mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
774 lines
18 KiB
C++
774 lines
18 KiB
C++
#include "precompiled.h"
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#define SF_WORLD_DARK 0x0001 // Fade from black at startup
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#define SF_WORLD_TITLE 0x0002 // Display game title at startup
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#define SF_WORLD_FORCETEAM 0x0004 // Force teams
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edict_t *g_pBodyQueueHead;
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CGlobalState gGlobalState;
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float g_flWeaponCheat;
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/*
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* Globals initialization
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*/
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#ifndef HOOK_GAMEDLL
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DLL_DECALLIST gDecals[] =
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{
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{ "{shot1", 0 }, // DECAL_GUNSHOT1
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{ "{shot2", 0 }, // DECAL_GUNSHOT2
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{ "{shot3", 0 }, // DECAL_GUNSHOT3
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{ "{shot4", 0 }, // DECAL_GUNSHOT4
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{ "{shot5", 0 }, // DECAL_GUNSHOT5
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{ "{lambda01", 0 }, // DECAL_LAMBDA1
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{ "{lambda02", 0 }, // DECAL_LAMBDA2
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{ "{lambda03", 0 }, // DECAL_LAMBDA3
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{ "{lambda04", 0 }, // DECAL_LAMBDA4
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{ "{lambda05", 0 }, // DECAL_LAMBDA5
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{ "{lambda06", 0 }, // DECAL_LAMBDA6
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{ "{scorch1", 0 }, // DECAL_SCORCH1
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{ "{scorch2", 0 }, // DECAL_SCORCH2
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{ "{blood1", 0 }, // DECAL_BLOOD1
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{ "{blood2", 0 }, // DECAL_BLOOD2
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{ "{blood3", 0 }, // DECAL_BLOOD3
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{ "{blood4", 0 }, // DECAL_BLOOD4
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{ "{blood5", 0 }, // DECAL_BLOOD5
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{ "{blood6", 0 }, // DECAL_BLOOD6
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{ "{yblood1", 0 }, // DECAL_YBLOOD1
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{ "{yblood2", 0 }, // DECAL_YBLOOD2
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{ "{yblood3", 0 }, // DECAL_YBLOOD3
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{ "{yblood4", 0 }, // DECAL_YBLOOD4
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{ "{yblood5", 0 }, // DECAL_YBLOOD5
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{ "{yblood6", 0 }, // DECAL_YBLOOD6
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{ "{break1", 0 }, // DECAL_GLASSBREAK1
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{ "{break2", 0 }, // DECAL_GLASSBREAK2
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{ "{break3", 0 }, // DECAL_GLASSBREAK3
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{ "{bigshot1", 0 }, // DECAL_BIGSHOT1
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{ "{bigshot2", 0 }, // DECAL_BIGSHOT2
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{ "{bigshot3", 0 }, // DECAL_BIGSHOT3
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{ "{bigshot4", 0 }, // DECAL_BIGSHOT4
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{ "{bigshot5", 0 }, // DECAL_BIGSHOT5
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{ "{spit1", 0 }, // DECAL_SPIT1
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{ "{spit2", 0 }, // DECAL_SPIT2
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{ "{bproof1", 0 }, // DECAL_BPROOF1
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{ "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack
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{ "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark
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{ "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark
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{ "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark
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{ "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray
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{ "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal*/
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};
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TYPEDESCRIPTION CGlobalState::m_SaveData[] =
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{
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DEFINE_FIELD(CGlobalState, m_listCount, FIELD_INTEGER)
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};
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TYPEDESCRIPTION gGlobalEntitySaveData[] =
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{
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DEFINE_ARRAY(globalentity_t, name, FIELD_CHARACTER, 64),
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DEFINE_ARRAY(globalentity_t, levelName, FIELD_CHARACTER, 32),
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DEFINE_FIELD(globalentity_t, state, FIELD_INTEGER)
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};
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#else // HOOK_GAMEDLL
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DLL_DECALLIST gDecals[42];
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TYPEDESCRIPTION IMPLEMENT_ARRAY_CLASS(CGlobalState, m_SaveData)[1];
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TYPEDESCRIPTION gGlobalEntitySaveData[3];
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#endif // HOOK_GAMEDLL
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/* <1db42b> ../cstrike/dlls/world.cpp:120 */
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LINK_ENTITY_TO_CLASS(infodecal, CDecal);
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/* <1db00a> ../cstrike/dlls/world.cpp:123 */
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void CDecal::__MAKE_VHOOK(Spawn)(void)
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{
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if (pev->skin < 0 || (gpGlobals->deathmatch != 0.0f && (pev->spawnflags & SF_DECAL_NOTINDEATHMATCH)))
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{
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REMOVE_ENTITY(ENT(pev));
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return;
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}
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if (FStringNull(pev->targetname))
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{
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SetThink(&CDecal::StaticDecal);
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// if there's no targetname, the decal will spray itself on as soon as the world is done spawning.
