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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
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||||
*
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||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
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||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
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||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
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*
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*/
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#pragma once
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#include "cs_bot_init.h"
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extern CBotManager *TheBots;
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// The manager for Counter-Strike specific bots
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class CCSBotManager: public CBotManager
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{
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public:
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CCSBotManager();
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virtual void ClientDisconnect(CBasePlayer *pPlayer);
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
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virtual void ServerActivate();
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virtual void ServerDeactivate();
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virtual void ServerCommand(const char *pcmd);
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virtual void AddServerCommand(const char *cmd);
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virtual void AddServerCommands();
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virtual void RestartRound(); // (EXTEND) invoked when a new round begins
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virtual void StartFrame(); // (EXTEND) called each frame
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virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr);
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virtual unsigned int GetPlayerPriority(CBasePlayer *pPlayer) const; // return priority of pPlayer (0 = max pri)
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virtual bool IsImportantPlayer(CBasePlayer *pPlayer) const; // return true if pPlayer is important to scenario (VIP, bomb carrier, etc)
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public:
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void ValidateMapData();
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void OnFreeEntPrivateData(CBaseEntity *pEntity);
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bool IsLearningMap() const { return m_isLearningMap; }
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void SetLearningMapFlag() { m_isLearningMap = true; }
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bool IsAnalysisRequested() const { return m_isAnalysisRequested; }
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void RequestAnalysis() { m_isAnalysisRequested = true; }
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void AckAnalysisRequest() { m_isAnalysisRequested = false; }
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// difficulty levels
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static BotDifficultyType GetDifficultyLevel()
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{
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if (cv_bot_difficulty.value < 0.9f)
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return BOT_EASY;
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if (cv_bot_difficulty.value < 1.9f)
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return BOT_NORMAL;
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if (cv_bot_difficulty.value < 2.9f)
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return BOT_HARD;
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return BOT_EXPERT;
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}
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// the supported game scenarios
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enum GameScenarioType
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{
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SCENARIO_DEATHMATCH,
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SCENARIO_DEFUSE_BOMB,
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SCENARIO_RESCUE_HOSTAGES,
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SCENARIO_ESCORT_VIP
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};
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GameScenarioType GetScenario() const
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{
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#ifdef REGAMEDLL_ADD
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// if we have included deathmatch mode, so set the game type like SCENARIO_DEATHMATCH
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if (cv_bot_deathmatch.value > 0)
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return SCENARIO_DEATHMATCH;
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#endif
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return m_gameScenario;
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}
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// "zones"
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// depending on the game mode, these are bomb zones, rescue zones, etc.
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enum { MAX_ZONES = 4 }; // max # of zones in a map
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enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone
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struct Zone
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{
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CBaseEntity *m_entity; // the map entity
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CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone
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int m_areaCount;
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Vector m_center;
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bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone
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int m_index;
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Extent m_extent;
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};
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const Zone *GetZone(int i) const { return &m_zone[i]; }
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const Zone *GetZone(const Vector *pos) const; // return the zone that contains the given position
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const Zone *GetClosestZone(const Vector *pos) const; // return the closest zone to the given position
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const Zone *GetClosestZone(const CBaseEntity *pEntity) const { return GetClosestZone(&pEntity->pev->origin); } // return the closest zone to the given entity
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int GetZoneCount() const { return m_zoneCount; }
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const Vector *GetRandomPositionInZone(const Zone *zone) const;
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CNavArea *GetRandomAreaInZone(const Zone *zone) const;
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// Return the zone closest to the given position, using the given cost heuristic
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template<typename CostFunctor>
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const Zone *GetClosestZone(CNavArea *startArea, CostFunctor costFunc, float *travelDistance = nullptr) const
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{
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const Zone *closeZone = nullptr;
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float closeDist = 99999999.9f;
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if (startArea == nullptr)
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return nullptr;
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for (int i = 0; i < m_zoneCount; i++)
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{
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if (m_zone[i].m_areaCount == 0)
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continue;
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// just use the first overlapping nav area as a reasonable approximation
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real_t dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc);
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if (dist >= 0.0f && dist < closeDist)
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{
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closeZone = &m_zone[i];
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closeDist = dist;
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}
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}
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if (travelDistance)
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*travelDistance = closeDist;
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return closeZone;
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}
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// pick a zone at random and return it
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const Zone *GetRandomZone() const
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{
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if (!m_zoneCount)
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return nullptr;
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return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)];
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}
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bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted
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float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted
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bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb
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CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL
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float GetBombTimeLeft() const; // get the time remaining before the planted bomb explodes
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CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground
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CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near
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void SetLooseBomb(CBaseEntity *bomb);
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float GetRadioMessageTimestamp(GameEventType event, int teamID) const; // return the last time the given radio message was sent for given team
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float GetRadioMessageInterval(GameEventType event, int teamID) const; // return the interval since the last time this message was sent
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void SetRadioMessageTimestamp(GameEventType event, int teamID);
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void ResetRadioMessageTimestamps();
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float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy
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void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; }
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float GetRoundStartTime() const { return m_roundStartTimestamp; }
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float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began
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bool AllowRogues() const { return cv_bot_allow_rogues.value != 0.0f; }
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bool AllowPistols() const { return cv_bot_allow_pistols.value != 0.0f; }
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bool AllowShotguns() const { return cv_bot_allow_shotguns.value != 0.0f; }
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bool AllowSubMachineGuns() const { return cv_bot_allow_sub_machine_guns.value != 0.0f; }
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bool AllowRifles() const { return cv_bot_allow_rifles.value != 0.0f; }
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bool AllowMachineGuns() const { return cv_bot_allow_machine_guns.value != 0.0f; }
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bool AllowGrenades() const { return cv_bot_allow_grenades.value != 0.0f; }
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bool AllowSnipers() const { return cv_bot_allow_snipers.value != 0.0f; }
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bool AllowTacticalShield() const { return cv_bot_allow_shield.value != 0.0f; }
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bool AllowFriendlyFireDamage() const { return friendlyfire.value != 0.0f; }
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bool IsWeaponUseable(CBasePlayerItem *item) const; // return true if the bot can use this weapon
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bool IsWeaponUseable(ArmouryItemPack item) const;
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bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round
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bool IsOnDefense(CBasePlayer *pPlayer) const; // return true if this player is on "defense"
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bool IsOnOffense(CBasePlayer *pPlayer) const; // return true if this player is on "offense"
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bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended
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unsigned int GetNavPlace() const { return m_navPlace; }
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void SetNavPlace(unsigned int place) { m_navPlace = place; }
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enum SkillType { LOW, AVERAGE, HIGH, RANDOM };
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const char *GetRandomBotName(SkillType skill);
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void MonitorBotCVars();
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void MaintainBotQuota();
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bool AddBot(const BotProfile *profile, BotProfileTeamType team);
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#define FROM_CONSOLE true
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bool BotAddCommand(BotProfileTeamType team, bool isFromConsole = false); // process the "bot_add" console command
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private:
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static float m_flNextCVarCheck;
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static bool m_isMapDataLoaded; // true if we've attempted to load map data
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static bool m_isLearningMap;
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static bool m_isAnalysisRequested;
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GameScenarioType m_gameScenario; // what kind of game are we playing
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Zone m_zone[MAX_ZONES];
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int m_zoneCount;
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bool m_isBombPlanted; // true if bomb has been planted
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float m_bombPlantTimestamp; // time bomb was planted
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float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed
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CBasePlayer *m_bombDefuser; // the player currently defusing a bomb
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EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground
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CNavArea *m_looseBombArea; // area that bomb is is/near
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bool m_isRoundOver; // true if the round has ended
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float m_radioMsgTimestamp[24][2];
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float m_lastSeenEnemyTimestamp;
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float m_roundStartTimestamp; // the time when the current round began
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bool m_isDefenseRushing; // whether defensive team is rushing this round or not
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static NavEditCmdType m_editCmd;
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unsigned int m_navPlace;
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CountdownTimer m_respawnTimer;
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bool m_isRespawnStarted;
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bool m_canRespawn;
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bool m_bServerActive;
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};
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inline int OtherTeam(int team)
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{
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return (team == TERRORIST) ? CT : TERRORIST;
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}
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inline CCSBotManager *TheCSBots()
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{
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return reinterpret_cast<CCSBotManager *>(TheBots);
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}
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// Determine whether bots can be used or not
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inline bool AreBotsAllowed()
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{
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return g_bAllowedCSBot;
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}
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void PrintAllEntities();
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
|
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
|
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* WITHOUT ANY WARRANTY; without even the implied warranty of
|
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
|
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*
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* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
|
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
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* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
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*
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*/
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#pragma once
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#include "cs_bot_init.h"
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extern CBotManager *TheBots;
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// The manager for Counter-Strike specific bots
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class CCSBotManager: public CBotManager
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{
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public:
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CCSBotManager();
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virtual void ClientDisconnect(CBasePlayer *pPlayer);
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virtual BOOL ClientCommand(CBasePlayer *pPlayer, const char *pcmd);
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virtual void ServerActivate();
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virtual void ServerDeactivate();
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virtual void ServerCommand(const char *pcmd);
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virtual void AddServerCommand(const char *cmd);
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virtual void AddServerCommands();
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virtual void RestartRound(); // (EXTEND) invoked when a new round begins
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virtual void StartFrame(); // (EXTEND) called each frame
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virtual void OnEvent(GameEventType event, CBaseEntity *pEntity = nullptr, CBaseEntity *pOther = nullptr);
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virtual unsigned int GetPlayerPriority(CBasePlayer *pPlayer) const; // return priority of pPlayer (0 = max pri)
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virtual bool IsImportantPlayer(CBasePlayer *pPlayer) const; // return true if pPlayer is important to scenario (VIP, bomb carrier, etc)
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public:
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void ValidateMapData();
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void OnFreeEntPrivateData(CBaseEntity *pEntity);
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bool IsLearningMap() const { return m_isLearningMap; }
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void SetLearningMapFlag() { m_isLearningMap = true; }
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bool IsAnalysisRequested() const { return m_isAnalysisRequested; }
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void RequestAnalysis() { m_isAnalysisRequested = true; }
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void AckAnalysisRequest() { m_isAnalysisRequested = false; }
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// difficulty levels
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static BotDifficultyType GetDifficultyLevel()
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{
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if (cv_bot_difficulty.value < 0.9f)
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return BOT_EASY;
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if (cv_bot_difficulty.value < 1.9f)
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return BOT_NORMAL;
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if (cv_bot_difficulty.value < 2.9f)
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return BOT_HARD;
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return BOT_EXPERT;
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}
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// the supported game scenarios
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enum GameScenarioType
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{
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SCENARIO_DEATHMATCH,
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SCENARIO_DEFUSE_BOMB,
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SCENARIO_RESCUE_HOSTAGES,
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SCENARIO_ESCORT_VIP
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};
|
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GameScenarioType GetScenario() const
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{
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#ifdef REGAMEDLL_ADD
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// if we have included deathmatch mode, so set the game type like SCENARIO_DEATHMATCH
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if (cv_bot_deathmatch.value > 0)
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return SCENARIO_DEATHMATCH;
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#endif
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return m_gameScenario;
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}
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// "zones"
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// depending on the game mode, these are bomb zones, rescue zones, etc.
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||||
enum { MAX_ZONES = 4 }; // max # of zones in a map
|
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enum { MAX_ZONE_NAV_AREAS = 16 }; // max # of nav areas in a zone
|
||||
struct Zone
|
||||
{
|
||||
CBaseEntity *m_entity; // the map entity
|
||||
CNavArea *m_area[MAX_ZONE_NAV_AREAS]; // nav areas that overlap this zone
|
||||
int m_areaCount;
|
||||
Vector m_center;
|
||||
bool m_isLegacy; // if true, use pev->origin and 256 unit radius as zone
|
||||
int m_index;
|
||||
Extent m_extent;
|
||||
};
|
||||
|
||||
const Zone *GetZone(int i) const { return &m_zone[i]; }
|
||||
const Zone *GetZone(const Vector *pos) const; // return the zone that contains the given position
|
||||
const Zone *GetClosestZone(const Vector *pos) const; // return the closest zone to the given position
|
||||
const Zone *GetClosestZone(const CBaseEntity *pEntity) const { return GetClosestZone(&pEntity->pev->origin); } // return the closest zone to the given entity
|
||||
int GetZoneCount() const { return m_zoneCount; }
|
||||
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const Vector *GetRandomPositionInZone(const Zone *zone) const;
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CNavArea *GetRandomAreaInZone(const Zone *zone) const;
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||||
|
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// Return the zone closest to the given position, using the given cost heuristic
|
||||
template<typename CostFunctor>
|
||||
const Zone *GetClosestZone(CNavArea *startArea, CostFunctor costFunc, float *travelDistance = nullptr) const
|
||||
{
|
||||
const Zone *closeZone = nullptr;
|
||||
float closeDist = 99999999.9f;
|
||||
|
||||
if (startArea == nullptr)
|
||||
return nullptr;
|
||||
|
||||
for (int i = 0; i < m_zoneCount; i++)
|
||||
{
|
||||
if (m_zone[i].m_areaCount == 0)
|
||||
continue;
|
||||
|
||||
// just use the first overlapping nav area as a reasonable approximation
|
||||
real_t dist = NavAreaTravelDistance(startArea, m_zone[i].m_area[0], costFunc);
|
||||
|
||||
if (dist >= 0.0f && dist < closeDist)
|
||||
{
|
||||
closeZone = &m_zone[i];
|
||||
closeDist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
if (travelDistance)
|
||||
*travelDistance = closeDist;
|
||||
|
||||
return closeZone;
|
||||
}
|
||||
|
||||
// pick a zone at random and return it
|
||||
const Zone *GetRandomZone() const
|
||||
{
|
||||
if (!m_zoneCount)
|
||||
return nullptr;
|
||||
|
||||
return &m_zone[RANDOM_LONG(0, m_zoneCount - 1)];
|
||||
}
|
||||
|
||||
bool IsBombPlanted() const { return m_isBombPlanted; } // returns true if bomb has been planted
|
||||
float GetBombPlantTimestamp() const { return m_bombPlantTimestamp; } // return time bomb was planted
|
||||
bool IsTimeToPlantBomb() const { return (gpGlobals->time >= m_earliestBombPlantTimestamp); } // return true if it's ok to try to plant bomb
|
||||
CBasePlayer *GetBombDefuser() const { return m_bombDefuser; } // return the player currently defusing the bomb, or NULL
|
||||
float GetBombTimeLeft() const; // get the time remaining before the planted bomb explodes
|
||||
CBaseEntity *GetLooseBomb() { return m_looseBomb; } // return the bomb if it is loose on the ground
|
||||
CNavArea *GetLooseBombArea() const { return m_looseBombArea; } // return area that bomb is in/near
|
||||
void SetLooseBomb(CBaseEntity *bomb);
|
||||
|
||||
float GetRadioMessageTimestamp(GameEventType event, int teamID) const; // return the last time the given radio message was sent for given team
|
||||
float GetRadioMessageInterval(GameEventType event, int teamID) const; // return the interval since the last time this message was sent
|
||||
void SetRadioMessageTimestamp(GameEventType event, int teamID);
|
||||
void ResetRadioMessageTimestamps();
|
||||
|
||||
float GetLastSeenEnemyTimestamp() const { return m_lastSeenEnemyTimestamp; } // return the last time anyone has seen an enemy
|
||||
void SetLastSeenEnemyTimestamp() { m_lastSeenEnemyTimestamp = gpGlobals->time; }
|
||||
|
||||
float GetRoundStartTime() const { return m_roundStartTimestamp; }
|
||||
float GetElapsedRoundTime() const { return gpGlobals->time - m_roundStartTimestamp; } // return the elapsed time since the current round began
|
||||
|
||||
bool AllowRogues() const { return cv_bot_allow_rogues.value != 0.0f; }
|
||||
bool AllowPistols() const { return cv_bot_allow_pistols.value != 0.0f; }
|
||||
bool AllowShotguns() const { return cv_bot_allow_shotguns.value != 0.0f; }
|
||||
bool AllowSubMachineGuns() const { return cv_bot_allow_sub_machine_guns.value != 0.0f; }
|
||||
bool AllowRifles() const { return cv_bot_allow_rifles.value != 0.0f; }
|
||||
bool AllowMachineGuns() const { return cv_bot_allow_machine_guns.value != 0.0f; }
|
||||
bool AllowGrenades() const { return cv_bot_allow_grenades.value != 0.0f; }
|
||||
bool AllowSnipers() const { return cv_bot_allow_snipers.value != 0.0f; }
|
||||
bool AllowTacticalShield() const { return cv_bot_allow_shield.value != 0.0f; }
|
||||
bool AllowFriendlyFireDamage() const { return friendlyfire.value != 0.0f; }
|
||||
|
||||
bool IsWeaponUseable(CBasePlayerItem *item) const; // return true if the bot can use this weapon
|
||||
bool IsWeaponUseable(ArmouryItemPack item) const;
|
||||
|
||||
bool IsDefenseRushing() const { return m_isDefenseRushing; } // returns true if defense team has "decided" to rush this round
|
||||
bool IsOnDefense(CBasePlayer *pPlayer) const; // return true if this player is on "defense"
|
||||
bool IsOnOffense(CBasePlayer *pPlayer) const; // return true if this player is on "offense"
|
||||
|
||||
bool IsRoundOver() const { return m_isRoundOver; } // return true if the round has ended
|
||||
|
||||
unsigned int GetNavPlace() const { return m_navPlace; }
|
||||
void SetNavPlace(unsigned int place) { m_navPlace = place; }
|
||||
|
||||
enum SkillType { LOW, AVERAGE, HIGH, RANDOM };
|
||||
const char *GetRandomBotName(SkillType skill);
|
||||
|
||||
void MonitorBotCVars();
|
||||
void MaintainBotQuota();
|
||||
bool AddBot(const BotProfile *profile, BotProfileTeamType team);
|
||||
|
||||
#define FROM_CONSOLE true
|
||||
bool BotAddCommand(BotProfileTeamType team, bool isFromConsole = false); // process the "bot_add" console command
|
||||
|
||||
private:
|
||||
static float m_flNextCVarCheck;
|
||||
static bool m_isMapDataLoaded; // true if we've attempted to load map data
|
||||
static bool m_isLearningMap;
|
||||
static bool m_isAnalysisRequested;
|
||||
|
||||
GameScenarioType m_gameScenario; // what kind of game are we playing
|
||||
|
||||
Zone m_zone[MAX_ZONES];
|
||||
int m_zoneCount;
|
||||
|
||||
bool m_isBombPlanted; // true if bomb has been planted
|
||||
float m_bombPlantTimestamp; // time bomb was planted
|
||||
float m_earliestBombPlantTimestamp; // don't allow planting until after this time has elapsed
|
||||
CBasePlayer *m_bombDefuser; // the player currently defusing a bomb
|
||||
EHANDLE m_looseBomb; // will be non-NULL if bomb is loose on the ground
|
||||
CNavArea *m_looseBombArea; // area that bomb is is/near
|
||||
|
||||
bool m_isRoundOver; // true if the round has ended
|
||||
|
||||
float m_radioMsgTimestamp[24][2];
|
||||
|
||||
float m_lastSeenEnemyTimestamp;
|
||||
float m_roundStartTimestamp; // the time when the current round began
|
||||
|
||||
bool m_isDefenseRushing; // whether defensive team is rushing this round or not
|
||||
|
||||
static NavEditCmdType m_editCmd;
|
||||
unsigned int m_navPlace;
|
||||
CountdownTimer m_respawnTimer;
|
||||
bool m_isRespawnStarted;
|
||||
bool m_canRespawn;
|
||||
bool m_bServerActive;
|
||||
};
|
||||
|
||||
inline int OtherTeam(int team)
|
||||
{
|
||||
return (team == TERRORIST) ? CT : TERRORIST;
|
||||
}
|
||||
|
||||
inline CCSBotManager *TheCSBots()
|
||||
{
|
||||
return reinterpret_cast<CCSBotManager *>(TheBots);
|
||||
}
|
||||
|
||||
// Determine whether bots can be used or not
|
||||
inline bool AreBotsAllowed()
|
||||
{
|
||||
return g_bAllowedCSBot;
|
||||
}
|
||||
|
||||
void PrintAllEntities();
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,119 +1,119 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
const int MAX_WEAPON_SLOTS = 5; // hud item selection slots
|
||||
const int MAX_ITEM_TYPES = 6; // hud item selection slots
|
||||
const int MAX_AMMO_SLOTS = 32; // not really slots
|
||||
const int MAX_ITEMS = 4; // hard coded item types
|
||||
|
||||
const int DEFAULT_FOV = 90; // the default field of view
|
||||
|
||||
#define HIDEHUD_WEAPONS BIT(0)
|
||||
#define HIDEHUD_FLASHLIGHT BIT(1)
|
||||
#define HIDEHUD_ALL BIT(2)
|
||||
#define HIDEHUD_HEALTH BIT(3)
|
||||
#define HIDEHUD_TIMER BIT(4)
|
||||
#define HIDEHUD_MONEY BIT(5)
|
||||
#define HIDEHUD_CROSSHAIR BIT(6)
|
||||
#define HIDEHUD_OBSERVER_CROSSHAIR BIT(7)
|
||||
|
||||
#define STATUSICON_HIDE 0
|
||||
#define STATUSICON_SHOW 1
|
||||
#define STATUSICON_FLASH 2
|
||||
|
||||
#define HUD_PRINTNOTIFY 1
|
||||
#define HUD_PRINTCONSOLE 2
|
||||
#define HUD_PRINTTALK 3
|
||||
#define HUD_PRINTCENTER 4
|
||||
#define HUD_PRINTRADIO 5
|
||||
|
||||
#define STATUS_NIGHTVISION_ON 1
|
||||
#define STATUS_NIGHTVISION_OFF 0
|
||||
|
||||
#define ITEM_STATUS_NIGHTVISION BIT(0)
|
||||
#define ITEM_STATUS_DEFUSER BIT(1)
|
||||
|
||||
#define SCORE_STATUS_DEAD BIT(0)
|
||||
#define SCORE_STATUS_BOMB BIT(1)
|
||||
#define SCORE_STATUS_VIP BIT(2)
|
||||
#define SCORE_STATUS_DEFKIT BIT(3)
|
||||
|
||||
// player data iuser3
|
||||
#define PLAYER_CAN_SHOOT BIT(0)
|
||||
#define PLAYER_FREEZE_TIME_OVER BIT(1)
|
||||
#define PLAYER_IN_BOMB_ZONE BIT(2)
|
||||
#define PLAYER_HOLDING_SHIELD BIT(3)
|
||||
#define PLAYER_PREVENT_DUCK BIT(4)
|
||||
#define PLAYER_PREVENT_CLIMB BIT(5) // The player can't climb ladder
|
||||
#define PLAYER_PREVENT_JUMP BIT(6)
|
||||
|
||||
#define MENU_KEY_1 BIT(0)
|
||||
#define MENU_KEY_2 BIT(1)
|
||||
#define MENU_KEY_3 BIT(2)
|
||||
#define MENU_KEY_4 BIT(3)
|
||||
#define MENU_KEY_5 BIT(4)
|
||||
#define MENU_KEY_6 BIT(5)
|
||||
#define MENU_KEY_7 BIT(6)
|
||||
#define MENU_KEY_8 BIT(7)
|
||||
#define MENU_KEY_9 BIT(8)
|
||||
#define MENU_KEY_0 BIT(9)
|
||||
|
||||
#define WEAPON_SUIT 31
|
||||
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
|
||||
|
||||
// custom enum
|
||||
enum VGUIMenu
|
||||
{
|
||||
VGUI_Menu_Team = 2,
|
||||
VGUI_Menu_MapBriefing = 4,
|
||||
|
||||
VGUI_Menu_Class_T = 26,
|
||||
VGUI_Menu_Class_CT,
|
||||
VGUI_Menu_Buy,
|
||||
VGUI_Menu_Buy_Pistol,
|
||||
VGUI_Menu_Buy_ShotGun,
|
||||
VGUI_Menu_Buy_Rifle,
|
||||
VGUI_Menu_Buy_SubMachineGun,
|
||||
VGUI_Menu_Buy_MachineGun,
|
||||
VGUI_Menu_Buy_Item,
|
||||
};
|
||||
|
||||
// custom enum
|
||||
enum VGUIMenuSlot
|
||||
{
|
||||
VGUI_MenuSlot_Buy_Pistol = 1,
|
||||
VGUI_MenuSlot_Buy_ShotGun,
|
||||
VGUI_MenuSlot_Buy_SubMachineGun,
|
||||
VGUI_MenuSlot_Buy_Rifle,
|
||||
VGUI_MenuSlot_Buy_MachineGun,
|
||||
VGUI_MenuSlot_Buy_PrimAmmo,
|
||||
VGUI_MenuSlot_Buy_SecAmmo,
|
||||
VGUI_MenuSlot_Buy_Item,
|
||||
};
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
const int MAX_WEAPON_SLOTS = 5; // hud item selection slots
|
||||
const int MAX_ITEM_TYPES = 6; // hud item selection slots
|
||||
const int MAX_AMMO_SLOTS = 32; // not really slots
|
||||
const int MAX_ITEMS = 4; // hard coded item types
|
||||
|
||||
const int DEFAULT_FOV = 90; // the default field of view
|
||||
|
||||
#define HIDEHUD_WEAPONS BIT(0)
|
||||
#define HIDEHUD_FLASHLIGHT BIT(1)
|
||||
#define HIDEHUD_ALL BIT(2)
|
||||
#define HIDEHUD_HEALTH BIT(3)
|
||||
#define HIDEHUD_TIMER BIT(4)
|
||||
#define HIDEHUD_MONEY BIT(5)
|
||||
#define HIDEHUD_CROSSHAIR BIT(6)
|
||||
#define HIDEHUD_OBSERVER_CROSSHAIR BIT(7)
|
||||
|
||||
#define STATUSICON_HIDE 0
|
||||
#define STATUSICON_SHOW 1
|
||||
#define STATUSICON_FLASH 2
|
||||
|
||||
#define HUD_PRINTNOTIFY 1
|
||||
#define HUD_PRINTCONSOLE 2
|
||||
#define HUD_PRINTTALK 3
|
||||
#define HUD_PRINTCENTER 4
|
||||
#define HUD_PRINTRADIO 5
|
||||
|
||||
#define STATUS_NIGHTVISION_ON 1
|
||||
#define STATUS_NIGHTVISION_OFF 0
|
||||
|
||||
#define ITEM_STATUS_NIGHTVISION BIT(0)
|
||||
#define ITEM_STATUS_DEFUSER BIT(1)
|
||||
|
||||
#define SCORE_STATUS_DEAD BIT(0)
|
||||
#define SCORE_STATUS_BOMB BIT(1)
|
||||
#define SCORE_STATUS_VIP BIT(2)
|
||||
#define SCORE_STATUS_DEFKIT BIT(3)
|
||||
|
||||
// player data iuser3
|
||||
#define PLAYER_CAN_SHOOT BIT(0)
|
||||
#define PLAYER_FREEZE_TIME_OVER BIT(1)
|
||||
#define PLAYER_IN_BOMB_ZONE BIT(2)
|
||||
#define PLAYER_HOLDING_SHIELD BIT(3)
|
||||
#define PLAYER_PREVENT_DUCK BIT(4)
|
||||
#define PLAYER_PREVENT_CLIMB BIT(5) // The player can't climb ladder
|
||||
#define PLAYER_PREVENT_JUMP BIT(6)
|
||||
|
||||
#define MENU_KEY_1 BIT(0)
|
||||
#define MENU_KEY_2 BIT(1)
|
||||
#define MENU_KEY_3 BIT(2)
|
||||
#define MENU_KEY_4 BIT(3)
|
||||
#define MENU_KEY_5 BIT(4)
|
||||
#define MENU_KEY_6 BIT(5)
|
||||
#define MENU_KEY_7 BIT(6)
|
||||
#define MENU_KEY_8 BIT(7)
|
||||
#define MENU_KEY_9 BIT(8)
|
||||
#define MENU_KEY_0 BIT(9)
|
||||
|
||||
#define WEAPON_SUIT 31
|
||||
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
|
||||
|
||||
// custom enum
|
||||
enum VGUIMenu
|
||||
{
|
||||
VGUI_Menu_Team = 2,
|
||||
VGUI_Menu_MapBriefing = 4,
|
||||
|
||||
VGUI_Menu_Class_T = 26,
|
||||
VGUI_Menu_Class_CT,
|
||||
VGUI_Menu_Buy,
|
||||
VGUI_Menu_Buy_Pistol,
|
||||
VGUI_Menu_Buy_ShotGun,
|
||||
VGUI_Menu_Buy_Rifle,
|
||||
VGUI_Menu_Buy_SubMachineGun,
|
||||
VGUI_Menu_Buy_MachineGun,
|
||||
VGUI_Menu_Buy_Item,
|
||||
};
|
||||
|
||||
// custom enum
|
||||
enum VGUIMenuSlot
|
||||
{
|
||||
VGUI_MenuSlot_Buy_Pistol = 1,
|
||||
VGUI_MenuSlot_Buy_ShotGun,
|
||||
VGUI_MenuSlot_Buy_SubMachineGun,
|
||||
VGUI_MenuSlot_Buy_Rifle,
|
||||
VGUI_MenuSlot_Buy_MachineGun,
|
||||
VGUI_MenuSlot_Buy_PrimAmmo,
|
||||
VGUI_MenuSlot_Buy_SecAmmo,
|
||||
VGUI_MenuSlot_Buy_Item,
|
||||
};
|
||||
|
@ -1,374 +1,374 @@
|
||||
#include "precompiled.h"
|
||||
|
||||
void PlayerBlind(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, float fadeTime, float fadeHold, int alpha, Vector &color)
|
||||
{
|
||||
UTIL_ScreenFade(pPlayer, color, fadeTime, fadeHold, alpha, 0);
|
||||
|
||||
if (!fadetoblack.value)
|
||||
{
|
||||
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
||||
{
|
||||
CBasePlayer *pObserver = UTIL_PlayerByIndex(i);
|
||||
if (pObserver && pObserver->IsObservingPlayer(pPlayer))
|
||||
{
|
||||
UTIL_ScreenFade(pObserver, color, fadeTime, fadeHold, alpha, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pPlayer->Blind(fadeTime * 0.33, fadeHold, fadeTime, alpha);
|
||||
|
||||
if (TheBots)
|
||||
{
|
||||
TheBots->OnEvent(EVENT_PLAYER_BLINDED_BY_FLASHBANG, pPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
void RadiusFlash_TraceLine_hook(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, Vector &vecSrc, Vector &vecSpot, TraceResult *tr)
|
||||
{
|
||||
UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), tr);
|
||||
}
|
||||
|
||||
void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
|
||||
{
|
||||
CBaseEntity *pEntity = nullptr;
|
||||
TraceResult tr;
|
||||
float flAdjustedDamage, falloff;
|
||||
Vector vecSpot;
|
||||
float flRadius = 1500;
|
||||
|
||||
if (flRadius)
|
||||
falloff = flDamage / flRadius;
|
||||
else
|
||||
falloff = 1;
|
||||
|
||||
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
||||
|
||||
vecSrc.z += 1;
|
||||
|
||||
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, 1500.0)))
|
||||
{
|
||||
TraceResult tr2;
|
||||
Vector vecLOS;
|
||||
float flDot;
|
||||
float fadeTime;
|
||||
float fadeHold;
|
||||
int alpha;
|
||||
CBasePlayer *pPlayer;
|
||||
float currentHoldTime;
|
||||
|
||||
if (!pEntity->IsPlayer())
|
||||
continue;
|
||||
|
||||
pPlayer = (CBasePlayer *)pEntity;
|
||||
|
||||
if (pPlayer->pev->takedamage == DAMAGE_NO || pPlayer->pev->deadflag != DEAD_NO)
|
||||
continue;
|
||||
|
||||
if (bInWater && pPlayer->pev->waterlevel == 0)
|
||||
continue;
|
||||
|
||||
if (!bInWater && pPlayer->pev->waterlevel == 3)
|
||||
continue;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
vecSpot = pPlayer->EyePosition();
|
||||
#else
|
||||
// NOTE: See CBasePlayer::BodyTarget
|
||||
vecSpot = pPlayer->BodyTarget(vecSrc);
|
||||
#endif
|
||||
|
||||
g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, pevInflictor, pevAttacker, vecSrc, vecSpot, &tr);
|
||||
|
||||
if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity)
|
||||
continue;
|
||||
|
||||
g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, VARS(tr.pHit), pevAttacker, vecSpot, vecSrc, &tr2);
|
||||
|
||||
if (tr2.flFraction >= 1.0)
|
||||
{
|
||||
if (tr.fStartSolid)
|
||||
{
|
||||
tr.vecEndPos = vecSrc;
|
||||
tr.flFraction = 0;
|
||||
}
|
||||
|
||||
flAdjustedDamage = flDamage - (vecSrc - tr.vecEndPos).Length() * falloff;
|
||||
|
||||
if (flAdjustedDamage < 0)
|
||||
flAdjustedDamage = 0;
|
||||
|
||||
UTIL_MakeVectors(pPlayer->pev->v_angle);
|
||||
vecLOS = vecSrc - pPlayer->EarPosition();
|
||||
flDot = DotProduct(vecLOS, gpGlobals->v_forward);
|
||||
|
||||
if (flDot < 0)
|
||||
{
|
||||
alpha = 200;
|
||||
fadeTime = flAdjustedDamage * 1.75;
|
||||
fadeHold = flAdjustedDamage / 3.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = 255;
|
||||
fadeTime = flAdjustedDamage * 3;
|
||||
fadeHold = flAdjustedDamage / 1.5;
|
||||
}
|
||||
|
||||
currentHoldTime = pPlayer->m_blindStartTime + pPlayer->m_blindHoldTime - gpGlobals->time;
|
||||
|
||||
if (currentHoldTime > 0.0 && alpha == 255)
|
||||
fadeHold += currentHoldTime;
|
||||
|
||||
if (pPlayer->m_blindStartTime != 0.0f && pPlayer->m_blindFadeTime != 0.0f)
|
||||
{
|
||||
if ((pPlayer->m_blindStartTime + pPlayer->m_blindFadeTime + pPlayer->m_blindHoldTime) > gpGlobals->time)
|
||||
{
|
||||
if (pPlayer->m_blindFadeTime > fadeTime)
|
||||
fadeTime = pPlayer->m_blindFadeTime;
|
||||
|
||||
if (pPlayer->m_blindAlpha >= alpha)
|
||||
alpha = pPlayer->m_blindAlpha;
|
||||
}
|
||||
}
|
||||
|
||||
Vector color(255, 255, 255);
|
||||
g_ReGameHookchains.m_PlayerBlind.callChain(PlayerBlind, pPlayer, pevInflictor, pevAttacker, fadeTime, fadeHold, alpha, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *pEntity)
|
||||
{
|
||||
float retval = 0.0f;
|
||||
TraceResult tr;
|
||||
|
||||
const float topOfHead = 25.0f;
|
||||
const float standFeet = 34.0f;
|
||||
const float crouchFeet = 14.0f;
|
||||
const float edgeOffset = 13.0f;
|
||||
|
||||
const float damagePercentageChest = 0.40f;
|
||||
const float damagePercentageHead = 0.20f;
|
||||
const float damagePercentageFeet = 0.20f;
|
||||
const float damagePercentageRightSide = 0.10f;
|
||||
const float damagePercentageLeftSide = 0.10f;
|
||||
|
||||
if (!pEntity->IsPlayer())
|
||||
{
|
||||
// the entity is not a player, so the damage is all or nothing.
