movetype );
WriteFloat( MSG_ENTITY, self.view_ofs[2] );
WriteFloat( MSG_ENTITY, self.viewzoom );
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteShort(MSG_ENTITY, self.modelindex);
WriteCoord(MSG_ENTITY, self.origin_x);
WriteCoord(MSG_ENTITY, self.origin_y);
WriteCoord(MSG_ENTITY, self.origin_z);
WriteCoord(MSG_ENTITY, self.v_angle_x);
WriteCoord(MSG_ENTITY, self.angles_y);
WriteCoord(MSG_ENTITY, self.angles_z);
WriteCoord(MSG_ENTITY, self.velocity_x);
WriteCoord(MSG_ENTITY, self.velocity_y);
WriteCoord(MSG_ENTITY, self.velocity_z);
WriteFloat(MSG_ENTITY, self.flags);
WriteFloat(MSG_ENTITY, self.pmove_flags);
WriteByte(MSG_ENTITY, self.weapon);
WriteByte(MSG_ENTITY, self.health);
WriteFloat(MSG_ENTITY, self.movetype);
WriteFloat(MSG_ENTITY, self.view_ofs[2]);
WriteFloat(MSG_ENTITY, self.viewzoom);
return TRUE;
}
@ -50,15 +51,16 @@ float Player_SendEntity( entity ePEnt, float fChanged ) {
Player_Pain
=================
*/
void Player_Pain( int iHitBody ) {
void Player_Pain(int iHitBody)
{
/*
if ( iHitBody == BODY_HEAD ) {
Animation_PlayerTopTemp( ANIM_HEAD_FLINCH, 0.25f );
if (iHitBody == BODY_HEAD) {
Animation_PlayerTopTemp(ANIM_HEAD_FLINCH, 0.25f);
} else {
Animation_PlayerTopTemp( ANIM_GUT_FLINCH, 0.25f );
Animation_PlayerTopTemp(ANIM_GUT_FLINCH, 0.25f);
}*/
sound( self, CHAN_VOICE, sPainSounds[ floor( random() * 5 ) ], 1, ATTN_IDLE );
sound(self, CHAN_VOICE, sPainSounds[ floor(random() * 5) ], 1, ATTN_IDLE);
self.velocity = '0 0 0';
}
@ -67,41 +69,42 @@ void Player_Pain( int iHitBody ) {
Player_Death
=================
*/
void Player_Death( int iHitBody ) {
if ( iHitBody == BODY_HEAD ) {
sound( self, CHAN_VOICE, sprintf( "player/headshot%d.wav", floor( ( random() * 3 ) + 1 ) ), 1, ATTN_NORM );
void Player_Death(int iHitBody)
{
if (iHitBody == BODY_HEAD) {
sound(self, CHAN_VOICE, sprintf("player/headshot%d.wav", floor((random() * 3) + 1)), 1, ATTN_NORM);
} else {
sound( self, CHAN_VOICE, sprintf( "player/die%d.wav", floor( ( random() * 3 ) + 1 ) ), 1, ATTN_NORM );
sound(self, CHAN_VOICE, sprintf("player/die%d.wav", floor((random() * 3) + 1)), 1, ATTN_NORM);
}
// Drop a corpse
entity eCorpse = spawn();
eCorpse.classname = "remove_me";
setorigin( eCorpse, self.origin );
setmodel( eCorpse, self.model );
setsize( eCorpse, self.mins, self.maxs );
setorigin(eCorpse, self.origin);
setmodel(eCorpse, self.model);
setsize(eCorpse, self.mins, self.maxs);
eCorpse.angles = [ 0, self.angles_y, 0 ];
eCorpse.movetype = MOVETYPE_BOUNCE;
// Drop primary weapon as well as the bomb if present
if ( self.fSlotPrimary ) {
Weapon_DropWeapon( SLOT_PRIMARY );
if (self.fSlotPrimary) {
Weapon_DropWeapon(SLOT_PRIMARY);
} else {
if ( self.fSlotSecondary ) {
Weapon_DropWeapon( SLOT_SECONDARY );
if (self.fSlotSecondary) {
Weapon_DropWeapon(SLOT_SECONDARY);
}
}
if ( self.fSlotGrenade ) {
Weapon_DropWeapon( SLOT_GRENADE );
if (self.fSlotGrenade) {
Weapon_DropWeapon(SLOT_GRENADE);
}
// Make ourselves disappear
self.modelindex = 0;
if ( self.flags & FL_CROUCHING ) {
if (self.flags & FL_CROUCHING) {
eCorpse.frame = ANIM_CROUCH_DIE;
} else {
switch ( iHitBody ) {
switch (iHitBody) {
case BODY_HEAD:
eCorpse.frame = ANIM_DIE_HEAD;
break;
@ -117,7 +120,7 @@ void Player_Death( int iHitBody ) {
eCorpse.frame = ANIM_DIE_RIGHT;
break;
default:
eCorpse.frame = ANIM_DEATH1 + floor( random() * 3 );
eCorpse.frame = ANIM_DEATH1 + floor(random() * 3);
break;
}
}
@ -125,13 +128,13 @@ void Player_Death( int iHitBody ) {
Spawn_MakeSpectator();
self.classname = "player";
self.health = 0;
forceinfokey( self, "*dead", "1" );
forceinfokey( self, "*team", ftos( self.team ) );
forceinfokey(self, "*dead", "1");
forceinfokey(self, "*team", ftos(self.team));
Rules_CountPlayers();
if ( self.team == TEAM_VIP ) {
Rules_RoundOver( TEAM_T, 2500, FALSE );
if (self.team == TEAM_VIP) {
Rules_RoundOver(TEAM_T, 2500, FALSE);
return;
}
@ -140,10 +143,10 @@ void Player_Death( int iHitBody ) {
/*
====================
Player_UseDown
UseWorkaround
====================
*/
void UseWorkaround( entity eTarget )
void UseWorkaround(entity eTarget)
{
eActivator = self;
entity eOldSelf = self;
@ -151,10 +154,17 @@ void UseWorkaround( entity eTarget )
self.PlayerUse();
self = eOldSelf;
}
void Player_UseDown( void ) {
if ( self.health <= 0 ) {
/*
====================
Player_UseDown
====================
*/
void Player_UseDown(void)
{
if (self.health <= 0) {
return;
} else if ( !( self.flags & FL_USERELEASED ) ) {
} else if (!(self.flags & FL_USERELEASED)) {
return;
}
@ -162,18 +172,18 @@ void Player_UseDown( void ) {
makevectors(self.v_angle);
vSource = self.origin + self.view_ofs;
traceline ( vSource, vSource + ( v_forward * 64 ), FALSE, self);
traceline (vSource, vSource + (v_forward * 64), FALSE, self);
if (trace_ent.PlayerUse) {
if ( ( trace_ent.classname != "c4bomb" ) && ( trace_ent.classname != "func_pushable" ) ) {
self.flags = ( self.flags - FL_USERELEASED );
sound( self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE );
if ((trace_ent.classname != "c4bomb") && (trace_ent.classname != "func_pushable")) {
self.flags = (self.flags - FL_USERELEASED);
sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
}
UseWorkaround(trace_ent);
} else {
sound( self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE );
self.flags = ( self.flags - FL_USERELEASED );
sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
self.flags = (self.flags - FL_USERELEASED);
}
}
@ -182,8 +192,9 @@ void Player_UseDown( void ) {
Player_UseUp
====================
*/
void Player_UseUp( void ) {
if ( !( self.frags & FL_USERELEASED ) ) {
void Player_UseUp(void)
{
if (!(self.frags & FL_USERELEASED)) {
self.flags = self.flags | FL_USERELEASED;
self.fProgressBar = 0;
}
@ -196,7 +207,8 @@ PlayerPreThink
Run before physics
=================
*/
void Game_PlayerPreThink( void ) {
void Game_PlayerPreThink(void)
{
BaseGun_ShotMultiplierUpdate();
}
@ -207,7 +219,8 @@ PlayerPreThink
Run after physics
=================
*/
void Game_PlayerPostThink( void ) {
void Game_PlayerPostThink(void)
{
Animation_PlayerUpdate();
Footsteps_Update();