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pev->nextthink = gpGlobals->time;
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}
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else
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{
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// if there IS a targetname, the decal sprays itself on when it is triggered.
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SetThink(&CBaseEntity::SUB_DoNothing);
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SetUse(&CDecal::TriggerDecal);
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}
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}
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/* <1dad69> ../cstrike/dlls/world.cpp:145 */
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void CDecal::TriggerDecal(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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// this is set up as a USE function for infodecals that have targetnames, so that the
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// decal doesn't get applied until it is fired. (usually by a scripted sequence)
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TraceResult trace;
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int entityIndex;
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UTIL_TraceLine(pev->origin - Vector(5, 5, 5), pev->origin + Vector(5, 5, 5), ignore_monsters, ENT(pev), &trace);
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MESSAGE_BEGIN(MSG_BROADCAST, SVC_TEMPENTITY);
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WRITE_BYTE(TE_BSPDECAL);
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WRITE_COORD(pev->origin.x);
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WRITE_COORD(pev->origin.y);
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WRITE_COORD(pev->origin.z);
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WRITE_SHORT((int)pev->skin);
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entityIndex = (short)ENTINDEX(trace.pHit);
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WRITE_SHORT(entityIndex);
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if (entityIndex)
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{
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WRITE_SHORT((int)VARS(trace.pHit)->modelindex);
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}
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MESSAGE_END();
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SetThink(&CDecal::SUB_Remove);
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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/* <1daee2> ../cstrike/dlls/world.cpp:171 */
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void CDecal::StaticDecal(void)
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{
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TraceResult trace;
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int entityIndex, modelIndex;
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UTIL_TraceLine(pev->origin - Vector(5, 5, 5), pev->origin + Vector(5, 5, 5), ignore_monsters, ENT(pev), &trace);
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entityIndex = (short)ENTINDEX(trace.pHit);
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if (entityIndex)
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modelIndex = (int)VARS(trace.pHit)->modelindex;
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else
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modelIndex = 0;
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STATIC_DECAL(pev->origin, (int)pev->skin, entityIndex, modelIndex);
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SUB_Remove();
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}
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/* <1db068> ../cstrike/dlls/world.cpp:190 */
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void CDecal::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "texture"))
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{
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pev->skin = DECAL_INDEX(pkvd->szValue);
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// Found
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if (pev->skin >= 0)
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return;
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ALERT(at_console, "Can't find decal %s\n", pkvd->szValue);
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}
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else
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CBaseEntity::KeyValue(pkvd);
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}
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/* <1db4f5> ../cstrike/dlls/world.cpp:212 */
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LINK_ENTITY_TO_CLASS(bodyque, CCorpse);
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/* <1da107> ../cstrike/dlls/world.cpp:214 */
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static void InitBodyQue(void)
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{
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g_pBodyQueueHead = NULL;
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}
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// make a body que entry for the given ent so the ent can be respawned elsewhere
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// GLOBALS ASSUMED SET: g_eoBodyQueueHeadstion
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/* <1db5bf> ../cstrike/dlls/world.cpp:242 */
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void CopyToBodyQue(entvars_t *pev)
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{
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#if 0
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if (pev->effects & EF_NODRAW)
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return;
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entvars_t *pevHead = VARS(g_pBodyQueueHead);
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pevHead->angles = pev->angles;
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pevHead->model = pev->model;
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pevHead->modelindex = pev->modelindex;
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pevHead->frame = pev->frame;
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pevHead->colormap = pev->colormap;
