nuclide/cstrike/src/server/player.qc

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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*
====================
UseWorkaround
====================
*/
void UseWorkaround(entity eTarget)
{
eActivator = self;
entity eOldSelf = self;
self = eTarget;
self.PlayerUse();
self = eOldSelf;
}
/*
====================
Player_UseDown
====================
*/
void Player_UseDown(void)
{
if (self.health <= 0) {
return;
} else if (!(self.flags & FL_USE_RELEASED)) {
return;
}
vector vSource;
makevectors(self.v_angle);
vSource = self.origin + self.view_ofs;
traceline (vSource, vSource + (v_forward * 64), MOVE_EVERYTHING, self);
if (trace_ent.PlayerUse) {
self.flags &= ~FL_USE_RELEASED;
UseWorkaround(trace_ent);
/* Some entities want to support Use spamming */
if (!(self.flags & FL_USE_RELEASED)) {
sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
}
} else {
sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
self.flags &= ~FL_USE_RELEASED;
}
}
/*
====================
Player_UseUp
====================
*/
void Player_UseUp(void) {
if (!(self.flags & FL_USE_RELEASED)) {
self.flags |= FL_USE_RELEASED;
}
}
/*
=================
Player_SendEntity
=================
*/
float Player_SendEntity(entity ePEnt, float fChanged)
{
player pl = (player)self;
if (pl.health <= 0 && ePEnt != pl) {
return FALSE;
}
WriteByte(MSG_ENTITY, ENT_PLAYER);
WriteFloat(MSG_ENTITY, fChanged);
/* really trying to get our moneys worth with 23 bits of mantissa */
if (fChanged & PLAYER_MODELINDEX) {
WriteShort(MSG_ENTITY, pl.modelindex);
}
if (fChanged & PLAYER_ORIGIN) {
WriteCoord(MSG_ENTITY, pl.origin[0]);
WriteCoord(MSG_ENTITY, pl.origin[1]);
}
if (fChanged & PLAYER_ORIGIN_Z) {
WriteCoord(MSG_ENTITY, pl.origin[2]);
}
if (fChanged & PLAYER_ANGLES_X) {
WriteFloat(MSG_ENTITY, pl.v_angle[0]);
}
if (fChanged & PLAYER_ANGLES_Y) {
WriteFloat(MSG_ENTITY, pl.angles[1]);
}
if (fChanged & PLAYER_ANGLES_Z) {
WriteFloat(MSG_ENTITY, pl.angles[2]);
}
if (fChanged & PLAYER_VELOCITY) {
WriteCoord(MSG_ENTITY, pl.velocity[0]);
WriteCoord(MSG_ENTITY, pl.velocity[1]);
}
if (fChanged & PLAYER_VELOCITY_Z) {
WriteCoord(MSG_ENTITY, pl.velocity[2]);
}
if (fChanged & PLAYER_FLAGS) {
WriteFloat(MSG_ENTITY, pl.flags);
WriteFloat(MSG_ENTITY, pl.gflags);
}
if (fChanged & PLAYER_WEAPON) {
WriteByte(MSG_ENTITY, pl.activeweapon);
}
if (fChanged & PLAYER_ITEMS) {
WriteFloat(MSG_ENTITY, (__variant)pl.g_items);
}
if (fChanged & PLAYER_HEALTH) {
WriteByte(MSG_ENTITY, pl.health);
}
if (fChanged & PLAYER_ARMOR) {
WriteByte(MSG_ENTITY, pl.armor);
}
if (fChanged & PLAYER_MOVETYPE) {
WriteByte(MSG_ENTITY, pl.movetype);
}
if (fChanged & PLAYER_VIEWOFS) {
WriteFloat(MSG_ENTITY, pl.view_ofs[2]);
}
if (fChanged & PLAYER_BASEFRAME) {
WriteByte(MSG_ENTITY, pl.baseframe);
}
if (fChanged & PLAYER_FRAME) {
WriteByte(MSG_ENTITY, pl.frame);
}
if (fChanged & PLAYER_AMMO1) {
WriteByte(MSG_ENTITY, pl.a_ammo1);
}
if (fChanged & PLAYER_AMMO2) {
WriteByte(MSG_ENTITY, pl.a_ammo2);
}
if (fChanged & PLAYER_AMMO3) {
WriteByte(MSG_ENTITY, pl.a_ammo3);
}
if (fChanged & PLAYER_CSSHOT) {
WriteByte(MSG_ENTITY, pl.cs_shotmultiplier);
}
if (fChanged & PLAYER_CSSHOTTIME) {
WriteFloat(MSG_ENTITY, pl.cs_shottime);
}
return TRUE;
}
void Weapons_Draw(void);
void CSEv_PlayerSwitchWeapon_i(int w)
{
player pl = (player)self;
pl.activeweapon = w;
Weapons_Draw();
}
void
Player_Precache(void)
{
searchhandle pm;
pm = search_begin("models/player/*/*.mdl", TRUE, TRUE);
for (int i = 0; i < search_getsize(pm); i++) {
precache_model(search_getfilename(pm, i));
}
search_end(pm);
}