154
Source/server/cstrike/spawn.c Executable file → Normal file
View File

@ -16,23 +16,24 @@ Spawn_FindSpawnPoint
Recursive function that gets the next spawnpoint
=================
*/
entity Spawn_FindSpawnPoint( float fTeam ) {
entity Spawn_FindSpawnPoint(float fTeam)
{
entity eSpot, eLastSpawn;
entity eThing;
int iCount;
string sClassname;
if ( fTeam == TEAM_T ) {
if (fTeam == TEAM_T) {
sClassname = "info_player_deathmatch";
eSpot = eLastSpawn = eLastTSpawn;
} else if ( fTeam == TEAM_CT ) {
} else if (fTeam == TEAM_CT) {
sClassname = "info_player_start";
eSpot = eLastSpawn = eLastCTSpawn;
} else if ( fTeam == TEAM_VIP ) {
return find( world, classname, "info_vip_start" );
} else if (fTeam == TEAM_VIP) {
return find(world, classname, "info_vip_start");
}
while ( 1 ) {
while (1) {
eSpot = find(eSpot, classname, sClassname);
if (eSpot == eLastSpawn)
@ -67,33 +68,34 @@ Spawn_ObserverCam
Look for the next spawnpoint
=================
*/
void Spawn_ObserverCam( void ) {
void Spawn_ObserverCam(void)
{
entity eTarget;
// Go find a camera if we aren't dead
entity eCamera = find ( world, classname, "trigger_camera" );
entity eCamera = find (world, classname, "trigger_camera");
if ( eCamera ) {
if (eCamera) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
if (eCamera.target) {
eTarget = find(world, targetname, eCamera.target);
if (eTarget) {
self.angles = vectoangles(eTarget.origin - eCamera.origin);
self.angles_x *= -1;
}
}
} else {
// Can't find a camera? Just do this lazy thing, CS seems to do the same
eCamera = find ( world, classname, "info_player_start" );
eCamera = find (world, classname, "info_player_start");
if ( eCamera ) {
if (eCamera) {
self.origin = eCamera.origin;
if ( eCamera.target ) {
eTarget = find( world, targetname, eCamera.target );
if ( eTarget ) {
self.angles = vectoangles( eTarget.origin - eCamera.origin );
if (eCamera.target) {
eTarget = find(world, targetname, eCamera.target);
if (eTarget) {
self.angles = vectoangles(eTarget.origin - eCamera.origin);
self.angles_x *= -1;
}
}
@ -110,14 +112,15 @@ Spawn_RespawnClient
Called whenever a player just needs his basic properties to be reset
=================
*/
void Spawn_RespawnClient( float fTeam ) {
void Spawn_RespawnClient(float fTeam)
{
entity eSpawn;
forceinfokey( self, "*spec", "0" );
eSpawn = Spawn_FindSpawnPoint( self.team );
forceinfokey(self, "*spec", "0");
eSpawn = Spawn_FindSpawnPoint(self.team);
self.classname = "player";
self.health = self.max_health = 100;
forceinfokey( self, "*dead", "0" );
forceinfokey(self, "*dead", "0");
Rules_CountPlayers();
self.takedamage = DAMAGE_YES;
@ -135,12 +138,12 @@ void Spawn_RespawnClient( float fTeam ) {
self.fixangle = TRUE;
// Get the player-model from Defs.h's list
if ( self.team != TEAM_VIP ) {
setmodel( self, sCSPlayers[ self.fCharModel ] );
if (self.team != TEAM_VIP) {
setmodel(self, sCSPlayers[ self.fCharModel ]);
} else {
setmodel( self, "models/player/vip/vip.mdl" );
setmodel(self, "models/player/vip/vip.mdl");
}
setsize( self, VEC_HULL_MIN, VEC_HULL_MAX );
setsize(self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = VEC_PLAYER_VIEWPOS;
self.velocity = '0 0 0';
@ -159,43 +162,44 @@ Spawn_CreateClient
Called whenever a player becomes a completely new type of player
=================
*/
void Spawn_CreateClient( float fCharModel ) {
void Spawn_CreateClient(float fCharModel)
{
// What team are we on - 0= Spectator, < 5 Terrorists, CT rest
if( fCharModel == 0 ) {
if(fCharModel == 0) {
PutClientInServer();
Spawn_ObserverCam();
return;
} else if( fCharModel < 5 ) {
forceinfokey( self, "*team", "0" );
} else if(fCharModel < 5) {
forceinfokey(self, "*team", "0");
self.team = TEAM_T;
Weapon_AddItem( WEAPON_KNIFE );
if ( autocvar_fcs_knifeonly == FALSE ) {
Weapon_AddItem( WEAPON_GLOCK18 );
Weapon_GiveAmmo( WEAPON_GLOCK18, 40 );
Weapon_Draw( WEAPON_GLOCK18 );
Weapon_AddItem(WEAPON_KNIFE);
if (autocvar_fcs_knifeonly == FALSE) {
Weapon_AddItem(WEAPON_GLOCK18);
Weapon_GiveAmmo(WEAPON_GLOCK18, 40);
Weapon_Draw(WEAPON_GLOCK18);
} else {
Weapon_Draw( WEAPON_KNIFE );
Weapon_Draw(WEAPON_KNIFE);
}
} else {
self.team = TEAM_CT;
Weapon_AddItem( WEAPON_KNIFE );
if ( autocvar_fcs_knifeonly == FALSE ) {
Weapon_AddItem( WEAPON_USP45 );
Weapon_GiveAmmo( WEAPON_USP45, 24 );
Weapon_Draw( WEAPON_USP45 );
Weapon_AddItem(WEAPON_KNIFE);
if (autocvar_fcs_knifeonly == FALSE) {
Weapon_AddItem(WEAPON_USP45);
Weapon_GiveAmmo(WEAPON_USP45, 24);
Weapon_Draw(WEAPON_USP45);
} else {
Weapon_Draw( WEAPON_KNIFE );
Weapon_Draw(WEAPON_KNIFE);
}
}
if( self.iInGame == FALSE ) {
if(self.iInGame == FALSE) {