|
||||
UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval = 1.0f;
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
// check chest
|
||||
Vector vecChest = pEntity->pev->origin;
|
||||
UTIL_TraceLine(vecSrc, vecChest, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageChest;
|
||||
|
||||
// check top of head
|
||||
Vector vecHead = pEntity->pev->origin + Vector(0, 0, topOfHead);
|
||||
UTIL_TraceLine(vecSrc, vecHead, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageHead;
|
||||
|
||||
// check feet
|
||||
Vector vecFeet = pEntity->pev->origin;
|
||||
vecFeet.z -= (pEntity->pev->flags & FL_DUCKING) ? crouchFeet : standFeet;
|
||||
|
||||
UTIL_TraceLine(vecSrc, vecFeet, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageFeet;
|
||||
|
||||
Vector2D dir = (pEntity->pev->origin - vecSrc).Make2D();
|
||||
dir.NormalizeInPlace();
|
||||
|
||||
Vector2D perp(-dir.y * edgeOffset, dir.x * edgeOffset);
|
||||
Vector vecRightSide = pEntity->pev->origin + Vector(perp.x, perp.y, 0);
|
||||
Vector vecLeftSide = pEntity->pev->origin - Vector(perp.x, perp.y, 0);
|
||||
|
||||
// check right "edge"
|
||||
UTIL_TraceLine(vecSrc, vecRightSide, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageRightSide;
|
||||
|
||||
// check left "edge"
|
||||
UTIL_TraceLine(vecSrc, vecLeftSide, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageLeftSide;
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
|
||||
{
|
||||
CBaseEntity *pEntity = nullptr;
|
||||
TraceResult tr;
|
||||
float flAdjustedDamage, falloff;
|
||||
Vector vecSpot;
|
||||
|
||||
if (flRadius)
|
||||
falloff = flDamage / flRadius;
|
||||
else
|
||||
falloff = 1.0;
|
||||
|
||||
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
||||
|
||||
// in case grenade is lying on the ground
|
||||
vecSrc.z += 1;
|
||||
|
||||
if (!pevAttacker)
|
||||
pevAttacker = pevInflictor;
|
||||
|
||||
// iterate on all entities in the vicinity.
|
||||
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)))
|
||||
{
|
||||
if (pEntity->pev->takedamage != DAMAGE_NO)
|
||||
{
|
||||
// UNDONE: this should check a damage mask, not an ignore
|
||||
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
||||
continue;
|
||||
|
||||
// blast's don't tavel into or out of water
|
||||
if (bInWater && pEntity->pev->waterlevel == 0)
|
||||
continue;
|
||||
|
||||
if (!bInWater && pEntity->pev->waterlevel == 3)
|
||||
continue;
|
||||
|
||||
bool useLOS = false;
|
||||
float damageRatio = 1.0f;
|
||||
|
||||
if ((bitsDamageType & DMG_EXPLOSION) && AreRunningCZero())
|
||||
{
|
||||
useLOS = true;
|
||||
damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity);
|
||||
}
|
||||
|
||||
damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity);
|
||||
|
||||
float length;
|
||||
#ifdef REGAMEDLL_ADD
|
||||
// allow to damage breakable objects
|
||||
if (FClassnameIs(pEntity->pev, "func_breakable"))
|
||||
length = (vecSrc - pEntity->Center()).Length();
|
||||
else
|
||||
#endif
|
||||
length = (vecSrc - pEntity->pev->origin).Length();
|
||||
|
||||
if (useLOS)
|
||||
{
|
||||
if (!flRadius)
|
||||
flRadius = flDamage;
|
||||
|
||||
if (!flDamage)
|
||||
flRadius = 0;
|
||||
|
||||
flAdjustedDamage = (flRadius - length) * (flRadius - length) * 1.25 / (flRadius * flRadius) * (damageRatio * flDamage) * 1.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
flAdjustedDamage = flDamage - length * falloff;
|
||||
#ifdef REGAMEDLL_ADD
|
||||
// disable grenade damage through walls?
|
||||
if (hegrenade_penetration.string[0] == '1' && (bitsDamageType & DMG_EXPLOSION))
|
||||
{
|
||||
UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction != 1.0f)
|
||||
flAdjustedDamage = 0.0f;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
// not allow inflict to the player damage is less than 1.0f and to entities not less than 0.0f
|
||||
if ((pEntity->Classify() == CLASS_PLAYER && flAdjustedDamage < 1.0f) || flAdjustedDamage <= 0.0f)
|
||||
continue;
|
||||
#else
|
||||
if (flAdjustedDamage < 0)
|
||||
flAdjustedDamage = 0;
|
||||
#endif
|
||||
pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
|
||||
{
|
||||
CBaseEntity *pEntity = nullptr;
|
||||
TraceResult tr;
|
||||
float flAdjustedDamage, falloff;
|
||||
Vector vecSpot;
|
||||
|
||||
if (flRadius)
|
||||
falloff = flDamage / flRadius;
|
||||
else
|
||||
falloff = 1.0;
|
||||
|
||||
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
||||
|
||||
// in case grenade is lying on the ground
|
||||
vecSrc.z += 1;
|
||||
|
||||
if (!pevAttacker)
|
||||
pevAttacker = pevInflictor;
|
||||
|
||||
// iterate on all entities in the vicinity.
|
||||
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)))
|
||||
{
|
||||
if (pEntity->pev->takedamage != DAMAGE_NO)
|
||||
{
|
||||
// UNDONE: this should check a damage mask, not an ignore
|
||||
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
||||
continue;
|
||||
|
||||
// blast's don't tavel into or out of water
|
||||
if (bInWater && pEntity->pev->waterlevel == 0)
|
||||
continue;
|
||||
|
||||
if (!bInWater && pEntity->pev->waterlevel == 3)
|
||||
continue;
|
||||
|
||||
vecSpot = pEntity->BodyTarget(vecSrc);
|
||||
UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict())
|
||||
{
|
||||
if (tr.fStartSolid)
|
||||
{
|
||||
tr.vecEndPos = vecSrc;
|
||||
tr.flFraction = 0;
|
||||
}
|
||||
|
||||
flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff;
|
||||
|
||||
if (flAdjustedDamage < 0)
|
||||
flAdjustedDamage = 0;
|
||||
|
||||
else if (flAdjustedDamage > 75)
|
||||
flAdjustedDamage = 75;
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
||||
|
||||
else
|
||||
{
|
||||
ClearMultiDamage();
|
||||
pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType);
|
||||
ApplyMultiDamage(pevInflictor, pevAttacker);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#include "precompiled.h"
|
||||
|
||||
void PlayerBlind(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, float fadeTime, float fadeHold, int alpha, Vector &color)
|
||||
{
|
||||
UTIL_ScreenFade(pPlayer, color, fadeTime, fadeHold, alpha, 0);
|
||||
|
||||
if (!fadetoblack.value)
|
||||
{
|
||||
for (int i = 1; i <= gpGlobals->maxClients; i++)
|
||||
{
|
||||
CBasePlayer *pObserver = UTIL_PlayerByIndex(i);
|
||||
if (pObserver && pObserver->IsObservingPlayer(pPlayer))
|
||||
{
|
||||
UTIL_ScreenFade(pObserver, color, fadeTime, fadeHold, alpha, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pPlayer->Blind(fadeTime * 0.33, fadeHold, fadeTime, alpha);
|
||||
|
||||
if (TheBots)
|
||||
{
|
||||
TheBots->OnEvent(EVENT_PLAYER_BLINDED_BY_FLASHBANG, pPlayer);
|
||||
}
|
||||
}
|
||||
|
||||
void RadiusFlash_TraceLine_hook(CBasePlayer *pPlayer, entvars_t *pevInflictor, entvars_t *pevAttacker, Vector &vecSrc, Vector &vecSpot, TraceResult *tr)
|
||||
{
|
||||
UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), tr);
|
||||
}
|
||||
|
||||
void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
|
||||
{
|
||||
CBaseEntity *pEntity = nullptr;
|
||||
TraceResult tr;
|
||||
float flAdjustedDamage, falloff;
|
||||
Vector vecSpot;
|
||||
float flRadius = 1500;
|
||||
|
||||
if (flRadius)
|
||||
falloff = flDamage / flRadius;
|
||||
else
|
||||
falloff = 1;
|
||||
|
||||
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
||||
|
||||
vecSrc.z += 1;
|
||||
|
||||
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, 1500.0)))
|
||||
{
|
||||
TraceResult tr2;
|
||||
Vector vecLOS;
|
||||
float flDot;
|
||||
float fadeTime;
|
||||
float fadeHold;
|
||||
int alpha;
|
||||
CBasePlayer *pPlayer;
|
||||
float currentHoldTime;
|
||||
|
||||
if (!pEntity->IsPlayer())
|
||||
continue;
|
||||
|
||||
pPlayer = (CBasePlayer *)pEntity;
|
||||
|
||||
if (pPlayer->pev->takedamage == DAMAGE_NO || pPlayer->pev->deadflag != DEAD_NO)
|
||||
continue;
|
||||
|
||||
if (bInWater && pPlayer->pev->waterlevel == 0)
|
||||
continue;
|
||||
|
||||
if (!bInWater && pPlayer->pev->waterlevel == 3)
|
||||
continue;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
vecSpot = pPlayer->EyePosition();
|
||||
#else
|
||||
// NOTE: See CBasePlayer::BodyTarget
|
||||
vecSpot = pPlayer->BodyTarget(vecSrc);
|
||||
#endif
|
||||
|
||||
g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, pevInflictor, pevAttacker, vecSrc, vecSpot, &tr);
|
||||
|
||||
if (tr.flFraction != 1.0f && tr.pHit != pPlayer->pev->pContainingEntity)
|
||||
continue;
|
||||
|
||||
g_ReGameHookchains.m_RadiusFlash_TraceLine.callChain(RadiusFlash_TraceLine_hook, pPlayer, VARS(tr.pHit), pevAttacker, vecSpot, vecSrc, &tr2);
|
||||
|
||||
if (tr2.flFraction >= 1.0)
|
||||
{
|
||||
if (tr.fStartSolid)
|
||||
{
|
||||
tr.vecEndPos = vecSrc;
|
||||
tr.flFraction = 0;
|
||||
}
|
||||
|
||||
flAdjustedDamage = flDamage - (vecSrc - tr.vecEndPos).Length() * falloff;
|
||||
|
||||
if (flAdjustedDamage < 0)
|
||||
flAdjustedDamage = 0;
|
||||
|
||||
UTIL_MakeVectors(pPlayer->pev->v_angle);
|
||||
vecLOS = vecSrc - pPlayer->EarPosition();
|
||||
flDot = DotProduct(vecLOS, gpGlobals->v_forward);
|
||||
|
||||
if (flDot < 0)
|
||||
{
|
||||
alpha = 200;
|
||||
fadeTime = flAdjustedDamage * 1.75;
|
||||
fadeHold = flAdjustedDamage / 3.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
alpha = 255;
|
||||
fadeTime = flAdjustedDamage * 3;
|
||||
fadeHold = flAdjustedDamage / 1.5;
|
||||
}
|
||||
|
||||
currentHoldTime = pPlayer->m_blindStartTime + pPlayer->m_blindHoldTime - gpGlobals->time;
|
||||
|
||||
if (currentHoldTime > 0.0 && alpha == 255)
|
||||
fadeHold += currentHoldTime;
|
||||
|
||||
if (pPlayer->m_blindStartTime != 0.0f && pPlayer->m_blindFadeTime != 0.0f)
|
||||
{
|
||||
if ((pPlayer->m_blindStartTime + pPlayer->m_blindFadeTime + pPlayer->m_blindHoldTime) > gpGlobals->time)
|
||||
{
|
||||
if (pPlayer->m_blindFadeTime > fadeTime)
|
||||
fadeTime = pPlayer->m_blindFadeTime;
|
||||
|
||||
if (pPlayer->m_blindAlpha >= alpha)
|
||||
alpha = pPlayer->m_blindAlpha;
|
||||
}
|
||||
}
|
||||
|
||||
Vector color(255, 255, 255);
|
||||
g_ReGameHookchains.m_PlayerBlind.callChain(PlayerBlind, pPlayer, pevInflictor, pevAttacker, fadeTime, fadeHold, alpha, color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *pEntity)
|
||||
{
|
||||
float retval = 0.0f;
|
||||
TraceResult tr;
|
||||
|
||||
const float topOfHead = 25.0f;
|
||||
const float standFeet = 34.0f;
|
||||
const float crouchFeet = 14.0f;
|
||||
const float edgeOffset = 13.0f;
|
||||
|
||||
const float damagePercentageChest = 0.40f;
|
||||
const float damagePercentageHead = 0.20f;
|
||||
const float damagePercentageFeet = 0.20f;
|
||||
const float damagePercentageRightSide = 0.10f;
|
||||
const float damagePercentageLeftSide = 0.10f;
|
||||
|
||||
if (!pEntity->IsPlayer())
|
||||
{
|
||||
// the entity is not a player, so the damage is all or nothing.
|
||||
UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval = 1.0f;
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
// check chest
|
||||
Vector vecChest = pEntity->pev->origin;
|
||||
UTIL_TraceLine(vecSrc, vecChest, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageChest;
|
||||
|
||||
// check top of head
|
||||
Vector vecHead = pEntity->pev->origin + Vector(0, 0, topOfHead);
|
||||
UTIL_TraceLine(vecSrc, vecHead, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageHead;
|
||||
|
||||
// check feet
|
||||
Vector vecFeet = pEntity->pev->origin;
|
||||
vecFeet.z -= (pEntity->pev->flags & FL_DUCKING) ? crouchFeet : standFeet;
|
||||
|
||||
UTIL_TraceLine(vecSrc, vecFeet, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageFeet;
|
||||
|
||||
Vector2D dir = (pEntity->pev->origin - vecSrc).Make2D();
|
||||
dir.NormalizeInPlace();
|
||||
|
||||
Vector2D perp(-dir.y * edgeOffset, dir.x * edgeOffset);
|
||||
Vector vecRightSide = pEntity->pev->origin + Vector(perp.x, perp.y, 0);
|
||||
Vector vecLeftSide = pEntity->pev->origin - Vector(perp.x, perp.y, 0);
|
||||
|
||||
// check right "edge"
|
||||
UTIL_TraceLine(vecSrc, vecRightSide, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageRightSide;
|
||||
|
||||
// check left "edge"
|
||||
UTIL_TraceLine(vecSrc, vecLeftSide, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
retval += damagePercentageLeftSide;
|
||||
|
||||
return retval;
|
||||
}
|
||||
|
||||
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
|
||||
{
|
||||
CBaseEntity *pEntity = nullptr;
|
||||
TraceResult tr;
|
||||
float flAdjustedDamage, falloff;
|
||||
Vector vecSpot;
|
||||
|
||||
if (flRadius)
|
||||
falloff = flDamage / flRadius;
|
||||
else
|
||||
falloff = 1.0;
|
||||
|
||||
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
||||
|
||||
// in case grenade is lying on the ground
|
||||
vecSrc.z += 1;
|
||||
|
||||
if (!pevAttacker)
|
||||
pevAttacker = pevInflictor;
|
||||
|
||||
// iterate on all entities in the vicinity.
|
||||
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)))
|
||||
{
|
||||
if (pEntity->pev->takedamage != DAMAGE_NO)
|
||||
{
|
||||
// UNDONE: this should check a damage mask, not an ignore
|
||||
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
||||
continue;
|
||||
|
||||
// blast's don't tavel into or out of water
|
||||
if (bInWater && pEntity->pev->waterlevel == 0)
|
||||
continue;
|
||||
|
||||
if (!bInWater && pEntity->pev->waterlevel == 3)
|
||||
continue;
|
||||
|
||||
bool useLOS = false;
|
||||
float damageRatio = 1.0f;
|
||||
|
||||
if ((bitsDamageType & DMG_EXPLOSION) && AreRunningCZero())
|
||||
{
|
||||
useLOS = true;
|
||||
damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity);
|
||||
}
|
||||
|
||||
damageRatio = GetAmountOfPlayerVisible(vecSrc, pEntity);
|
||||
|
||||
float length;
|
||||
#ifdef REGAMEDLL_ADD
|
||||
// allow to damage breakable objects
|
||||
if (FClassnameIs(pEntity->pev, "func_breakable"))
|
||||
length = (vecSrc - pEntity->Center()).Length();
|
||||
else
|
||||
#endif
|
||||
length = (vecSrc - pEntity->pev->origin).Length();
|
||||
|
||||
if (useLOS)
|
||||
{
|
||||
if (!flRadius)
|
||||
flRadius = flDamage;
|
||||
|
||||
if (!flDamage)
|
||||
flRadius = 0;
|
||||
|
||||
flAdjustedDamage = (flRadius - length) * (flRadius - length) * 1.25 / (flRadius * flRadius) * (damageRatio * flDamage) * 1.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
flAdjustedDamage = flDamage - length * falloff;
|
||||
#ifdef REGAMEDLL_ADD
|
||||
// disable grenade damage through walls?
|
||||
if (hegrenade_penetration.string[0] == '1' && (bitsDamageType & DMG_EXPLOSION))
|
||||
{
|
||||
UTIL_TraceLine(vecSrc, pEntity->pev->origin, ignore_monsters, nullptr, &tr);
|
||||
|
||||
if (tr.flFraction != 1.0f)
|
||||
flAdjustedDamage = 0.0f;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
// not allow inflict to the player damage is less than 1.0f and to entities not less than 0.0f
|
||||
if ((pEntity->Classify() == CLASS_PLAYER && flAdjustedDamage < 1.0f) || flAdjustedDamage <= 0.0f)
|
||||
continue;
|
||||
#else
|
||||
if (flAdjustedDamage < 0)
|
||||
flAdjustedDamage = 0;
|
||||
#endif
|
||||
pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType)
|
||||
{
|
||||
CBaseEntity *pEntity = nullptr;
|
||||
TraceResult tr;
|
||||
float flAdjustedDamage, falloff;
|
||||
Vector vecSpot;
|
||||
|
||||
if (flRadius)
|
||||
falloff = flDamage / flRadius;
|
||||
else
|
||||
falloff = 1.0;
|
||||
|
||||
int bInWater = (UTIL_PointContents(vecSrc) == CONTENTS_WATER);
|
||||
|
||||
// in case grenade is lying on the ground
|
||||
vecSrc.z += 1;
|
||||
|
||||
if (!pevAttacker)
|
||||
pevAttacker = pevInflictor;
|
||||
|
||||
// iterate on all entities in the vicinity.
|
||||
while ((pEntity = UTIL_FindEntityInSphere(pEntity, vecSrc, flRadius)))
|
||||
{
|
||||
if (pEntity->pev->takedamage != DAMAGE_NO)
|
||||
{
|
||||
// UNDONE: this should check a damage mask, not an ignore
|
||||
if (iClassIgnore != CLASS_NONE && pEntity->Classify() == iClassIgnore)
|
||||
continue;
|
||||
|
||||
// blast's don't tavel into or out of water
|
||||
if (bInWater && pEntity->pev->waterlevel == 0)
|
||||
continue;
|
||||
|
||||
if (!bInWater && pEntity->pev->waterlevel == 3)
|
||||
continue;
|
||||
|
||||
vecSpot = pEntity->BodyTarget(vecSrc);
|
||||
UTIL_TraceLine(vecSrc, vecSpot, dont_ignore_monsters, ENT(pevInflictor), &tr);
|
||||
|
||||
if (tr.flFraction == 1.0f || tr.pHit == pEntity->edict())
|
||||
{
|
||||
if (tr.fStartSolid)
|
||||
{
|
||||
tr.vecEndPos = vecSrc;
|
||||
tr.flFraction = 0;
|
||||
}
|
||||
|
||||
flAdjustedDamage = flDamage - (vecSrc - pEntity->pev->origin).Length() * falloff;
|
||||
|
||||
if (flAdjustedDamage < 0)
|
||||
flAdjustedDamage = 0;
|
||||
|
||||
else if (flAdjustedDamage > 75)
|
||||
flAdjustedDamage = 75;
|
||||
|
||||
if (tr.flFraction == 1.0f)
|
||||
pEntity->TakeDamage(pevInflictor, pevAttacker, flAdjustedDamage, bitsDamageType);
|
||||
|
||||
else
|
||||
{
|
||||
ClearMultiDamage();
|
||||
pEntity->TraceAttack(pevInflictor, flAdjustedDamage, (tr.vecEndPos - vecSrc).Normalize(), &tr, bitsDamageType);
|
||||
ApplyMultiDamage(pevInflictor, pevAttacker);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,85 +1,85 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#pragma warning(disable:4244) // int or float down-conversion
|
||||
#pragma warning(disable:4305) // int or float data truncation
|
||||
#pragma warning(disable:4201) // nameless struct/union
|
||||
#pragma warning(disable:4514) // unreferenced inline function removed
|
||||
#pragma warning(disable:4100) // unreferenced formal parameter
|
||||
|
||||
#include "archtypes.h"
|
||||
#include "maintypes.h"
|
||||
#include "strtools.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
|
||||
#define NOWINRES
|
||||
#define NOSERVICE
|
||||
#define NOMCX
|
||||
#define NOIME
|
||||
#include "winsani_in.h"
|
||||
#include "windows.h"
|
||||
#include "winsani_out.h"
|
||||
#undef PlaySound
|
||||
#else
|
||||
#include <limits.h>
|
||||
#include <stdarg.h>
|
||||
#include <string.h>
|
||||
#endif // _WIN32
|
||||
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
typedef int EOFFSET; // More explicit than "int"
|
||||
typedef unsigned int func_t;
|
||||
typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
// Vector class
|
||||
#include "vector.h"
|
||||
|
||||
// Defining it as a (bogus) struct helps enforce type-checking
|
||||
#define vec3_t Vector
|
||||
|
||||
// QString class
|
||||
#include "qstring.h"
|
||||
|
||||
// Shared engine/DLL constants
|
||||
#include "const.h"
|
||||
#include "edict.h"
|
||||
|
||||
// Shared header describing protocol between engine and DLLs
|
||||
#include "eiface.h"
|
||||
|
||||
// Shared header between the client DLL and the game DLLs
|
||||
#include "cdll_dll.h"
|
||||
#include "extdef.h"
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#pragma warning(disable:4244) // int or float down-conversion
|
||||
#pragma warning(disable:4305) // int or float data truncation
|
||||
#pragma warning(disable:4201) // nameless struct/union
|
||||
#pragma warning(disable:4514) // unreferenced inline function removed
|
||||
#pragma warning(disable:4100) // unreferenced formal parameter
|
||||
|
||||
#include "archtypes.h"
|
||||
#include "maintypes.h"
|
||||
#include "strtools.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN // Exclude rarely-used stuff from Windows headers
|
||||
#define NOWINRES
|
||||
#define NOSERVICE
|
||||
#define NOMCX
|
||||
#define NOIME
|
||||
#include "winsani_in.h"
|
||||
#include "windows.h"
|
||||
#include "winsani_out.h"
|
||||
#undef PlaySound
|
||||
#else
|
||||
#include <limits.h>
|
||||
#include <stdarg.h>
|
||||
#include <string.h>
|
||||
#endif // _WIN32
|
||||
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
typedef int EOFFSET; // More explicit than "int"
|
||||
typedef unsigned int func_t;
|
||||
typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
// Vector class
|
||||
#include "vector.h"
|
||||
|
||||
// Defining it as a (bogus) struct helps enforce type-checking
|
||||
#define vec3_t Vector
|
||||
|
||||
// QString class
|
||||
#include "qstring.h"
|
||||
|
||||
// Shared engine/DLL constants
|
||||
#include "const.h"
|
||||
#include "edict.h"
|
||||
|
||||
// Shared header describing protocol between engine and DLLs
|
||||
#include "eiface.h"
|
||||
|
||||
// Shared header between the client DLL and the game DLLs
|
||||
#include "cdll_dll.h"
|
||||
#include "extdef.h"
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,366 +1,366 @@
|
||||
#include "precompiled.h"
|
||||
|
||||
cvar_t *g_pskill = nullptr;
|
||||
cvar_t *g_psv_gravity = nullptr;
|
||||
cvar_t *g_psv_aim = nullptr;
|
||||
cvar_t *g_footsteps = nullptr;
|
||||
cvar_t *g_psv_accelerate = nullptr;
|
||||
cvar_t *g_psv_friction = nullptr;
|
||||
cvar_t *g_psv_stopspeed = nullptr;
|
||||
cvar_t *g_psv_stepsize = nullptr;
|
||||
cvar_t *g_psv_clienttrace = nullptr;
|
||||
|
||||
cvar_t displaysoundlist = { "displaysoundlist", "0", 0, 0.0f, nullptr };
|
||||
cvar_t timelimit = { "mp_timelimit", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t flashlight = { "mp_flashlight", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t decalfrequency = { "decalfrequency", "30", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t fadetoblack = { "mp_fadetoblack", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t fragsleft = { "mp_fragsleft", "0", FCVAR_SERVER | FCVAR_UNLOGGED, 0.0f, nullptr }; // Don't spam console/log files/users with this changing
|
||||
cvar_t timeleft = { "mp_timeleft", "0", FCVAR_SERVER | FCVAR_UNLOGGED, 0.0f, nullptr };
|
||||
|
||||
cvar_t friendlyfire = { "mp_friendlyfire", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t infiniteAmmo = { "mp_infinite_ammo", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t infiniteGrenades = { "mp_infinite_grenades", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t allowmonsters = { "mp_allowmonsters", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t roundtime = { "mp_roundtime", "5", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t buytime = { "mp_buytime", "1.5", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t freezetime = { "mp_freezetime", "6", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t c4timer = { "mp_c4timer", "45", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ghostfrequency = { "mp_ghostfrequency", "0.1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t autokick = { "mp_autokick", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t autokick_timeout = { "mp_autokick_timeout", "-1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t restartround = { "sv_restartround", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t sv_restart = { "sv_restart", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t limitteams = { "mp_limitteams", "2", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t autoteambalance = { "mp_autoteambalance", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t tkpunish = { "mp_tkpunish", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t hostagepenalty = { "mp_hostagepenalty", "13", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t mirrordamage = { "mp_mirrordamage", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t logmessages = { "mp_logmessages", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t forcecamera = { "mp_forcecamera", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t forcechasecam = { "mp_forcechasecam", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t mapvoteratio = { "mp_mapvoteratio", "0.66", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t logdetail = { "mp_logdetail", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t startmoney = { "mp_startmoney", "800", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t maxrounds = { "mp_maxrounds", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t winlimit = { "mp_winlimit", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t windifference = { "mp_windifference", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t playerid = { "mp_playerid", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t allow_spectators = { "allow_spectators", "1.0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t mp_chattime = { "mp_chattime", "10", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t kick_percent = { "mp_kickpercent", "0.66", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t humans_join_team = { "humans_join_team", "any", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mm_bullet1 = { "sk_plr_9mm_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mm_bullet2 = { "sk_plr_9mm_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mm_bullet3 = { "sk_plr_9mm_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_357_bullet1 = { "sk_plr_357_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_357_bullet2 = { "sk_plr_357_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_357_bullet3 = { "sk_plr_357_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_bullet1 = { "sk_plr_9mmAR_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_bullet2 = { "sk_plr_9mmAR_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_bullet3 = { "sk_plr_9mmAR_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_grenade1 = { "sk_plr_9mmAR_grenade1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_grenade2 = { "sk_plr_9mmAR_grenade2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_grenade3 = { "sk_plr_9mmAR_grenade3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_buckshot1 = { "sk_plr_buckshot1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_buckshot2 = { "sk_plr_buckshot2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_buckshot3 = { "sk_plr_buckshot3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_rpg1 = { "sk_plr_rpg1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_rpg2 = { "sk_plr_rpg2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_rpg3 = { "sk_plr_rpg3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_12mm_bullet1 = { "sk_12mm_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_12mm_bullet2 = { "sk_12mm_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_12mm_bullet3 = { "sk_12mm_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mmAR_bullet1 = { "sk_9mmAR_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mmAR_bullet2 = { "sk_9mmAR_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mmAR_bullet3 = { "sk_9mmAR_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mm_bullet1 = { "sk_9mm_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mm_bullet2 = { "sk_9mm_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mm_bullet3 = { "sk_9mm_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_suitcharger1 = { "sk_suitcharger1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_suitcharger2 = { "sk_suitcharger2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_suitcharger3 = { "sk_suitcharger3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_battery1 = { "sk_battery1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_battery2 = { "sk_battery2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_battery3 = { "sk_battery3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthcharger1 = { "sk_healthcharger1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthcharger2 = { "sk_healthcharger2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthcharger3 = { "sk_healthcharger3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthkit1 = { "sk_healthkit1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthkit2 = { "sk_healthkit2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthkit3 = { "sk_healthkit3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_scientist_heal1 = { "sk_scientist_heal1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_scientist_heal2 = { "sk_scientist_heal2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_scientist_heal3 = { "sk_scientist_heal3", "0", 0, 0.0f, nullptr };
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
|
||||
cvar_t game_version = { "game_version", APP_VERSION, FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t maxmoney = { "mp_maxmoney", "16000", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t round_infinite = { "mp_round_infinite", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t hegrenade_penetration = { "mp_hegrenade_penetration", "0", 0, 0.0f, nullptr };
|
||||
cvar_t nadedrops = { "mp_nadedrops", "0", 0, 0.0f, nullptr };
|
||||
cvar_t roundrespawn_time = { "mp_roundrespawn_time", "20", 0, 20.0f, nullptr };
|
||||
cvar_t auto_reload_weapons = { "mp_auto_reload_weapons", "0", 0, 0.0f, nullptr };
|
||||
cvar_t refill_bpammo_weapons = { "mp_refill_bpammo_weapons", "0", 0, 0.0f, nullptr }; // Useful for mods like DeathMatch, GunGame, ZombieMod etc
|
||||
cvar_t freeforall = { "mp_freeforall", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t auto_join_team = { "mp_auto_join_team", "0", 0, 0.0f, nullptr };
|
||||
cvar_t max_teamkills = { "mp_max_teamkills", "3", 0, 3.0f, nullptr };
|
||||
cvar_t fraglimit = { "mp_fraglimit", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t round_restart_delay = { "mp_round_restart_delay", "5", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t showtriggers = { "showtriggers", "0", 0, 0.0f, nullptr }; // debug cvar shows triggers
|
||||
// TODO: Maybe it's better to register in the engine?
