-#if defined(CSQC)
-#elif defined(MENUQC)
-#elif defined(SVQC)
- #include "../dpdefs/progsdefs.qh"
- #include "../dpdefs/dpextensions.qh"
- #include "sys-post.qh"
- #include "../warpzonelib/server.qh"
- #include "../common/constants.qh"
- #include "../common/teams.qh"
- #include "../common/util.qh"
- #include "../common/net_notice.qh"
- #include "../common/monsters/monsters.qh"
- #include "../common/monsters/sv_monsters.qh"
- #include "../common/weapons/weapons.qh"
- #include "t_items.qh"
- #include "autocvars.qh"
- #include "constants.qh"
- #include "defs.qh"
- #include "../common/notifications.qh"
- #include "../common/deathtypes.qh"
- #include "mutators/mutators_include.qh"
- #include "vehicles/vehicles_def.qh"
- #include "campaign.qh"
- #include "../common/mapinfo.qh"
- #include "command/common.qh"
- #include "command/vote.qh"
- #include "../csqcmodellib/sv_model.qh"
- #include "anticheat.qh"
- #include "cheats.qh"
- #include "../common/playerstats.qh"
- #include "portals.qh"
- #include "g_hook.qh"
- #include "scores.qh"
- #include "spawnpoints.qh"
- #include "ipban.qh"
- #include "race.qh"
- #include "antilag.qh"
- #include "playerdemo.qh"
-#endif
+#include "waypointsprites.qh"
+
+#include "cl_impulse.qh"
+#include "cl_player.qh"
+#include "ent_cs.qh"
+#include "g_subs.qh"
+#include "ipban.qh"
+#include "miscfunctions.qh"
+#include "portals.qh"
+#include "teamplay.qh"
+#include "playerdemo.qh"
+#include "secret.qh"
+
+#include "bot/bot.qh"
+#include "bot/navigation.qh"
+
+#include "weapons/hitplot.qh"
+#include "weapons/weaponsystem.qh"
+
+#include "../common/net_notice.qh"
+
+#include "../common/monsters/sv_monsters.qh"
+
+#include "../warpzonelib/server.qh"
+
+float c1, c2, c3, c4;
void send_CSQC_teamnagger() {
WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte(MSG_BROADCAST, TE_CSQC_TEAMNAGGER);
}
-float ClientData_Send(entity to, float sf)
+float ClientData_Send(entity to, int sf)
{
if(to != self.owner)
{
self.bot_attack = true;
self.monster_attack = true;
-
+
self.spider_slowness = 0;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
WEP_ACTION(j, WR_RESETPLAYER);
// all weapons must be fully loaded when we spawn
- entity e;
- e = get_weaponinfo(j);
+ entity e = get_weaponinfo(j);
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars
self.(weapon_load[j]) = e.reloading_ammo;
}
return 0;
}
+#ifdef DP_EXT_PRECONNECT
+/*
+=============
+ClientPreConnect
+
+Called once (not at each match start) when a client begins a connection to the server
+=============
+*/
+void ClientPreConnect (void)
+{
+ if(autocvar_sv_eventlog)
+ {
+ GameLogEcho(sprintf(":connect:%d:%d:%s",
+ self.playerid,
+ num_for_edict(self),
+ ((IS_REAL_CLIENT(self)) ? self.netaddress : "bot")
+ ));
+ }
+}
+#endif
+
/*
=============
ClientConnect
*/
.float usekeypressed;
void() nexball_setstatus;
-.float items_added;
+.int items_added;
void PlayerPreThink (void)
{
WarpZone_PlayerPhysics_FixVAngle();
{
self.revive_progress = bound(0, self.revive_progress - frametime * self.revive_speed, 1);
self.health = max(0, autocvar_g_nades_ice_health + (start_health-autocvar_g_nades_ice_health) * self.revive_progress );
-
+
if(self.health < 1)
{
if(self.vehicle)
do_crouch = 0;
// WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
- // It cannot be predicted by the engine!
+ // It cannot be predicted by the engine!
if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
player_regen();
- // WEAPONTODO: Add a weapon request for this
+ // WEAPONTODO: Add a weapon request for this
// rot vortex charge to the charge limit
if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);