self.iInGame = TRUE;
}
forceinfokey( self, "*team", ftos( self.team ) );
Spawn_RespawnClient( self.team );
forceinfokey(self, "*team", ftos(self.team));
Spawn_RespawnClient(self.team);
self.fAttackFinished = time + 1;
}
@ -206,7 +210,8 @@ Spawn_MakeSpectator
Called on connect and whenever a player dies
=================
*/
void Spawn_MakeSpectator( void ) {
void Spawn_MakeSpectator(void)
{
self.classname = "spectator";
self.health = 0;
@ -222,7 +227,7 @@ void Spawn_MakeSpectator( void ) {
setsize (self, '-16 -16 -16', '16 16 16');
self.view_ofs = self.velocity = '0 0 0';
forceinfokey( self, "*spec", "2" ); // Make sure we are known as a spectator
forceinfokey(self, "*spec", "2"); // Make sure we are known as a spectator
Ammo_Clear();
@ -237,16 +242,16 @@ CSEv_GamePlayerSpawn_f
Event Handling, called by the Client codebase via 'sendevent'
=================
*/
void CSEv_GamePlayerSpawn_f( float fChar ) {
if ( self.team == TEAM_VIP ) {
centerprint( self, "You are the VIP!\nYou cannot switch roles now.\n" );
void CSEv_GamePlayerSpawn_f(float fChar)
{
if (self.team == TEAM_VIP) {
centerprint(self, "You are the VIP!\nYou cannot switch roles now.\n");
self.fAttackFinished = time + 1.0;
return;
}
// Hey, we are alive and are trying to switch teams, so subtract us from the Alive_Team counter.
if ( self.health > 0 ) {
if (self.health > 0) {
self.health = 0;
Rules_CountPlayers();
Rules_DeathCheck();
@ -256,27 +261,27 @@ void CSEv_GamePlayerSpawn_f( float fChar ) {
Ammo_Clear();
// Spawn the players immediately when its in the freeze state
switch ( fGameState ) {
switch (fGameState) {
case GAME_FREEZE:
self.fCharModel = fChar;
Spawn_CreateClient( fChar );
Spawn_CreateClient(fChar);
if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 1 ) ) {
if ( iBombZones > 0 ) {
if ((self.team == TEAM_T) && (iAlivePlayers_T == 1)) {
if (iBombZones > 0) {
Rules_MakeBomber();
}
} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 1 ) ) {
if ( iVIPZones > 0 ) {
} else if ((self.team == TEAM_CT) && (iAlivePlayers_CT == 1)) {
if (iVIPZones > 0) {
Rules_MakeVIP();
}
}
break;
default:
if ( fChar == 0 ) {
if (fChar == 0) {
PutClientInServer();
return;
} else if( fChar < 5 ) {
} else if(fChar < 5) {
self.team = TEAM_T;
} else {
self.team = TEAM_CT;
@ -286,20 +291,20 @@ void CSEv_GamePlayerSpawn_f( float fChar ) {
self.classname = "player";
self.fCharModel = fChar;
self.health = 0;
forceinfokey( self, "*dead", "1" );
forceinfokey( self, "*team", ftos( self.team ) );
forceinfokey(self, "*dead", "1");
forceinfokey(self, "*team", ftos(self.team));
break;
}
self.frags = 0;
self.fDeaths = 0;
forceinfokey( self, "*deaths", "0" );
forceinfokey(self, "*deaths", "0");
// Split up for readability and expandability?
if ( ( self.team == TEAM_T ) && ( iAlivePlayers_T == 0 ) ) {
Rules_RoundOver( FALSE, 0, FALSE );
} else if ( ( self.team == TEAM_CT ) && ( iAlivePlayers_CT == 0 ) ) {
Rules_RoundOver( FALSE, 0, FALSE );
if ((self.team == TEAM_T) && (iAlivePlayers_T == 0)) {
Rules_RoundOver(FALSE, 0, FALSE);
} else if ((self.team == TEAM_CT) && (iAlivePlayers_CT == 0)) {
Rules_RoundOver(FALSE, 0, FALSE);
}
}
@ -310,8 +315,9 @@ info_player_start
Counter-Terrorist Spawnpoints
=================
*/
void info_player_start( void ) {
if ( autocvar_fcs_swapteams == TRUE ) {
void info_player_start(void)
{
if (autocvar_fcs_swapteams == TRUE) {
self.classname = "info_player_deathmatch";
}
}
@ -323,8 +329,9 @@ info_player_deathmatch
Terrorist Spawnpoints
=================
*/
void info_player_deathmatch( void ) {
if ( autocvar_fcs_swapteams == TRUE ) {
void info_player_deathmatch(void)
{
if (autocvar_fcs_swapteams == TRUE) {
self.classname = "info_player_start";
}
}
@ -349,5 +356,6 @@ void info_player_terrorist(void)
info_vip_start
=================
*/
void info_vip_start( void ) {
void info_vip_start(void)
{
}

6
Source/server/cstrike/timer.c Executable file → Normal file
View File

@ -13,7 +13,8 @@ Timer_Begin
Initiates a new state timer
=================
*/
void Timer_Begin(float fTime, float fMode) {
void Timer_Begin(float fTime, float fMode)
{
if (fMode == GAME_FREEZE) {
fGameState = GAME_FREEZE;
} else if (fMode == GAME_ACTIVE) {
@ -36,7 +37,8 @@ Timer_Update
Called once every frame to check the status of things
=================
*/
void Timer_Update(void) {
void Timer_Update(void)
{
static float fVoxTimer;
if ( cvar( "sv_playerslots" ) == 1 ) {

View File

@ -188,6 +188,7 @@ void worldspawn(void)
lightstyle( 11, "abcdefghijklmnopqrrqponmlkjihgfedcba" );
Game_Worldspawn();
Decals_Init();
}
float ConsoleCmd(string cmd)