|
||||
cvar_t hostagehurtable = { "mp_hostage_hurtable", "1", FCVAR_SERVER, 1.0f, nullptr };
|
||||
cvar_t roundover = { "mp_roundover", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t forcerespawn = { "mp_forcerespawn", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t show_radioicon = { "mp_show_radioicon", "1", 0, 1.0f, nullptr };
|
||||
cvar_t show_scenarioicon = { "mp_show_scenarioicon", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t old_bomb_defused_sound = { "mp_old_bomb_defused_sound", "1", 0, 1.0f, nullptr };
|
||||
cvar_t item_staytime = { "mp_item_staytime", "300", FCVAR_SERVER, 300.0f, nullptr };
|
||||
cvar_t legacy_bombtarget_touch = { "mp_legacy_bombtarget_touch", "1", 0, 1.0f, nullptr };
|
||||
cvar_t respawn_immunitytime = { "mp_respawn_immunitytime", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t respawn_immunity_effects = { "mp_respawn_immunity_effects", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t kill_filled_spawn = { "mp_kill_filled_spawn", "1", 0, 0.0f, nullptr };
|
||||
cvar_t afk_bomb_drop_time = { "mp_afk_bomb_drop_time", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t buy_anywhere = { "mp_buy_anywhere", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t allow_point_servercommand = { "mp_allow_point_servercommand", "0", 0, 0.0f, nullptr };
|
||||
cvar_t hullbounds_sets = { "mp_hullbounds_sets", "1", 0, 0.0f, nullptr };
|
||||
cvar_t unduck_method = { "mp_unduck_method", "0", 0, 0.0f, nullptr };
|
||||
|
||||
cvar_t scoreboard_showmoney = { "mp_scoreboard_showmoney", "3", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t scoreboard_showhealth = { "mp_scoreboard_showhealth", "3", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t ff_damage_reduction_bullets = { "ff_damage_reduction_bullets", "0.35", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ff_damage_reduction_grenade = { "ff_damage_reduction_grenade", "0.25", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ff_damage_reduction_grenade_self = { "ff_damage_reduction_grenade_self", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ff_damage_reduction_other = { "ff_damage_reduction_other", "0.25", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t radio_timeout = { "mp_radio_timeout", "1.5", FCVAR_SERVER, 1.5f, nullptr };
|
||||
cvar_t radio_maxinround = { "mp_radio_maxinround", "60", FCVAR_SERVER, 60.0f, nullptr };
|
||||
|
||||
void GameDLL_Version_f()
|
||||
{
|
||||
if (Q_stricmp(CMD_ARGV(1), "version") != 0)
|
||||
return;
|
||||
|
||||
// print version
|
||||
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
|
||||
CONSOLE_ECHO("Build date: " APP_COMMIT_TIME " " APP_COMMIT_DATE "\n");
|
||||
CONSOLE_ECHO("Build from: " APP_COMMIT_URL APP_COMMIT_SHA "\n");
|
||||
}
|
||||
|
||||
void GameDLL_EndRound_f()
|
||||
{
|
||||
if (CMD_ARGC() == 2)
|
||||
{
|
||||
const char *pCmd = CMD_ARGV(1);
|
||||
|
||||
if (pCmd[0] == '1' || !Q_stricmp(pCmd, "T"))
|
||||
{
|
||||
CSGameRules()->OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, CSGameRules()->GetRoundRestartDelay());
|
||||
return;
|
||||
}
|
||||
else if (pCmd[0] == '2' || !Q_stricmp(pCmd, "CT"))
|
||||
{
|
||||
CSGameRules()->OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_CTS_WIN, CSGameRules()->GetRoundRestartDelay());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
CSGameRules()->OnRoundEnd_Intercept(WINSTATUS_DRAW, ROUND_END_DRAW, CSGameRules()->GetRoundRestartDelay());
|
||||
}
|
||||
|
||||
#endif // REGAMEDLL_ADD
|
||||
|
||||
void EXT_FUNC GameDLLInit()
|
||||
{
|
||||
g_pskill = CVAR_GET_POINTER("skill");
|
||||
g_psv_gravity = CVAR_GET_POINTER("sv_gravity");
|
||||
g_psv_aim = CVAR_GET_POINTER("sv_aim");
|
||||
g_footsteps = CVAR_GET_POINTER("mp_footsteps");
|
||||
g_psv_accelerate = CVAR_GET_POINTER("sv_accelerate");
|
||||
g_psv_friction = CVAR_GET_POINTER("sv_friction");
|
||||
g_psv_stopspeed = CVAR_GET_POINTER("sv_stopspeed");
|
||||
g_psv_stepsize = CVAR_GET_POINTER("sv_stepsize");
|
||||
g_psv_clienttrace = CVAR_GET_POINTER("sv_clienttrace");
|
||||
|
||||
CVAR_REGISTER(&displaysoundlist);
|
||||
CVAR_REGISTER(&timelimit);
|
||||
CVAR_REGISTER(&friendlyfire);
|
||||
|
||||
#ifdef BUILD_LATEST
|
||||
CVAR_REGISTER(&infiniteAmmo);
|
||||
CVAR_REGISTER(&infiniteGrenades);
|
||||
#endif
|
||||
|
||||
CVAR_REGISTER(&flashlight);
|
||||
CVAR_REGISTER(&decalfrequency);
|
||||
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
CVAR_REGISTER(&allowmonsters);
|
||||
#endif
|
||||
|
||||
CVAR_REGISTER(&roundtime);
|
||||
CVAR_REGISTER(&buytime);
|
||||
CVAR_REGISTER(&freezetime);
|
||||
CVAR_REGISTER(&c4timer);
|
||||
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
CVAR_REGISTER(&ghostfrequency);
|
||||
#endif
|
||||
|
||||
CVAR_REGISTER(&autokick);
|
||||
CVAR_REGISTER(&autokick_timeout);
|
||||
CVAR_REGISTER(&restartround);
|
||||
CVAR_REGISTER(&sv_restart);
|
||||
CVAR_REGISTER(&limitteams);
|
||||
CVAR_REGISTER(&autoteambalance);
|
||||
CVAR_REGISTER(&tkpunish);
|
||||
CVAR_REGISTER(&hostagepenalty);
|
||||
CVAR_REGISTER(&mirrordamage);
|
||||
CVAR_REGISTER(&logmessages);
|
||||
CVAR_REGISTER(&forcecamera);
|
||||
CVAR_REGISTER(&forcechasecam);
|
||||
CVAR_REGISTER(&mapvoteratio);
|
||||
CVAR_REGISTER(&maxrounds);
|
||||
CVAR_REGISTER(&winlimit);
|
||||
CVAR_REGISTER(&windifference);
|
||||
CVAR_REGISTER(&fadetoblack);
|
||||
CVAR_REGISTER(&logdetail);
|
||||
CVAR_REGISTER(&startmoney);
|
||||
CVAR_REGISTER(&playerid);
|
||||
CVAR_REGISTER(&allow_spectators);
|
||||
CVAR_REGISTER(&mp_chattime);
|
||||
CVAR_REGISTER(&kick_percent);
|
||||
CVAR_REGISTER(&fragsleft);
|
||||
CVAR_REGISTER(&timeleft);
|
||||
CVAR_REGISTER(&humans_join_team);
|
||||
|
||||
#ifdef BUILD_LATEST
|
||||
if (AreRunningBeta())
|
||||
{
|
||||
CVAR_REGISTER(&scoreboard_showhealth);
|
||||
CVAR_REGISTER(&scoreboard_showmoney);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Remove unused cvars
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
|
||||
CVAR_REGISTER(&sk_plr_9mm_bullet1);
|
||||
CVAR_REGISTER(&sk_plr_9mm_bullet2);
|
||||
CVAR_REGISTER(&sk_plr_9mm_bullet3);
|
||||
CVAR_REGISTER(&sk_plr_357_bullet1);
|
||||
CVAR_REGISTER(&sk_plr_357_bullet2);
|
||||
CVAR_REGISTER(&sk_plr_357_bullet3);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_bullet1);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_bullet2);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_bullet3);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_grenade1);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_grenade2);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_grenade3);
|
||||
CVAR_REGISTER(&sk_plr_buckshot1);
|
||||
CVAR_REGISTER(&sk_plr_buckshot2);
|
||||
CVAR_REGISTER(&sk_plr_buckshot3);
|
||||
CVAR_REGISTER(&sk_plr_rpg1);
|
||||
CVAR_REGISTER(&sk_plr_rpg2);
|
||||
CVAR_REGISTER(&sk_plr_rpg3);
|
||||
CVAR_REGISTER(&sk_12mm_bullet1);
|
||||
CVAR_REGISTER(&sk_12mm_bullet2);
|
||||
CVAR_REGISTER(&sk_12mm_bullet3);
|
||||
CVAR_REGISTER(&sk_9mmAR_bullet1);
|
||||
CVAR_REGISTER(&sk_9mmAR_bullet2);
|
||||
CVAR_REGISTER(&sk_9mmAR_bullet3);
|
||||
CVAR_REGISTER(&sk_9mm_bullet1);
|
||||
CVAR_REGISTER(&sk_9mm_bullet2);
|
||||
CVAR_REGISTER(&sk_9mm_bullet3);
|
||||
CVAR_REGISTER(&sk_suitcharger1);
|
||||
CVAR_REGISTER(&sk_suitcharger2);
|
||||
CVAR_REGISTER(&sk_suitcharger3);
|
||||
CVAR_REGISTER(&sk_battery1);
|
||||
CVAR_REGISTER(&sk_battery2);
|
||||
CVAR_REGISTER(&sk_battery3);
|
||||
CVAR_REGISTER(&sk_healthcharger1);
|
||||
CVAR_REGISTER(&sk_healthcharger2);
|
||||
CVAR_REGISTER(&sk_healthcharger3);
|
||||
CVAR_REGISTER(&sk_healthkit1);
|
||||
CVAR_REGISTER(&sk_healthkit2);
|
||||
CVAR_REGISTER(&sk_healthkit3);
|
||||
CVAR_REGISTER(&sk_scientist_heal1);
|
||||
CVAR_REGISTER(&sk_scientist_heal2);
|
||||
CVAR_REGISTER(&sk_scientist_heal3);
|
||||
|
||||
#endif // REGAMEDLL_FIXES
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
|
||||
ADD_SERVER_COMMAND("game", GameDLL_Version_f);
|
||||
ADD_SERVER_COMMAND("endround", GameDLL_EndRound_f);
|
||||
|
||||
CVAR_REGISTER(&game_version);
|
||||
CVAR_REGISTER(&maxmoney);
|
||||
CVAR_REGISTER(&round_infinite);
|
||||
CVAR_REGISTER(&hegrenade_penetration);
|
||||
CVAR_REGISTER(&nadedrops);
|
||||
CVAR_REGISTER(&roundrespawn_time);
|
||||
CVAR_REGISTER(&auto_reload_weapons);
|
||||
CVAR_REGISTER(&refill_bpammo_weapons);
|
||||
CVAR_REGISTER(&freeforall);
|
||||
CVAR_REGISTER(&auto_join_team);
|
||||
CVAR_REGISTER(&max_teamkills);
|
||||
CVAR_REGISTER(&fraglimit);
|
||||
CVAR_REGISTER(&round_restart_delay);
|
||||
|
||||
CVAR_REGISTER(&showtriggers);
|
||||
CVAR_REGISTER(&hostagehurtable);
|
||||
CVAR_REGISTER(&roundover);
|
||||
CVAR_REGISTER(&forcerespawn);
|
||||
CVAR_REGISTER(&show_radioicon);
|
||||
|
||||
if (!AreRunningCZero())
|
||||
{
|
||||
CVAR_REGISTER(&show_scenarioicon);
|
||||
}
|
||||
|
||||
CVAR_REGISTER(&old_bomb_defused_sound);
|
||||
CVAR_REGISTER(&item_staytime);
|
||||
CVAR_REGISTER(&legacy_bombtarget_touch);
|
||||
CVAR_REGISTER(&respawn_immunitytime);
|
||||
CVAR_REGISTER(&respawn_immunity_effects);
|
||||
CVAR_REGISTER(&kill_filled_spawn);
|
||||
CVAR_REGISTER(&afk_bomb_drop_time);
|
||||
CVAR_REGISTER(&buy_anywhere);
|
||||
CVAR_REGISTER(&allow_point_servercommand);
|
||||
CVAR_REGISTER(&hullbounds_sets);
|
||||
CVAR_REGISTER(&unduck_method);
|
||||
|
||||
CVAR_REGISTER(&ff_damage_reduction_bullets);
|
||||
CVAR_REGISTER(&ff_damage_reduction_grenade);
|
||||
CVAR_REGISTER(&ff_damage_reduction_grenade_self);
|
||||
CVAR_REGISTER(&ff_damage_reduction_other);
|
||||
|
||||
CVAR_REGISTER(&radio_timeout);
|
||||
CVAR_REGISTER(&radio_maxinround);
|
||||
|
||||
// print version
|
||||
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
|
||||
|
||||
#endif // REGAMEDLL_ADD
|
||||
|
||||
Bot_RegisterCVars();
|
||||
Tutor_RegisterCVars();
|
||||
Hostage_RegisterCVars();
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
VoiceGameMgr_RegisterCVars();
|
||||
#endif
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
// execute initial pre-configurations
|
||||
SERVER_COMMAND("exec game_init.cfg\n");
|
||||
SERVER_EXECUTE();
|
||||
#endif
|
||||
|
||||
}
|
||||
#include "precompiled.h"
|
||||
|
||||
cvar_t *g_pskill = nullptr;
|
||||
cvar_t *g_psv_gravity = nullptr;
|
||||
cvar_t *g_psv_aim = nullptr;
|
||||
cvar_t *g_footsteps = nullptr;
|
||||
cvar_t *g_psv_accelerate = nullptr;
|
||||
cvar_t *g_psv_friction = nullptr;
|
||||
cvar_t *g_psv_stopspeed = nullptr;
|
||||
cvar_t *g_psv_stepsize = nullptr;
|
||||
cvar_t *g_psv_clienttrace = nullptr;
|
||||
|
||||
cvar_t displaysoundlist = { "displaysoundlist", "0", 0, 0.0f, nullptr };
|
||||
cvar_t timelimit = { "mp_timelimit", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t flashlight = { "mp_flashlight", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t decalfrequency = { "decalfrequency", "30", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t fadetoblack = { "mp_fadetoblack", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t fragsleft = { "mp_fragsleft", "0", FCVAR_SERVER | FCVAR_UNLOGGED, 0.0f, nullptr }; // Don't spam console/log files/users with this changing
|
||||
cvar_t timeleft = { "mp_timeleft", "0", FCVAR_SERVER | FCVAR_UNLOGGED, 0.0f, nullptr };
|
||||
|
||||
cvar_t friendlyfire = { "mp_friendlyfire", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t infiniteAmmo = { "mp_infinite_ammo", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t infiniteGrenades = { "mp_infinite_grenades", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t allowmonsters = { "mp_allowmonsters", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t roundtime = { "mp_roundtime", "5", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t buytime = { "mp_buytime", "1.5", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t freezetime = { "mp_freezetime", "6", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t c4timer = { "mp_c4timer", "45", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ghostfrequency = { "mp_ghostfrequency", "0.1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t autokick = { "mp_autokick", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t autokick_timeout = { "mp_autokick_timeout", "-1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t restartround = { "sv_restartround", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t sv_restart = { "sv_restart", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t limitteams = { "mp_limitteams", "2", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t autoteambalance = { "mp_autoteambalance", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t tkpunish = { "mp_tkpunish", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t hostagepenalty = { "mp_hostagepenalty", "13", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t mirrordamage = { "mp_mirrordamage", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t logmessages = { "mp_logmessages", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t forcecamera = { "mp_forcecamera", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t forcechasecam = { "mp_forcechasecam", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t mapvoteratio = { "mp_mapvoteratio", "0.66", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t logdetail = { "mp_logdetail", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t startmoney = { "mp_startmoney", "800", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t maxrounds = { "mp_maxrounds", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t winlimit = { "mp_winlimit", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t windifference = { "mp_windifference", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t playerid = { "mp_playerid", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t allow_spectators = { "allow_spectators", "1.0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t mp_chattime = { "mp_chattime", "10", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t kick_percent = { "mp_kickpercent", "0.66", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t humans_join_team = { "humans_join_team", "any", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mm_bullet1 = { "sk_plr_9mm_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mm_bullet2 = { "sk_plr_9mm_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mm_bullet3 = { "sk_plr_9mm_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_357_bullet1 = { "sk_plr_357_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_357_bullet2 = { "sk_plr_357_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_357_bullet3 = { "sk_plr_357_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_bullet1 = { "sk_plr_9mmAR_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_bullet2 = { "sk_plr_9mmAR_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_bullet3 = { "sk_plr_9mmAR_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_grenade1 = { "sk_plr_9mmAR_grenade1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_grenade2 = { "sk_plr_9mmAR_grenade2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_9mmAR_grenade3 = { "sk_plr_9mmAR_grenade3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_buckshot1 = { "sk_plr_buckshot1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_buckshot2 = { "sk_plr_buckshot2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_buckshot3 = { "sk_plr_buckshot3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_rpg1 = { "sk_plr_rpg1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_rpg2 = { "sk_plr_rpg2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_plr_rpg3 = { "sk_plr_rpg3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_12mm_bullet1 = { "sk_12mm_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_12mm_bullet2 = { "sk_12mm_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_12mm_bullet3 = { "sk_12mm_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mmAR_bullet1 = { "sk_9mmAR_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mmAR_bullet2 = { "sk_9mmAR_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mmAR_bullet3 = { "sk_9mmAR_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mm_bullet1 = { "sk_9mm_bullet1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mm_bullet2 = { "sk_9mm_bullet2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_9mm_bullet3 = { "sk_9mm_bullet3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_suitcharger1 = { "sk_suitcharger1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_suitcharger2 = { "sk_suitcharger2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_suitcharger3 = { "sk_suitcharger3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_battery1 = { "sk_battery1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_battery2 = { "sk_battery2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_battery3 = { "sk_battery3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthcharger1 = { "sk_healthcharger1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthcharger2 = { "sk_healthcharger2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthcharger3 = { "sk_healthcharger3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthkit1 = { "sk_healthkit1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthkit2 = { "sk_healthkit2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_healthkit3 = { "sk_healthkit3", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_scientist_heal1 = { "sk_scientist_heal1", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_scientist_heal2 = { "sk_scientist_heal2", "0", 0, 0.0f, nullptr };
|
||||
cvar_t sk_scientist_heal3 = { "sk_scientist_heal3", "0", 0, 0.0f, nullptr };
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
|
||||
cvar_t game_version = { "game_version", APP_VERSION, FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t maxmoney = { "mp_maxmoney", "16000", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t round_infinite = { "mp_round_infinite", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t hegrenade_penetration = { "mp_hegrenade_penetration", "0", 0, 0.0f, nullptr };
|
||||
cvar_t nadedrops = { "mp_nadedrops", "0", 0, 0.0f, nullptr };
|
||||
cvar_t roundrespawn_time = { "mp_roundrespawn_time", "20", 0, 20.0f, nullptr };
|
||||
cvar_t auto_reload_weapons = { "mp_auto_reload_weapons", "0", 0, 0.0f, nullptr };
|
||||
cvar_t refill_bpammo_weapons = { "mp_refill_bpammo_weapons", "0", 0, 0.0f, nullptr }; // Useful for mods like DeathMatch, GunGame, ZombieMod etc
|
||||
cvar_t freeforall = { "mp_freeforall", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t auto_join_team = { "mp_auto_join_team", "0", 0, 0.0f, nullptr };
|
||||
cvar_t max_teamkills = { "mp_max_teamkills", "3", 0, 3.0f, nullptr };
|
||||
cvar_t fraglimit = { "mp_fraglimit", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t round_restart_delay = { "mp_round_restart_delay", "5", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t showtriggers = { "showtriggers", "0", 0, 0.0f, nullptr }; // debug cvar shows triggers
|
||||
// TODO: Maybe it's better to register in the engine?
|
||||
cvar_t hostagehurtable = { "mp_hostage_hurtable", "1", FCVAR_SERVER, 1.0f, nullptr };
|
||||
cvar_t roundover = { "mp_roundover", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t forcerespawn = { "mp_forcerespawn", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t show_radioicon = { "mp_show_radioicon", "1", 0, 1.0f, nullptr };
|
||||
cvar_t show_scenarioicon = { "mp_show_scenarioicon", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t old_bomb_defused_sound = { "mp_old_bomb_defused_sound", "1", 0, 1.0f, nullptr };
|
||||
cvar_t item_staytime = { "mp_item_staytime", "300", FCVAR_SERVER, 300.0f, nullptr };
|
||||
cvar_t legacy_bombtarget_touch = { "mp_legacy_bombtarget_touch", "1", 0, 1.0f, nullptr };
|
||||
cvar_t respawn_immunitytime = { "mp_respawn_immunitytime", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t respawn_immunity_effects = { "mp_respawn_immunity_effects", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t kill_filled_spawn = { "mp_kill_filled_spawn", "1", 0, 0.0f, nullptr };
|
||||
cvar_t afk_bomb_drop_time = { "mp_afk_bomb_drop_time", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t buy_anywhere = { "mp_buy_anywhere", "0", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t allow_point_servercommand = { "mp_allow_point_servercommand", "0", 0, 0.0f, nullptr };
|
||||
cvar_t hullbounds_sets = { "mp_hullbounds_sets", "1", 0, 0.0f, nullptr };
|
||||
cvar_t unduck_method = { "mp_unduck_method", "0", 0, 0.0f, nullptr };
|
||||
|
||||
cvar_t scoreboard_showmoney = { "mp_scoreboard_showmoney", "3", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t scoreboard_showhealth = { "mp_scoreboard_showhealth", "3", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t ff_damage_reduction_bullets = { "ff_damage_reduction_bullets", "0.35", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ff_damage_reduction_grenade = { "ff_damage_reduction_grenade", "0.25", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ff_damage_reduction_grenade_self = { "ff_damage_reduction_grenade_self", "1", FCVAR_SERVER, 0.0f, nullptr };
|
||||
cvar_t ff_damage_reduction_other = { "ff_damage_reduction_other", "0.25", FCVAR_SERVER, 0.0f, nullptr };
|
||||
|
||||
cvar_t radio_timeout = { "mp_radio_timeout", "1.5", FCVAR_SERVER, 1.5f, nullptr };
|
||||
cvar_t radio_maxinround = { "mp_radio_maxinround", "60", FCVAR_SERVER, 60.0f, nullptr };
|
||||
|
||||
void GameDLL_Version_f()
|
||||
{
|
||||
if (Q_stricmp(CMD_ARGV(1), "version") != 0)
|
||||
return;
|
||||
|
||||
// print version
|
||||
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
|
||||
CONSOLE_ECHO("Build date: " APP_COMMIT_TIME " " APP_COMMIT_DATE "\n");
|
||||
CONSOLE_ECHO("Build from: " APP_COMMIT_URL APP_COMMIT_SHA "\n");
|
||||
}
|
||||
|
||||
void GameDLL_EndRound_f()
|
||||
{
|
||||
if (CMD_ARGC() == 2)
|
||||
{
|
||||
const char *pCmd = CMD_ARGV(1);
|
||||
|
||||
if (pCmd[0] == '1' || !Q_stricmp(pCmd, "T"))
|
||||
{
|
||||
CSGameRules()->OnRoundEnd_Intercept(WINSTATUS_TERRORISTS, ROUND_TERRORISTS_WIN, CSGameRules()->GetRoundRestartDelay());
|
||||
return;
|
||||
}
|
||||
else if (pCmd[0] == '2' || !Q_stricmp(pCmd, "CT"))
|
||||
{
|
||||
CSGameRules()->OnRoundEnd_Intercept(WINSTATUS_CTS, ROUND_CTS_WIN, CSGameRules()->GetRoundRestartDelay());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
CSGameRules()->OnRoundEnd_Intercept(WINSTATUS_DRAW, ROUND_END_DRAW, CSGameRules()->GetRoundRestartDelay());
|
||||
}
|
||||
|
||||
#endif // REGAMEDLL_ADD
|
||||
|
||||
void EXT_FUNC GameDLLInit()
|
||||
{
|
||||
g_pskill = CVAR_GET_POINTER("skill");
|
||||
g_psv_gravity = CVAR_GET_POINTER("sv_gravity");
|
||||
g_psv_aim = CVAR_GET_POINTER("sv_aim");
|
||||
g_footsteps = CVAR_GET_POINTER("mp_footsteps");
|
||||
g_psv_accelerate = CVAR_GET_POINTER("sv_accelerate");
|
||||
g_psv_friction = CVAR_GET_POINTER("sv_friction");
|
||||
g_psv_stopspeed = CVAR_GET_POINTER("sv_stopspeed");
|
||||
g_psv_stepsize = CVAR_GET_POINTER("sv_stepsize");
|
||||
g_psv_clienttrace = CVAR_GET_POINTER("sv_clienttrace");
|
||||
|
||||
CVAR_REGISTER(&displaysoundlist);
|
||||
CVAR_REGISTER(&timelimit);
|
||||
CVAR_REGISTER(&friendlyfire);
|
||||
|
||||
#ifdef BUILD_LATEST
|
||||
CVAR_REGISTER(&infiniteAmmo);
|
||||
CVAR_REGISTER(&infiniteGrenades);
|
||||
#endif
|
||||
|
||||
CVAR_REGISTER(&flashlight);
|
||||
CVAR_REGISTER(&decalfrequency);
|
||||
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
CVAR_REGISTER(&allowmonsters);
|
||||
#endif
|
||||
|
||||
CVAR_REGISTER(&roundtime);
|
||||
CVAR_REGISTER(&buytime);
|
||||
CVAR_REGISTER(&freezetime);
|
||||
CVAR_REGISTER(&c4timer);
|
||||
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
CVAR_REGISTER(&ghostfrequency);
|
||||
#endif
|
||||
|
||||
CVAR_REGISTER(&autokick);
|
||||
CVAR_REGISTER(&autokick_timeout);
|
||||
CVAR_REGISTER(&restartround);
|
||||
CVAR_REGISTER(&sv_restart);
|
||||
CVAR_REGISTER(&limitteams);
|
||||
CVAR_REGISTER(&autoteambalance);
|
||||
CVAR_REGISTER(&tkpunish);
|
||||
CVAR_REGISTER(&hostagepenalty);
|
||||
CVAR_REGISTER(&mirrordamage);
|
||||
CVAR_REGISTER(&logmessages);
|
||||
CVAR_REGISTER(&forcecamera);
|
||||
CVAR_REGISTER(&forcechasecam);
|
||||
CVAR_REGISTER(&mapvoteratio);
|
||||
CVAR_REGISTER(&maxrounds);
|
||||
CVAR_REGISTER(&winlimit);
|
||||
CVAR_REGISTER(&windifference);
|
||||
CVAR_REGISTER(&fadetoblack);
|
||||
CVAR_REGISTER(&logdetail);
|
||||
CVAR_REGISTER(&startmoney);
|
||||
CVAR_REGISTER(&playerid);
|
||||
CVAR_REGISTER(&allow_spectators);
|
||||
CVAR_REGISTER(&mp_chattime);
|
||||
CVAR_REGISTER(&kick_percent);
|
||||
CVAR_REGISTER(&fragsleft);
|
||||
CVAR_REGISTER(&timeleft);
|
||||
CVAR_REGISTER(&humans_join_team);
|
||||
|
||||
#ifdef BUILD_LATEST
|
||||
if (AreRunningBeta())
|
||||
{
|
||||
CVAR_REGISTER(&scoreboard_showhealth);
|
||||
CVAR_REGISTER(&scoreboard_showmoney);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Remove unused cvars
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
|
||||
CVAR_REGISTER(&sk_plr_9mm_bullet1);
|
||||
CVAR_REGISTER(&sk_plr_9mm_bullet2);
|
||||
CVAR_REGISTER(&sk_plr_9mm_bullet3);
|
||||
CVAR_REGISTER(&sk_plr_357_bullet1);
|
||||
CVAR_REGISTER(&sk_plr_357_bullet2);
|
||||
CVAR_REGISTER(&sk_plr_357_bullet3);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_bullet1);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_bullet2);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_bullet3);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_grenade1);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_grenade2);
|
||||
CVAR_REGISTER(&sk_plr_9mmAR_grenade3);
|
||||
CVAR_REGISTER(&sk_plr_buckshot1);
|
||||
CVAR_REGISTER(&sk_plr_buckshot2);
|
||||
CVAR_REGISTER(&sk_plr_buckshot3);
|
||||
CVAR_REGISTER(&sk_plr_rpg1);
|
||||
CVAR_REGISTER(&sk_plr_rpg2);
|
||||
CVAR_REGISTER(&sk_plr_rpg3);
|
||||
CVAR_REGISTER(&sk_12mm_bullet1);
|
||||
CVAR_REGISTER(&sk_12mm_bullet2);
|
||||
CVAR_REGISTER(&sk_12mm_bullet3);
|
||||
CVAR_REGISTER(&sk_9mmAR_bullet1);
|
||||
CVAR_REGISTER(&sk_9mmAR_bullet2);