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pevHead->movetype = MOVETYPE_TOSS;
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pevHead->velocity = pev->velocity;
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pevHead->flags = 0;
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pevHead->deadflag = pev->deadflag;
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pevHead->renderfx = kRenderFxDeadPlayer;
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pevHead->renderamt = ENTINDEX(ENT(pev));
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pevHead->effects = pev->effects | EF_NOINTERP;
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pevHead->sequence = pev->sequence;
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pevHead->animtime = pev->animtime;
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UTIL_SetOrigin(pevHead, pev->origin);
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UTIL_SetSize(pevHead, pev->mins, pev->maxs);
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g_pBodyQueueHead = pevHead->owner;
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#endif
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}
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/* <1db5e9> ../cstrike/dlls/world.cpp:275 */
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void ClearBodyQue(void)
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{
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;
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}
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/* <1db601> ../cstrike/dlls/world.cpp:294 */
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CGlobalState::CGlobalState(void)
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{
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Reset();
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}
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/* <1db63b> ../cstrike/dlls/world.cpp:299 */
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void CGlobalState::Reset(void)
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{
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m_pList = NULL;
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m_listCount = 0;
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}
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/* <1db69e> ../cstrike/dlls/world.cpp:305 */
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globalentity_t *CGlobalState::Find(string_t globalname)
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{
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if (!globalname)
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return NULL;
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globalentity_t *pTest = m_pList;
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const char *pEntityName = STRING(globalname);
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while (pTest != NULL)
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{
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if (!Q_strcmp(pEntityName, pTest->name))
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break;
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pTest = pTest->pNext;
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}
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return pTest;
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}
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// This is available all the time now on impulse 104, remove later
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/* <1db703> ../cstrike/dlls/world.cpp:329 */
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void CGlobalState::DumpGlobals(void)
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{
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static char *estates[] = { "Off", "On", "Dead" };
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globalentity_t *pTest;
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ALERT(at_console, "-- Globals --\n");
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pTest = m_pList;
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while (pTest != NULL)
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{
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ALERT(at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[ pTest->state ]);
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pTest = pTest->pNext;
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}
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}
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/* <1db76a> ../cstrike/dlls/world.cpp:345 */
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void CGlobalState::EntityAdd(string_t globalname, string_t mapName, GLOBALESTATE state)
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{
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assert(!Find(globalname));
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globalentity_t *pNewEntity = (globalentity_t *)calloc(sizeof(globalentity_t), 1);
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assert(pNewEntity != NULL);
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pNewEntity->pNext = m_pList;
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m_pList = pNewEntity;
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Q_strcpy(pNewEntity->name, STRING(globalname));
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Q_strcpy(pNewEntity->levelName, STRING(mapName));
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pNewEntity->state = state;
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m_listCount++;
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}
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/* <1db7b3> ../cstrike/dlls/world.cpp:360 */
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void CGlobalState::EntitySetState(string_t globalname, GLOBALESTATE state)
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{
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globalentity_t *pEnt = Find(globalname);
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if (pEnt)
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{
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pEnt->state = state;
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}
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}
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/* <1db873> ../cstrike/dlls/world.cpp:369 */