102
Source/server/traceattack.c Executable file → Normal file
View File

@ -15,117 +15,118 @@ TraceAttack_FireSingle
Fires a single shot that can penetrate some materials
=================
*/
void TraceAttack_FireSingle( vector vPos, vector vAngle ) {
static void TraceAttack_Penetrate( vector vPos, vector vAngle ) {
if ( iTotalPenetrations > 0 ) {
void TraceAttack_FireSingle(vector vPos, vector vAngle)
{
static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
if (iTotalPenetrations > 0) {
return;
}
TraceAttack_FireSingle( vPos, vAngle );
TraceAttack_FireSingle(vPos, vAngle);
iTotalPenetrations = 1;
}
#ifdef CSTRIKE
traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_HITMODEL, self);
traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_HITMODEL, self);
#else
traceline( vPos, vPos + ( vAngle * 8196 ), MOVE_HITMODEL, self);
traceline(vPos, vPos + (vAngle * 8196), MOVE_HITMODEL, self);
#endif
if (trace_fraction != 1.0) {
if ( trace_ent.takedamage == DAMAGE_YES ) {
if (trace_ent.takedamage == DAMAGE_YES) {
#ifdef CSTRIKE
Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
Damage_Apply(trace_ent, self, wptTable[self.weapon].iDamage, trace_endpos, FALSE);
#endif
}
if ( trace_ent.iBleeds == TRUE ) {
Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal );
if (trace_ent.iBleeds == TRUE) {
Effect_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
} else {
string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) );
switch( (float)hash_get( hashMaterials, sTexture ) ) {
string sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
switch((float)hash_get(hashMaterials, sTexture)) {
case 'G':
case 'V':
Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case 'M':
case 'P':
Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case 'D':
case 'W':
Effect_Impact( IMPACT_WOOD, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
break;
case 'Y':
Effect_Impact( IMPACT_GLASS, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case 'N':
Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
case 'T':
default:
Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
//TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
//TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
}
}
}
void TraceAttack_FireSingleLagged( vector vPos, vector vAngle ) {
static void TraceAttack_Penetrate( vector vPos, vector vAngle ) {
if ( iTotalPenetrations > 0 ) {
void TraceAttack_FireSingleLagged(vector vPos, vector vAngle) {
static void TraceAttack_Penetrate(vector vPos, vector vAngle ) {
if (iTotalPenetrations > 0) {
return;
}
TraceAttack_FireSingle( vPos, vAngle );
TraceAttack_FireSingle(vPos, vAngle);
iTotalPenetrations = 1;
}
#ifdef CSTRIKE
traceline( vPos, vPos + ( vAngle * wptTable[ self.weapon ].fRange ), MOVE_LAGGED | MOVE_HITMODEL, self);
traceline(vPos, vPos + (vAngle * wptTable[self.weapon].fRange), MOVE_LAGGED | MOVE_HITMODEL, self);
#else
traceline( vPos, vPos + ( vAngle * 8196 ), MOVE_LAGGED | MOVE_HITMODEL, self);
traceline(vPos, vPos + (vAngle * 8196), MOVE_LAGGED | MOVE_HITMODEL, self);
#endif
if (trace_fraction != 1.0) {
if ( trace_ent.takedamage == DAMAGE_YES ) {
if (trace_ent.takedamage == DAMAGE_YES) {
#ifdef CSTRIKE
Damage_Apply( trace_ent, self, wptTable[ self.weapon ].iDamage, trace_endpos, FALSE );
Damage_Apply(trace_ent, self, wptTable[self.weapon].iDamage, trace_endpos, FALSE);
#endif
}
if ( trace_ent.iBleeds == TRUE ) {
Effect_Impact( IMPACT_FLESH, trace_endpos, trace_plane_normal );
if (trace_ent.iBleeds == TRUE) {
Effect_Impact(IMPACT_FLESH, trace_endpos, trace_plane_normal);
} else {
string sTexture = getsurfacetexture( trace_ent, getsurfacenearpoint( trace_ent, trace_endpos ) );
string sTexture = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
switch( (float)hash_get( hashMaterials, sTexture ) ) {
switch ((float)hash_get(hashMaterials, sTexture)) {
case 'G':
case 'V':
Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
break;
case 'M':
case 'P':
Effect_Impact( IMPACT_METAL, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_METAL, trace_endpos, trace_plane_normal);
break;
case 'D':
case 'W':
Effect_Impact( IMPACT_WOOD, trace_endpos, trace_plane_normal );
TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
Effect_Impact(IMPACT_WOOD, trace_endpos, trace_plane_normal);
TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
break;
case 'Y':
Effect_Impact( IMPACT_GLASS, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_GLASS, trace_endpos, trace_plane_normal);
break;
case 'N':
Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
TraceAttack_Penetrate( trace_endpos + ( v_forward * 2 ), vAngle );
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
TraceAttack_Penetrate(trace_endpos + (v_forward * 2), vAngle);
break;
case 'T':
default:
Effect_Impact( IMPACT_DEFAULT, trace_endpos, trace_plane_normal );
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
break;
}
}
@ -139,19 +140,20 @@ TraceAttack_FireBullets
Fire a given amount of shots
=================
*/
void TraceAttack_FireBullets( int iShots, vector vPos ) {
void TraceAttack_FireBullets(int iShots, vector vPos)
{
vector vDir;
makevectors(self.v_angle);
while ( iShots > 0 ) {
while (iShots > 0) {
iTotalPenetrations = 0;
#ifdef CSTRIKE
vDir = aim( self, 100000 ) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up;
vDir = aim(self, 100000) + Math_CRandom()*self.fAccuracy*v_right + Math_CRandom()*self.fAccuracy*v_up;
#else
vDir = aim( self, 100000 );
vDir = aim(self, 100000);
#endif
TraceAttack_FireSingle( vPos, vDir );
TraceAttack_FireSingleLagged( vPos, vDir );
TraceAttack_FireSingle(vPos, vDir);
TraceAttack_FireSingleLagged(vPos, vDir);
iShots--;
}
}

View File

@ -17,6 +17,7 @@ defs.h
../gs-entbase/server.src
valve/monster_rat.cpp
../shared/decals.c
../shared/effects.c
../shared/spraylogo.cpp