|
||||
CVAR_REGISTER(&sk_9mmAR_bullet3);
|
||||
CVAR_REGISTER(&sk_9mm_bullet1);
|
||||
CVAR_REGISTER(&sk_9mm_bullet2);
|
||||
CVAR_REGISTER(&sk_9mm_bullet3);
|
||||
CVAR_REGISTER(&sk_suitcharger1);
|
||||
CVAR_REGISTER(&sk_suitcharger2);
|
||||
CVAR_REGISTER(&sk_suitcharger3);
|
||||
CVAR_REGISTER(&sk_battery1);
|
||||
CVAR_REGISTER(&sk_battery2);
|
||||
CVAR_REGISTER(&sk_battery3);
|
||||
CVAR_REGISTER(&sk_healthcharger1);
|
||||
CVAR_REGISTER(&sk_healthcharger2);
|
||||
CVAR_REGISTER(&sk_healthcharger3);
|
||||
CVAR_REGISTER(&sk_healthkit1);
|
||||
CVAR_REGISTER(&sk_healthkit2);
|
||||
CVAR_REGISTER(&sk_healthkit3);
|
||||
CVAR_REGISTER(&sk_scientist_heal1);
|
||||
CVAR_REGISTER(&sk_scientist_heal2);
|
||||
CVAR_REGISTER(&sk_scientist_heal3);
|
||||
|
||||
#endif // REGAMEDLL_FIXES
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
|
||||
ADD_SERVER_COMMAND("game", GameDLL_Version_f);
|
||||
ADD_SERVER_COMMAND("endround", GameDLL_EndRound_f);
|
||||
|
||||
CVAR_REGISTER(&game_version);
|
||||
CVAR_REGISTER(&maxmoney);
|
||||
CVAR_REGISTER(&round_infinite);
|
||||
CVAR_REGISTER(&hegrenade_penetration);
|
||||
CVAR_REGISTER(&nadedrops);
|
||||
CVAR_REGISTER(&roundrespawn_time);
|
||||
CVAR_REGISTER(&auto_reload_weapons);
|
||||
CVAR_REGISTER(&refill_bpammo_weapons);
|
||||
CVAR_REGISTER(&freeforall);
|
||||
CVAR_REGISTER(&auto_join_team);
|
||||
CVAR_REGISTER(&max_teamkills);
|
||||
CVAR_REGISTER(&fraglimit);
|
||||
CVAR_REGISTER(&round_restart_delay);
|
||||
|
||||
CVAR_REGISTER(&showtriggers);
|
||||
CVAR_REGISTER(&hostagehurtable);
|
||||
CVAR_REGISTER(&roundover);
|
||||
CVAR_REGISTER(&forcerespawn);
|
||||
CVAR_REGISTER(&show_radioicon);
|
||||
|
||||
if (!AreRunningCZero())
|
||||
{
|
||||
CVAR_REGISTER(&show_scenarioicon);
|
||||
}
|
||||
|
||||
CVAR_REGISTER(&old_bomb_defused_sound);
|
||||
CVAR_REGISTER(&item_staytime);
|
||||
CVAR_REGISTER(&legacy_bombtarget_touch);
|
||||
CVAR_REGISTER(&respawn_immunitytime);
|
||||
CVAR_REGISTER(&respawn_immunity_effects);
|
||||
CVAR_REGISTER(&kill_filled_spawn);
|
||||
CVAR_REGISTER(&afk_bomb_drop_time);
|
||||
CVAR_REGISTER(&buy_anywhere);
|
||||
CVAR_REGISTER(&allow_point_servercommand);
|
||||
CVAR_REGISTER(&hullbounds_sets);
|
||||
CVAR_REGISTER(&unduck_method);
|
||||
|
||||
CVAR_REGISTER(&ff_damage_reduction_bullets);
|
||||
CVAR_REGISTER(&ff_damage_reduction_grenade);
|
||||
CVAR_REGISTER(&ff_damage_reduction_grenade_self);
|
||||
CVAR_REGISTER(&ff_damage_reduction_other);
|
||||
|
||||
CVAR_REGISTER(&radio_timeout);
|
||||
CVAR_REGISTER(&radio_maxinround);
|
||||
|
||||
// print version
|
||||
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
|
||||
|
||||
#endif // REGAMEDLL_ADD
|
||||
|
||||
Bot_RegisterCVars();
|
||||
Tutor_RegisterCVars();
|
||||
Hostage_RegisterCVars();
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
VoiceGameMgr_RegisterCVars();
|
||||
#endif
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
// execute initial pre-configurations
|
||||
SERVER_COMMAND("exec game_init.cfg\n");
|
||||
SERVER_EXECUTE();
|
||||
#endif
|
||||
|
||||
}
|
||||
|
@ -1,179 +1,179 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#define LOG_ENEMYATTACK 1
|
||||
#define LOG_TEAMMATEATTACK 2
|
||||
|
||||
// playerid
|
||||
#define PLAYERID_MODE_EVERYONE 0
|
||||
#define PLAYERID_MODE_TEAMONLY 1
|
||||
#define PLAYERID_MODE_OFF 2
|
||||
|
||||
#define PLAYERID_EVERYONE 0
|
||||
#define PLAYERID_TEAMONLY 1
|
||||
#define PLAYERID_OFF 2
|
||||
|
||||
extern cvar_t *g_pskill;
|
||||
extern cvar_t *g_psv_gravity;
|
||||
extern cvar_t *g_psv_aim;
|
||||
extern cvar_t *g_psv_accelerate;
|
||||
extern cvar_t *g_psv_friction;
|
||||
extern cvar_t *g_psv_stopspeed;
|
||||
extern cvar_t *g_psv_stepsize;
|
||||
extern cvar_t *g_psv_clienttrace;
|
||||
extern cvar_t *g_footsteps;
|
||||
|
||||
extern cvar_t displaysoundlist;
|
||||
extern cvar_t timelimit;
|
||||
extern cvar_t flashlight;
|
||||
extern cvar_t decalfrequency;
|
||||
extern cvar_t fadetoblack;
|
||||
extern cvar_t fragsleft;
|
||||
extern cvar_t timeleft;
|
||||
extern cvar_t friendlyfire;
|
||||
extern cvar_t infiniteAmmo;
|
||||
extern cvar_t infiniteGrenades;
|
||||
extern cvar_t allowmonsters;
|
||||
extern cvar_t roundtime;
|
||||
extern cvar_t buytime;
|
||||
extern cvar_t freezetime;
|
||||
extern cvar_t c4timer;
|
||||
extern cvar_t ghostfrequency;
|
||||
extern cvar_t autokick;
|
||||
extern cvar_t autokick_timeout;
|
||||
extern cvar_t restartround;
|
||||
extern cvar_t sv_restart;
|
||||
extern cvar_t limitteams;
|
||||
extern cvar_t autoteambalance;
|
||||
extern cvar_t tkpunish;
|
||||
extern cvar_t hostagepenalty;
|
||||
extern cvar_t mirrordamage;
|
||||
extern cvar_t logmessages;
|
||||
extern cvar_t forcecamera;
|
||||
extern cvar_t forcechasecam;
|
||||
extern cvar_t mapvoteratio;
|
||||
extern cvar_t logdetail;
|
||||
extern cvar_t startmoney;
|
||||
extern cvar_t maxrounds;
|
||||
extern cvar_t winlimit;
|
||||
extern cvar_t windifference;
|
||||
extern cvar_t playerid;
|
||||
extern cvar_t allow_spectators;
|
||||
extern cvar_t mp_chattime;
|
||||
extern cvar_t kick_percent;
|
||||
extern cvar_t humans_join_team;
|
||||
extern cvar_t sk_plr_9mm_bullet1;
|
||||
extern cvar_t sk_plr_9mm_bullet2;
|
||||
extern cvar_t sk_plr_9mm_bullet3;
|
||||
extern cvar_t sk_plr_357_bullet1;
|
||||
extern cvar_t sk_plr_357_bullet2;
|
||||
extern cvar_t sk_plr_357_bullet3;
|
||||
extern cvar_t sk_plr_9mmAR_bullet1;
|
||||
extern cvar_t sk_plr_9mmAR_bullet2;
|
||||
extern cvar_t sk_plr_9mmAR_bullet3;
|
||||
extern cvar_t sk_plr_9mmAR_grenade1;
|
||||
extern cvar_t sk_plr_9mmAR_grenade2;
|
||||
extern cvar_t sk_plr_9mmAR_grenade3;
|
||||
extern cvar_t sk_plr_buckshot1;
|
||||
extern cvar_t sk_plr_buckshot2;
|
||||
extern cvar_t sk_plr_buckshot3;
|
||||
extern cvar_t sk_plr_rpg1;
|
||||
extern cvar_t sk_plr_rpg2;
|
||||
extern cvar_t sk_plr_rpg3;
|
||||
extern cvar_t sk_12mm_bullet1;
|
||||
extern cvar_t sk_12mm_bullet2;
|
||||
extern cvar_t sk_12mm_bullet3;
|
||||
extern cvar_t sk_9mmAR_bullet1;
|
||||
extern cvar_t sk_9mmAR_bullet2;
|
||||
extern cvar_t sk_9mmAR_bullet3;
|
||||
extern cvar_t sk_9mm_bullet1;
|
||||
extern cvar_t sk_9mm_bullet2;
|
||||
extern cvar_t sk_9mm_bullet3;
|
||||
extern cvar_t sk_suitcharger1;
|
||||
extern cvar_t sk_suitcharger2;
|
||||
extern cvar_t sk_suitcharger3;
|
||||
extern cvar_t sk_battery1;
|
||||
extern cvar_t sk_battery2;
|
||||
extern cvar_t sk_battery3;
|
||||
extern cvar_t sk_healthcharger1;
|
||||
extern cvar_t sk_healthcharger2;
|
||||
extern cvar_t sk_healthcharger3;
|
||||
extern cvar_t sk_healthkit1;
|
||||
extern cvar_t sk_healthkit2;
|
||||
extern cvar_t sk_healthkit3;
|
||||
extern cvar_t sk_scientist_heal1;
|
||||
extern cvar_t sk_scientist_heal2;
|
||||
extern cvar_t sk_scientist_heal3;
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
|
||||
extern cvar_t maxmoney;
|
||||
extern cvar_t round_infinite;
|
||||
extern cvar_t hegrenade_penetration;
|
||||
extern cvar_t nadedrops;
|
||||
extern cvar_t roundrespawn_time;
|
||||
extern cvar_t auto_reload_weapons;
|
||||
extern cvar_t refill_bpammo_weapons;
|
||||
extern cvar_t freeforall;
|
||||
extern cvar_t auto_join_team;
|
||||
extern cvar_t max_teamkills;
|
||||
extern cvar_t fraglimit;
|
||||
extern cvar_t round_restart_delay;
|
||||
|
||||
extern cvar_t showtriggers;
|
||||
extern cvar_t hostagehurtable;
|
||||
extern cvar_t roundover;
|
||||
extern cvar_t forcerespawn;
|
||||
extern cvar_t show_radioicon;
|
||||
extern cvar_t show_scenarioicon;
|
||||
extern cvar_t old_bomb_defused_sound;
|
||||
extern cvar_t item_staytime;
|
||||
extern cvar_t legacy_bombtarget_touch;
|
||||
extern cvar_t respawn_immunitytime;
|
||||
extern cvar_t respawn_immunity_effects;
|
||||
extern cvar_t kill_filled_spawn;
|
||||
extern cvar_t afk_bomb_drop_time;
|
||||
extern cvar_t buy_anywhere;
|
||||
extern cvar_t allow_point_servercommand;
|
||||
extern cvar_t hullbounds_sets;
|
||||
extern cvar_t unduck_method;
|
||||
extern cvar_t ff_damage_reduction_bullets;
|
||||
extern cvar_t ff_damage_reduction_grenade;
|
||||
extern cvar_t ff_damage_reduction_grenade_self;
|
||||
extern cvar_t ff_damage_reduction_other;
|
||||
extern cvar_t radio_timeout;
|
||||
extern cvar_t radio_maxinround;
|
||||
|
||||
#endif
|
||||
|
||||
extern cvar_t scoreboard_showmoney;
|
||||
extern cvar_t scoreboard_showhealth;
|
||||
|
||||
void GameDLLInit();
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#define LOG_ENEMYATTACK 1
|
||||
#define LOG_TEAMMATEATTACK 2
|
||||
|
||||
// playerid
|
||||
#define PLAYERID_MODE_EVERYONE 0
|
||||
#define PLAYERID_MODE_TEAMONLY 1
|
||||
#define PLAYERID_MODE_OFF 2
|
||||
|
||||
#define PLAYERID_EVERYONE 0
|
||||
#define PLAYERID_TEAMONLY 1
|
||||
#define PLAYERID_OFF 2
|
||||
|
||||
extern cvar_t *g_pskill;
|
||||
extern cvar_t *g_psv_gravity;
|
||||
extern cvar_t *g_psv_aim;
|
||||
extern cvar_t *g_psv_accelerate;
|
||||
extern cvar_t *g_psv_friction;
|
||||
extern cvar_t *g_psv_stopspeed;
|
||||
extern cvar_t *g_psv_stepsize;
|
||||
extern cvar_t *g_psv_clienttrace;
|
||||
extern cvar_t *g_footsteps;
|
||||
|
||||
extern cvar_t displaysoundlist;
|
||||
extern cvar_t timelimit;
|
||||
extern cvar_t flashlight;
|
||||
extern cvar_t decalfrequency;
|
||||
extern cvar_t fadetoblack;
|
||||
extern cvar_t fragsleft;
|
||||
extern cvar_t timeleft;
|
||||
extern cvar_t friendlyfire;
|
||||
extern cvar_t infiniteAmmo;
|
||||
extern cvar_t infiniteGrenades;
|
||||
extern cvar_t allowmonsters;
|
||||
extern cvar_t roundtime;
|
||||
extern cvar_t buytime;
|
||||
extern cvar_t freezetime;
|
||||
extern cvar_t c4timer;
|
||||
extern cvar_t ghostfrequency;
|
||||
extern cvar_t autokick;
|
||||
extern cvar_t autokick_timeout;
|
||||
extern cvar_t restartround;
|
||||
extern cvar_t sv_restart;
|
||||
extern cvar_t limitteams;
|
||||
extern cvar_t autoteambalance;
|
||||
extern cvar_t tkpunish;
|
||||
extern cvar_t hostagepenalty;
|
||||
extern cvar_t mirrordamage;
|
||||
extern cvar_t logmessages;
|
||||
extern cvar_t forcecamera;
|
||||
extern cvar_t forcechasecam;
|
||||
extern cvar_t mapvoteratio;
|
||||
extern cvar_t logdetail;
|
||||
extern cvar_t startmoney;
|
||||
extern cvar_t maxrounds;
|
||||
extern cvar_t winlimit;
|
||||
extern cvar_t windifference;
|
||||
extern cvar_t playerid;
|
||||
extern cvar_t allow_spectators;
|
||||
extern cvar_t mp_chattime;
|
||||
extern cvar_t kick_percent;
|
||||
extern cvar_t humans_join_team;
|
||||
extern cvar_t sk_plr_9mm_bullet1;
|
||||
extern cvar_t sk_plr_9mm_bullet2;
|
||||
extern cvar_t sk_plr_9mm_bullet3;
|
||||
extern cvar_t sk_plr_357_bullet1;
|
||||
extern cvar_t sk_plr_357_bullet2;
|
||||
extern cvar_t sk_plr_357_bullet3;
|
||||
extern cvar_t sk_plr_9mmAR_bullet1;
|
||||
extern cvar_t sk_plr_9mmAR_bullet2;
|
||||
extern cvar_t sk_plr_9mmAR_bullet3;
|
||||
extern cvar_t sk_plr_9mmAR_grenade1;
|
||||
extern cvar_t sk_plr_9mmAR_grenade2;
|
||||
extern cvar_t sk_plr_9mmAR_grenade3;
|
||||
extern cvar_t sk_plr_buckshot1;
|
||||
extern cvar_t sk_plr_buckshot2;
|
||||
extern cvar_t sk_plr_buckshot3;
|
||||
extern cvar_t sk_plr_rpg1;
|
||||
extern cvar_t sk_plr_rpg2;
|
||||
extern cvar_t sk_plr_rpg3;
|
||||
extern cvar_t sk_12mm_bullet1;
|
||||
extern cvar_t sk_12mm_bullet2;
|
||||
extern cvar_t sk_12mm_bullet3;
|
||||
extern cvar_t sk_9mmAR_bullet1;
|
||||
extern cvar_t sk_9mmAR_bullet2;
|
||||
extern cvar_t sk_9mmAR_bullet3;
|
||||
extern cvar_t sk_9mm_bullet1;
|
||||
extern cvar_t sk_9mm_bullet2;
|
||||
extern cvar_t sk_9mm_bullet3;
|
||||
extern cvar_t sk_suitcharger1;
|
||||
extern cvar_t sk_suitcharger2;
|
||||
extern cvar_t sk_suitcharger3;
|
||||
extern cvar_t sk_battery1;
|
||||
extern cvar_t sk_battery2;
|
||||
extern cvar_t sk_battery3;
|
||||
extern cvar_t sk_healthcharger1;
|
||||
extern cvar_t sk_healthcharger2;
|
||||
extern cvar_t sk_healthcharger3;
|
||||
extern cvar_t sk_healthkit1;
|
||||
extern cvar_t sk_healthkit2;
|
||||
extern cvar_t sk_healthkit3;
|
||||
extern cvar_t sk_scientist_heal1;
|
||||
extern cvar_t sk_scientist_heal2;
|
||||
extern cvar_t sk_scientist_heal3;
|
||||
|
||||
#ifdef REGAMEDLL_ADD
|
||||
|
||||
extern cvar_t maxmoney;
|
||||
extern cvar_t round_infinite;
|
||||
extern cvar_t hegrenade_penetration;
|
||||
extern cvar_t nadedrops;
|
||||
extern cvar_t roundrespawn_time;
|
||||
extern cvar_t auto_reload_weapons;
|
||||
extern cvar_t refill_bpammo_weapons;
|
||||
extern cvar_t freeforall;
|
||||
extern cvar_t auto_join_team;
|
||||
extern cvar_t max_teamkills;
|
||||
extern cvar_t fraglimit;
|
||||
extern cvar_t round_restart_delay;
|
||||
|
||||
extern cvar_t showtriggers;
|
||||
extern cvar_t hostagehurtable;
|
||||
extern cvar_t roundover;
|
||||
extern cvar_t forcerespawn;
|
||||
extern cvar_t show_radioicon;
|
||||
extern cvar_t show_scenarioicon;
|
||||
extern cvar_t old_bomb_defused_sound;
|
||||
extern cvar_t item_staytime;
|
||||
extern cvar_t legacy_bombtarget_touch;
|
||||
extern cvar_t respawn_immunitytime;
|
||||
extern cvar_t respawn_immunity_effects;
|
||||
extern cvar_t kill_filled_spawn;
|
||||
extern cvar_t afk_bomb_drop_time;
|
||||
extern cvar_t buy_anywhere;
|
||||
extern cvar_t allow_point_servercommand;
|
||||
extern cvar_t hullbounds_sets;
|
||||
extern cvar_t unduck_method;
|
||||
extern cvar_t ff_damage_reduction_bullets;
|
||||
extern cvar_t ff_damage_reduction_grenade;
|
||||
extern cvar_t ff_damage_reduction_grenade_self;
|
||||
extern cvar_t ff_damage_reduction_other;
|
||||
extern cvar_t radio_timeout;
|
||||
extern cvar_t radio_maxinround;
|
||||
|
||||
#endif
|
||||
|
||||
extern cvar_t scoreboard_showmoney;
|
||||
extern cvar_t scoreboard_showhealth;
|
||||
|
||||
void GameDLLInit();
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,14 +1,14 @@
|
||||
#include "precompiled.h"
|
||||
|
||||
const Vector g_vecZero(0, 0, 0);
|
||||
|
||||
int g_Language;
|
||||
int g_iSkillLevel;
|
||||
|
||||
Vector g_vecAttackDir;
|
||||
BOOL gDisplayTitle;
|
||||
|
||||
bool g_bIsBeta = false;
|
||||
bool g_bIsCzeroGame = false;
|
||||
bool g_bAllowedCSBot = false;
|
||||
bool g_bHostageImprov = false;
|
||||
#include "precompiled.h"
|
||||
|
||||
const Vector g_vecZero(0, 0, 0);
|
||||
|
||||
int g_Language;
|
||||
int g_iSkillLevel;
|
||||
|
||||
Vector g_vecAttackDir;
|
||||
BOOL gDisplayTitle;
|
||||
|
||||
bool g_bIsBeta = false;
|
||||
bool g_bIsCzeroGame = false;
|
||||
bool g_bAllowedCSBot = false;
|
||||
bool g_bHostageImprov = false;
|
||||
|
@ -1,41 +1,41 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
extern const Vector g_vecZero;
|
||||
extern int g_Language;
|
||||
extern int g_iSkillLevel;
|
||||
|
||||
extern Vector g_vecAttackDir;
|
||||
|
||||
extern BOOL gDisplayTitle;
|
||||
extern bool g_bIsBeta;
|
||||
extern bool g_bIsCzeroGame;
|
||||
extern bool g_bAllowedCSBot;
|
||||
extern bool g_bHostageImprov;
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
extern const Vector g_vecZero;
|
||||
extern int g_Language;
|
||||
extern int g_iSkillLevel;
|
||||
|
||||
extern Vector g_vecAttackDir;
|
||||
|
||||
extern BOOL gDisplayTitle;
|
||||
extern bool g_bIsBeta;
|
||||
extern bool g_bIsCzeroGame;
|
||||
extern bool g_bAllowedCSBot;
|
||||
extern bool g_bHostageImprov;
|
||||
|
@ -1,220 +1,220 @@
|
||||
#include "precompiled.h"
|
||||
|
||||
TYPEDESCRIPTION CRecharge::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD(CRecharge, m_flNextCharge, FIELD_TIME),
|
||||
DEFINE_FIELD(CRecharge, m_iReactivate, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CRecharge, m_iJuice, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CRecharge, m_iOn, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CRecharge, m_flSoundTime, FIELD_TIME),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity)
|
||||
LINK_ENTITY_TO_CLASS(func_recharge, CRecharge, CCSRecharge)
|
||||
|
||||
void CRecharge::KeyValue(KeyValueData *pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "style")
|
||||
|| FStrEq(pkvd->szKeyName, "height")
|
||||
|| FStrEq(pkvd->szKeyName, "value1")
|
||||
|| FStrEq(pkvd->szKeyName, "value2")
|
||||
|| FStrEq(pkvd->szKeyName, "value3"))
|
||||
{
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
|
||||
{
|
||||
m_iReactivate = Q_atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CBaseToggle::KeyValue(pkvd);
|
||||
}
|
||||
}
|
||||
|
||||
void CRecharge::Spawn()
|
||||
{
|
||||
Precache();
|
||||
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||||
|
||||
int armorValue = (int)gSkillData.suitchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->armorvalue != 0.0f) {
|
||||
armorValue = (int)pev->armorvalue;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = armorValue;
|
||||
pev->frame = 0;
|
||||
}
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
void CRecharge::Restart()
|
||||
{
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1f;
|
||||
SetThink(&CRecharge::Recharge);
|
||||
}
|
||||
|
||||
#endif
|
||||
void CRecharge::Precache()
|
||||
{
|
||||
PRECACHE_SOUND("items/suitcharge1.wav");
|
||||
PRECACHE_SOUND("items/suitchargeno1.wav");
|
||||
PRECACHE_SOUND("items/suitchargeok1.wav");
|
||||
}
|
||||
|
||||
void CRecharge::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
||||
{
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
// Make sure that we have a caller
|
||||
if (!pActivator)
|
||||
return;
|
||||
|
||||
// if it's not a player, ignore
|
||||
if (!pActivator->IsPlayer())
|
||||
return;
|
||||
#else
|
||||
if (!FClassnameIs(pActivator->pev, "player"))
|
||||
return;
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
|
||||
// if there is no juice left, turn it off
|
||||
if (m_iJuice <= 0
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
&& pev->frame != 1.0f // recharging... don't reset think
|
||||
#endif
|
||||
)
|
||||
{
|
||||
pev->frame = 1.0f;
|
||||
Off();
|
||||
}
|
||||
|
||||
// if the player doesn't have the suit, or there is no juice left, make the deny noise
|
||||
if (m_iJuice <= 0 || !(pActivator->pev->weapons & (1 << WEAPON_SUIT))
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
|| pActivator->pev->armorvalue >= MAX_CHARGE_ARMOR // don't charge health if we can't more, prevent thinking entity
|
||||
#endif
|
||||
)
|
||||
{
|
||||
if (m_flSoundTime <= gpGlobals->time)
|
||||
{
|
||||
m_flSoundTime = gpGlobals->time + 0.62f;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
pev->nextthink = pev->ltime + 0.25f;
|
||||
SetThink(&CRecharge::Off);
|
||||
|
||||
// Time to recharge yet?
|
||||
if (m_flNextCharge >= gpGlobals->time)
|
||||
return;
|
||||
|
||||
// Make sure that we have a caller
|
||||
if (!pActivator)
|
||||
return;
|
||||
|
||||
m_hActivator = pActivator;//EHANDLE::CBaseEntity *operator=
|
||||
|
||||
// only recharge the player
|
||||
if (!m_hActivator->IsPlayer())
|
||||
return;
|
||||
|
||||
// Play the on sound or the looping charging sound
|
||||
if (!m_iOn)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM);
|
||||
m_flSoundTime = gpGlobals->time + 0.56f;
|
||||
}
|
||||
|
||||
if (m_iOn == 1 && m_flSoundTime <= gpGlobals->time)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM);
|
||||
}
|
||||
|
||||
// charge the player
|
||||
if (m_hActivator->pev->armorvalue < MAX_CHARGE_ARMOR)
|
||||
{
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
CBasePlayer *pPlayer = m_hActivator.Get<CBasePlayer>();
|
||||
if (pPlayer->m_iKevlar == ARMOR_NONE)
|
||||
pPlayer->m_iKevlar = ARMOR_KEVLAR;
|
||||
#endif
|
||||
|
||||
m_iJuice--;
|
||||
m_hActivator->pev->armorvalue += AMOUNT_CHARGE_ARMOR;
|
||||
|
||||
if (m_hActivator->pev->armorvalue > MAX_CHARGE_ARMOR)
|
||||
m_hActivator->pev->armorvalue = MAX_CHARGE_ARMOR;
|
||||
}
|
||||
|
||||
// govern the rate of charge
|
||||
m_flNextCharge = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
void CRecharge::Recharge()
|
||||
{
|
||||
int armorValue = (int)gSkillData.suitchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->armorvalue != 0.0f) {
|
||||
armorValue = (int)pev->armorvalue;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = armorValue;
|
||||
|
||||
pev->frame = 0;
|
||||
SetThink(&CRecharge::SUB_DoNothing);
|
||||
}
|
||||
|
||||
void CRecharge::Off()
|
||||
{
|
||||
// Stop looping sound.
|
||||
if (m_iOn > 1)
|
||||
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav");
|
||||
|
||||
m_iOn = 0;
|
||||
|
||||
if (!m_iJuice)
|
||||
{
|
||||
int iReactivate = m_iReactivate;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (iReactivate <= 0)
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
{
|
||||
if ((iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) <= 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iReactivate <= 0)
|
||||
m_iReactivate = iReactivate;
|
||||
|
||||
pev->nextthink = pev->ltime + m_iReactivate;
|
||||
SetThink(&CRecharge::Recharge);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetThink(&CRecharge::SUB_DoNothing);
|
||||
}
|
||||
}
|
||||
#include "precompiled.h"
|
||||
|
||||
TYPEDESCRIPTION CRecharge::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD(CRecharge, m_flNextCharge, FIELD_TIME),
|
||||
DEFINE_FIELD(CRecharge, m_iReactivate, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CRecharge, m_iJuice, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CRecharge, m_iOn, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CRecharge, m_flSoundTime, FIELD_TIME),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE(CRecharge, CBaseEntity)
|
||||
LINK_ENTITY_TO_CLASS(func_recharge, CRecharge, CCSRecharge)
|
||||
|
||||
void CRecharge::KeyValue(KeyValueData *pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "style")
|
||||
|| FStrEq(pkvd->szKeyName, "height")
|
||||
|| FStrEq(pkvd->szKeyName, "value1")
|
||||
|| FStrEq(pkvd->szKeyName, "value2")
|
||||
|| FStrEq(pkvd->szKeyName, "value3"))
|
||||
{
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
|
||||
{
|
||||
m_iReactivate = Q_atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CBaseToggle::KeyValue(pkvd);
|
||||
}
|
||||
}
|
||||
|
||||
void CRecharge::Spawn()
|
||||
{
|
||||
Precache();
|
||||
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||||
|
||||
int armorValue = (int)gSkillData.suitchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->armorvalue != 0.0f) {
|
||||
armorValue = (int)pev->armorvalue;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = armorValue;
|
||||
pev->frame = 0;
|
||||
}
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
void CRecharge::Restart()
|
||||
{
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1f;
|
||||
SetThink(&CRecharge::Recharge);
|
||||
}
|
||||
|
||||
#endif
|
||||
void CRecharge::Precache()
|
||||
{
|
||||
PRECACHE_SOUND("items/suitcharge1.wav");
|
||||
PRECACHE_SOUND("items/suitchargeno1.wav");
|
||||
PRECACHE_SOUND("items/suitchargeok1.wav");
|
||||
}
|
||||
|
||||
void CRecharge::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
||||
{
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
// Make sure that we have a caller
|
||||
if (!pActivator)
|
||||
return;
|
||||
|
||||
// if it's not a player, ignore
|
||||
if (!pActivator->IsPlayer())
|
||||
return;
|
||||
#else
|
||||
if (!FClassnameIs(pActivator->pev, "player"))
|
||||
return;
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
|
||||
// if there is no juice left, turn it off
|
||||
if (m_iJuice <= 0
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
&& pev->frame != 1.0f // recharging... don't reset think
|
||||
#endif
|
||||
)
|
||||
{
|
||||
pev->frame = 1.0f;
|
||||
Off();
|
||||
}
|
||||
|
||||
// if the player doesn't have the suit, or there is no juice left, make the deny noise
|
||||
if (m_iJuice <= 0 || !(pActivator->pev->weapons & (1 << WEAPON_SUIT))
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
|| pActivator->pev->armorvalue >= MAX_CHARGE_ARMOR // don't charge health if we can't more, prevent thinking entity
|
||||
#endif
|
||||
)
|
||||
{
|
||||
if (m_flSoundTime <= gpGlobals->time)
|
||||
{
|
||||
m_flSoundTime = gpGlobals->time + 0.62f;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeno1.wav", 0.85, ATTN_NORM);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
pev->nextthink = pev->ltime + 0.25f;
|
||||
SetThink(&CRecharge::Off);
|
||||
|
||||
// Time to recharge yet?
|
||||
if (m_flNextCharge >= gpGlobals->time)
|
||||
return;
|
||||
|
||||
// Make sure that we have a caller
|
||||
if (!pActivator)
|
||||
return;
|
||||
|
||||
m_hActivator = pActivator;//EHANDLE::CBaseEntity *operator=
|
||||
|
||||
// only recharge the player
|
||||
if (!m_hActivator->IsPlayer())
|
||||
return;
|
||||
|
||||
// Play the on sound or the looping charging sound
|
||||
if (!m_iOn)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/suitchargeok1.wav", 0.85, ATTN_NORM);
|
||||
m_flSoundTime = gpGlobals->time + 0.56f;
|
||||
}
|
||||
|
||||
if (m_iOn == 1 && m_flSoundTime <= gpGlobals->time)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav", 0.85, ATTN_NORM);
|
||||
}
|
||||
|
||||
// charge the player
|
||||
if (m_hActivator->pev->armorvalue < MAX_CHARGE_ARMOR)
|
||||
{
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
CBasePlayer *pPlayer = m_hActivator.Get<CBasePlayer>();
|
||||
if (pPlayer->m_iKevlar == ARMOR_NONE)
|
||||
pPlayer->m_iKevlar = ARMOR_KEVLAR;
|
||||
#endif
|
||||
|
||||
m_iJuice--;
|
||||
m_hActivator->pev->armorvalue += AMOUNT_CHARGE_ARMOR;
|
||||
|
||||
if (m_hActivator->pev->armorvalue > MAX_CHARGE_ARMOR)
|
||||
m_hActivator->pev->armorvalue = MAX_CHARGE_ARMOR;
|
||||
}
|
||||
|
||||
// govern the rate of charge
|
||||
m_flNextCharge = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
void CRecharge::Recharge()
|
||||
{
|
||||
int armorValue = (int)gSkillData.suitchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->armorvalue != 0.0f) {
|
||||
armorValue = (int)pev->armorvalue;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = armorValue;
|
||||
|
||||
pev->frame = 0;
|
||||
SetThink(&CRecharge::SUB_DoNothing);
|
||||
}
|
||||
|
||||
void CRecharge::Off()
|
||||
{
|
||||
// Stop looping sound.
