mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-29 08:05:46 +03:00
f27b125d15
Removed useless entities: (item_security, item_suit) Bugfix: was resetting m_iCount from armoury_entity Bugfix: incorrect check with pev->takedamage in CBaseEntity::TraceAttack, CBaseMonster::TraceAttack Bugfix: zBot not continues to play after defused bomb and when mp_round_infinite is not 0
328 lines
11 KiB
C++
328 lines
11 KiB
C++
/*
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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
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* along with this program; if not, write to the Free Software Foundation,
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* 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
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#include "precompiled.h"
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void EXT_FUNC CCSEntity::FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker) {
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m_pContainingEntity->FireBullets(iShots, vecSrc, vecDirShooting, vecSpread, flDistance, iBulletType, iTracerFreq, iDamage, pevAttacker);
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};
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Vector EXT_FUNC CCSEntity::FireBullets3(Vector &vecSrc, Vector &vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand) {
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return m_pContainingEntity->FireBullets3(vecSrc, vecDirShooting, vecSpread, flDistance, iPenetration, iBulletType, iDamage, flRangeModifier, pevAttacker, bPistol, shared_rand);
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};
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bool EXT_FUNC CCSPlayer::JoinTeam(TeamName team)
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{
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CBasePlayer *pPlayer = BasePlayer();
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switch (team)
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{
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case SPECTATOR:
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{
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// are we already a spectator?
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if (pPlayer->m_iTeam == SPECTATOR)
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return false;
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pPlayer->RemoveAllItems(TRUE);
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pPlayer->m_bHasC4 = false;
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pPlayer->m_iTeam = SPECTATOR;
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pPlayer->m_iJoiningState = JOINED;
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pPlayer->m_pIntroCamera = NULL;
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pPlayer->m_bTeamChanged = true;
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pPlayer->TeamChangeUpdate();
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edict_t *pentSpawnSpot = g_pGameRules->GetPlayerSpawnSpot(pPlayer);
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pPlayer->StartObserver(pentSpawnSpot->v.origin, pentSpawnSpot->v.angles);
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// do we have fadetoblack on? (need to fade their screen back in)
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if (fadetoblack.value)
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{
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UTIL_ScreenFade(pPlayer, Vector(0, 0, 0), 0.001, 0, 0, FFADE_IN);
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}
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CSGameRules()->CheckWinConditions();
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return true;
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}
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case CT:
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case TERRORIST:
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{
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if (pPlayer->m_iTeam == SPECTATOR)
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{
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// If they're switching into spectator, setup spectator properties..
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pPlayer->m_bNotKilled = true;
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pPlayer->m_iIgnoreGlobalChat = IGNOREMSG_NONE;
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pPlayer->m_iTeamKills = 0;
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if (pPlayer->m_iAccount < int(startmoney.value)) {
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pPlayer->m_iAccount = int(startmoney.value);
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}
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pPlayer->pev->solid = SOLID_NOT;
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pPlayer->pev->movetype = MOVETYPE_NOCLIP;
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pPlayer->pev->effects = EF_NODRAW;
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pPlayer->pev->effects |= EF_NOINTERP;
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pPlayer->pev->takedamage = DAMAGE_NO;
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pPlayer->pev->deadflag = DEAD_DEAD;
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pPlayer->pev->velocity = g_vecZero;
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pPlayer->pev->punchangle = g_vecZero;
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pPlayer->m_bHasNightVision = false;
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pPlayer->m_iHostagesKilled = 0;
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pPlayer->m_fDeadTime = 0;
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pPlayer->has_disconnected = false;
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pPlayer->m_iJoiningState = GETINTOGAME;
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pPlayer->SendItemStatus();
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SET_CLIENT_MAXSPEED(ENT(pPlayer->pev), 1);
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SET_MODEL(ENT(pPlayer->pev), "models/player.mdl");
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}
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break;
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}
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}
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if (pPlayer->pev->deadflag == DEAD_NO)
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{
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ClientKill(pPlayer->edict());
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pPlayer->pev->frags++;
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}
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MESSAGE_BEGIN(MSG_BROADCAST, gmsgScoreInfo);
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WRITE_BYTE(ENTINDEX(pPlayer->edict()));
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WRITE_SHORT(int(pPlayer->pev->frags));
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WRITE_SHORT(pPlayer->m_iDeaths);
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WRITE_SHORT(0);
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WRITE_SHORT(0);
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MESSAGE_END();
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// Switch their actual team...
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pPlayer->m_bTeamChanged = true;
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pPlayer->m_iTeam = team;
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pPlayer->TeamChangeUpdate();
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CSGameRules()->CheckWinConditions();
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return true;
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}
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bool EXT_FUNC CCSPlayer::RemovePlayerItem(const char* pszItemName)
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{
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if (!pszItemName)
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return false;
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CBasePlayer *pPlayer = BasePlayer();
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// if it item_ ?