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const globalentity_t *CGlobalState::EntityFromTable(string_t globalname)
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{
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globalentity_t *pEnt = Find(globalname);
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return pEnt;
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}
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/* <1db91c> ../cstrike/dlls/world.cpp:377 */
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GLOBALESTATE CGlobalState::EntityGetState(string_t globalname)
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{
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globalentity_t *pEnt = Find(globalname);
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if (pEnt != NULL)
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{
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return pEnt->state;
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}
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return GLOBAL_OFF;
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}
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/* <1db9c5> ../cstrike/dlls/world.cpp:402 */
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int CGlobalState::Save(CSave &save)
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{
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int i;
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globalentity_t *pEntity;
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if (!save.WriteFields("GLOBAL", this, IMPLEMENT_ARRAY(m_SaveData), ARRAYSIZE(IMPLEMENT_ARRAY(m_SaveData))))
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{
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return 0;
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}
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pEntity = m_pList;
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for (i = 0; i < m_listCount && pEntity != NULL; i++)
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{
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if (!save.WriteFields("GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData)))
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{
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return 0;
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}
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pEntity = pEntity->pNext;
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}
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return 1;
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}
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/* <1dba07> ../cstrike/dlls/world.cpp:422 */
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int CGlobalState::Restore(CRestore &restore)
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{
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int i, listCount;
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globalentity_t tmpEntity;
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ClearStates();
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if (!restore.ReadFields("GLOBAL", this, IMPLEMENT_ARRAY(m_SaveData), ARRAYSIZE(IMPLEMENT_ARRAY(m_SaveData))))
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{
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return 0;
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}
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// Get new list count
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listCount = m_listCount;
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// Clear loaded data
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m_listCount = 0;
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for (i = 0; i < listCount; i++)
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{
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if (!restore.ReadFields("GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData)))
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{
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return 0;
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}
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EntityAdd(MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state);
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}
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return 1;
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}
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/* <1dbaf2> ../cstrike/dlls/world.cpp:444 */
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void CGlobalState::EntityUpdate(string_t globalname, string_t mapname)
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{
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globalentity_t *pEnt = Find(globalname);
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if (pEnt != NULL)
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{
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Q_strcpy(pEnt->levelName, STRING(mapname));
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}
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}
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/* <1dbbae> ../cstrike/dlls/world.cpp:453 */
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void CGlobalState::ClearStates(void)
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{
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globalentity_t *pFree = m_pList;
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while (pFree != NULL)
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{
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globalentity_t *pNext = pFree->pNext;
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free(pFree);
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pFree = pNext;
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}
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Reset();
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}
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/* <1dbc13> ../cstrike/dlls/world.cpp:466 */
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void SaveGlobalState(SAVERESTOREDATA *pSaveData)
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{
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CSave saveHelper(pSaveData);
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gGlobalState.Save(saveHelper);
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}