|
||||
if (m_iOn > 1)
|
||||
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/suitcharge1.wav");
|
||||
|
||||
m_iOn = 0;
|
||||
|
||||
if (!m_iJuice)
|
||||
{
|
||||
int iReactivate = m_iReactivate;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (iReactivate <= 0)
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
{
|
||||
if ((iReactivate = g_pGameRules->FlHEVChargerRechargeTime()) <= 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iReactivate <= 0)
|
||||
m_iReactivate = iReactivate;
|
||||
|
||||
pev->nextthink = pev->ltime + m_iReactivate;
|
||||
SetThink(&CRecharge::Recharge);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetThink(&CRecharge::SUB_DoNothing);
|
||||
}
|
||||
}
|
||||
|
@ -1,244 +1,244 @@
|
||||
#include "precompiled.h"
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_healthkit, CHealthKit, CCSHealthKit)
|
||||
|
||||
void CHealthKit::Spawn()
|
||||
{
|
||||
Precache();
|
||||
SET_MODEL(ENT(pev), "models/w_medkit.mdl");
|
||||
|
||||
CItem::Spawn();
|
||||
}
|
||||
|
||||
void CHealthKit::Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/w_medkit.mdl");
|
||||
PRECACHE_SOUND("items/smallmedkit1.wav");
|
||||
}
|
||||
|
||||
BOOL CHealthKit::MyTouch(CBasePlayer *pPlayer)
|
||||
{
|
||||
#ifdef REGAMEDLL_ADD
|
||||
if (pPlayer->HasRestrictItem(ITEM_HEALTHKIT, ITEM_TYPE_TOUCHED))
|
||||
return FALSE;
|
||||
#endif
|
||||
|
||||
auto healthValue = gSkillData.healthkitCapacity;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->health != 0.0f) {
|
||||
healthValue = pev->health;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (pPlayer->TakeHealth(healthValue, DMG_GENERIC))
|
||||
{
|
||||
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
|
||||
WRITE_STRING(pev->classname);
|
||||
MESSAGE_END();
|
||||
|
||||
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", VOL_NORM, ATTN_NORM);
|
||||
|
||||
if (g_pGameRules->ItemShouldRespawn(this))
|
||||
Respawn();
|
||||
else
|
||||
UTIL_Remove(this);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
TYPEDESCRIPTION CWallHealth::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD(CWallHealth, m_flNextCharge, FIELD_TIME),
|
||||
DEFINE_FIELD(CWallHealth, m_iReactivate, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CWallHealth, m_iJuice, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CWallHealth, m_iOn, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CWallHealth, m_flSoundTime, FIELD_TIME),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE(CWallHealth, CBaseEntity)
|
||||
LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth, CCSWallHealth)
|
||||
|
||||
void CWallHealth::KeyValue(KeyValueData *pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || FStrEq(pkvd->szKeyName, "value3"))
|
||||
{
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
|
||||
{
|
||||
m_iReactivate = Q_atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CBaseToggle::KeyValue(pkvd);
|
||||
}
|
||||
}
|
||||
|
||||
void CWallHealth::Spawn()
|
||||
{
|
||||
Precache();
|
||||
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
|
||||
SET_MODEL(ENT(pev), pev->model);
|
||||
|
||||
int healthValue = (int)gSkillData.healthchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->health != 0.0f) {
|
||||
healthValue = (int)pev->health;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = healthValue;
|
||||
pev->frame = 0.0f;
|
||||
}
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
void CWallHealth::Restart()
|
||||
{
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
|
||||
SET_MODEL(ENT(pev), pev->model);
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1f;
|
||||
SetThink(&CWallHealth::Recharge);
|
||||
}
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
|
||||
void CWallHealth::Precache()
|
||||
{
|
||||
PRECACHE_SOUND("items/medshot4.wav");
|
||||
PRECACHE_SOUND("items/medshotno1.wav");
|
||||
PRECACHE_SOUND("items/medcharge4.wav");
|
||||
}
|
||||
|
||||
void CWallHealth::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
||||
{
|
||||
// Make sure that we have a caller
|
||||
if (!pActivator)
|
||||
return;
|
||||
|
||||
// if it's not a player, ignore
|
||||
if (!pActivator->IsPlayer())
|
||||
return;
|
||||
|
||||
// if there is no juice left, turn it off
|
||||
if (m_iJuice <= 0
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
&& pev->frame != 1.0f // recharging... don't reset think
|
||||
#endif
|
||||
)
|
||||
{
|
||||
pev->frame = 1.0f;
|
||||
Off();
|
||||
}
|
||||
|
||||
// if the player doesn't have the suit, or there is no juice left, make the deny noise
|
||||
if (m_iJuice <= 0 || !(pActivator->pev->weapons & (1 << WEAPON_SUIT))
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
|| !pActivator->CanTakeHealth(AMOUNT_CHARGE_HEALTH) // don't charge health if we can't more, prevent thinking entity
|
||||
#endif // REGAMEDLL_FIXES
|
||||
)
|
||||
{
|
||||
if (gpGlobals->time >= m_flSoundTime)
|
||||
{
|
||||
m_flSoundTime = gpGlobals->time + 0.62f;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", VOL_NORM, ATTN_NORM);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
pev->nextthink = pev->ltime + 0.25f;
|
||||
SetThink(&CWallHealth::Off);
|
||||
|
||||
// Time to recharge yet?
|
||||
|
||||
if (m_flNextCharge >= gpGlobals->time)
|
||||
return;
|
||||
|
||||
// Play the on sound or the looping charging sound
|
||||
if (!m_iOn)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM);
|
||||
m_flSoundTime = gpGlobals->time + 0.56f;
|
||||
}
|
||||
|
||||
if (m_iOn == 1 && gpGlobals->time >= m_flSoundTime)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", VOL_NORM, ATTN_NORM);
|
||||
}
|
||||
|
||||
// charge the player
|
||||
if (pActivator->TakeHealth(AMOUNT_CHARGE_HEALTH, DMG_GENERIC))
|
||||
m_iJuice--;
|
||||
|
||||
// govern the rate of charge
|
||||
m_flNextCharge = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
void CWallHealth::Recharge()
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM);
|
||||
|
||||
int healthValue = (int)gSkillData.healthchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->health != 0.0f) {
|
||||
healthValue = (int)pev->health;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = healthValue;
|
||||
|
||||
pev->frame = 0.0f;
|
||||
SetThink(&CWallHealth::SUB_DoNothing);
|
||||
}
|
||||
|
||||
void CWallHealth::Off()
|
||||
{
|
||||
// Stop looping sound.
|
||||
if (m_iOn > 1)
|
||||
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav");
|
||||
|
||||
m_iOn = 0;
|
||||
|
||||
if (!m_iJuice)
|
||||
{
|
||||
int iReactivate = m_iReactivate;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (iReactivate <= 0)
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
{
|
||||
if ((iReactivate = g_pGameRules->FlHealthChargerRechargeTime()) <= 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iReactivate <= 0)
|
||||
m_iReactivate = iReactivate;
|
||||
|
||||
pev->nextthink = pev->ltime + m_iReactivate;
|
||||
SetThink(&CWallHealth::Recharge);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetThink(&CWallHealth::SUB_DoNothing);
|
||||
}
|
||||
}
|
||||
#include "precompiled.h"
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_healthkit, CHealthKit, CCSHealthKit)
|
||||
|
||||
void CHealthKit::Spawn()
|
||||
{
|
||||
Precache();
|
||||
SET_MODEL(ENT(pev), "models/w_medkit.mdl");
|
||||
|
||||
CItem::Spawn();
|
||||
}
|
||||
|
||||
void CHealthKit::Precache()
|
||||
{
|
||||
PRECACHE_MODEL("models/w_medkit.mdl");
|
||||
PRECACHE_SOUND("items/smallmedkit1.wav");
|
||||
}
|
||||
|
||||
BOOL CHealthKit::MyTouch(CBasePlayer *pPlayer)
|
||||
{
|
||||
#ifdef REGAMEDLL_ADD
|
||||
if (pPlayer->HasRestrictItem(ITEM_HEALTHKIT, ITEM_TYPE_TOUCHED))
|
||||
return FALSE;
|
||||
#endif
|
||||
|
||||
auto healthValue = gSkillData.healthkitCapacity;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->health != 0.0f) {
|
||||
healthValue = pev->health;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (pPlayer->TakeHealth(healthValue, DMG_GENERIC))
|
||||
{
|
||||
MESSAGE_BEGIN(MSG_ONE, gmsgItemPickup, nullptr, pPlayer->pev);
|
||||
WRITE_STRING(pev->classname);
|
||||
MESSAGE_END();
|
||||
|
||||
EMIT_SOUND(ENT(pPlayer->pev), CHAN_ITEM, "items/smallmedkit1.wav", VOL_NORM, ATTN_NORM);
|
||||
|
||||
if (g_pGameRules->ItemShouldRespawn(this))
|
||||
Respawn();
|
||||
else
|
||||
UTIL_Remove(this);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
TYPEDESCRIPTION CWallHealth::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD(CWallHealth, m_flNextCharge, FIELD_TIME),
|
||||
DEFINE_FIELD(CWallHealth, m_iReactivate, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CWallHealth, m_iJuice, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CWallHealth, m_iOn, FIELD_INTEGER),
|
||||
DEFINE_FIELD(CWallHealth, m_flSoundTime, FIELD_TIME),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE(CWallHealth, CBaseEntity)
|
||||
LINK_ENTITY_TO_CLASS(func_healthcharger, CWallHealth, CCSWallHealth)
|
||||
|
||||
void CWallHealth::KeyValue(KeyValueData *pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "style") || FStrEq(pkvd->szKeyName, "height") || FStrEq(pkvd->szKeyName, "value1") || FStrEq(pkvd->szKeyName, "value2") || FStrEq(pkvd->szKeyName, "value3"))
|
||||
{
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "dmdelay"))
|
||||
{
|
||||
m_iReactivate = Q_atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CBaseToggle::KeyValue(pkvd);
|
||||
}
|
||||
}
|
||||
|
||||
void CWallHealth::Spawn()
|
||||
{
|
||||
Precache();
|
||||
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
|
||||
SET_MODEL(ENT(pev), pev->model);
|
||||
|
||||
int healthValue = (int)gSkillData.healthchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->health != 0.0f) {
|
||||
healthValue = (int)pev->health;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = healthValue;
|
||||
pev->frame = 0.0f;
|
||||
}
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
void CWallHealth::Restart()
|
||||
{
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
|
||||
// set size and link into world
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
UTIL_SetSize(pev, pev->mins, pev->maxs);
|
||||
|
||||
SET_MODEL(ENT(pev), pev->model);
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1f;
|
||||
SetThink(&CWallHealth::Recharge);
|
||||
}
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
|
||||
void CWallHealth::Precache()
|
||||
{
|
||||
PRECACHE_SOUND("items/medshot4.wav");
|
||||
PRECACHE_SOUND("items/medshotno1.wav");
|
||||
PRECACHE_SOUND("items/medcharge4.wav");
|
||||
}
|
||||
|
||||
void CWallHealth::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
|
||||
{
|
||||
// Make sure that we have a caller
|
||||
if (!pActivator)
|
||||
return;
|
||||
|
||||
// if it's not a player, ignore
|
||||
if (!pActivator->IsPlayer())
|
||||
return;
|
||||
|
||||
// if there is no juice left, turn it off
|
||||
if (m_iJuice <= 0
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
&& pev->frame != 1.0f // recharging... don't reset think
|
||||
#endif
|
||||
)
|
||||
{
|
||||
pev->frame = 1.0f;
|
||||
Off();
|
||||
}
|
||||
|
||||
// if the player doesn't have the suit, or there is no juice left, make the deny noise
|
||||
if (m_iJuice <= 0 || !(pActivator->pev->weapons & (1 << WEAPON_SUIT))
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
|| !pActivator->CanTakeHealth(AMOUNT_CHARGE_HEALTH) // don't charge health if we can't more, prevent thinking entity
|
||||
#endif // REGAMEDLL_FIXES
|
||||
)
|
||||
{
|
||||
if (gpGlobals->time >= m_flSoundTime)
|
||||
{
|
||||
m_flSoundTime = gpGlobals->time + 0.62f;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshotno1.wav", VOL_NORM, ATTN_NORM);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
pev->nextthink = pev->ltime + 0.25f;
|
||||
SetThink(&CWallHealth::Off);
|
||||
|
||||
// Time to recharge yet?
|
||||
|
||||
if (m_flNextCharge >= gpGlobals->time)
|
||||
return;
|
||||
|
||||
// Play the on sound or the looping charging sound
|
||||
if (!m_iOn)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM);
|
||||
m_flSoundTime = gpGlobals->time + 0.56f;
|
||||
}
|
||||
|
||||
if (m_iOn == 1 && gpGlobals->time >= m_flSoundTime)
|
||||
{
|
||||
m_iOn++;
|
||||
EMIT_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav", VOL_NORM, ATTN_NORM);
|
||||
}
|
||||
|
||||
// charge the player
|
||||
if (pActivator->TakeHealth(AMOUNT_CHARGE_HEALTH, DMG_GENERIC))
|
||||
m_iJuice--;
|
||||
|
||||
// govern the rate of charge
|
||||
m_flNextCharge = gpGlobals->time + 0.1f;
|
||||
}
|
||||
|
||||
void CWallHealth::Recharge()
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/medshot4.wav", VOL_NORM, ATTN_NORM);
|
||||
|
||||
int healthValue = (int)gSkillData.healthchargerCapacity;
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (pev->health != 0.0f) {
|
||||
healthValue = (int)pev->health;
|
||||
}
|
||||
#endif
|
||||
|
||||
m_iJuice = healthValue;
|
||||
|
||||
pev->frame = 0.0f;
|
||||
SetThink(&CWallHealth::SUB_DoNothing);
|
||||
}
|
||||
|
||||
void CWallHealth::Off()
|
||||
{
|
||||
// Stop looping sound.
|
||||
if (m_iOn > 1)
|
||||
STOP_SOUND(ENT(pev), CHAN_STATIC, "items/medcharge4.wav");
|
||||
|
||||
m_iOn = 0;
|
||||
|
||||
if (!m_iJuice)
|
||||
{
|
||||
int iReactivate = m_iReactivate;
|
||||
|
||||
#ifdef REGAMEDLL_FIXES
|
||||
if (iReactivate <= 0)
|
||||
#endif // #ifdef REGAMEDLL_FIXES
|
||||
{
|
||||
if ((iReactivate = g_pGameRules->FlHealthChargerRechargeTime()) <= 0)
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iReactivate <= 0)
|
||||
m_iReactivate = iReactivate;
|
||||
|
||||
pev->nextthink = pev->ltime + m_iReactivate;
|
||||
SetThink(&CWallHealth::Recharge);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetThink(&CWallHealth::SUB_DoNothing);
|
||||
}
|
||||
}
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,379 +1,379 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "shake.h"
|
||||
#include "activity.h"
|
||||
#include "enginecallback.h"
|
||||
#include "utlvector.h"
|
||||
|
||||
#define GROUP_OP_AND 0
|
||||
#define GROUP_OP_NAND 1
|
||||
|
||||
// Dot products for view cone checking
|
||||
#define VIEW_FIELD_FULL -1.0 // +-180 degrees
|
||||
#define VIEW_FIELD_WIDE -0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
|
||||
#define VIEW_FIELD_NARROW 0.7 // +-45 degrees, more narrow check used to set up ranged attacks
|
||||
#define VIEW_FIELD_ULTRA_NARROW 0.9 // +-25 degrees, more narrow check used to set up ranged attacks
|
||||
|
||||
#define SND_STOP BIT(5) // duplicated in protocol.h stop sound
|
||||
#define SND_CHANGE_VOL BIT(6) // duplicated in protocol.h change sound vol
|
||||
#define SND_CHANGE_PITCH BIT(7) // duplicated in protocol.h change sound pitch
|
||||
#define SND_SPAWNING BIT(8) // duplicated in protocol.h we're spawing, used in some cases for ambients
|
||||
|
||||
// All monsters need this data
|
||||
#define DONT_BLEED -1
|
||||
#define BLOOD_COLOR_DARKRED (byte)223
|
||||
#define BLOOD_COLOR_RED (byte)247
|
||||
#define BLOOD_COLOR_YELLOW (byte)195
|
||||
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
|
||||
|
||||
#define GERMAN_GIB_COUNT 4
|
||||
#define HUMAN_GIB_COUNT 6
|
||||
#define ALIEN_GIB_COUNT 4
|
||||
|
||||
#define LANGUAGE_ENGLISH 0
|
||||
#define LANGUAGE_GERMAN 1
|
||||
#define LANGUAGE_FRENCH 2
|
||||
#define LANGUAGE_BRITISH 3
|
||||
|
||||
#define SVC_NOP 1
|
||||
#define SVC_SOUND 6
|
||||
#define SVC_TEMPENTITY 23
|
||||
#define SVC_INTERMISSION 30
|
||||
#define SVC_CDTRACK 32
|
||||
#define SVC_WEAPONANIM 35
|
||||
#define SVC_ROOMTYPE 37
|
||||
#define SVC_DIRECTOR 51
|
||||
|
||||
#define VEC_HULL_MIN_Z Vector(0, 0, -36)
|
||||
#define VEC_DUCK_HULL_MIN_Z Vector(0, 0, -18)
|
||||
|
||||
#define VEC_HULL_MIN Vector(-16, -16, -36)
|
||||
#define VEC_HULL_MAX Vector(16, 16, 36)
|
||||
|
||||
#define VEC_VIEW Vector(0, 0, 17)
|
||||
|
||||
#define VEC_SPOT_HULL_MIN Vector(-16, -16, 0)
|
||||
#define VEC_SPOT_HULL_MAX Vector(16, 16, 72)
|
||||
|
||||
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18)
|
||||
#define VEC_DUCK_HULL_MAX Vector(16, 16, 32)
|
||||
#define VEC_DUCK_VIEW Vector(0, 0, 12)
|
||||
|
||||
#define PRECACHE_SOUND_ARRAY(a) \
|
||||
{ for (int i = 0; i < ARRAYSIZE(a); i++) PRECACHE_SOUND((char *)a[i]); }
|
||||
|
||||
#define PLAYBACK_EVENT(flags, who, index)\
|
||||
PLAYBACK_EVENT_FULL(flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
|
||||
|
||||
#define PLAYBACK_EVENT_DELAY(flags, who, index, delay)\
|
||||
PLAYBACK_EVENT_FULL(flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
|
||||
|
||||
#define LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName, DLLClassWrapName)\
|
||||
C_DLLEXPORT void EXT_FUNC mapClassName(entvars_t *pev);\
|
||||
void mapClassName(entvars_t *pev)\
|
||||
{\
|
||||
GetClassPtr<DLLClassWrapName>((DLLClassName *)pev);\
|
||||
}
|
||||
|
||||
const EOFFSET eoNullEntity = (EOFFSET)0; // Testing the three types of "entity" for nullity
|
||||
|
||||
class UTIL_GroupTrace
|
||||
{
|
||||
public:
|
||||
UTIL_GroupTrace(int groupmask, int op);
|
||||
~UTIL_GroupTrace();
|
||||
private:
|
||||
int m_oldgroupmask;
|
||||
int m_oldgroupop;
|
||||
};
|
||||
|
||||
// Inlines
|
||||
inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "classname", pszName); }
|
||||
inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName); }
|
||||
|
||||
inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
|
||||
inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
|
||||
inline EOFFSET OFFSET(const edict_t *pent) { return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); }
|
||||
inline EOFFSET OFFSET(const entvars_t *pev) { return OFFSET(ENT(pev)); }
|
||||
|
||||
inline entvars_t *VARS(edict_t *pent)
|
||||
{
|
||||
if (!pent)
|
||||
return nullptr;
|
||||
|
||||
return &pent->v;
|
||||
}
|
||||
|
||||
inline entvars_t *VARS(EOFFSET eoffset)
|
||||
{
|
||||
return VARS(ENT(eoffset));
|
||||
}
|
||||
|
||||
#ifndef ENTINDEX
|
||||
inline int ENTINDEX(const edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
|
||||
inline int ENTINDEX(const entvars_t *pev) { return (*g_engfuncs.pfnIndexOfEdict)(ENT(pev)); }
|
||||
#endif // ENTINDEX
|
||||
|
||||
#ifndef INDEXENT
|
||||
inline edict_t *INDEXENT(int iEdictNum) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
|
||||
#endif // INDEXENT
|
||||
|
||||
inline void MESSAGE_BEGIN(int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent) { MESSAGE_BEGIN(msg_dest, msg_type, pOrigin, ENT(ent)); }
|
||||
inline bool FNullEnt(EOFFSET eoffset) { return (eoffset == 0); }
|
||||
inline bool FNullEnt(entvars_t *pev) { return (pev == nullptr || FNullEnt(OFFSET(pev))); }
|
||||
inline bool FNullEnt(const edict_t *pent) { return (pent == nullptr || pent->free || FNullEnt(OFFSET(pent))); }
|
||||
inline bool FStringNull(string_t iString) { return (iString == iStringNull); }
|
||||
inline bool FStrEq(const char *sz1, const char *sz2) { return (Q_strcmp(sz1, sz2) == 0); }
|
||||
inline bool FStrnEq(const char *sz1, const char *sz2, size_t elem) { return (Q_strncmp(sz1, sz2, elem) == 0); }
|
||||
|
||||
inline bool FClassnameIs(entvars_t *pev, const char *szClassname) { return FStrEq(STRING(pev->classname), szClassname); }
|
||||
inline bool FClassnameIs(edict_t *pent, const char *szClassname) { return FStrEq(STRING(VARS(pent)->classname), szClassname); }
|
||||
inline void UTIL_MakeVectorsPrivate(Vector vecAngles, float *p_vForward, float *p_vRight, float *p_vUp) { g_engfuncs.pfnAngleVectors(vecAngles, p_vForward, p_vRight, p_vUp); }
|
||||
|
||||
#include "ehandle.h"
|
||||
|
||||
extern void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch);
|
||||
|
||||
// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
|
||||
// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
|
||||
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
|
||||
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
|
||||
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
|
||||
inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
|
||||
}
|
||||
|
||||
inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
|
||||
}
|
||||
|
||||
inline void EMIT_SOUND_MSG(edict_t *entity, int msg_type, int channel, const char *sample, float volume, float attenuation, int flags, int pitch = PITCH_NORM, Vector vecOrigin = g_vecZero, edict_t *player = nullptr)
|
||||
{
|
||||
BUILD_SOUND_MSG(entity, channel, sample, (volume * 255.0f), attenuation, flags, pitch, msg_type, SVC_NOP, vecOrigin, player);
|
||||
}
|
||||
|
||||
inline void STOP_SOUND_MSG(edict_t *entity, int msg_type, int channel, const char *sample, edict_t *player)
|
||||
{
|
||||
BUILD_SOUND_MSG(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM, msg_type, SVC_NOP, g_vecZero, player);
|
||||
}
|
||||
|
||||
class CBaseEntity;
|
||||
class CBasePlayer;
|
||||
class CBasePlayerItem;
|
||||
|
||||
float UTIL_WeaponTimeBase();
|
||||
unsigned int U_Random();
|
||||
void U_Srand(unsigned int seed);
|
||||
int UTIL_SharedRandomLong(unsigned int seed, int low, int high);
|
||||
float UTIL_SharedRandomFloat(unsigned int seed, float low, float high);
|
||||
void UTIL_ParametricRocket(entvars_t *pev, Vector vecOrigin, Vector vecAngles, edict_t *owner);
|
||||
void UTIL_SetGroupTrace(int groupmask, int op);
|
||||
void UTIL_UnsetGroupTrace();
|
||||
BOOL UTIL_GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
|
||||
float UTIL_AngleMod(float a);
|
||||
float UTIL_AngleDiff(float destAngle, float srcAngle);
|
||||
Vector UTIL_VecToAngles(const Vector &vec);
|
||||
void UTIL_MoveToOrigin(edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType);
|
||||
int UTIL_EntitiesInBox(CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask);
|
||||
int UTIL_MonstersInSphere(CBaseEntity **pList, int listMax, const Vector ¢er, float radius);
|
||||
CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
|
||||
CBaseEntity *UTIL_FindEntityByString_Old(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
|
||||
CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
|
||||
CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName);
|
||||
CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName);
|
||||
CBaseEntity *UTIL_FindEntityGeneric(const char *szWhatever, const Vector &vecSrc, float flRadius);
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
CBasePlayer *UTIL_PlayerByIndex(int playerIndex);
|
||||
#endif
|
||||
void UTIL_MakeVectors(const Vector &vecAngles);
|
||||
void UTIL_MakeAimVectors(const Vector &vecAngles);
|
||||
void UTIL_MakeInvVectors(const Vector &vec, globalvars_t *pgv);
|
||||
void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch);
|
||||
unsigned short FixedUnsigned16(float value, float scale);
|
||||
short FixedSigned16(float value, float scale);
|
||||
void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius);
|
||||
void UTIL_ScreenShakeAll(const Vector ¢er, float amplitude, float frequency, float duration);
|
||||
void UTIL_ScreenFadeBuild(ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
|
||||
void UTIL_ScreenFadeWrite(const ScreenFade &fade, CBaseEntity *pEntity);
|
||||
void UTIL_ScreenFadeAll(const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
|
||||
void UTIL_ScreenFade(CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold = 0.0f, int alpha = 0, int flags = 0);
|
||||
void UTIL_HudMessage(CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage);
|
||||
void UTIL_HudMessageAll(const hudtextparms_t &textparms, const char *pMessage);
|
||||
void UTIL_ClientPrintAll(int msg_dest, const char *msg_name, const char *param1 = nullptr, const char *param2 = nullptr, const char *param3 = nullptr, const char *param4 = nullptr);
|
||||
void ClientPrint(entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = nullptr, const char *param2 = nullptr, const char *param3 = nullptr, const char *param4 = nullptr);
|
||||
void UTIL_Log(const char *fmt, ...);
|
||||
void UTIL_ServerPrint(const char *fmt, ...);
|
||||
void UTIL_PrintConsole(edict_t *pEdict, const char *fmt, ...);
|
||||
void UTIL_SayText(CBaseEntity *pEntity, const char *fmt, ...);
|
||||
void UTIL_SayTextAll(const char *pText, CBaseEntity *pEntity);
|
||||
char *UTIL_dtos1(int d);
|
||||
char *UTIL_dtos2(int d);
|
||||
char *UTIL_dtos3(int d);
|
||||
char *UTIL_dtos4(int d);
|
||||
void UTIL_ShowMessageArgs(const char *pString, CBaseEntity *pPlayer, CUtlVector<char*> *args, bool isHint = false);
|
||||
void UTIL_ShowMessage(const char *pString, CBaseEntity *pEntity, bool isHint = false);
|
||||
void UTIL_ShowMessageAll(const char *pString, bool isHint = false);
|
||||
void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
|
||||
void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
|
||||
void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
|
||||
void UTIL_TraceModel(const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
|
||||
TraceResult UTIL_GetGlobalTrace();
|
||||
void UTIL_SetSize(entvars_t *pev, const Vector &vecMin, const Vector &vecMax);
|
||||
float UTIL_VecToYaw(const Vector &vec);
|
||||
void UTIL_SetOrigin(entvars_t *pev, const Vector &vecOrigin);
|
||||
void UTIL_ParticleEffect(const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount);
|
||||
float UTIL_Approach(float target, float value, float speed);
|
||||
real_t UTIL_ApproachAngle(float target, float value, float speed);
|
||||
real_t UTIL_AngleDistance(float next, float cur);
|
||||
float UTIL_SplineFraction(float value, float scale);
|
||||
char *UTIL_VarArgs(char *format, ...);
|
||||
Vector UTIL_GetAimVector(edict_t *pent, float flSpeed);
|
||||
bool UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator);
|
||||
BOOL UTIL_ShouldShowBlood(int color);
|
||||
int UTIL_PointContents(const Vector &vec);
|
||||
void UTIL_BloodStream(const Vector &origin, const Vector &direction, int color, int amount);
|
||||
void UTIL_BloodDrips(const Vector &origin, const Vector &direction, int color, int amount);
|
||||
Vector UTIL_RandomBloodVector();
|
||||
void UTIL_BloodDecalTrace(TraceResult *pTrace, int bloodColor);
|
||||
void UTIL_DecalTrace(TraceResult *pTrace, int decalNumber);
|
||||
void UTIL_PlayerDecalTrace(TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom);
|
||||
void UTIL_GunshotDecalTrace(TraceResult *pTrace, int decalNumber, bool ClientOnly, entvars_t *pShooter);
|
||||
void UTIL_Sparks(const Vector &position);
|
||||
void UTIL_Ricochet(const Vector &position, float scale);