View File

@ -78,7 +78,7 @@ void Game_PutClientInServer(void)
pl.classname = "player";
pl.health = self.max_health = 100;
//forceinfokey( self, "*dead", "0" );
//forceinfokey(self, "*dead", "0");
pl.takedamage = DAMAGE_YES;
pl.solid = SOLID_SLIDEBOX;
pl.movetype = MOVETYPE_WALK;
@ -93,9 +93,9 @@ void Game_PutClientInServer(void)
pl.customphysics = Empty;
pl.vPain = Player_Pain;
pl.vDeath = Player_Death;
forceinfokey(pl, "*spec", "0" );
forceinfokey(pl, "*spec", "0");
if ( cvar( "sv_playerslots" ) == 1 ) {
if (cvar("sv_playerslots") == 1) {
Game_DecodeChangeParms();
if (startspot) {
setorigin(pl, Landmark_GetSpot());
@ -119,41 +119,41 @@ void Game_PutClientInServer(void)
void SV_SendChat(entity eSender, string sMessage, 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( eSender ) - 1 );
WriteByte( MSG_MULTICAST, eSender.team );
WriteString( MSG_MULTICAST, sMessage );
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, fType == 0 ? EV_CHAT:EV_CHAT_TEAM);
WriteByte(MSG_MULTICAST, num_for_edict(eSender) - 1);
WriteByte(MSG_MULTICAST, eSender.team);
WriteString(MSG_MULTICAST, sMessage);
if (eEnt) {
msg_entity = eEnt;
multicast( [0,0,0], MULTICAST_ONE );
multicast([0,0,0], MULTICAST_ONE);
} else {
multicast( [0,0,0], MULTICAST_ALL );
multicast([0,0,0], MULTICAST_ALL);
}
}
void Game_ParseClientCommand(string cmd)
{
tokenize( cmd );
tokenize(cmd);
/*if ( argv( 1 ) == "timeleft" ) {
float fTimeLeft = cvar( "mp_timelimit" ) - ( time / 60 );
Vox_Singlecast( self, sprintf( "we have %s minutes remaining", Vox_TimeToString( fTimeLeft ) ) );
/*if (argv(1) == "timeleft") {
float fTimeLeft = cvar("mp_timelimit") - (time / 60);
Vox_Singlecast(self, sprintf("we have %s minutes remaining", Vox_TimeToString(fTimeLeft)));
return;
}*/
string chat = substring( cmd, 4, strlen( cmd ) - 4 );
string chat = substring(cmd, 4, strlen(cmd) - 4);
// Players talk to players, spectators to spectators.
if ( argv( 0 ) == "say" ) {
localcmd( sprintf( "echo %s: %s\n", self.netname, chat ) );
SV_SendChat( self, chat, world, 0 );
if (argv(0) == "say") {
localcmd(sprintf("echo %s: %s\n", self.netname, chat));
SV_SendChat(self, chat, world, 0);
return;
} else if ( argv( 0 ) == "say_team" ) {
localcmd( sprintf( "echo [TEAM %d] %s: %s\n", self.team, self.netname, chat ) );
for ( entity eFind = world; ( eFind = find( eFind, classname, "player" ) ); ) {
if ( eFind.team == self.team ) {
SV_SendChat( self, chat, eFind, 1 );
} else if (argv(0) == "say_team") {
localcmd(sprintf("echo [TEAM %d] %s: %s\n", self.team, self.netname, chat));
for (entity eFind = world; (eFind = find(eFind, classname, "player"));) {
if (eFind.team == self.team) {
SV_SendChat(self, chat, eFind, 1);
}
}
return;

89
Source/server/valve/damage.c Executable file → Normal file
View File

@ -13,16 +13,17 @@ Damage_CastOrbituary
Sends a message to the clients to display a death message
=================
*/
void Damage_CastOrbituary( entity eAttacker, entity eTarget, float fWeapon) {
WriteByte( MSG_BROADCAST, SVC_CGAMEPACKET );
WriteByte( MSG_BROADCAST, EV_ORBITUARY );
WriteByte( MSG_BROADCAST, num_for_edict( eAttacker ) - 1 );
WriteByte( MSG_BROADCAST, eAttacker.team );
WriteByte( MSG_BROADCAST, num_for_edict( eTarget ) - 1 );
WriteByte( MSG_BROADCAST, eTarget.team );
WriteByte( MSG_BROADCAST, fWeapon );
void Damage_CastOrbituary(entity eAttacker, entity eTarget, float fWeapon)
{
WriteByte(MSG_BROADCAST, SVC_CGAMEPACKET);
WriteByte(MSG_BROADCAST, EV_ORBITUARY);
WriteByte(MSG_BROADCAST, num_for_edict(eAttacker) - 1);
WriteByte(MSG_BROADCAST, eAttacker.team);
WriteByte(MSG_BROADCAST, num_for_edict(eTarget) - 1);
WriteByte(MSG_BROADCAST, eTarget.team);
WriteByte(MSG_BROADCAST, fWeapon);
msg_entity = self;
multicast( [0,0,0], MULTICAST_ALL );
multicast([0,0,0], MULTICAST_ALL);
}
/*
@ -35,7 +36,7 @@ Generic function that applies damage, pain and suffering
void Damage_Apply(entity eTarget, entity eAttacker, float fDamage, vector vHitPos, int a)
{
// Apply the damage finally
if ( eTarget.armor ) {
if (eTarget.armor) {
float flArmor;
float flNewDamage;
@ -61,12 +62,12 @@ void Damage_Apply(entity eTarget, entity eAttacker, float fDamage, vector vHitPo
if (eTarget.health <= 0) {
if (eTarget.flags & FL_CLIENT) {
//eTarget.fDeaths++;
//forceinfokey( eTarget, "*deaths", ftos( eTarget.fDeaths ) );
//forceinfokey(eTarget, "*deaths", ftos(eTarget.fDeaths));
}
if ((eTarget.flags & FL_CLIENT) && (eAttacker.flags & FL_CLIENT)) {
eAttacker.frags++;
Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon );
Damage_CastOrbituary(eAttacker, eTarget, eAttacker.weapon);
}
}
@ -91,37 +92,38 @@ This verifies that the entity is actually able to receive some damage,
from a plain geographical standpoint
=================
*/
float Damage_CheckAttack( entity eTarget, vector vAttackPos ) {
if ( eTarget.movetype == MOVETYPE_PUSH ) {
traceline( vAttackPos, 0.5 * ( eTarget.absmin + eTarget.absmax ), TRUE, self );
float Damage_CheckAttack(entity eTarget, vector vAttackPos)
{
if (eTarget.movetype == MOVETYPE_PUSH) {
traceline(vAttackPos, 0.5 * (eTarget.absmin + eTarget.absmax), TRUE, self);
if ( trace_fraction == 1 ) {
if (trace_fraction == 1) {
return TRUE;
}
if ( trace_ent == eTarget ) {
if (trace_ent == eTarget) {
return TRUE;
}
return FALSE;
}
traceline( vAttackPos, eTarget.origin, TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin, TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '15 15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '15 15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '-15 -15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '-15 15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '-15 15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
traceline( vAttackPos, eTarget.origin + '15 -15 0', TRUE, self );
if ( trace_fraction == 1 ) {
traceline(vAttackPos, eTarget.origin + '15 -15 0', TRUE, self);
if (trace_fraction == 1) {
return TRUE;
}
@ -135,32 +137,33 @@ Damage_Radius
Even more pain and suffering, mostly used for explosives
=================
*/
void Damage_Radius( vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip ) {
for ( entity eDChain = world; ( eDChain = findfloat( eDChain, takedamage, DAMAGE_YES ) ); ) {
void Damage_Radius(vector vOrigin, entity eAttacker, float fDamage, float fRadius, int iCheckClip)
{
for (entity eDChain = world; (eDChain = findfloat(eDChain, takedamage, DAMAGE_YES));) {
vector vecRealPos;
vecRealPos[0] = eDChain.absmin[0] + ( 0.5 * ( eDChain.absmax[0] - eDChain.absmin[0] ) );
vecRealPos[1] = eDChain.absmin[1] + ( 0.5 * ( eDChain.absmax[1] - eDChain.absmin[1] ) );
vecRealPos[2] = eDChain.absmin[2] + ( 0.5 * ( eDChain.absmax[2] - eDChain.absmin[2] ) );
vecRealPos[0] = eDChain.absmin[0] + (0.5 * (eDChain.absmax[0] - eDChain.absmin[0]));
vecRealPos[1] = eDChain.absmin[1] + (0.5 * (eDChain.absmax[1] - eDChain.absmin[1]));
vecRealPos[2] = eDChain.absmin[2] + (0.5 * (eDChain.absmax[2] - eDChain.absmin[2]));
float fDist = vlen( vOrigin - vecRealPos );
float fDist = vlen(vOrigin - vecRealPos);
//vector vPush;
if ( fDist > fRadius ) {
if (fDist > fRadius) {
continue;
}
if ( Damage_CheckAttack( eDChain, vOrigin ) || iCheckClip == FALSE ) {
float fDiff = vlen( vOrigin - vecRealPos );
if (Damage_CheckAttack(eDChain, vOrigin) || iCheckClip == FALSE) {
float fDiff = vlen(vOrigin - vecRealPos);
fDiff = ( fRadius - fDiff ) / fRadius;
fDiff = (fRadius - fDiff) / fRadius;
fDamage = rint(fDamage * fDiff);
if ( fDiff > 0 ) {
Damage_Apply( eDChain, eAttacker, fDamage, eDChain.origin, 0 );
/*if ( eDChain.movetype != MOVETYPE_NONE ) {
vPush = vectoangles( vecRealPos - vOrigin );
makevectors( vPush );
eDChain.velocity += ( v_forward * fDamage * 5 ) + ( v_up * fDamage * 2.5 );
if (fDiff > 0) {
Damage_Apply(eDChain, eAttacker, fDamage, eDChain.origin, 0);
/*if (eDChain.movetype != MOVETYPE_NONE) {
vPush = vectoangles(vecRealPos - vOrigin);
makevectors(vPush);
eDChain.velocity += (v_forward * fDamage * 5) + (v_up * fDamage * 2.5);
}*/
}