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/* <1dbcde> ../cstrike/dlls/world.cpp:473 */
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void RestoreGlobalState(SAVERESTOREDATA *pSaveData)
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{
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CRestore restoreHelper(pSaveData);
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gGlobalState.Restore(restoreHelper);
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}
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/* <1dbe72> ../cstrike/dlls/world.cpp:480 */
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void ResetGlobalState(void)
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{
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gGlobalState.ClearStates();
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// Init the HUD on a new game / load game
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gInitHUD = TRUE;
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}
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/* <1dbeff> ../cstrike/dlls/world.cpp:493 */
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LINK_ENTITY_TO_CLASS(worldspawn, CWorld);
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/* <1dad1d> ../cstrike/dlls/world.cpp:502 */
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void CWorld::__MAKE_VHOOK(Spawn)(void)
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{
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EmptyEntityHashTable();
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g_fGameOver = FALSE;
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Precache();
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g_flWeaponCheat = CVAR_GET_FLOAT("sv_cheats");
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g_szMapBriefingText[0] = '\0';
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int flength = 0;
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char *pFile = (char *)LOAD_FILE_FOR_ME(UTIL_VarArgs("maps/%s.txt", STRING(gpGlobals->mapname)), &flength);
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if (pFile && flength != NULL)
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{
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Q_strncpy(g_szMapBriefingText, pFile, ARRAYSIZE(g_szMapBriefingText) - 2);
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#ifdef REGAMEDLL_FIXES
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g_szMapBriefingText[ ARRAYSIZE(g_szMapBriefingText) - 2 ] = 0;
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#endif // REGAMEDLL_FIXES
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PRECACHE_GENERIC(UTIL_VarArgs("maps/%s.txt", STRING(gpGlobals->mapname)));
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FREE_FILE(pFile);
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}
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else
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{
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pFile = (char *)LOAD_FILE_FOR_ME(UTIL_VarArgs("maps/default.txt"), &flength);
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if (pFile != NULL && flength)
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{
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Q_strncpy(g_szMapBriefingText, pFile, ARRAYSIZE(g_szMapBriefingText) - 2);
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#ifdef REGAMEDLL_FIXES
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g_szMapBriefingText[ ARRAYSIZE(g_szMapBriefingText) - 2 ] = 0;
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#endif // REGAMEDLL_FIXES
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PRECACHE_GENERIC(UTIL_VarArgs("maps/default.txt"));
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FREE_FILE(pFile);
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}
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if (pFile != NULL)
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{
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FREE_FILE(pFile);
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}
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}
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}
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/* <1dac06> ../cstrike/dlls/world.cpp:542 */
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void CWorld::__MAKE_VHOOK(Precache)(void)
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{
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g_pLastSpawn = NULL;
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g_pLastCTSpawn = NULL;
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g_pLastTerroristSpawn = NULL;
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CVAR_SET_STRING("sv_gravity", "800");
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CVAR_SET_STRING("sv_maxspeed", "900");
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CVAR_SET_STRING("sv_stepsize", "18");
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// clear DSP
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CVAR_SET_STRING("room_type", "0");
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// Set up game rules
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|
if (g_pGameRules)
|
|
{
|
|
delete g_pGameRules;
|
|
}
|
|
|
|
g_pGameRules = (CHalfLifeMultiplay *)InstallGameRules();
|
|
|
|
//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here
|
|
|
|
///!!!LATER - do we want a sound ent in deathmatch? (sjb)
|
|
//pSoundEnt = CBaseEntity::Create( "soundent", g_vecZero, g_vecZero, edict() );
|
|
pSoundEnt = GetClassPtr((CSoundEnt *)NULL);
|
|
pSoundEnt->Spawn();
|
|
|
|
if (!pSoundEnt)
|
|
{
|
|
ALERT(at_console, "**COULD NOT CREATE SOUNDENT**\n");
|
|
}
|
|
|
|
InitBodyQue();
|
|
|
|
// init sentence group playback stuff from sentences.txt.
|
|
// ok to call this multiple times, calls after first are ignored.
|
|
SENTENCEG_Init();
|
|
|
|
// init texture type array from materials.txt
|
|
TEXTURETYPE_Init();
|
|
|
|
// the area based ambient sounds MUST be the first precache_sounds
|
|
// player precaches
|
|
// get weapon precaches
|
|
|
|
W_Precache();
|
|
ClientPrecache();
|
|
BotPrecache();
|
|
|
|
// sounds used from C physics code
|
|
// clears sound channels
|
|
PRECACHE_SOUND("common/null.wav");
|
|
|
|
//!!! temporary sound for respawning weapons.
|
|
PRECACHE_SOUND("items/suitchargeok1.wav");
|
|
|
|
// player picks up a gun.