|
||||
bool UTIL_TeamsMatch(const char *pTeamName1, const char *pTeamName2);
|
||||
void UTIL_StringToVector(float *pVector, const char *pString);
|
||||
void UTIL_StringToVector(Vector &vecIn, const char *pString, char cSeparator);
|
||||
void UTIL_StringToVectorND(Vector &vecIn, int nCount, const char *pString, char cSeparator);
|
||||
void UTIL_StringToIntArray(int *pVector, int count, const char *pString);
|
||||
Vector UTIL_ClampVectorToBox(const Vector &input, const Vector &clampSize);
|
||||
float UTIL_WaterLevel(const Vector &position, float minz, float maxz);
|
||||
void UTIL_Bubbles(Vector mins, Vector maxs, int count);
|
||||
void UTIL_BubbleTrail(Vector from, Vector to, int count);
|
||||
void UTIL_Remove(CBaseEntity *pEntity);
|
||||
BOOL UTIL_IsValidEntity(edict_t *pent);
|
||||
void UTIL_PrecacheOther(const char *szClassname);
|
||||
void UTIL_RestartOther(const char *szClassname);
|
||||
void UTIL_ResetEntities();
|
||||
void UTIL_RemoveOther(const char *szClassname, int nCount = 0);
|
||||
void UTIL_LogPrintf(const char *fmt, ...);
|
||||
float UTIL_DotPoints(const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir);
|
||||
void EntvarsKeyvalue(entvars_t *pev, KeyValueData *pkvd);
|
||||
char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd);
|
||||
int GetPlayerTeam(int index);
|
||||
bool UTIL_IsGame(const char *pszGameName);
|
||||
real_t UTIL_GetPlayerGaitYaw(int playerIndex);
|
||||
int UTIL_ReadFlags(const char *c);
|
||||
bool UTIL_AreBotsAllowed();
|
||||
bool UTIL_IsBeta();
|
||||
bool UTIL_AreHostagesImprov();
|
||||
int UTIL_GetNumPlayers();
|
||||
bool UTIL_IsSpawnPointOccupied(CBaseEntity *pSpot);
|
||||
void MAKE_STRING_CLASS(const char *str, entvars_t *pev);
|
||||
void NORETURN Sys_Error(const char *error, ...);
|
||||
|
||||
// Inlines
|
||||
template <typename T = CBaseEntity>
|
||||
inline T *UTIL_FindEntityByClassname(T *pStartEntity, const char *szName)
|
||||
{
|
||||
return (T *)UTIL_FindEntityByString(pStartEntity, "classname", szName);
|
||||
}
|
||||
|
||||
template <typename T = CBaseEntity>
|
||||
inline T *UTIL_FindEntityByTargetname(T *pStartEntity, const char *szName)
|
||||
{
|
||||
return (T *)UTIL_FindEntityByString(pStartEntity, "targetname", szName);
|
||||
}
|
||||
|
||||
template <typename T = CBaseEntity>
|
||||
inline T *UTIL_FindEntityInSphere(T *pStartEntity, const Vector &vecCenter, float flRadius)
|
||||
{
|
||||
edict_t *pentEntity;
|
||||
if (pStartEntity)
|
||||
pentEntity = pStartEntity->edict();
|
||||
else
|
||||
pentEntity = nullptr;
|
||||
|
||||
pentEntity = FIND_ENTITY_IN_SPHERE(pentEntity, vecCenter, flRadius);
|
||||
if (!FNullEnt(pentEntity))
|
||||
{
|
||||
// a1ba: can't use CBaseEntity::Instance here, because circular dependency in cbase.h
|
||||
return GET_PRIVATE<T>(pentEntity);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <size_t nSize>
|
||||
void UTIL_StripToken(const char *pKey, char (&pDest)[nSize])
|
||||
{
|
||||
int i = 0;
|
||||
while (i < nSize && pKey[i] && pKey[i] != '#')
|
||||
{
|
||||
pDest[i] = pKey[i];
|
||||
i++;
|
||||
}
|
||||
|
||||
pDest[i] = '\0';
|
||||
}
|
||||
|
||||
class CPlayerInVolumeAdapter
|
||||
{
|
||||
public:
|
||||
virtual ~CPlayerInVolumeAdapter() {};
|
||||
virtual void PlayerDetected(const bool fInVolume, CBasePlayer *pPlayer) = 0;
|
||||
};
|
||||
|
||||
int UTIL_CountPlayersInBrushVolume(bool bOnlyAlive, CBaseEntity *pBrushEntity, int &playersInCount, int &playersOutCount, CPlayerInVolumeAdapter *pAdapter = nullptr);
|
||||
|
||||
inline real_t UTIL_FixupAngle(real_t v)
|
||||
{
|
||||
real_t angle = v;
|
||||
|
||||
while (angle < 0)
|
||||
angle += 360;
|
||||
|
||||
while (angle > 360)
|
||||
angle -= 360;
|
||||
|
||||
return angle;
|
||||
}
|
||||
|
||||
inline void UTIL_FixupAngles(Vector &v)
|
||||
{
|
||||
v.x = UTIL_FixupAngle(v.x);
|
||||
v.y = UTIL_FixupAngle(v.y);
|
||||
v.z = UTIL_FixupAngle(v.z);
|
||||
}
|
||||
|
||||
extern int g_groupmask;
|
||||
extern int g_groupop;
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "shake.h"
|
||||
#include "activity.h"
|
||||
#include "enginecallback.h"
|
||||
#include "utlvector.h"
|
||||
|
||||
#define GROUP_OP_AND 0
|
||||
#define GROUP_OP_NAND 1
|
||||
|
||||
// Dot products for view cone checking
|
||||
#define VIEW_FIELD_FULL -1.0 // +-180 degrees
|
||||
#define VIEW_FIELD_WIDE -0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
|
||||
#define VIEW_FIELD_NARROW 0.7 // +-45 degrees, more narrow check used to set up ranged attacks
|
||||
#define VIEW_FIELD_ULTRA_NARROW 0.9 // +-25 degrees, more narrow check used to set up ranged attacks
|
||||
|
||||
#define SND_STOP BIT(5) // duplicated in protocol.h stop sound
|
||||
#define SND_CHANGE_VOL BIT(6) // duplicated in protocol.h change sound vol
|
||||
#define SND_CHANGE_PITCH BIT(7) // duplicated in protocol.h change sound pitch
|
||||
#define SND_SPAWNING BIT(8) // duplicated in protocol.h we're spawing, used in some cases for ambients
|
||||
|
||||
// All monsters need this data
|
||||
#define DONT_BLEED -1
|
||||
#define BLOOD_COLOR_DARKRED (byte)223
|
||||
#define BLOOD_COLOR_RED (byte)247
|
||||
#define BLOOD_COLOR_YELLOW (byte)195
|
||||
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
|
||||
|
||||
#define GERMAN_GIB_COUNT 4
|
||||
#define HUMAN_GIB_COUNT 6
|
||||
#define ALIEN_GIB_COUNT 4
|
||||
|
||||
#define LANGUAGE_ENGLISH 0
|
||||
#define LANGUAGE_GERMAN 1
|
||||
#define LANGUAGE_FRENCH 2
|
||||
#define LANGUAGE_BRITISH 3
|
||||
|
||||
#define SVC_NOP 1
|
||||
#define SVC_SOUND 6
|
||||
#define SVC_TEMPENTITY 23
|
||||
#define SVC_INTERMISSION 30
|
||||
#define SVC_CDTRACK 32
|
||||
#define SVC_WEAPONANIM 35
|
||||
#define SVC_ROOMTYPE 37
|
||||
#define SVC_DIRECTOR 51
|
||||
|
||||
#define VEC_HULL_MIN_Z Vector(0, 0, -36)
|
||||
#define VEC_DUCK_HULL_MIN_Z Vector(0, 0, -18)
|
||||
|
||||
#define VEC_HULL_MIN Vector(-16, -16, -36)
|
||||
#define VEC_HULL_MAX Vector(16, 16, 36)
|
||||
|
||||
#define VEC_VIEW Vector(0, 0, 17)
|
||||
|
||||
#define VEC_SPOT_HULL_MIN Vector(-16, -16, 0)
|
||||
#define VEC_SPOT_HULL_MAX Vector(16, 16, 72)
|
||||
|
||||
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18)
|
||||
#define VEC_DUCK_HULL_MAX Vector(16, 16, 32)
|
||||
#define VEC_DUCK_VIEW Vector(0, 0, 12)
|
||||
|
||||
#define PRECACHE_SOUND_ARRAY(a) \
|
||||
{ for (int i = 0; i < ARRAYSIZE(a); i++) PRECACHE_SOUND((char *)a[i]); }
|
||||
|
||||
#define PLAYBACK_EVENT(flags, who, index)\
|
||||
PLAYBACK_EVENT_FULL(flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
|
||||
|
||||
#define PLAYBACK_EVENT_DELAY(flags, who, index, delay)\
|
||||
PLAYBACK_EVENT_FULL(flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
|
||||
|
||||
#define LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName, DLLClassWrapName)\
|
||||
C_DLLEXPORT void EXT_FUNC mapClassName(entvars_t *pev);\
|
||||
void mapClassName(entvars_t *pev)\
|
||||
{\
|
||||
GetClassPtr<DLLClassWrapName>((DLLClassName *)pev);\
|
||||
}
|
||||
|
||||
const EOFFSET eoNullEntity = (EOFFSET)0; // Testing the three types of "entity" for nullity
|
||||
|
||||
class UTIL_GroupTrace
|
||||
{
|
||||
public:
|
||||
UTIL_GroupTrace(int groupmask, int op);
|
||||
~UTIL_GroupTrace();
|
||||
private:
|
||||
int m_oldgroupmask;
|
||||
int m_oldgroupop;
|
||||
};
|
||||
|
||||
// Inlines
|
||||
inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "classname", pszName); }
|
||||
inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName); }
|
||||
|
||||
inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
|
||||
inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
|
||||
inline EOFFSET OFFSET(const edict_t *pent) { return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); }
|
||||
inline EOFFSET OFFSET(const entvars_t *pev) { return OFFSET(ENT(pev)); }
|
||||
|
||||
inline entvars_t *VARS(edict_t *pent)
|
||||
{
|
||||
if (!pent)
|
||||
return nullptr;
|
||||
|
||||
return &pent->v;
|
||||
}
|
||||
|
||||
inline entvars_t *VARS(EOFFSET eoffset)
|
||||
{
|
||||
return VARS(ENT(eoffset));
|
||||
}
|
||||
|
||||
#ifndef ENTINDEX
|
||||
inline int ENTINDEX(const edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
|
||||
inline int ENTINDEX(const entvars_t *pev) { return (*g_engfuncs.pfnIndexOfEdict)(ENT(pev)); }
|
||||
#endif // ENTINDEX
|
||||
|
||||
#ifndef INDEXENT
|
||||
inline edict_t *INDEXENT(int iEdictNum) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
|
||||
#endif // INDEXENT
|
||||
|
||||
inline void MESSAGE_BEGIN(int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent) { MESSAGE_BEGIN(msg_dest, msg_type, pOrigin, ENT(ent)); }
|
||||
inline bool FNullEnt(EOFFSET eoffset) { return (eoffset == 0); }
|
||||
inline bool FNullEnt(entvars_t *pev) { return (pev == nullptr || FNullEnt(OFFSET(pev))); }
|
||||
inline bool FNullEnt(const edict_t *pent) { return (pent == nullptr || pent->free || FNullEnt(OFFSET(pent))); }
|
||||
inline bool FStringNull(string_t iString) { return (iString == iStringNull); }
|
||||
inline bool FStrEq(const char *sz1, const char *sz2) { return (Q_strcmp(sz1, sz2) == 0); }
|
||||
inline bool FStrnEq(const char *sz1, const char *sz2, size_t elem) { return (Q_strncmp(sz1, sz2, elem) == 0); }
|
||||
|
||||
inline bool FClassnameIs(entvars_t *pev, const char *szClassname) { return FStrEq(STRING(pev->classname), szClassname); }
|
||||
inline bool FClassnameIs(edict_t *pent, const char *szClassname) { return FStrEq(STRING(VARS(pent)->classname), szClassname); }
|
||||
inline void UTIL_MakeVectorsPrivate(Vector vecAngles, float *p_vForward, float *p_vRight, float *p_vUp) { g_engfuncs.pfnAngleVectors(vecAngles, p_vForward, p_vRight, p_vUp); }
|
||||
|
||||
#include "ehandle.h"
|
||||
|
||||
extern void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch);
|
||||
|
||||
// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
|
||||
// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
|
||||
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
|
||||
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
|
||||
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
|
||||
inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
|
||||
}
|
||||
|
||||
inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
|
||||
}
|
||||
|
||||
inline void EMIT_SOUND_MSG(edict_t *entity, int msg_type, int channel, const char *sample, float volume, float attenuation, int flags, int pitch = PITCH_NORM, Vector vecOrigin = g_vecZero, edict_t *player = nullptr)
|
||||
{
|
||||
BUILD_SOUND_MSG(entity, channel, sample, (volume * 255.0f), attenuation, flags, pitch, msg_type, SVC_NOP, vecOrigin, player);
|
||||
}
|
||||
|
||||
inline void STOP_SOUND_MSG(edict_t *entity, int msg_type, int channel, const char *sample, edict_t *player)
|
||||
{
|
||||
BUILD_SOUND_MSG(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM, msg_type, SVC_NOP, g_vecZero, player);
|
||||
}
|
||||
|
||||
class CBaseEntity;
|
||||
class CBasePlayer;
|
||||
class CBasePlayerItem;
|
||||
|
||||
float UTIL_WeaponTimeBase();
|
||||
unsigned int U_Random();
|
||||
void U_Srand(unsigned int seed);
|
||||
int UTIL_SharedRandomLong(unsigned int seed, int low, int high);
|
||||
float UTIL_SharedRandomFloat(unsigned int seed, float low, float high);
|
||||
void UTIL_ParametricRocket(entvars_t *pev, Vector vecOrigin, Vector vecAngles, edict_t *owner);
|
||||
void UTIL_SetGroupTrace(int groupmask, int op);
|
||||
void UTIL_UnsetGroupTrace();
|
||||
BOOL UTIL_GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
|
||||
float UTIL_AngleMod(float a);
|
||||
float UTIL_AngleDiff(float destAngle, float srcAngle);
|
||||
Vector UTIL_VecToAngles(const Vector &vec);
|
||||
void UTIL_MoveToOrigin(edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType);
|
||||
int UTIL_EntitiesInBox(CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask);
|
||||
int UTIL_MonstersInSphere(CBaseEntity **pList, int listMax, const Vector ¢er, float radius);
|
||||
CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
|
||||
CBaseEntity *UTIL_FindEntityByString_Old(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
|
||||
CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
|
||||
CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName);
|
||||
CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName);
|
||||
CBaseEntity *UTIL_FindEntityGeneric(const char *szWhatever, const Vector &vecSrc, float flRadius);
|
||||
#ifndef REGAMEDLL_FIXES
|
||||
CBasePlayer *UTIL_PlayerByIndex(int playerIndex);
|
||||
#endif
|
||||
void UTIL_MakeVectors(const Vector &vecAngles);
|
||||
void UTIL_MakeAimVectors(const Vector &vecAngles);
|
||||
void UTIL_MakeInvVectors(const Vector &vec, globalvars_t *pgv);
|
||||
void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch);
|
||||
unsigned short FixedUnsigned16(float value, float scale);
|
||||
short FixedSigned16(float value, float scale);
|
||||
void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius);
|
||||
void UTIL_ScreenShakeAll(const Vector ¢er, float amplitude, float frequency, float duration);
|
||||
void UTIL_ScreenFadeBuild(ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
|
||||
void UTIL_ScreenFadeWrite(const ScreenFade &fade, CBaseEntity *pEntity);
|
||||
void UTIL_ScreenFadeAll(const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
|
||||
void UTIL_ScreenFade(CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold = 0.0f, int alpha = 0, int flags = 0);
|
||||
void UTIL_HudMessage(CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage);
|
||||
void UTIL_HudMessageAll(const hudtextparms_t &textparms, const char *pMessage);
|
||||
void UTIL_ClientPrintAll(int msg_dest, const char *msg_name, const char *param1 = nullptr, const char *param2 = nullptr, const char *param3 = nullptr, const char *param4 = nullptr);
|
||||
void ClientPrint(entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = nullptr, const char *param2 = nullptr, const char *param3 = nullptr, const char *param4 = nullptr);
|
||||
void UTIL_Log(const char *fmt, ...);
|
||||
void UTIL_ServerPrint(const char *fmt, ...);
|
||||
void UTIL_PrintConsole(edict_t *pEdict, const char *fmt, ...);
|
||||
void UTIL_SayText(CBaseEntity *pEntity, const char *fmt, ...);
|
||||
void UTIL_SayTextAll(const char *pText, CBaseEntity *pEntity);
|
||||
char *UTIL_dtos1(int d);
|
||||
char *UTIL_dtos2(int d);
|
||||
char *UTIL_dtos3(int d);
|
||||
char *UTIL_dtos4(int d);
|
||||
void UTIL_ShowMessageArgs(const char *pString, CBaseEntity *pPlayer, CUtlVector<char*> *args, bool isHint = false);
|
||||
void UTIL_ShowMessage(const char *pString, CBaseEntity *pEntity, bool isHint = false);
|
||||
void UTIL_ShowMessageAll(const char *pString, bool isHint = false);
|
||||
void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
|
||||
void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
|
||||
void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
|
||||
void UTIL_TraceModel(const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
|
||||
TraceResult UTIL_GetGlobalTrace();
|
||||
void UTIL_SetSize(entvars_t *pev, const Vector &vecMin, const Vector &vecMax);
|
||||
float UTIL_VecToYaw(const Vector &vec);
|
||||
void UTIL_SetOrigin(entvars_t *pev, const Vector &vecOrigin);
|
||||
void UTIL_ParticleEffect(const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount);
|
||||
float UTIL_Approach(float target, float value, float speed);
|
||||
real_t UTIL_ApproachAngle(float target, float value, float speed);
|
||||
real_t UTIL_AngleDistance(float next, float cur);
|
||||
float UTIL_SplineFraction(float value, float scale);
|
||||
char *UTIL_VarArgs(char *format, ...);
|
||||
Vector UTIL_GetAimVector(edict_t *pent, float flSpeed);
|
||||
bool UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator);
|
||||
BOOL UTIL_ShouldShowBlood(int color);
|
||||
int UTIL_PointContents(const Vector &vec);
|
||||
void UTIL_BloodStream(const Vector &origin, const Vector &direction, int color, int amount);
|
||||
void UTIL_BloodDrips(const Vector &origin, const Vector &direction, int color, int amount);
|
||||
Vector UTIL_RandomBloodVector();
|
||||
void UTIL_BloodDecalTrace(TraceResult *pTrace, int bloodColor);
|
||||
void UTIL_DecalTrace(TraceResult *pTrace, int decalNumber);
|
||||
void UTIL_PlayerDecalTrace(TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom);
|
||||
void UTIL_GunshotDecalTrace(TraceResult *pTrace, int decalNumber, bool ClientOnly, entvars_t *pShooter);
|
||||
void UTIL_Sparks(const Vector &position);
|
||||
void UTIL_Ricochet(const Vector &position, float scale);
|
||||
bool UTIL_TeamsMatch(const char *pTeamName1, const char *pTeamName2);
|
||||
void UTIL_StringToVector(float *pVector, const char *pString);
|
||||
void UTIL_StringToVector(Vector &vecIn, const char *pString, char cSeparator);
|
||||
void UTIL_StringToVectorND(Vector &vecIn, int nCount, const char *pString, char cSeparator);
|
||||
void UTIL_StringToIntArray(int *pVector, int count, const char *pString);
|
||||
Vector UTIL_ClampVectorToBox(const Vector &input, const Vector &clampSize);
|
||||
float UTIL_WaterLevel(const Vector &position, float minz, float maxz);
|
||||
void UTIL_Bubbles(Vector mins, Vector maxs, int count);
|
||||
void UTIL_BubbleTrail(Vector from, Vector to, int count);
|
||||
void UTIL_Remove(CBaseEntity *pEntity);
|
||||
BOOL UTIL_IsValidEntity(edict_t *pent);
|
||||
void UTIL_PrecacheOther(const char *szClassname);
|
||||
void UTIL_RestartOther(const char *szClassname);
|
||||
void UTIL_ResetEntities();
|
||||
void UTIL_RemoveOther(const char *szClassname, int nCount = 0);
|
||||
void UTIL_LogPrintf(const char *fmt, ...);
|
||||
float UTIL_DotPoints(const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir);
|
||||
void EntvarsKeyvalue(entvars_t *pev, KeyValueData *pkvd);
|
||||
char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd);
|
||||
int GetPlayerTeam(int index);
|
||||
bool UTIL_IsGame(const char *pszGameName);
|
||||
real_t UTIL_GetPlayerGaitYaw(int playerIndex);
|
||||
int UTIL_ReadFlags(const char *c);
|
||||
bool UTIL_AreBotsAllowed();
|
||||
bool UTIL_IsBeta();
|
||||
bool UTIL_AreHostagesImprov();
|
||||
int UTIL_GetNumPlayers();
|
||||
bool UTIL_IsSpawnPointOccupied(CBaseEntity *pSpot);
|
||||
void MAKE_STRING_CLASS(const char *str, entvars_t *pev);
|
||||
void NORETURN Sys_Error(const char *error, ...);
|
||||
|
||||
// Inlines
|
||||
template <typename T = CBaseEntity>
|
||||
inline T *UTIL_FindEntityByClassname(T *pStartEntity, const char *szName)
|
||||
{
|
||||
return (T *)UTIL_FindEntityByString(pStartEntity, "classname", szName);
|
||||
}
|
||||
|
||||
template <typename T = CBaseEntity>
|
||||
inline T *UTIL_FindEntityByTargetname(T *pStartEntity, const char *szName)
|
||||
{
|
||||
return (T *)UTIL_FindEntityByString(pStartEntity, "targetname", szName);
|
||||
}
|
||||
|
||||
template <typename T = CBaseEntity>
|
||||
inline T *UTIL_FindEntityInSphere(T *pStartEntity, const Vector &vecCenter, float flRadius)
|
||||
{
|
||||
edict_t *pentEntity;
|
||||
if (pStartEntity)
|
||||
pentEntity = pStartEntity->edict();
|
||||
else
|
||||
pentEntity = nullptr;
|
||||
|
||||
pentEntity = FIND_ENTITY_IN_SPHERE(pentEntity, vecCenter, flRadius);
|
||||
if (!FNullEnt(pentEntity))
|
||||
{
|
||||
// a1ba: can't use CBaseEntity::Instance here, because circular dependency in cbase.h
|
||||
return GET_PRIVATE<T>(pentEntity);
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <size_t nSize>
|
||||
void UTIL_StripToken(const char *pKey, char (&pDest)[nSize])
|
||||
{
|
||||
int i = 0;
|
||||
while (i < nSize && pKey[i] && pKey[i] != '#')
|
||||
{
|
||||
pDest[i] = pKey[i];
|
||||
i++;
|
||||
}
|
||||
|
||||
pDest[i] = '\0';
|
||||
}
|
||||
|
||||
class CPlayerInVolumeAdapter
|
||||
{
|
||||
public:
|
||||
virtual ~CPlayerInVolumeAdapter() {};
|
||||
virtual void PlayerDetected(const bool fInVolume, CBasePlayer *pPlayer) = 0;
|
||||
};
|
||||
|
||||
int UTIL_CountPlayersInBrushVolume(bool bOnlyAlive, CBaseEntity *pBrushEntity, int &playersInCount, int &playersOutCount, CPlayerInVolumeAdapter *pAdapter = nullptr);
|
||||
|
||||
inline real_t UTIL_FixupAngle(real_t v)
|
||||
{
|
||||
real_t angle = v;
|
||||
|
||||
while (angle < 0)
|
||||
angle += 360;
|
||||
|
||||
while (angle > 360)
|
||||
angle -= 360;
|
||||
|
||||
return angle;
|
||||
}
|
||||
|
||||
inline void UTIL_FixupAngles(Vector &v)
|
||||
{
|
||||
v.x = UTIL_FixupAngle(v.x);
|
||||
v.y = UTIL_FixupAngle(v.y);
|
||||
v.z = UTIL_FixupAngle(v.z);
|
||||
}
|
||||
|
||||
extern int g_groupmask;
|
||||
extern int g_groupop;
|
||||
|
@ -1,426 +1,426 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Used for many pathfinding and many other operations that are treated as planar rather than 3D.
|
||||
class Vector2D
|
||||
{
|
||||
public:
|
||||
// Construction/destruction
|
||||
Vector2D() : x(), y() {}
|
||||
Vector2D(float X, float Y) : x(X), y(Y) {}
|
||||
Vector2D(const Vector2D &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; }
|
||||
|
||||
// Operators
|
||||
decltype(auto) operator-() const { return Vector2D(-x, -y); }
|
||||
bool operator==(const Vector2D &v) const { return x == v.x && y == v.y; }
|
||||
bool operator!=(const Vector2D &v) const { return !(*this == v); }
|
||||
|
||||
decltype(auto) operator+(const Vector2D &v) const { return Vector2D(x + v.x, y + v.y); }
|
||||
decltype(auto) operator-(const Vector2D &v) const { return Vector2D(x - v.x, y - v.y); }
|
||||
decltype(auto) operator*(const Vector2D &v) const { return Vector2D(x * v.x, y * v.y); }
|
||||
decltype(auto) operator/(const Vector2D &v) const { return Vector2D(x / v.x, y / v.y); }
|
||||
|
||||
decltype(auto) operator+=(const Vector2D &v) { return (*this = *this + v); }
|
||||
decltype(auto) operator-=(const Vector2D &v) { return (*this = *this - v); }
|
||||
decltype(auto) operator*=(const Vector2D &v) { return (*this = *this * v); }
|
||||
decltype(auto) operator/=(const Vector2D &v) { return (*this = *this / v); }
|
||||
|
||||
decltype(auto) operator+(float fl) const { return Vector2D(x + fl, y + fl); }
|
||||
decltype(auto) operator-(float fl) const { return Vector2D(x - fl, y - fl); }
|
||||
|
||||
// TODO: FIX ME!!
|
||||
#ifdef PLAY_GAMEDLL
|
||||
decltype(auto) operator*(float fl) const { return Vector2D(vec_t(x * fl), vec_t(y * fl)); }
|
||||
decltype(auto) operator/(float fl) const { return Vector2D(vec_t(x / fl), vec_t(y / fl)); }
|
||||
#else
|
||||
decltype(auto) operator*(float fl) const { return Vector2D(x * fl, y * fl); }
|
||||
decltype(auto) operator/(float fl) const { return Vector2D(x / fl, y / fl); }
|
||||
#endif
|
||||
|
||||
decltype(auto) operator=(std::nullptr_t) { return Vector2D(0, 0); }
|
||||
decltype(auto) operator+=(float fl) { return (*this = *this + fl); }
|
||||
decltype(auto) operator-=(float fl) { return (*this = *this - fl); }
|
||||
decltype(auto) operator*=(float fl) { return (*this = *this * fl); }
|
||||
decltype(auto) operator/=(float fl) { return (*this = *this / fl); }
|
||||
|
||||
// Methods
|
||||
inline void Clear() { x = 0; y = 0; }
|
||||
inline void CopyToArray(float *rgfl) const { *(int *)&rgfl[0] = *(int *)&x; *(int *)&rgfl[1] = *(int *)&y; }
|
||||
inline real_t Length() const { return Q_sqrt(real_t(x * x + y * y)); } // Get the vector's magnitude
|
||||
inline float LengthSquared() const { return (x * x + y * y); } // Get the vector's magnitude squared
|
||||
|
||||
operator float*() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
|
||||
Vector2D Normalize() const
|
||||
{
|
||||
real_t flLen = Length();
|
||||
if (!flLen)
|
||||
return Vector2D(0, 0);
|
||||
|
||||
flLen = 1 / flLen;
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
return Vector2D(vec_t(x * flLen), vec_t(y * flLen));
|
||||
#else
|
||||
return Vector2D(x * flLen, y * flLen);
|
||||
#endif // PLAY_GAMEDLL
|
||||
}
|
||||
inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
|
||||
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
|
||||
real_t NormalizeInPlace()
|
||||
{
|
||||
real_t flLen = Length();
|
||||
if (flLen > 0.0)
|
||||
{
|
||||
x = vec_t(1 / flLen * x);
|
||||
y = vec_t(1 / flLen * y);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 1.0;
|
||||
y = 0.0;
|
||||
}
|
||||
return flLen;
|
||||
}
|
||||
bool IsZero(float tolerance = 0.01f) const
|
||||
{
|
||||
return (x > -tolerance && x < tolerance &&
|
||||
y > -tolerance && y < tolerance);
|
||||
}
|
||||
|
||||
// Members
|
||||
vec_t x, y;
|
||||
};
|
||||
|
||||
inline real_t DotProduct(const Vector2D &a, const Vector2D &b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
inline Vector2D operator*(float fl, const Vector2D &v)
|
||||
{
|
||||
return v * fl;
|
||||
}
|
||||
|
||||
// 3D Vector
|
||||
// Same data-layout as engine's vec3_t, which is a vec_t[3]
|
||||
class Vector
|
||||
{
|
||||
public:
|
||||
// Construction/destruction
|
||||
Vector() : x(), y(), z() {}
|
||||
Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
|
||||
Vector(const Vector &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; *(int *)&z = *(int *)&v.z; }
|
||||
Vector(const float rgfl[3]) { *(int *)&x = *(int *)&rgfl[0]; *(int *)&y = *(int *)&rgfl[1]; *(int *)&z = *(int *)&rgfl[2]; }
|
||||
|
||||
// Operators
|
||||
decltype(auto) operator-() const { return Vector(-x, -y, -z); }
|
||||
bool operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; }
|
||||
bool operator!=(const Vector &v) const { return !(*this == v); }
|
||||
|
||||
decltype(auto) operator+(const Vector &v) const { return Vector(x + v.x, y + v.y, z + v.z); }
|
||||
decltype(auto) operator-(const Vector &v) const { return Vector(x - v.x, y - v.y, z - v.z); }
|
||||
decltype(auto) operator*(const Vector &v) const { return Vector(x * v.x, y * v.y, z * v.z); }
|
||||
decltype(auto) operator/(const Vector &v) const { return Vector(x / v.x, y / v.y, z / v.z); }
|
||||
|
||||
decltype(auto) operator+=(const Vector &v) { return (*this = *this + v); }
|
||||
decltype(auto) operator-=(const Vector &v) { return (*this = *this - v); }
|
||||
decltype(auto) operator*=(const Vector &v) { return (*this = *this * v); }
|
||||
decltype(auto) operator/=(const Vector &v) { return (*this = *this / v); }
|
||||
|
||||
decltype(auto) operator+(float fl) const { return Vector(x + fl, y + fl, z + fl); }
|
||||
decltype(auto) operator-(float fl) const { return Vector(x - fl, y - fl, z - fl); }
|
||||
|
||||
// TODO: FIX ME!!