2
Source/server/valve/input.c Executable file → Normal file
View File

@ -25,7 +25,7 @@ void Input_Handle(void)
Weapons_Release();
}
if ( self.button5 ) {
if (self.button5) {
Player_UseDown();
} else {
Player_UseUp();

View File

@ -24,7 +24,7 @@ void Player_Death(void)
UseWorkaround
====================
*/
void UseWorkaround( entity eTarget )
void UseWorkaround(entity eTarget)
{
eActivator = self;
entity eOldSelf = self;
@ -40,9 +40,9 @@ Player_UseDown
*/
void Player_UseDown(void)
{
if ( self.health <= 0 ) {
if (self.health <= 0) {
return;
} else if ( !( self.gflags & GF_USE_RELEASED ) ) {
} else if (!(self.gflags & GF_USE_RELEASED)) {
return;
}
@ -50,17 +50,17 @@ void Player_UseDown(void)
makevectors(self.v_angle);
vSource = self.origin + self.view_ofs;
traceline ( vSource, vSource + ( v_forward * 64 ), FALSE, self);
traceline (vSource, vSource + (v_forward * 64), FALSE, self);
if (trace_ent.PlayerUse) {
if (trace_ent.classname != "func_pushable") {
self.gflags &= ~GF_USE_RELEASED;
sound( self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE );
sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
}
UseWorkaround(trace_ent);
} else {
sound( self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE );
sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
self.gflags &= ~GF_USE_RELEASED;
}
}
@ -70,8 +70,8 @@ void Player_UseDown(void)
Player_UseUp
====================
*/
void Player_UseUp( void ) {
if ( !( self.gflags & GF_USE_RELEASED ) ) {
void Player_UseUp(void) {
if (!(self.gflags & GF_USE_RELEASED)) {
self.gflags |= GF_USE_RELEASED;
}
}

View File

@ -18,7 +18,6 @@ float Game_ConsoleCmd(string cmd)
void Game_Worldspawn(void)
{
precache_file("decals.wad");
precache_model("models/player.mdl");
Weapons_Init();
}

55
Source/server/vox.c Executable file → Normal file
View File

@ -14,21 +14,22 @@ Assumes time in minutes.
TODO: Actually output proper, tokenized strings for not just 1-10 minutes
=================
*/
string Vox_TimeToString( float fTime ) {
fTime = rint( fTime );
string Vox_TimeToString(float fTime)
{
fTime = rint(fTime);
switch ( fTime ) {
case 0: return "no";
case 1: return "one";
case 2: return "two";
case 3: return "three";
case 4: return "four";
case 5: return "five";
case 6: return "six";
case 7: return "seven";
case 8: return "eight";
case 9: return "nine";
case 10: return "ten";
switch (fTime) {
case 0: return "less than one";
case 1: return "one";
case 2: return "two";
case 3: return "three";
case 4: return "four";
case 5: return "five";
case 6: return "six";
case 7: return "seven";
case 8: return "eight";
case 9: return "nine";
case 10: return "ten";
default: return "over ten";
}
}
@ -40,13 +41,14 @@ Vox_Broadcast
Broadcasts a VOX message to all players
=================
*/
void Vox_Broadcast( string sMessage ) {
localcmd( sprintf( "echo [VOX] Broadcast: %s\n", sMessage ) );
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, EV_CHAT_VOX );
WriteString( MSG_MULTICAST, sMessage );
void Vox_Broadcast(string sMessage)
{
localcmd(sprintf("echo [VOX] Broadcast: %s\n", sMessage));
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_CHAT_VOX);
WriteString(MSG_MULTICAST, sMessage);
msg_entity = world;
multicast( '0 0 0', MULTICAST_ALL );
multicast([0,0,0], MULTICAST_ALL);
}
/*
@ -56,11 +58,12 @@ Vox_Singlecast
Broadcasts a VOX message to one player
=================
*/
void Vox_Singlecast( entity eClient, string sMessage ) {
localcmd( sprintf( "echo [VOX] Singlecast to %s: %s\n", eClient.netname, sMessage ) );
WriteByte( MSG_MULTICAST, SVC_CGAMEPACKET );
WriteByte( MSG_MULTICAST, EV_CHAT_VOX );
WriteString( MSG_MULTICAST, sMessage );
void Vox_Singlecast(entity eClient, string sMessage)
{
localcmd(sprintf("echo [VOX] Singlecast to %s: %s\n", eClient.netname, sMessage));
WriteByte(MSG_MULTICAST, SVC_CGAMEPACKET);
WriteByte(MSG_MULTICAST, EV_CHAT_VOX);
WriteString(MSG_MULTICAST, sMessage);
msg_entity = eClient;
multicast( '0 0 0', MULTICAST_ONE_R );
multicast([0,0,0], MULTICAST_ONE_R);
}