|
|
PRECACHE_SOUND("items/gunpickup2.wav");
|
|
|
|
// dead bodies hitting the ground (animation events)
|
|
PRECACHE_SOUND("common/bodydrop3.wav");
|
|
PRECACHE_SOUND("common/bodydrop4.wav");
|
|
|
|
g_Language = (int)CVAR_GET_FLOAT("sv_language");
|
|
if (g_Language == LANGUAGE_GERMAN)
|
|
{
|
|
PRECACHE_MODEL("models/germangibs.mdl");
|
|
}
|
|
else
|
|
{
|
|
PRECACHE_MODEL("models/hgibs.mdl");
|
|
PRECACHE_MODEL("models/agibs.mdl");
|
|
}
|
|
|
|
PRECACHE_SOUND("weapons/ric1.wav");
|
|
PRECACHE_SOUND("weapons/ric2.wav");
|
|
PRECACHE_SOUND("weapons/ric3.wav");
|
|
PRECACHE_SOUND("weapons/ric4.wav");
|
|
PRECACHE_SOUND("weapons/ric5.wav");
|
|
|
|
PRECACHE_SOUND("weapons/ric_metal-1.wav");
|
|
PRECACHE_SOUND("weapons/ric_metal-2.wav");
|
|
PRECACHE_SOUND("weapons/ric_conc-1.wav");
|
|
PRECACHE_SOUND("weapons/ric_conc-2.wav");
|
|
|
|
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
|
|
|
// 0 normal
|
|
LIGHT_STYLE(0, "m");
|
|
|
|
// 1 FLICKER (first variety)
|
|
LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo");
|
|
|
|
// 2 SLOW STRONG PULSE
|
|
LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
|
|
|
// 3 CANDLE (first variety)
|
|
LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
|
|
|
// 4 FAST STROBE
|
|
LIGHT_STYLE(4, "mamamamamama");
|
|
|
|
// 5 GENTLE PULSE 1
|
|
LIGHT_STYLE(5, "jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
|
|
|
// 6 FLICKER (second variety)
|
|
LIGHT_STYLE(6, "nmonqnmomnmomomno");
|
|
|
|
// 7 CANDLE (second variety)
|
|
LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
|
|
|
// 8 CANDLE (third variety)
|
|
LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
|
|
|
// 9 SLOW STROBE (fourth variety)
|
|
LIGHT_STYLE(9, "aaaaaaaazzzzzzzz");
|
|
|
|
// 10 FLUORESCENT FLICKER
|
|
LIGHT_STYLE(10, "mmamammmmammamamaaamammma");
|
|
|
|
// 11 SLOW PULSE NOT FADE TO BLACK
|
|
LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
|
|
|
// 12 UNDERWATER LIGHT MUTATION
|
|
// this light only distorts the lightmap - no contribution
|
|
// is made to the brightness of affected surfaces
|
|
LIGHT_STYLE(12, "mmnnmmnnnmmnn");
|
|
|
|
// styles 32-62 are assigned by the light program for switchable lights
|
|
// 63 testing
|
|
LIGHT_STYLE(63, "a");
|
|
|
|
for (int i = 0; i < ARRAYSIZE(gDecals); i++)
|
|
gDecals[i].index = DECAL_INDEX(gDecals[i].name);
|
|
|
|
// init the WorldGraph.
|
|
WorldGraph.InitGraph();
|
|
|
|
// make sure the .NOD file is newer than the .BSP file.
|
|
if (!WorldGraph.CheckNODFile((char *)STRING(gpGlobals->mapname)))
|
|
{
|
|
// NOD file is not present, or is older than the BSP file.
|
|
WorldGraph.AllocNodes();
|
|
}
|
|
else
|
|
{
|
|
// Load the node graph for this level
|
|
if (!WorldGraph.FLoadGraph((char *)STRING(gpGlobals->mapname)))
|
|
{
|
|
// couldn't load, so alloc and prepare to build a graph.