|
||||
#ifdef PLAY_GAMEDLL
|
||||
decltype(auto) operator*(float fl) const { return Vector(vec_t(x * fl), vec_t(y * fl), vec_t(z * fl)); }
|
||||
decltype(auto) operator/(float fl) const { return Vector(vec_t(x / fl), vec_t(y / fl), vec_t(z / fl)); }
|
||||
#else
|
||||
decltype(auto) operator*(float fl) const { return Vector(x * fl, y * fl, z * fl); }
|
||||
decltype(auto) operator/(float fl) const { return Vector(x / fl, y / fl, z / fl); }
|
||||
#endif
|
||||
|
||||
decltype(auto) operator=(std::nullptr_t) { return Vector(0, 0, 0); }
|
||||
decltype(auto) operator+=(float fl) { return (*this = *this + fl); }
|
||||
decltype(auto) operator-=(float fl) { return (*this = *this - fl); }
|
||||
decltype(auto) operator*=(float fl) { return (*this = *this * fl); }
|
||||
decltype(auto) operator/=(float fl) { return (*this = *this / fl); }
|
||||
|
||||
// Methods
|
||||
void Clear()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
}
|
||||
|
||||
void CopyToArray(float *rgfl) const
|
||||
{
|
||||
*(int *)&rgfl[0] = *(int *)&x;
|
||||
*(int *)&rgfl[1] = *(int *)&y;
|
||||
*(int *)&rgfl[2] = *(int *)&z;
|
||||
}
|
||||
|
||||
// Get the vector's magnitude
|
||||
real_t Length() const
|
||||
{
|
||||
real_t x1 = real_t(x);
|
||||
real_t y1 = real_t(y);
|
||||
real_t z1 = real_t(z);
|
||||
|
||||
return Q_sqrt(x1 * x1 + y1 * y1 + z1 * z1);
|
||||
}
|
||||
|
||||
// Get the vector's magnitude squared
|
||||
real_t LengthSquared() const { return (x * x + y * y + z * z); }
|
||||
|
||||
operator float*() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
|
||||
#ifndef PLAY_GAMEDLL
|
||||
Vector Normalize() const
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen == 0)
|
||||
return Vector(0, 0, 1);
|
||||
|
||||
flLen = 1 / flLen;
|
||||
return Vector(x * flLen, y * flLen, z * flLen);
|
||||
}
|
||||
#else
|
||||
Vector Normalize()
|
||||
{
|
||||
real_t flLen = Length();
|
||||
if (flLen == 0)
|
||||
return Vector(0, 0, 1);
|
||||
|
||||
vec_t fTemp = vec_t(1 / flLen);
|
||||
return Vector(x * fTemp, y * fTemp, z * fTemp);
|
||||
}
|
||||
#endif // PLAY_GAMEDLL
|
||||
// for out precision normalize
|
||||
Vector NormalizePrecision() const
|
||||
{
|
||||
#ifndef PLAY_GAMEDLL
|
||||
return Normalize();
|
||||
#else
|
||||
real_t flLen = Length();
|
||||
if (flLen == 0)
|
||||
return Vector(0, 0, 1);
|
||||
|
||||
flLen = 1 / flLen;
|
||||
return Vector(vec_t(x * flLen), vec_t(y * flLen), vec_t(z * flLen));
|
||||
#endif // PLAY_GAMEDLL
|
||||
}
|
||||
Vector2D Make2D() const
|
||||
{
|
||||
Vector2D Vec2;
|
||||
*(int *)&Vec2.x = *(int *)&x;
|
||||
*(int *)&Vec2.y = *(int *)&y;
|
||||
return Vec2;
|
||||
}
|
||||
|
||||
real_t Length2D() const { return Q_sqrt(real_t(x * x + y * y)); }
|
||||
|
||||
inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
|
||||
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
template<typename T = real_t>
|
||||
real_t NormalizeInPlace()
|
||||
{
|
||||
T flLen = Length();
|
||||
|
||||
if (flLen > 0)
|
||||
{
|
||||
x = vec_t(1 / flLen * x);
|
||||
y = vec_t(1 / flLen * y);
|
||||
z = vec_t(1 / flLen * z);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 1;
|
||||
}
|
||||
|
||||
return flLen;
|
||||
}
|
||||
#else // PLAY_GAMEDLL
|
||||
float NormalizeInPlace()
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen > 0)
|
||||
{
|
||||
x /= flLen;
|
||||
y /= flLen;
|
||||
z /= flLen;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 1;
|
||||
}
|
||||
return flLen;
|
||||
}
|
||||
#endif // PLAY_GAMEDLL
|
||||
bool IsZero(float tolerance = 0.01f) const
|
||||
{
|
||||
return (x > -tolerance && x < tolerance &&
|
||||
y > -tolerance && y < tolerance &&
|
||||
z > -tolerance && z < tolerance);
|
||||
}
|
||||
|
||||
// Members
|
||||
vec_t x, y, z;
|
||||
};
|
||||
|
||||
inline Vector operator*(float fl, const Vector &v)
|
||||
{
|
||||
return v * fl;
|
||||
}
|
||||
|
||||
inline real_t DotProduct(const Vector &a, const Vector &b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y + a.z * b.z);
|
||||
}
|
||||
|
||||
inline real_t DotProduct2D(const Vector &a, const Vector &b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
inline Vector CrossProduct(const Vector &a, const Vector &b)
|
||||
{
|
||||
return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
|
||||
}
|
||||
|
||||
template<
|
||||
typename X,
|
||||
typename Y,
|
||||
typename Z,
|
||||
typename LenType
|
||||
>
|
||||
inline LenType LengthSubtract(Vector vecStart, Vector vecDest)
|
||||
{
|
||||
X floatX = (vecDest.x - vecStart.x);
|
||||
Y floatY = (vecDest.y - vecStart.y);
|
||||
Z floatZ = (vecDest.z - vecStart.z);
|
||||
|
||||
return Q_sqrt(real_t(floatX * floatX + floatY * floatY + floatZ * floatZ));
|
||||
}
|
||||
|
||||
template<
|
||||
typename X,
|
||||
typename Y,
|
||||
typename Z,
|
||||
typename LenType
|
||||
>
|
||||
inline Vector NormalizeSubtract(Vector vecStart, Vector vecDest)
|
||||
{
|
||||
Vector dir;
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
|
||||
X floatX = (vecDest.x - vecStart.x);
|
||||
Y floatY = (vecDest.y - vecStart.y);
|
||||
Z floatZ = (vecDest.z - vecStart.z);
|
||||
|
||||
LenType flLen = Q_sqrt(real_t(floatX * floatX + floatY * floatY + floatZ * floatZ));
|
||||
|
||||
if (flLen == 0.0)
|
||||
{
|
||||
dir = Vector(0, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1.0 / flLen;
|
||||
|
||||
dir.x = vec_t(floatX * flLen);
|
||||
dir.y = vec_t(floatY * flLen);
|
||||
dir.z = vec_t(floatZ * flLen);
|
||||
}
|
||||
#else
|
||||
dir = (vecDest - vecStart).Normalize();
|
||||
#endif // PLAY_GAMEDLL
|
||||
|
||||
return dir;
|
||||
}
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
template<typename X, typename Y, typename LenType>
|
||||
inline Vector NormalizeMulScalar(Vector2D vec, float scalar)
|
||||
{
|
||||
LenType flLen;
|
||||
X floatX;
|
||||
Y floatY;
|
||||
|
||||
flLen = (LenType)vec.Length();
|
||||
|
||||
if (flLen <= 0.0)
|
||||
{
|
||||
floatX = 1;
|
||||
floatY = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1 / flLen;
|
||||
|
||||
floatX = vec.x * flLen;
|
||||
floatY = vec.y * flLen;
|
||||
}
|
||||
|
||||
return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
|
||||
}
|
||||
template<typename X, typename Y, typename LenType, typename LenCast>
|
||||
inline Vector NormalizeMulScalar(Vector vec, float scalar)
|
||||
{
|
||||
LenType flLen;
|
||||
X floatX = vec.x;
|
||||
Y floatY = vec.y;
|
||||
|
||||
flLen = (LenType)vec.Length();
|
||||
|
||||
if (flLen <= 0.0)
|
||||
{
|
||||
floatX = 1;
|
||||
floatY = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
floatX = floatX * LenCast(1 / flLen);
|
||||
floatY = floatY * LenCast(1 / flLen);
|
||||
}
|
||||
|
||||
return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
|
||||
}
|
||||
#endif // PLAY_GAMEDLL
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
// Used for many pathfinding and many other operations that are treated as planar rather than 3D.
|
||||
class Vector2D
|
||||
{
|
||||
public:
|
||||
// Construction/destruction
|
||||
Vector2D() : x(), y() {}
|
||||
Vector2D(float X, float Y) : x(X), y(Y) {}
|
||||
Vector2D(const Vector2D &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; }
|
||||
|
||||
// Operators
|
||||
decltype(auto) operator-() const { return Vector2D(-x, -y); }
|
||||
bool operator==(const Vector2D &v) const { return x == v.x && y == v.y; }
|
||||
bool operator!=(const Vector2D &v) const { return !(*this == v); }
|
||||
|
||||
decltype(auto) operator+(const Vector2D &v) const { return Vector2D(x + v.x, y + v.y); }
|
||||
decltype(auto) operator-(const Vector2D &v) const { return Vector2D(x - v.x, y - v.y); }
|
||||
decltype(auto) operator*(const Vector2D &v) const { return Vector2D(x * v.x, y * v.y); }
|
||||
decltype(auto) operator/(const Vector2D &v) const { return Vector2D(x / v.x, y / v.y); }
|
||||
|
||||
decltype(auto) operator+=(const Vector2D &v) { return (*this = *this + v); }
|
||||
decltype(auto) operator-=(const Vector2D &v) { return (*this = *this - v); }
|
||||
decltype(auto) operator*=(const Vector2D &v) { return (*this = *this * v); }
|
||||
decltype(auto) operator/=(const Vector2D &v) { return (*this = *this / v); }
|
||||
|
||||
decltype(auto) operator+(float fl) const { return Vector2D(x + fl, y + fl); }
|
||||
decltype(auto) operator-(float fl) const { return Vector2D(x - fl, y - fl); }
|
||||
|
||||
// TODO: FIX ME!!
|
||||
#ifdef PLAY_GAMEDLL
|
||||
decltype(auto) operator*(float fl) const { return Vector2D(vec_t(x * fl), vec_t(y * fl)); }
|
||||
decltype(auto) operator/(float fl) const { return Vector2D(vec_t(x / fl), vec_t(y / fl)); }
|
||||
#else
|
||||
decltype(auto) operator*(float fl) const { return Vector2D(x * fl, y * fl); }
|
||||
decltype(auto) operator/(float fl) const { return Vector2D(x / fl, y / fl); }
|
||||
#endif
|
||||
|
||||
decltype(auto) operator=(std::nullptr_t) { return Vector2D(0, 0); }
|
||||
decltype(auto) operator+=(float fl) { return (*this = *this + fl); }
|
||||
decltype(auto) operator-=(float fl) { return (*this = *this - fl); }
|
||||
decltype(auto) operator*=(float fl) { return (*this = *this * fl); }
|
||||
decltype(auto) operator/=(float fl) { return (*this = *this / fl); }
|
||||
|
||||
// Methods
|
||||
inline void Clear() { x = 0; y = 0; }
|
||||
inline void CopyToArray(float *rgfl) const { *(int *)&rgfl[0] = *(int *)&x; *(int *)&rgfl[1] = *(int *)&y; }
|
||||
inline real_t Length() const { return Q_sqrt(real_t(x * x + y * y)); } // Get the vector's magnitude
|
||||
inline float LengthSquared() const { return (x * x + y * y); } // Get the vector's magnitude squared
|
||||
|
||||
operator float*() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
|
||||
Vector2D Normalize() const
|
||||
{
|
||||
real_t flLen = Length();
|
||||
if (!flLen)
|
||||
return Vector2D(0, 0);
|
||||
|
||||
flLen = 1 / flLen;
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
return Vector2D(vec_t(x * flLen), vec_t(y * flLen));
|
||||
#else
|
||||
return Vector2D(x * flLen, y * flLen);
|
||||
#endif // PLAY_GAMEDLL
|
||||
}
|
||||
inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
|
||||
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
|
||||
real_t NormalizeInPlace()
|
||||
{
|
||||
real_t flLen = Length();
|
||||
if (flLen > 0.0)
|
||||
{
|
||||
x = vec_t(1 / flLen * x);
|
||||
y = vec_t(1 / flLen * y);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 1.0;
|
||||
y = 0.0;
|
||||
}
|
||||
return flLen;
|
||||
}
|
||||
bool IsZero(float tolerance = 0.01f) const
|
||||
{
|
||||
return (x > -tolerance && x < tolerance &&
|
||||
y > -tolerance && y < tolerance);
|
||||
}
|
||||
|
||||
// Members
|
||||
vec_t x, y;
|
||||
};
|
||||
|
||||
inline real_t DotProduct(const Vector2D &a, const Vector2D &b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
inline Vector2D operator*(float fl, const Vector2D &v)
|
||||
{
|
||||
return v * fl;
|
||||
}
|
||||
|
||||
// 3D Vector
|
||||
// Same data-layout as engine's vec3_t, which is a vec_t[3]
|
||||
class Vector
|
||||
{
|
||||
public:
|
||||
// Construction/destruction
|
||||
Vector() : x(), y(), z() {}
|
||||
Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
|
||||
Vector(const Vector &v) { *(int *)&x = *(int *)&v.x; *(int *)&y = *(int *)&v.y; *(int *)&z = *(int *)&v.z; }
|
||||
Vector(const float rgfl[3]) { *(int *)&x = *(int *)&rgfl[0]; *(int *)&y = *(int *)&rgfl[1]; *(int *)&z = *(int *)&rgfl[2]; }
|
||||
|
||||
// Operators
|
||||
decltype(auto) operator-() const { return Vector(-x, -y, -z); }
|
||||
bool operator==(const Vector &v) const { return x == v.x && y == v.y && z == v.z; }
|
||||
bool operator!=(const Vector &v) const { return !(*this == v); }
|
||||
|
||||
decltype(auto) operator+(const Vector &v) const { return Vector(x + v.x, y + v.y, z + v.z); }
|
||||
decltype(auto) operator-(const Vector &v) const { return Vector(x - v.x, y - v.y, z - v.z); }
|
||||
decltype(auto) operator*(const Vector &v) const { return Vector(x * v.x, y * v.y, z * v.z); }
|
||||
decltype(auto) operator/(const Vector &v) const { return Vector(x / v.x, y / v.y, z / v.z); }
|
||||
|
||||
decltype(auto) operator+=(const Vector &v) { return (*this = *this + v); }
|
||||
decltype(auto) operator-=(const Vector &v) { return (*this = *this - v); }
|
||||
decltype(auto) operator*=(const Vector &v) { return (*this = *this * v); }
|
||||
decltype(auto) operator/=(const Vector &v) { return (*this = *this / v); }
|
||||
|
||||
decltype(auto) operator+(float fl) const { return Vector(x + fl, y + fl, z + fl); }
|
||||
decltype(auto) operator-(float fl) const { return Vector(x - fl, y - fl, z - fl); }
|
||||
|
||||
// TODO: FIX ME!!
|
||||
#ifdef PLAY_GAMEDLL
|
||||
decltype(auto) operator*(float fl) const { return Vector(vec_t(x * fl), vec_t(y * fl), vec_t(z * fl)); }
|
||||
decltype(auto) operator/(float fl) const { return Vector(vec_t(x / fl), vec_t(y / fl), vec_t(z / fl)); }
|
||||
#else
|
||||
decltype(auto) operator*(float fl) const { return Vector(x * fl, y * fl, z * fl); }
|
||||
decltype(auto) operator/(float fl) const { return Vector(x / fl, y / fl, z / fl); }
|
||||
#endif
|
||||
|
||||
decltype(auto) operator=(std::nullptr_t) { return Vector(0, 0, 0); }
|
||||
decltype(auto) operator+=(float fl) { return (*this = *this + fl); }
|
||||
decltype(auto) operator-=(float fl) { return (*this = *this - fl); }
|
||||
decltype(auto) operator*=(float fl) { return (*this = *this * fl); }
|
||||
decltype(auto) operator/=(float fl) { return (*this = *this / fl); }
|
||||
|
||||
// Methods
|
||||
void Clear()
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 0;
|
||||
}
|
||||
|
||||
void CopyToArray(float *rgfl) const
|
||||
{
|
||||
*(int *)&rgfl[0] = *(int *)&x;
|
||||
*(int *)&rgfl[1] = *(int *)&y;
|
||||
*(int *)&rgfl[2] = *(int *)&z;
|
||||
}
|
||||
|
||||
// Get the vector's magnitude
|
||||
real_t Length() const
|
||||
{
|
||||
real_t x1 = real_t(x);
|
||||
real_t y1 = real_t(y);
|
||||
real_t z1 = real_t(z);
|
||||
|
||||
return Q_sqrt(x1 * x1 + y1 * y1 + z1 * z1);
|
||||
}
|
||||
|
||||
// Get the vector's magnitude squared
|
||||
real_t LengthSquared() const { return (x * x + y * y + z * z); }
|
||||
|
||||
operator float*() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float*() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
|
||||
#ifndef PLAY_GAMEDLL
|
||||
Vector Normalize() const
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen == 0)
|
||||
return Vector(0, 0, 1);
|
||||
|
||||
flLen = 1 / flLen;
|
||||
return Vector(x * flLen, y * flLen, z * flLen);
|
||||
}
|
||||
#else
|
||||
Vector Normalize()
|
||||
{
|
||||
real_t flLen = Length();
|
||||
if (flLen == 0)
|
||||
return Vector(0, 0, 1);
|
||||
|
||||
vec_t fTemp = vec_t(1 / flLen);
|
||||
return Vector(x * fTemp, y * fTemp, z * fTemp);
|
||||
}
|
||||
#endif // PLAY_GAMEDLL
|
||||
// for out precision normalize
|
||||
Vector NormalizePrecision() const
|
||||
{
|
||||
#ifndef PLAY_GAMEDLL
|
||||
return Normalize();
|
||||
#else
|
||||
real_t flLen = Length();
|
||||
if (flLen == 0)
|
||||
return Vector(0, 0, 1);
|
||||
|
||||
flLen = 1 / flLen;
|
||||
return Vector(vec_t(x * flLen), vec_t(y * flLen), vec_t(z * flLen));
|
||||
#endif // PLAY_GAMEDLL
|
||||
}
|
||||
Vector2D Make2D() const
|
||||
{
|
||||
Vector2D Vec2;
|
||||
*(int *)&Vec2.x = *(int *)&x;
|
||||
*(int *)&Vec2.y = *(int *)&y;
|
||||
return Vec2;
|
||||
}
|
||||
|
||||
real_t Length2D() const { return Q_sqrt(real_t(x * x + y * y)); }
|
||||
|
||||
inline bool IsLengthLessThan (float length) const { return (LengthSquared() < length * length); }
|
||||
inline bool IsLengthGreaterThan(float length) const { return (LengthSquared() > length * length); }
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
template<typename T = real_t>
|
||||
real_t NormalizeInPlace()
|
||||
{
|
||||
T flLen = Length();
|
||||
|
||||
if (flLen > 0)
|
||||
{
|
||||
x = vec_t(1 / flLen * x);
|
||||
y = vec_t(1 / flLen * y);
|
||||
z = vec_t(1 / flLen * z);
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 1;
|
||||
}
|
||||
|
||||
return flLen;
|
||||
}
|
||||
#else // PLAY_GAMEDLL
|
||||
float NormalizeInPlace()
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen > 0)
|
||||
{
|
||||
x /= flLen;
|
||||
y /= flLen;
|
||||
z /= flLen;
|
||||
}
|
||||
else
|
||||
{
|
||||
x = 0;
|
||||
y = 0;
|
||||
z = 1;
|
||||
}
|
||||
return flLen;
|
||||
}
|
||||
#endif // PLAY_GAMEDLL
|
||||
bool IsZero(float tolerance = 0.01f) const
|
||||
{
|
||||
return (x > -tolerance && x < tolerance &&
|
||||
y > -tolerance && y < tolerance &&
|
||||
z > -tolerance && z < tolerance);
|
||||
}
|
||||
|
||||
// Members
|
||||
vec_t x, y, z;
|
||||
};
|
||||
|
||||
inline Vector operator*(float fl, const Vector &v)
|
||||
{
|
||||
return v * fl;
|
||||
}
|
||||
|
||||
inline real_t DotProduct(const Vector &a, const Vector &b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y + a.z * b.z);
|
||||
}
|
||||
|
||||
inline real_t DotProduct2D(const Vector &a, const Vector &b)
|
||||
{
|
||||
return (a.x * b.x + a.y * b.y);
|
||||
}
|
||||
|
||||
inline Vector CrossProduct(const Vector &a, const Vector &b)
|
||||
{
|
||||
return Vector(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
|
||||
}
|
||||
|
||||
template<
|
||||
typename X,
|
||||
typename Y,
|
||||
typename Z,
|
||||
typename LenType
|
||||
>
|
||||
inline LenType LengthSubtract(Vector vecStart, Vector vecDest)
|
||||
{
|
||||
X floatX = (vecDest.x - vecStart.x);
|
||||
Y floatY = (vecDest.y - vecStart.y);
|
||||
Z floatZ = (vecDest.z - vecStart.z);
|
||||
|
||||
return Q_sqrt(real_t(floatX * floatX + floatY * floatY + floatZ * floatZ));
|
||||
}
|
||||
|
||||
template<
|
||||
typename X,
|
||||
typename Y,
|
||||
typename Z,
|
||||
typename LenType
|
||||
>
|
||||
inline Vector NormalizeSubtract(Vector vecStart, Vector vecDest)
|
||||
{
|
||||
Vector dir;
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
|
||||
X floatX = (vecDest.x - vecStart.x);
|
||||
Y floatY = (vecDest.y - vecStart.y);
|
||||
Z floatZ = (vecDest.z - vecStart.z);
|
||||
|
||||
LenType flLen = Q_sqrt(real_t(floatX * floatX + floatY * floatY + floatZ * floatZ));
|
||||
|
||||
if (flLen == 0.0)
|
||||
{
|
||||
dir = Vector(0, 0, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1.0 / flLen;
|
||||
|
||||
dir.x = vec_t(floatX * flLen);
|
||||
dir.y = vec_t(floatY * flLen);
|
||||
dir.z = vec_t(floatZ * flLen);
|
||||
}
|
||||
#else
|
||||
dir = (vecDest - vecStart).Normalize();
|
||||
#endif // PLAY_GAMEDLL
|
||||
|
||||
return dir;
|
||||
}
|
||||
|
||||
#ifdef PLAY_GAMEDLL
|
||||
template<typename X, typename Y, typename LenType>
|
||||
inline Vector NormalizeMulScalar(Vector2D vec, float scalar)
|
||||
{
|
||||
LenType flLen;
|
||||
X floatX;
|
||||
Y floatY;
|
||||
|
||||
flLen = (LenType)vec.Length();
|
||||
|
||||
if (flLen <= 0.0)
|
||||
{
|
||||
floatX = 1;
|
||||
floatY = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1 / flLen;
|
||||
|
||||
floatX = vec.x * flLen;
|
||||
floatY = vec.y * flLen;
|
||||
}
|
||||
|
||||
return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
|
||||
}
|
||||
template<typename X, typename Y, typename LenType, typename LenCast>
|
||||
inline Vector NormalizeMulScalar(Vector vec, float scalar)
|
||||
{
|
||||
LenType flLen;
|
||||
X floatX = vec.x;
|
||||
Y floatY = vec.y;
|
||||
|
||||
flLen = (LenType)vec.Length();
|
||||
|
||||
if (flLen <= 0.0)
|
||||
{
|
||||
floatX = 1;
|
||||
floatY = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
floatX = floatX * LenCast(1 / flLen);
|
||||
floatY = floatY * LenCast(1 / flLen);
|
||||
}
|
||||
|
||||
return Vector(vec_t(floatX * scalar), vec_t(floatY * scalar), 0);
|
||||
}
|
||||
#endif // PLAY_GAMEDLL
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -1,464 +1,464 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
enum WeaponIdType
|
||||
{
|
||||
WEAPON_NONE,
|
||||
WEAPON_P228,
|
||||
WEAPON_GLOCK,
|
||||
WEAPON_SCOUT,
|
||||
WEAPON_HEGRENADE,
|
||||
WEAPON_XM1014,
|
||||
WEAPON_C4,
|
||||
WEAPON_MAC10,
|
||||
WEAPON_AUG,
|
||||
WEAPON_SMOKEGRENADE,
|
||||
WEAPON_ELITE,
|
||||
WEAPON_FIVESEVEN,
|
||||
WEAPON_UMP45,
|
||||
WEAPON_SG550,
|
||||
WEAPON_GALIL,
|
||||
WEAPON_FAMAS,
|
||||
WEAPON_USP,
|
||||
WEAPON_GLOCK18,
|
||||
WEAPON_AWP,
|
||||
WEAPON_MP5N,
|
||||
WEAPON_M249,
|
||||
WEAPON_M3,
|
||||
WEAPON_M4A1,
|
||||
WEAPON_TMP,
|
||||
WEAPON_G3SG1,
|
||||
WEAPON_FLASHBANG,
|
||||
WEAPON_DEAGLE,
|
||||
WEAPON_SG552,
|
||||
WEAPON_AK47,
|
||||
WEAPON_KNIFE,
|
||||
WEAPON_P90,
|
||||
WEAPON_SHIELDGUN = 99
|
||||
};
|
||||
|
||||
enum AutoBuyClassType
|
||||
{
|
||||
AUTOBUYCLASS_NONE = 0,
|
||||
AUTOBUYCLASS_PRIMARY = BIT(0),
|
||||
AUTOBUYCLASS_SECONDARY = BIT(1),
|
||||
AUTOBUYCLASS_AMMO = BIT(2),
|
||||
AUTOBUYCLASS_ARMOR = BIT(3),
|
||||
AUTOBUYCLASS_DEFUSER = BIT(4),
|
||||
AUTOBUYCLASS_PISTOL = BIT(5),
|
||||
AUTOBUYCLASS_SMG = BIT(6),
|
||||
AUTOBUYCLASS_RIFLE = BIT(7),
|
||||
AUTOBUYCLASS_SNIPERRIFLE = BIT(8),
|
||||
AUTOBUYCLASS_SHOTGUN = BIT(9),
|
||||
AUTOBUYCLASS_MACHINEGUN = BIT(10),
|
||||
AUTOBUYCLASS_GRENADE = BIT(11),
|
||||
AUTOBUYCLASS_NIGHTVISION = BIT(12),
|
||||
AUTOBUYCLASS_SHIELD = BIT(13),
|
||||
};
|
||||
|
||||
enum ItemCostType
|
||||
{
|
||||
ASSAULTSUIT_PRICE = 1000,
|
||||
FLASHBANG_PRICE = 200,
|
||||
HEGRENADE_PRICE = 300,
|
||||
SMOKEGRENADE_PRICE = 300,
|
||||
KEVLAR_PRICE = 650,
|
||||
HELMET_PRICE = 350,
|
||||
NVG_PRICE = 1250,
|
||||
DEFUSEKIT_PRICE = 200,
|
||||
};
|
||||
|
||||
enum AmmoCostType
|
||||
{
|
||||
AMMO_338MAG_PRICE = 125,
|
||||
AMMO_357SIG_PRICE = 50,
|
||||
AMMO_45ACP_PRICE = 25,
|
||||
AMMO_50AE_PRICE = 40,
|
||||
AMMO_556MM_PRICE = 60,
|
||||
AMMO_57MM_PRICE = 50,
|
||||
AMMO_762MM_PRICE = 80,
|
||||
AMMO_9MM_PRICE = 20,
|
||||
AMMO_BUCKSHOT_PRICE = 65,
|
||||
AMMO_FLASHBANG_PRICE = FLASHBANG_PRICE,
|
||||
AMMO_HEGRENADE_PRICE = HEGRENADE_PRICE,
|
||||
AMMO_SMOKEGRENADE_PRICE = SMOKEGRENADE_PRICE,
|
||||
};
|
||||
|
||||
enum WeaponCostType
|
||||
{
|
||||
AK47_PRICE = 2500,
|
||||
AWP_PRICE = 4750,
|
||||
DEAGLE_PRICE = 650,
|
||||
G3SG1_PRICE = 5000,
|
||||
SG550_PRICE = 4200,
|
||||
GLOCK18_PRICE = 400,
|
||||
M249_PRICE = 5750,
|
||||
M3_PRICE = 1700,
|
||||
M4A1_PRICE = 3100,
|
||||
AUG_PRICE = 3500,
|
||||
MP5NAVY_PRICE = 1500,
|
||||
P228_PRICE = 600,
|
||||
P90_PRICE = 2350,
|
||||
UMP45_PRICE = 1700,
|
||||
MAC10_PRICE = 1400,
|
||||
SCOUT_PRICE = 2750,
|
||||
SG552_PRICE = 3500,
|
||||
TMP_PRICE = 1250,
|
||||
USP_PRICE = 500,
|
||||
ELITE_PRICE = 800,
|
||||
FIVESEVEN_PRICE = 750,
|
||||