54
Source/shared/decals.c Normal file
View File

@ -0,0 +1,54 @@
#define DECALS_MAX 16
#ifdef SSQC
entity g_decals;
void Decals_Init(void)
{
entity nextdecal = spawn();
g_decals = nextdecal;
for ( int i = 0; i <= DECALS_MAX; i++ ) {
nextdecal.classname = "decal";
nextdecal.owner = spawn();
if ( i == DECALS_MAX ) {
nextdecal.owner = g_decals;
} else {
nextdecal = nextdecal.owner;
}
}
}
entity Decals_Next(void)
{
entity ret = g_decals;
g_decals = g_decals.owner;
return ret;
}
#endif
void Decals_PlaceSmall(vector pos)
{
#ifdef CSQC
// TODO
#else
entity decal = Decals_Next();
setorigin(decal, pos);
decal.texture = sprintf("{shot%d", floor(random(1,6)));
decal.think = infodecal;
decal.nextthink = time /*+ 0.1f*/;
#endif
}
void Decals_PlaceBig(vector pos)
{
#ifdef CSQC
// TODO
#else
entity decal = Decals_Next();
setorigin(decal, pos);
decal.texture = sprintf("{bigshot%d", floor(random(1,6)));
decal.think = infodecal;
decal.nextthink = time /*+ 0.1f*/;
#endif
}

View File

@ -23,11 +23,13 @@ void Effect_CreateExplosion( vector vPos ) {
sound( eExplosion, CHAN_WEAPON, sprintf( "weapons/explode%d.wav", floor( random() * 3 ) + 3 ), 1, ATTN_NORM );
//eExplosion.think = Effect_CreateExplosion_Animate;
eExplosion.nextthink = time + 0.05f;
eExplosion.effects = EF_ADDITIVE;
eExplosion.drawmask = MASK_ENGINE;
eExplosion.maxframe = modelframecount( eExplosion.modelindex );
eExplosion.loops = 0;
eExplosion.framerate = 20;
eExplosion.nextthink = time + 0.05f;
te_explosion( vPos );
#endif
}
@ -112,39 +114,54 @@ void Effect_Impact( int iType, vector vPos, vector vNormal ) {
WriteCoord( MSG_MULTICAST, vNormal_z );
msg_entity = self;
multicast( vPos, MULTICAST_PVS );
switch (iType) {
case IMPACT_MELEE:
Decals_PlaceSmall(vPos);
break;
default:
Decals_PlaceBig(vPos);
break;
}
#else
switch ( iType ) {
switch (iType) {
case IMPACT_MELEE:
/*pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );*/
pointsound( vPos, "weapons/knife_hitwall1.wav", 1, ATTN_STATIC );
//Decals_PlaceSmall(vPos);
break;
case IMPACT_EXPLOSION:
break;
case IMPACT_GLASS:
//pointparticles( DECAL_GLASS, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
//Decals_PlaceBig(vPos);
break;
case IMPACT_WOOD:
//pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
pointparticles( PARTICLE_SMOKE_BROWN, vPos, vNormal, 1 );
//Decals_PlaceBig(vPos);
break;
case IMPACT_METAL:
//pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
//Decals_PlaceBig(vPos);
break;
case IMPACT_FLESH:
pointparticles( PARTICLE_BLOOD, vPos, vNormal, 1 );
//Decals_PlaceBig(vPos);
break;
case IMPACT_DEFAULT:
//pointparticles( DECAL_SHOT, vPos, vNormal, 1 );
pointparticles( PARTICLE_SPARK, vPos, vNormal, 1 );
pointparticles( PARTICLE_PIECES_BLACK, vPos, vNormal, 1 );
pointparticles( PARTICLE_SMOKE_GREY, vPos, vNormal, 1 );
//Decals_PlaceBig(vPos);
break;
default:
}
@ -287,7 +304,8 @@ void Effect_BreakModel( vector vMins, vector vMaxs, vector vVel, float fStyle )
}
#ifdef CSQC
float Effect_Decal( void ) {
float Effect_Decal(void)
{
adddecal( self.classname, self.origin, self.mins, self.maxs, self.color, 1.0f );
addentity( self );
return PREDRAW_NEXT;

View File

@ -90,7 +90,6 @@ void w_crowbar_primary(void)
if (trace_fraction >= 1.0) {
pl.w_attack_next = 0.5f;
} else {
Weapons_PlaceDecal();
pl.w_attack_next = 0.25f;
}
#else
@ -109,6 +108,7 @@ void w_crowbar_primary(void)
Weapons_PlaySound(pl, 8, "weapons/cbar_hit2.wav", 1, ATTN_NORM);
}
pl.w_attack_next = 0.25f;
Effect_Impact(IMPACT_MELEE, trace_endpos, trace_plane_normal);
}
#endif
pl.w_idle_next = 2.5f;

View File

@ -36,10 +36,6 @@ void Weapons_Init(void)
g_weapons[i].precache();
}
}
#ifdef SSQC
Decals_Init();
#endif
}
void Weapons_Draw(void)
@ -192,55 +188,6 @@ void Weapons_PlaySound(entity t, float ch, string s, float vol, float at)
#endif
}
#ifdef SSQC
entity g_decals;
#define DECALS_MAX 16
void Decals_Init(void)
{
entity nextdecal = spawn();
g_decals = nextdecal;
for ( int i = 0; i <= DECALS_MAX; i++ ) {
nextdecal.classname = "decal";
nextdecal.owner = spawn();
if ( i == DECALS_MAX ) {
nextdecal.owner = g_decals;
} else {
nextdecal = nextdecal.owner;
}
}
}
entity Decals_Next(void)
{
entity ret = g_decals;
g_decals = g_decals.owner;
return ret;
}
#endif
void Weapons_PlaceDecal(void)
{
#ifdef SSQC
entity decal = Decals_Next();
decal.think = infodecal;
decal.texture = sprintf("{shot%d", floor(random(1,6)));
decal.nextthink = time /*+ 0.1f*/;
setorigin(decal, trace_endpos);
#endif
}
void Weapons_PlaceBigDecal(void)
{
#ifdef SSQC
entity decal = Decals_Next();
decal.think = infodecal;
decal.texture = sprintf("{bigshot%d", floor(random(1,6)));
decal.nextthink = time /*+ 0.1f*/;
setorigin(decal, trace_endpos);
Effect_Impact(IMPACT_DEFAULT, trace_endpos, trace_plane_normal);
#endif
}
int Weapons_IsPresent(player pl, int w)
{
if (pl.items & g_weapons[w].id) {