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if (pszItemName[0] == 'i') {
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pszItemName += sizeof("item_") - 1;
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// item_thighpack
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if (FStrEq(pszItemName, "thighpack"))
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{
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// if we don't have it?
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if (!pPlayer->m_bHasDefuser)
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return false;
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pPlayer->m_bHasDefuser = false;
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pPlayer->pev->body = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgStatusIcon, NULL, pPlayer->pev);
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WRITE_BYTE(STATUSICON_HIDE);
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WRITE_STRING("defuser");
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MESSAGE_END();
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pPlayer->SendItemStatus();
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}
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// item_longjump
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else if (FStrEq(pszItemName, "longjump"))
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{
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// if we don't have it?
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if (!pPlayer->m_fLongJump)
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return false;
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pPlayer->m_fLongJump = FALSE;
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SET_PHYSICS_KEY_VALUE(pPlayer->edict(), "slj", "0");
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}
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// item_assaultsuit
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else if (FStrEq(pszItemName, "assaultsuit"))
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{
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// if we don't have it?
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if (pPlayer->m_iKevlar != ARMOR_VESTHELM)
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return false;
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pPlayer->m_iKevlar = ARMOR_NONE;
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pPlayer->pev->armorvalue = 0;
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MESSAGE_BEGIN(MSG_ONE, gmsgArmorType, NULL, pPlayer->pev);
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WRITE_BYTE(0);
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MESSAGE_END();
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}
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// item_kevlar
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else if (FStrEq(pszItemName, "kevlar"))
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{
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// if we don't have it?
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if (pPlayer->m_iKevlar != ARMOR_KEVLAR)
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return false;
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pPlayer->m_iKevlar = ARMOR_NONE;
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pPlayer->pev->armorvalue = 0;
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}
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else
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return false;
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return true;
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}
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else if (FStrEq(pszItemName, "weapon_shield")) {
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if (!pPlayer->HasShield())
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return false;
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bool bIsProtectedShield = pPlayer->IsProtectedByShield();
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pPlayer->RemoveShield();
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CBasePlayerWeapon *pWeapon = static_cast<CBasePlayerWeapon *>(pPlayer->m_pActiveItem);
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if (pWeapon)
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{
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if (!pWeapon->CanHolster())
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return false;
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if (pWeapon->m_iId == WEAPON_HEGRENADE || pWeapon->m_iId == WEAPON_FLASHBANG || pWeapon->m_iId == WEAPON_SMOKEGRENADE)
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{
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if (pPlayer->m_rgAmmo[ pWeapon->m_iPrimaryAmmoType ] <= 0)
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g_pGameRules->GetNextBestWeapon(pPlayer, pWeapon);
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}
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if (pWeapon->m_flStartThrow != 0.0f)
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pWeapon->Holster();
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if (pPlayer->IsReloading())
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{
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pWeapon->m_fInReload = FALSE;
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pPlayer->m_flNextAttack = 0;
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}
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if (bIsProtectedShield)
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pWeapon->SecondaryAttack();
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pWeapon->Deploy();
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}
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return true;
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}
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bool bIsC4 = !!FStrEq(pszItemName, "weapon_c4");
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for (auto pItem : pPlayer->m_rgpPlayerItems) {
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while (pItem != nullptr)
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{
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if (FClassnameIs(pItem->pev, pszItemName))
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{
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if (pItem->iItemSlot() == PRIMARY_WEAPON_SLOT) {
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pPlayer->m_bHasPrimary = false;
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}
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else if (bIsC4)
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{
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pPlayer->m_bHasC4 = false;
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pPlayer->pev->body = 0;
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pPlayer->SetBombIcon(FALSE);
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pPlayer->SetProgressBarTime(0);
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}
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if (pItem->IsWeapon() && pItem == pPlayer->m_pActiveItem) {