XM1014_PRICE = 3000,
|
||||
GALIL_PRICE = 2000,
|
||||
FAMAS_PRICE = 2250,
|
||||
SHIELDGUN_PRICE = 2200,
|
||||
};
|
||||
|
||||
enum WeaponState
|
||||
{
|
||||
WPNSTATE_USP_SILENCED = BIT(0),
|
||||
WPNSTATE_GLOCK18_BURST_MODE = BIT(1),
|
||||
WPNSTATE_M4A1_SILENCED = BIT(2),
|
||||
WPNSTATE_ELITE_LEFT = BIT(3),
|
||||
WPNSTATE_FAMAS_BURST_MODE = BIT(4),
|
||||
WPNSTATE_SHIELD_DRAWN = BIT(5),
|
||||
};
|
||||
|
||||
// custom enum
|
||||
// the default amount of ammo that comes with each gun when it spawns
|
||||
enum ClipGiveDefault
|
||||
{
|
||||
P228_DEFAULT_GIVE = 13,
|
||||
GLOCK18_DEFAULT_GIVE = 20,
|
||||
SCOUT_DEFAULT_GIVE = 10,
|
||||
HEGRENADE_DEFAULT_GIVE = 1,
|
||||
XM1014_DEFAULT_GIVE = 7,
|
||||
C4_DEFAULT_GIVE = 1,
|
||||
MAC10_DEFAULT_GIVE = 30,
|
||||
AUG_DEFAULT_GIVE = 30,
|
||||
SMOKEGRENADE_DEFAULT_GIVE = 1,
|
||||
ELITE_DEFAULT_GIVE = 30,
|
||||
FIVESEVEN_DEFAULT_GIVE = 20,
|
||||
UMP45_DEFAULT_GIVE = 25,
|
||||
SG550_DEFAULT_GIVE = 30,
|
||||
GALIL_DEFAULT_GIVE = 35,
|
||||
FAMAS_DEFAULT_GIVE = 25,
|
||||
USP_DEFAULT_GIVE = 12,
|
||||
AWP_DEFAULT_GIVE = 10,
|
||||
MP5NAVY_DEFAULT_GIVE = 30,
|
||||
M249_DEFAULT_GIVE = 100,
|
||||
M3_DEFAULT_GIVE = 8,
|
||||
M4A1_DEFAULT_GIVE = 30,
|
||||
TMP_DEFAULT_GIVE = 30,
|
||||
G3SG1_DEFAULT_GIVE = 20,
|
||||
FLASHBANG_DEFAULT_GIVE = 1,
|
||||
DEAGLE_DEFAULT_GIVE = 7,
|
||||
SG552_DEFAULT_GIVE = 30,
|
||||
AK47_DEFAULT_GIVE = 30,
|
||||
//KNIFE_DEFAULT_GIVE = 1,
|
||||
P90_DEFAULT_GIVE = 50,
|
||||
};
|
||||
|
||||
enum ClipSizeType
|
||||
{
|
||||
P228_MAX_CLIP = 13,
|
||||
GLOCK18_MAX_CLIP = 20,
|
||||
SCOUT_MAX_CLIP = 10,
|
||||
XM1014_MAX_CLIP = 7,
|
||||
MAC10_MAX_CLIP = 30,
|
||||
AUG_MAX_CLIP = 30,
|
||||
ELITE_MAX_CLIP = 30,
|
||||
FIVESEVEN_MAX_CLIP = 20,
|
||||
UMP45_MAX_CLIP = 25,
|
||||
SG550_MAX_CLIP = 30,
|
||||
GALIL_MAX_CLIP = 35,
|
||||
FAMAS_MAX_CLIP = 25,
|
||||
USP_MAX_CLIP = 12,
|
||||
AWP_MAX_CLIP = 10,
|
||||
MP5N_MAX_CLIP = 30,
|
||||
M249_MAX_CLIP = 100,
|
||||
M3_MAX_CLIP = 8,
|
||||
M4A1_MAX_CLIP = 30,
|
||||
TMP_MAX_CLIP = 30,
|
||||
G3SG1_MAX_CLIP = 20,
|
||||
DEAGLE_MAX_CLIP = 7,
|
||||
SG552_MAX_CLIP = 30,
|
||||
AK47_MAX_CLIP = 30,
|
||||
P90_MAX_CLIP = 50,
|
||||
};
|
||||
|
||||
enum WeightWeapon
|
||||
{
|
||||
P228_WEIGHT = 5,
|
||||
GLOCK18_WEIGHT = 5,
|
||||
SCOUT_WEIGHT = 30,
|
||||
HEGRENADE_WEIGHT = 2,
|
||||
XM1014_WEIGHT = 20,
|
||||
C4_WEIGHT = 3,
|
||||
MAC10_WEIGHT = 25,
|
||||
AUG_WEIGHT = 25,
|
||||
SMOKEGRENADE_WEIGHT = 1,
|
||||
ELITE_WEIGHT = 5,
|
||||
FIVESEVEN_WEIGHT = 5,
|
||||
UMP45_WEIGHT = 25,
|
||||
SG550_WEIGHT = 20,
|
||||
GALIL_WEIGHT = 25,
|
||||
FAMAS_WEIGHT = 75,
|
||||
USP_WEIGHT = 5,
|
||||
AWP_WEIGHT = 30,
|
||||
MP5NAVY_WEIGHT = 25,
|
||||
M249_WEIGHT = 25,
|
||||
M3_WEIGHT = 20,
|
||||
M4A1_WEIGHT = 25,
|
||||
TMP_WEIGHT = 25,
|
||||
G3SG1_WEIGHT = 20,
|
||||
FLASHBANG_WEIGHT = 1,
|
||||
DEAGLE_WEIGHT = 7,
|
||||
SG552_WEIGHT = 25,
|
||||
AK47_WEIGHT = 25,
|
||||
P90_WEIGHT = 26,
|
||||
KNIFE_WEIGHT = 0,
|
||||
};
|
||||
|
||||
enum MaxAmmoType
|
||||
{
|
||||
MAX_AMMO_BUCKSHOT = 32,
|
||||
MAX_AMMO_9MM = 120,
|
||||
MAX_AMMO_556NATO = 90,
|
||||
MAX_AMMO_556NATOBOX = 200,
|
||||
MAX_AMMO_762NATO = 90,
|
||||
MAX_AMMO_45ACP = 100,
|
||||
MAX_AMMO_50AE = 35,
|
||||
MAX_AMMO_338MAGNUM = 30,
|
||||
MAX_AMMO_57MM = 100,
|
||||
MAX_AMMO_357SIG = 52,
|
||||
|
||||
// custom
|
||||
MAX_AMMO_SMOKEGRENADE = 1,
|
||||
MAX_AMMO_HEGRENADE = 1,
|
||||
MAX_AMMO_FLASHBANG = 2,
|
||||
};
|
||||
|
||||
enum AmmoType
|
||||
{
|
||||
AMMO_NONE,
|
||||
AMMO_338MAGNUM,
|
||||
AMMO_762NATO,
|
||||
AMMO_556NATOBOX,
|
||||
AMMO_556NATO,
|
||||
AMMO_BUCKSHOT,
|
||||
AMMO_45ACP,
|
||||
AMMO_57MM,
|
||||
AMMO_50AE,
|
||||
AMMO_357SIG,
|
||||
AMMO_9MM,
|
||||
AMMO_FLASHBANG,
|
||||
AMMO_HEGRENADE,
|
||||
AMMO_SMOKEGRENADE,
|
||||
AMMO_C4,
|
||||
|
||||
AMMO_MAX_TYPES
|
||||
};
|
||||
|
||||
enum WeaponClassType
|
||||
{
|
||||
WEAPONCLASS_NONE,
|
||||
WEAPONCLASS_KNIFE,
|
||||
WEAPONCLASS_PISTOL,
|
||||
WEAPONCLASS_GRENADE,
|
||||
WEAPONCLASS_SUBMACHINEGUN,
|
||||
WEAPONCLASS_SHOTGUN,
|
||||
WEAPONCLASS_MACHINEGUN,
|
||||
WEAPONCLASS_RIFLE,
|
||||
WEAPONCLASS_SNIPERRIFLE,
|
||||
WEAPONCLASS_MAX,
|
||||
};
|
||||
|
||||
enum AmmoBuyAmount
|
||||
{
|
||||
AMMO_338MAG_BUY = 10,
|
||||
AMMO_357SIG_BUY = 13,
|
||||
AMMO_45ACP_BUY = 12,
|
||||
AMMO_50AE_BUY = 7,
|
||||
AMMO_556NATO_BUY = 30,
|
||||
AMMO_556NATOBOX_BUY = 30,
|
||||
AMMO_57MM_BUY = 50,
|
||||
AMMO_762NATO_BUY = 30,
|
||||
AMMO_9MM_BUY = 30,
|
||||
AMMO_BUCKSHOT_BUY = 8,
|
||||
AMMO_FLASHBANG_BUY = 1,
|
||||
AMMO_HEGRENADE_BUY = 1,
|
||||
AMMO_SMOKEGRENADE_BUY = 1,
|
||||
};
|
||||
|
||||
enum shieldgun_e
|
||||
{
|
||||
SHIELDGUN_IDLE,
|
||||
SHIELDGUN_SHOOT1,
|
||||
SHIELDGUN_SHOOT2,
|
||||
SHIELDGUN_SHOOT_EMPTY,
|
||||
SHIELDGUN_RELOAD,
|
||||
SHIELDGUN_DRAW,
|
||||
SHIELDGUN_DRAWN_IDLE,
|
||||
SHIELDGUN_UP,
|
||||
SHIELDGUN_DOWN,
|
||||
};
|
||||
|
||||
// custom
|
||||
enum shieldgren_e
|
||||
{
|
||||
SHIELDREN_IDLE = 4,
|
||||
SHIELDREN_UP,
|
||||
SHIELDREN_DOWN
|
||||
};
|
||||
|
||||
enum InventorySlotType
|
||||
{
|
||||
NONE_SLOT,
|
||||
PRIMARY_WEAPON_SLOT,
|
||||
PISTOL_SLOT,
|
||||
KNIFE_SLOT,
|
||||
GRENADE_SLOT,
|
||||
C4_SLOT,
|
||||
};
|
||||
|
||||
enum Bullet
|
||||
{
|
||||
BULLET_NONE,
|
||||
BULLET_PLAYER_9MM,
|
||||
BULLET_PLAYER_MP5,
|
||||
BULLET_PLAYER_357,
|
||||
BULLET_PLAYER_BUCKSHOT,
|
||||
BULLET_PLAYER_CROWBAR,
|
||||
BULLET_MONSTER_9MM,
|
||||
BULLET_MONSTER_MP5,
|
||||
BULLET_MONSTER_12MM,
|
||||
BULLET_PLAYER_45ACP,
|
||||
BULLET_PLAYER_338MAG,
|
||||
BULLET_PLAYER_762MM,
|
||||
BULLET_PLAYER_556MM,
|
||||
BULLET_PLAYER_50AE,
|
||||
BULLET_PLAYER_57MM,
|
||||
BULLET_PLAYER_357SIG,
|
||||
};
|
||||
|
||||
struct WeaponStruct
|
||||
{
|
||||
int m_type;
|
||||
int m_price;
|
||||
int m_side;
|
||||
int m_slot;
|
||||
int m_ammoPrice;
|
||||
};
|
||||
|
||||
struct AutoBuyInfoStruct
|
||||
{
|
||||
int m_class;
|
||||
char *m_command;
|
||||
char *m_classname;
|
||||
};
|
||||
|
||||
struct WeaponAliasInfo
|
||||
{
|
||||
char *alias;
|
||||
WeaponIdType id;
|
||||
};
|
||||
|
||||
struct WeaponBuyAliasInfo
|
||||
{
|
||||
char *alias;
|
||||
WeaponIdType id;
|
||||
char *failName;
|
||||
};
|
||||
|
||||
struct WeaponClassAliasInfo
|
||||
{
|
||||
char *alias;
|
||||
WeaponClassType id;
|
||||
};
|
||||
|
||||
struct WeaponInfoStruct
|
||||
{
|
||||
int id;
|
||||
int cost;
|
||||
int clipCost;
|
||||
int buyClipSize;
|
||||
int gunClipSize;
|
||||
int maxRounds;
|
||||
AmmoType ammoType;
|
||||
char *entityName;
|
||||
|
||||
// custom
|
||||
const char *ammoName1;
|
||||
const char *ammoName2;
|
||||
};
|
||||
|
||||
struct AmmoInfoStruct
|
||||
{
|
||||
AmmoType ammoType;
|
||||
|
||||
int clipCost;
|
||||
int buyClipSize;
|
||||
int maxRounds;
|
||||
|
||||
const char *ammoName1;
|
||||
const char *ammoName2;
|
||||
};
|
||||
|
||||
struct WeaponSlotInfo
|
||||
{
|
||||
WeaponIdType id;
|
||||
InventorySlotType slot;
|
||||
const char *weaponName;
|
||||
};
|
||||
|
||||
extern AutoBuyInfoStruct g_autoBuyInfo[35];
|
||||
extern WeaponStruct g_weaponStruct[MAX_WEAPONS];
|
||||
|
||||
// WeaponType
|
||||
WeaponIdType AliasToWeaponID(const char *alias);
|
||||
const char *BuyAliasToWeaponID(const char *alias, WeaponIdType &id);
|
||||
const char *WeaponIDToAlias(int id);
|
||||
WeaponClassType AliasToWeaponClass(const char *alias);
|
||||
WeaponClassType WeaponIDToWeaponClass(int id);
|
||||
WeaponClassType WeaponIDToWeaponClass(ArmouryItemPack id);
|
||||
bool IsPrimaryWeapon(int id);
|
||||
bool IsSecondaryWeapon(int id);
|
||||
bool IsGrenadeWeapon(int id);
|
||||
bool CanBuyWeaponByMaptype(int playerTeam, WeaponIdType weaponID, bool useAssasinationRestrictions);
|
||||
void WeaponInfoReset();
|
||||
|
||||
WeaponInfoStruct *GetWeaponInfo(int weaponID);
|
||||
WeaponInfoStruct *GetWeaponInfo(const char *weaponName);
|
||||
|
||||
AmmoInfoStruct *GetAmmoInfo(AmmoType ammoID);
|
||||
AmmoInfoStruct *GetAmmoInfo(const char *ammoName);
|
||||
|
||||
WeaponSlotInfo *GetWeaponSlot(WeaponIdType weaponID);
|
||||
WeaponSlotInfo *GetWeaponSlot(const char *weaponName);
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
enum WeaponIdType
|
||||
{
|
||||
WEAPON_NONE,
|
||||
WEAPON_P228,
|
||||
WEAPON_GLOCK,
|
||||
WEAPON_SCOUT,
|
||||
WEAPON_HEGRENADE,
|
||||
WEAPON_XM1014,
|
||||
WEAPON_C4,
|
||||
WEAPON_MAC10,
|
||||
WEAPON_AUG,
|
||||
WEAPON_SMOKEGRENADE,
|
||||
WEAPON_ELITE,
|
||||
WEAPON_FIVESEVEN,
|
||||
WEAPON_UMP45,
|
||||
WEAPON_SG550,
|
||||
WEAPON_GALIL,
|
||||
WEAPON_FAMAS,
|
||||
WEAPON_USP,
|
||||
WEAPON_GLOCK18,
|
||||
WEAPON_AWP,
|
||||
WEAPON_MP5N,
|
||||
WEAPON_M249,
|
||||
WEAPON_M3,
|
||||
WEAPON_M4A1,
|
||||
WEAPON_TMP,
|
||||
WEAPON_G3SG1,
|
||||
WEAPON_FLASHBANG,
|
||||
WEAPON_DEAGLE,
|
||||
WEAPON_SG552,
|
||||
WEAPON_AK47,
|
||||
WEAPON_KNIFE,
|
||||
WEAPON_P90,
|
||||
WEAPON_SHIELDGUN = 99
|
||||
};
|
||||
|
||||
enum AutoBuyClassType
|
||||
{
|
||||
AUTOBUYCLASS_NONE = 0,
|
||||
AUTOBUYCLASS_PRIMARY = BIT(0),
|
||||
AUTOBUYCLASS_SECONDARY = BIT(1),
|
||||
AUTOBUYCLASS_AMMO = BIT(2),
|
||||
AUTOBUYCLASS_ARMOR = BIT(3),
|
||||
AUTOBUYCLASS_DEFUSER = BIT(4),
|
||||
AUTOBUYCLASS_PISTOL = BIT(5),
|
||||
AUTOBUYCLASS_SMG = BIT(6),
|
||||
AUTOBUYCLASS_RIFLE = BIT(7),
|
||||
AUTOBUYCLASS_SNIPERRIFLE = BIT(8),
|
||||
AUTOBUYCLASS_SHOTGUN = BIT(9),
|
||||
AUTOBUYCLASS_MACHINEGUN = BIT(10),
|
||||
AUTOBUYCLASS_GRENADE = BIT(11),
|
||||
AUTOBUYCLASS_NIGHTVISION = BIT(12),
|
||||
AUTOBUYCLASS_SHIELD = BIT(13),
|
||||
};
|
||||
|
||||
enum ItemCostType
|
||||
{
|
||||
ASSAULTSUIT_PRICE = 1000,
|
||||
FLASHBANG_PRICE = 200,
|
||||
HEGRENADE_PRICE = 300,
|
||||
SMOKEGRENADE_PRICE = 300,
|
||||
KEVLAR_PRICE = 650,
|
||||
HELMET_PRICE = 350,
|
||||
NVG_PRICE = 1250,
|
||||
DEFUSEKIT_PRICE = 200,
|
||||
};
|
||||
|
||||
enum AmmoCostType
|
||||
{
|
||||
AMMO_338MAG_PRICE = 125,
|
||||
AMMO_357SIG_PRICE = 50,
|
||||
AMMO_45ACP_PRICE = 25,
|
||||
AMMO_50AE_PRICE = 40,
|
||||
AMMO_556MM_PRICE = 60,
|
||||
AMMO_57MM_PRICE = 50,
|
||||
AMMO_762MM_PRICE = 80,
|
||||
AMMO_9MM_PRICE = 20,
|
||||
AMMO_BUCKSHOT_PRICE = 65,
|
||||
AMMO_FLASHBANG_PRICE = FLASHBANG_PRICE,
|
||||
AMMO_HEGRENADE_PRICE = HEGRENADE_PRICE,
|
||||
AMMO_SMOKEGRENADE_PRICE = SMOKEGRENADE_PRICE,
|
||||
};
|
||||
|
||||
enum WeaponCostType
|
||||
{
|
||||
AK47_PRICE = 2500,
|
||||
AWP_PRICE = 4750,
|
||||
DEAGLE_PRICE = 650,
|
||||
G3SG1_PRICE = 5000,
|
||||
SG550_PRICE = 4200,
|
||||
GLOCK18_PRICE = 400,
|
||||
M249_PRICE = 5750,
|
||||
M3_PRICE = 1700,
|
||||
M4A1_PRICE = 3100,
|
||||
AUG_PRICE = 3500,
|
||||
MP5NAVY_PRICE = 1500,
|
||||
P228_PRICE = 600,
|
||||
P90_PRICE = 2350,
|
||||
UMP45_PRICE = 1700,
|
||||
MAC10_PRICE = 1400,
|
||||
SCOUT_PRICE = 2750,
|
||||
SG552_PRICE = 3500,
|
||||
TMP_PRICE = 1250,
|
||||
USP_PRICE = 500,
|
||||
ELITE_PRICE = 800,
|
||||
FIVESEVEN_PRICE = 750,
|
||||
XM1014_PRICE = 3000,
|
||||
GALIL_PRICE = 2000,
|
||||
FAMAS_PRICE = 2250,
|
||||
SHIELDGUN_PRICE = 2200,
|
||||
};
|
||||
|
||||
enum WeaponState
|
||||
{
|
||||
WPNSTATE_USP_SILENCED = BIT(0),
|
||||
WPNSTATE_GLOCK18_BURST_MODE = BIT(1),
|
||||
WPNSTATE_M4A1_SILENCED = BIT(2),
|
||||
WPNSTATE_ELITE_LEFT = BIT(3),
|
||||
WPNSTATE_FAMAS_BURST_MODE = BIT(4),
|
||||
WPNSTATE_SHIELD_DRAWN = BIT(5),
|
||||
};
|
||||
|
||||
// custom enum
|
||||
// the default amount of ammo that comes with each gun when it spawns
|
||||
enum ClipGiveDefault
|
||||
{
|
||||
P228_DEFAULT_GIVE = 13,
|
||||
GLOCK18_DEFAULT_GIVE = 20,
|
||||
SCOUT_DEFAULT_GIVE = 10,
|
||||
HEGRENADE_DEFAULT_GIVE = 1,
|
||||
XM1014_DEFAULT_GIVE = 7,
|
||||
C4_DEFAULT_GIVE = 1,
|
||||
MAC10_DEFAULT_GIVE = 30,
|
||||
AUG_DEFAULT_GIVE = 30,
|
||||
SMOKEGRENADE_DEFAULT_GIVE = 1,
|
||||
ELITE_DEFAULT_GIVE = 30,
|
||||
FIVESEVEN_DEFAULT_GIVE = 20,
|
||||
UMP45_DEFAULT_GIVE = 25,
|
||||
SG550_DEFAULT_GIVE = 30,
|
||||
GALIL_DEFAULT_GIVE = 35,
|
||||
FAMAS_DEFAULT_GIVE = 25,
|
||||
USP_DEFAULT_GIVE = 12,
|
||||
AWP_DEFAULT_GIVE = 10,
|
||||
MP5NAVY_DEFAULT_GIVE = 30,
|
||||
M249_DEFAULT_GIVE = 100,
|
||||
M3_DEFAULT_GIVE = 8,
|
||||
M4A1_DEFAULT_GIVE = 30,
|
||||
TMP_DEFAULT_GIVE = 30,
|
||||
G3SG1_DEFAULT_GIVE = 20,
|
||||
FLASHBANG_DEFAULT_GIVE = 1,
|
||||
DEAGLE_DEFAULT_GIVE = 7,
|
||||
SG552_DEFAULT_GIVE = 30,
|
||||
AK47_DEFAULT_GIVE = 30,
|
||||
//KNIFE_DEFAULT_GIVE = 1,
|
||||
P90_DEFAULT_GIVE = 50,
|
||||
};
|
||||
|
||||
enum ClipSizeType
|
||||
{
|
||||
P228_MAX_CLIP = 13,
|
||||
GLOCK18_MAX_CLIP = 20,
|
||||
SCOUT_MAX_CLIP = 10,
|
||||
XM1014_MAX_CLIP = 7,
|
||||
MAC10_MAX_CLIP = 30,
|
||||
AUG_MAX_CLIP = 30,
|
||||
ELITE_MAX_CLIP = 30,
|
||||
FIVESEVEN_MAX_CLIP = 20,
|
||||
UMP45_MAX_CLIP = 25,
|
||||
SG550_MAX_CLIP = 30,
|
||||
GALIL_MAX_CLIP = 35,
|
||||
FAMAS_MAX_CLIP = 25,
|
||||
USP_MAX_CLIP = 12,
|
||||
AWP_MAX_CLIP = 10,
|
||||
MP5N_MAX_CLIP = 30,
|
||||
M249_MAX_CLIP = 100,
|
||||
M3_MAX_CLIP = 8,
|
||||
M4A1_MAX_CLIP = 30,
|
||||
TMP_MAX_CLIP = 30,
|
||||
G3SG1_MAX_CLIP = 20,
|
||||
DEAGLE_MAX_CLIP = 7,
|
||||
SG552_MAX_CLIP = 30,
|
||||
AK47_MAX_CLIP = 30,
|
||||
P90_MAX_CLIP = 50,
|
||||
};
|
||||
|
||||
enum WeightWeapon
|
||||
{
|
||||
P228_WEIGHT = 5,
|
||||
GLOCK18_WEIGHT = 5,
|
||||
SCOUT_WEIGHT = 30,
|
||||
HEGRENADE_WEIGHT = 2,
|
||||
XM1014_WEIGHT = 20,
|
||||
C4_WEIGHT = 3,
|
||||
MAC10_WEIGHT = 25,
|
||||
AUG_WEIGHT = 25,
|
||||
SMOKEGRENADE_WEIGHT = 1,
|
||||
ELITE_WEIGHT = 5,
|
||||
FIVESEVEN_WEIGHT = 5,
|
||||
UMP45_WEIGHT = 25,
|
||||
SG550_WEIGHT = 20,
|
||||
GALIL_WEIGHT = 25,
|
||||
FAMAS_WEIGHT = 75,
|
||||
USP_WEIGHT = 5,
|
||||
AWP_WEIGHT = 30,
|
||||
MP5NAVY_WEIGHT = 25,
|
||||
M249_WEIGHT = 25,
|
||||
M3_WEIGHT = 20,
|
||||
M4A1_WEIGHT = 25,
|
||||
TMP_WEIGHT = 25,
|
||||
G3SG1_WEIGHT = 20,
|
||||
FLASHBANG_WEIGHT = 1,
|
||||
DEAGLE_WEIGHT = 7,
|
||||
SG552_WEIGHT = 25,
|
||||
AK47_WEIGHT = 25,
|
||||
P90_WEIGHT = 26,
|
||||
KNIFE_WEIGHT = 0,
|
||||
};
|
||||
|
||||
enum MaxAmmoType
|
||||
{
|
||||
MAX_AMMO_BUCKSHOT = 32,
|
||||
MAX_AMMO_9MM = 120,
|
||||
MAX_AMMO_556NATO = 90,
|
||||
MAX_AMMO_556NATOBOX = 200,
|
||||
MAX_AMMO_762NATO = 90,
|
||||
MAX_AMMO_45ACP = 100,
|
||||
MAX_AMMO_50AE = 35,
|
||||
MAX_AMMO_338MAGNUM = 30,
|
||||
MAX_AMMO_57MM = 100,
|
||||
MAX_AMMO_357SIG = 52,
|
||||
|
||||
// custom
|
||||
MAX_AMMO_SMOKEGRENADE = 1,
|
||||
MAX_AMMO_HEGRENADE = 1,
|
||||
MAX_AMMO_FLASHBANG = 2,
|
||||
};
|
||||
|
||||
enum AmmoType
|
||||
{
|
||||
AMMO_NONE,
|
||||
AMMO_338MAGNUM,
|
||||
AMMO_762NATO,
|
||||
AMMO_556NATOBOX,
|
||||
AMMO_556NATO,
|
||||
AMMO_BUCKSHOT,
|
||||
AMMO_45ACP,
|
||||
AMMO_57MM,
|
||||
AMMO_50AE,
|
||||
AMMO_357SIG,
|
||||
AMMO_9MM,
|
||||
AMMO_FLASHBANG,
|
||||
AMMO_HEGRENADE,
|
||||
AMMO_SMOKEGRENADE,
|
||||
AMMO_C4,
|
||||
|
||||
AMMO_MAX_TYPES
|
||||
};
|
||||
|
||||
enum WeaponClassType
|
||||
{
|
||||
WEAPONCLASS_NONE,
|
||||
WEAPONCLASS_KNIFE,
|
||||
WEAPONCLASS_PISTOL,
|
||||
WEAPONCLASS_GRENADE,
|
||||
WEAPONCLASS_SUBMACHINEGUN,
|
||||
WEAPONCLASS_SHOTGUN,
|
||||
WEAPONCLASS_MACHINEGUN,
|
||||
WEAPONCLASS_RIFLE,
|
||||
WEAPONCLASS_SNIPERRIFLE,
|
||||
WEAPONCLASS_MAX,
|
||||
};
|
||||
|
||||
enum AmmoBuyAmount
|
||||
{
|
||||
AMMO_338MAG_BUY = 10,
|
||||
AMMO_357SIG_BUY = 13,
|
||||
AMMO_45ACP_BUY = 12,
|
||||
AMMO_50AE_BUY = 7,
|
||||
AMMO_556NATO_BUY = 30,
|
||||
AMMO_556NATOBOX_BUY = 30,
|
||||
AMMO_57MM_BUY = 50,
|
||||
AMMO_762NATO_BUY = 30,
|
||||
AMMO_9MM_BUY = 30,
|
||||
AMMO_BUCKSHOT_BUY = 8,
|
||||
AMMO_FLASHBANG_BUY = 1,
|
||||
AMMO_HEGRENADE_BUY = 1,
|
||||
AMMO_SMOKEGRENADE_BUY = 1,
|
||||
};
|
||||
|
||||
enum shieldgun_e
|
||||
{
|
||||
SHIELDGUN_IDLE,
|
||||
SHIELDGUN_SHOOT1,
|
||||
SHIELDGUN_SHOOT2,
|
||||
SHIELDGUN_SHOOT_EMPTY,
|
||||
SHIELDGUN_RELOAD,
|
||||
SHIELDGUN_DRAW,
|
||||
SHIELDGUN_DRAWN_IDLE,
|
||||
SHIELDGUN_UP,
|
||||
SHIELDGUN_DOWN,
|
||||
};
|
||||
|
||||
// custom
|
||||
enum shieldgren_e
|
||||
{
|
||||
SHIELDREN_IDLE = 4,
|
||||
SHIELDREN_UP,
|
||||
SHIELDREN_DOWN
|
||||
};
|
||||
|
||||
enum InventorySlotType
|
||||
{
|
||||
NONE_SLOT,
|
||||
PRIMARY_WEAPON_SLOT,
|
||||
PISTOL_SLOT,
|
||||
KNIFE_SLOT,
|
||||
GRENADE_SLOT,
|
||||
C4_SLOT,
|
||||
};
|
||||
|
||||
enum Bullet
|
||||
{
|
||||
BULLET_NONE,
|
||||
BULLET_PLAYER_9MM,
|
||||
BULLET_PLAYER_MP5,
|
||||
BULLET_PLAYER_357,
|
||||
BULLET_PLAYER_BUCKSHOT,
|
||||
BULLET_PLAYER_CROWBAR,
|
||||
BULLET_MONSTER_9MM,
|
||||
BULLET_MONSTER_MP5,
|
||||
BULLET_MONSTER_12MM,
|
||||
BULLET_PLAYER_45ACP,
|
||||
BULLET_PLAYER_338MAG,
|
||||
BULLET_PLAYER_762MM,
|
||||
BULLET_PLAYER_556MM,
|
||||
BULLET_PLAYER_50AE,
|
||||
BULLET_PLAYER_57MM,
|
||||
BULLET_PLAYER_357SIG,
|
||||
};
|
||||
|
||||
struct WeaponStruct
|
||||
{
|
||||
int m_type;
|
||||
int m_price;
|
||||
int m_side;
|
||||
int m_slot;
|
||||
int m_ammoPrice;
|
||||
};
|
||||
|
||||
struct AutoBuyInfoStruct
|
||||
{
|
||||
int m_class;
|
||||
char *m_command;
|
||||
char *m_classname;
|
||||
};
|
||||
|
||||
struct WeaponAliasInfo
|
||||
{
|
||||
char *alias;
|
||||
WeaponIdType id;
|
||||
};
|
||||
|
||||
struct WeaponBuyAliasInfo
|
||||
{
|
||||
char *alias;
|
||||
WeaponIdType id;
|
||||
char *failName;
|
||||
};
|
||||
|
||||
struct WeaponClassAliasInfo
|
||||
{
|
||||
char *alias;
|
||||
WeaponClassType id;
|
||||
};
|
||||
|
||||
struct WeaponInfoStruct
|
||||
{
|
||||
int id;
|
||||
int cost;
|
||||
int clipCost;
|
||||
int buyClipSize;
|
||||
int gunClipSize;
|
||||
int maxRounds;
|
||||
AmmoType ammoType;
|
||||
char *entityName;
|
||||
|
||||
// custom
|
||||
const char *ammoName1;
|
||||
const char *ammoName2;
|
||||
};
|
||||
|
||||
struct AmmoInfoStruct
|
||||
{
|
||||
AmmoType ammoType;
|
||||
|
||||
int clipCost;
|
||||
int buyClipSize;
|
||||
int maxRounds;
|
||||
|
||||
const char *ammoName1;
|
||||
const char *ammoName2;
|
||||
};
|
||||
|
||||
struct WeaponSlotInfo
|
||||
{
|
||||
WeaponIdType id;
|
||||
InventorySlotType slot;
|
||||
const char *weaponName;
|
||||
};
|
||||
|
||||
extern AutoBuyInfoStruct g_autoBuyInfo[35];
|
||||
extern WeaponStruct g_weaponStruct[MAX_WEAPONS];
|
||||
|
||||
// WeaponType
|
||||
WeaponIdType AliasToWeaponID(const char *alias);
|
||||
const char *BuyAliasToWeaponID(const char *alias, WeaponIdType &id);
|
||||
const char *WeaponIDToAlias(int id);
|
||||
WeaponClassType AliasToWeaponClass(const char *alias);
|
||||
WeaponClassType WeaponIDToWeaponClass(int id);
|
||||
WeaponClassType WeaponIDToWeaponClass(ArmouryItemPack id);
|
||||
bool IsPrimaryWeapon(int id);
|
||||
bool IsSecondaryWeapon(int id);
|
||||
bool IsGrenadeWeapon(int id);
|
||||
bool CanBuyWeaponByMaptype(int playerTeam, WeaponIdType weaponID, bool useAssasinationRestrictions);
|
||||
void WeaponInfoReset();
|
||||
|
||||
WeaponInfoStruct *GetWeaponInfo(int weaponID);
|
||||
WeaponInfoStruct *GetWeaponInfo(const char *weaponName);
|
||||
|
||||
AmmoInfoStruct *GetAmmoInfo(AmmoType ammoID);
|
||||
AmmoInfoStruct *GetAmmoInfo(const char *ammoName);
|
||||
|
||||
WeaponSlotInfo *GetWeaponSlot(WeaponIdType weaponID);
|
||||
WeaponSlotInfo *GetWeaponSlot(const char *weaponName);
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,76 +1,76 @@
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef MAINTYPES_H
|
||||
#define MAINTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "osconfig.h"
|
||||
#include "mathlib.h"
|
||||
|
||||
// Has no references on multiplayer library CS.
|
||||
#define NOXREF
|
||||
// Function body is not implemented.
|
||||
#define NOBODY
|
||||
// Function is not tested at all.
|
||||
#define UNTESTED
|
||||
// Function is doubt reversed
|
||||
#define TODOBODY
|
||||
|
||||
#define BIT(n) (1<<(n))
|
||||
|
||||
#ifdef HAVE_STRONG_TYPEDEF
|
||||
enum class string_t: unsigned int {};
|
||||
#else
|
||||
typedef unsigned int string_t;
|
||||
#endif
|
||||
|
||||
typedef int EOFFSET;
|
||||
typedef int BOOL;
|
||||
typedef unsigned char byte;
|
||||
typedef unsigned short word;
|
||||
#define _DEF_BYTE_
|
||||
|
||||
#ifndef __cplusplus
|
||||
#undef true
|
||||
#undef false
|
||||
typedef enum {false, true} qboolean;
|
||||
#else
|
||||
typedef int qboolean;
|
||||
#endif // #ifndef __cplusplus
|
||||
|
||||
// From engine/server.h
|
||||
typedef enum sv_delta_s
|
||||
{
|
||||
sv_packet_nodelta,
|
||||
sv_packet_delta,
|
||||
} sv_delta_t;
|
||||
|
||||
#endif // MAINTYPES_H
|
||||
/*
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or modify it
|
||||
* under the terms of the GNU General Public License as published by the
|
||||
* Free Software Foundation; either version 2 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful, but
|
||||
* WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
* General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
*
|
||||
* In addition, as a special exception, the author gives permission to
|
||||
* link the code of this program with the Half-Life Game Engine ("HL
|
||||
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
|
||||
* L.L.C ("Valve"). You must obey the GNU General Public License in all
|
||||
* respects for all of the code used other than the HL Engine and MODs
|
||||
* from Valve. If you modify this file, you may extend this exception
|
||||
* to your version of the file, but you are not obligated to do so. If
|
||||
* you do not wish to do so, delete this exception statement from your
|
||||
* version.
|
||||
*
|
||||
*/
|
||||
|
||||
#ifndef MAINTYPES_H
|
||||
#define MAINTYPES_H
|
||||
#ifdef _WIN32
|
||||
#pragma once
|
||||
#endif
|
||||
|
||||
#include "osconfig.h"
|
||||
#include "mathlib.h"
|
||||
|
||||
// Has no references on multiplayer library CS.
|
||||
#define NOXREF
|
||||
// Function body is not implemented.
|
||||
#define NOBODY
|
||||
// Function is not tested at all.
|
||||
#define UNTESTED
|
||||
// Function is doubt reversed
|
||||
#define TODOBODY
|
||||
|
||||
#define BIT(n) (1<<(n))
|
||||
|
||||
#ifdef HAVE_STRONG_TYPEDEF
|
||||
enum class string_t: unsigned int {};
|
||||
#else
|
||||
typedef unsigned int string_t;
|
||||
#endif
|
||||
|
||||
typedef int EOFFSET;
|
||||
typedef int BOOL;
|
||||
typedef unsigned char byte;
|
||||
typedef unsigned short word;
|
||||
#define _DEF_BYTE_
|
||||
|
||||
#ifndef __cplusplus
|
||||
#undef true
|
||||
#undef false
|
||||
typedef enum {false, true} qboolean;
|
||||
#else
|
||||
typedef int qboolean;
|
||||
#endif // #ifndef __cplusplus
|
||||
|
||||
// From engine/server.h
|
||||
typedef enum sv_delta_s
|
||||
{
|
||||
sv_packet_nodelta,
|
||||
sv_packet_delta,
|
||||
} sv_delta_t;
|
||||
|
||||
#endif // MAINTYPES_H
|
||||
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue
Block a user