View File

@ -67,8 +67,8 @@ enum
};
void Weapons_DrawCrosshair(void);
void Weapons_PlaceDecal(void);
void Weapons_PlaceBigDecal(void);
void Decals_PlaceSmall(vector pos);
void Decals_PlaceBig(vector pos);
void Weapons_MakeVectors(void);
void Weapons_ViewAnimation(int i);
void Weapons_ViewPunchAngle(vector add);

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@ -1,6 +1,7 @@
!!ver 100-450
!!samps 1
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
//this shader is present for support for gles/gl3core contexts
//it is single-texture-with-vertex-colours, and doesn't do anything special.
@ -28,9 +29,16 @@ void main ()
f.rgb *= f.a;
#endif
f *= texture2D(s_t0, tc);
#if gl_fake16bit == 1
f.rgb = floor(f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (f.r + f.g + f.b) / 3.0f;
f.rgb = vec3(m,m,m);
#endif
gl_FragColor = f;
}
#endif

View File

@ -0,0 +1,47 @@
!!permu FOG
!!samps 1
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
!!cvardf gl_brighten=0
//meant to be used for additive stuff. presumably particles and sprites. though actually its only flashblend effects that use this at the time of writing.
//includes fog, apparently.
#include "sys/fog.h"
#ifdef VERTEX_SHADER
attribute vec2 v_texcoord;
attribute vec4 v_colour;
varying vec2 tc;
varying vec4 vc;
void main ()
{
tc = v_texcoord;
vc = v_colour;
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
varying vec2 tc;
varying vec4 vc;
uniform vec4 e_colourident;
void main ()
{
vec4 diffuse_f = texture2D(s_t0, tc);
#if gl_brighten == 1
diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
#endif
#if gl_fake16bit == 1
diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
diffuse_f.rgb = vec3(m,m,m);
#endif
gl_FragColor = fog4additive(diffuse_f * vc * e_colourident);
}
#endif

View File

@ -5,6 +5,8 @@
!!samps diffuse
!!cvardf gl_affinemodels=0
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
!!cvardf gl_brighten=0
#include "sys/defs.h"
@ -58,9 +60,20 @@ varying vec3 light;
vec4 diffuse_f = texture2D(s_diffuse, tex_c);
diffuse_f.rgb *= light;
diffuse_f *= e_colourident;
#if gl_brighten == 1
diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
#endif
#if gl_fake16bit == 1
diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
diffuse_f.rgb = vec3(m,m,m);
#endif
gl_FragColor = diffuse_f * e_colourident;
}
#endif

View File

@ -2,6 +2,8 @@
!!permu FOG
!!samps reflectcube
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
!!cvardf gl_brighten=0
#include "sys/defs.h"
#include "sys/fog.h"
@ -19,9 +21,20 @@ void main ()
void main ()
{
vec4 skybox = textureCube(s_reflectcube, pos);
#if gl_brighten == 1
skybox.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
#endif
#if gl_fake16bit == 1
skybox.rgb = floor(skybox.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (skybox.r + skybox.g + skybox.b) / 3.0f;
skybox.rgb = vec3(m,m,m);
#endif
gl_FragColor = vec4(fog3(skybox.rgb), 1.0);
}
#endif

View File

@ -1,6 +1,7 @@
!!permu FOG
!!samps 1
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
//used by both particles and sprites.
//note the fog blending mode is all that differs from defaultadditivesprite
@ -37,6 +38,11 @@ void main ()
col.rgb = floor(col.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (col.r + col.g + col.b) / 3.0f;
col.rgb = vec3(m,m,m);
#endif
gl_FragColor = col;
}
#endif

View File

@ -1,6 +1,8 @@
!!ver 110
!!samps diffuse lightmap
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
!!cvardf gl_brighten=0
#include "sys/defs.h"
@ -39,9 +41,19 @@ varying vec2 lm_c;
diffuse_f.rgb *= light.rgb;
diffuse_f *= e_colourident;
#if gl_brighten == 1
diffuse_f.rgb += vec3(0.1f,0.1f,0.1f) * 0.9f;
#endif
#if gl_fake16bit == 1
diffuse_f.rgb = floor(diffuse_f.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (diffuse_f.r + diffuse_f.g + diffuse_f.b) / 3.0f;
diffuse_f.rgb = vec3(m,m,m);
#endif
gl_FragColor = diffuse_f;
}
#endif

View File

@ -0,0 +1,60 @@
!!ver 100 450
!!permu FOG
!!cvarf r_wateralpha
!!samps diffuse lightmap
!!cvardf gl_fake16bit=0
!!cvardf gl_monochrome=0
#include "sys/defs.h"
//this is the shader that's responsible for drawing default q1 turbulant water surfaces
//this is expected to be moderately fast.
#include "sys/fog.h"
varying vec2 tc;
#ifdef LIT
varying vec2 lm0;
#endif
#ifdef VERTEX_SHADER
void main ()
{
tc = v_texcoord.st;
#ifdef FLOW
tc.s += e_time * -0.5;
#endif
#ifdef LIT
lm0 = v_lmcoord;
#endif
gl_Position = ftetransform();
}
#endif
#ifdef FRAGMENT_SHADER
#ifndef ALPHA
uniform float cvar_r_wateralpha;
#define USEALPHA cvar_r_wateralpha
#else
#define USEALPHA float(ALPHA)
#endif
void main ()
{
vec2 ntc;
ntc.s = tc.s + sin(tc.t+e_time)*0.125;
ntc.t = tc.t + sin(tc.s+e_time)*0.125;
vec3 ts = vec3(texture2D(s_diffuse, ntc));
#ifdef LIT
ts *= (texture2D(s_lightmap, lm0) * e_lmscale).rgb;
#endif
#if gl_fake16bit == 1
ts.rgb = floor(ts.rgb * vec3(32,64,32))/vec3(32,64,32);
#endif
#if gl_monochrome == 1
float m = (ts.r + ts.g + ts.b) / 3.0f;
ts.rgb = vec3(m,m,m);
#endif
gl_FragColor = fog4(vec4(ts, USEALPHA) * e_colourident);
}
#endif

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