|
|
ALERT(at_console, "*Error opening .NOD file\n");
|
|
WorldGraph.AllocNodes();
|
|
}
|
|
else
|
|
{
|
|
ALERT(at_console, "\n*Graph Loaded!\n");
|
|
}
|
|
}
|
|
|
|
if (pev->speed > 0)
|
|
CVAR_SET_FLOAT("sv_zmax", pev->speed);
|
|
else
|
|
CVAR_SET_FLOAT("sv_zmax", 4096);
|
|
|
|
if (pev->netname)
|
|
{
|
|
ALERT(at_aiconsole, "Chapter title: %s\n", STRING(pev->netname));
|
|
|
|
CBaseEntity *pEntity = CBaseEntity::Create("env_message", g_vecZero, g_vecZero, NULL);
|
|
|
|
if (pEntity != NULL)
|
|
{
|
|
pEntity->SetThink(&CBaseEntity::SUB_CallUseToggle);
|
|
pEntity->pev->message = pev->netname;
|
|
pev->netname = 0;
|
|
pEntity->pev->nextthink = gpGlobals->time + 0.3f;
|
|
pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
|
|
}
|
|
}
|
|
|
|
if (pev->spawnflags & SF_WORLD_DARK)
|
|
CVAR_SET_FLOAT("v_dark", 1);
|
|
else
|
|
CVAR_SET_FLOAT("v_dark", 0);
|
|
|
|
if (pev->spawnflags & SF_WORLD_TITLE)
|
|
{
|
|
// display the game title if this key is set
|
|
gDisplayTitle = TRUE;
|
|
}
|
|
else
|
|
gDisplayTitle = FALSE;
|
|
}
|
|
|
|
/* <1db153> ../cstrike/dlls/world.cpp:731 */
|
|
void CWorld::__MAKE_VHOOK(KeyValue)(KeyValueData *pkvd)
|
|
{
|
|
if (FStrEq(pkvd->szKeyName, "skyname"))
|
|
{
|
|
CVAR_SET_STRING("sv_skyname", pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "sounds"))
|
|
{
|
|
gpGlobals->cdAudioTrack = Q_atoi(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "WaveHeight"))
|
|
{
|
|
pev->scale = Q_atof(pkvd->szValue) * 0.125;
|
|
CVAR_SET_FLOAT("sv_wateramp", pev->scale);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "MaxRange"))
|
|
{
|
|
pev->speed = Q_atof(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "chaptertitle"))
|
|
{
|
|
pev->netname = ALLOC_STRING(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "startdark"))
|
|
{
|
|
int flag = Q_atoi(pkvd->szValue);
|
|
if (flag)
|
|
{
|
|
pev->spawnflags |= SF_WORLD_DARK;
|
|
}
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "newunit"))
|
|
{
|
|
if (Q_atoi(pkvd->szValue))
|
|
CVAR_SET_FLOAT("sv_newunit", 1.0);
|
|
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "gametitle"))
|
|
{
|
|
if (Q_atoi(pkvd->szValue))
|
|
pev->spawnflags |= SF_WORLD_TITLE;
|
|
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "mapteams"))
|
|
{
|
|
pev->team = ALLOC_STRING(pkvd->szValue);
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else if (FStrEq(pkvd->szKeyName, "defaultteam"))
|
|
{
|
|
if (Q_atoi(pkvd->szValue))
|
|
pev->spawnflags |= SF_WORLD_FORCETEAM;
|
|
|
|
pkvd->fHandled = TRUE;
|
|
}
|
|
else
|
|
CBaseEntity::KeyValue(pkvd);
|
|
}
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void CDecal::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CDecal::KeyValue(KeyValueData *pkvd)
|
|
{
|
|
KeyValue_(pkvd);
|
|
}
|
|
|
|
void CWorld::Spawn(void)
|
|
{
|
|
Spawn_();
|
|
}
|
|
|
|
void CWorld::Precache(void)
|
|
{
|
|
Precache_();
|
|
}
|
|
|
|
void CWorld::KeyValue(KeyValueData *pkvd)
|
|
{
|
|
KeyValue_(pkvd);
|
|
}
|
|
|
|
#endif // HOOK_GAMEDLL
|