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((CBasePlayerWeapon *)pItem)->RetireWeapon();
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}
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if (pPlayer->RemovePlayerItem(pItem)) {
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pPlayer->pev->weapons &= ~(1 << pItem->m_iId);
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pItem->Kill();
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return true;
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}
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return false;
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}
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pItem = pItem->m_pNext;
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}
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}
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return false;
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}
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void EXT_FUNC CCSPlayer::GiveNamedItemEx(const char *pszName)
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{
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CBasePlayer *pPlayer = BasePlayer();
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if (FStrEq(pszName, "weapon_c4")) {
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pPlayer->m_bHasC4 = true;
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pPlayer->SetBombIcon();
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if (pPlayer->m_iTeam == TERRORIST) {
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pPlayer->pev->body = 1;
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}
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} else if (FStrEq(pszName, "weapon_shield")) {
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pPlayer->DropPrimary();
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pPlayer->GiveShield();
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return;
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}
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pPlayer->GiveNamedItemEx(pszName);
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}
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bool EXT_FUNC CCSPlayer::IsConnected() const { return m_pContainingEntity->has_disconnected == false; }
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void EXT_FUNC CCSPlayer::SetAnimation(PLAYER_ANIM playerAnim) { BasePlayer()->SetAnimation(playerAnim); }
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void EXT_FUNC CCSPlayer::AddAccount(int amount, RewardType type, bool bTrackChange) { BasePlayer()->AddAccount(amount, type, bTrackChange); }
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void EXT_FUNC CCSPlayer::GiveNamedItem(const char *pszName) { BasePlayer()->GiveNamedItem(pszName); }
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void EXT_FUNC CCSPlayer::GiveDefaultItems() { BasePlayer()->GiveDefaultItems(); }
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void EXT_FUNC CCSPlayer::GiveShield(bool bDeploy) { BasePlayer()->GiveShield(bDeploy); }
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void EXT_FUNC CCSPlayer::DropShield(bool bDeploy) { BasePlayer()->DropShield(bDeploy); }
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void EXT_FUNC CCSPlayer::DropPlayerItem(const char *pszItemName) { BasePlayer()->DropPlayerItem(pszItemName); }
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void EXT_FUNC CCSPlayer::RemoveShield() { BasePlayer()->RemoveShield(); }
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void EXT_FUNC CCSPlayer::RemoveAllItems(bool bRemoveSuit) { BasePlayer()->RemoveAllItems(bRemoveSuit ? TRUE : FALSE); }
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void EXT_FUNC CCSPlayer::SetPlayerModel(bool bHasC4) { BasePlayer()->SetPlayerModel(bHasC4 ? TRUE : FALSE); }
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void EXT_FUNC CCSPlayer::SetPlayerModelEx(const char *modelName) { strncpy(m_szModel, modelName, sizeof(m_szModel) - 1); m_szModel[sizeof(m_szModel) - 1] = '\0'; };
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void EXT_FUNC CCSPlayer::SetNewPlayerModel(const char *modelName) { BasePlayer()->SetNewPlayerModel(modelName); }
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void EXT_FUNC CCSPlayer::ClientCommand(const char *cmd, const char *arg1, const char *arg2, const char *arg3) { BasePlayer()->ClientCommand(cmd, arg1, arg2, arg3); }
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void EXT_FUNC CCSPlayer::SetProgressBarTime(int time) { BasePlayer()->SetProgressBarTime(time); }
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void EXT_FUNC CCSPlayer::SetProgressBarTime2(int time, float timeElapsed) { BasePlayer()->SetProgressBarTime2(time, timeElapsed); }
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edict_t *EXT_FUNC CCSPlayer::EntSelectSpawnPoint() { return BasePlayer()->EntSelectSpawnPoint(); }
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void EXT_FUNC CCSPlayer::SendItemStatus() { BasePlayer()->SendItemStatus(); }
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void EXT_FUNC CCSPlayer::SetBombIcon(bool bFlash) { BasePlayer()->SetBombIcon(bFlash ? TRUE : FALSE); }
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void EXT_FUNC CCSPlayer::SetScoreAttrib(CBasePlayer *dest) { BasePlayer()->SetScoreAttrib(dest); }
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void EXT_FUNC CCSPlayer::ReloadWeapons(CBasePlayerItem *pWeapon, bool bForceReload, bool bForceRefill) { BasePlayer()->ReloadWeapons(pWeapon, bForceReload, bForceRefill); }
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void EXT_FUNC CCSPlayer::Observer_SetMode(int iMode) { BasePlayer()->Observer_SetMode(iMode); }
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bool EXT_FUNC CCSPlayer::SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot) { return BasePlayer()->SelectSpawnSpot(pEntClassName, pSpot); }
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bool EXT_FUNC CCSPlayer::SwitchWeapon(CBasePlayerItem *pWeapon) { return BasePlayer()->SwitchWeapon(pWeapon) != FALSE; }
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void EXT_FUNC CCSPlayer::SwitchTeam() { BasePlayer()->SwitchTeam(); }
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void EXT_FUNC CCSPlayer::StartObserver(Vector& vecPosition, Vector& vecViewAngle) { BasePlayer()->StartObserver(vecPosition, vecViewAngle); }
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void EXT_FUNC CCSPlayer::TeamChangeUpdate() { BasePlayer()->TeamChangeUpdate(); }
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void EXT_FUNC CCSPlayer::DropSecondary() { BasePlayer()->DropSecondary(); }
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void EXT_FUNC CCSPlayer::DropPrimary() { BasePlayer()->DropPrimary(); }
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bool EXT_FUNC CCSPlayer::HasPlayerItem(CBasePlayerItem *pCheckItem) { return BasePlayer()->HasPlayerItem(pCheckItem); }
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bool EXT_FUNC CCSPlayer::HasNamedPlayerItem(const char *pszItemName) { return BasePlayer()->HasNamedPlayerItem(pszItemName); }
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