.string fx_texture;
.float fx_lifetime;
-void SUB_Remove()
-{ remove(self); }
-
void b_draw()
{
//Draw_CylindricLine(self.fx_start, self.fx_end, self.fx_with, self.fx_texture, 0, time * 3, '1 1 1', 0.7, DRAWFLAG_ADDITIVE, view_origin);
if(length < 1)
return;
- steps = floor(length / seglength);
+ // Use at most 16 te_lightning1 segments, as these eat up beam list segments.
+ // TODO: Change this to R_BeginPolygon code, then we no longer have this limit.
+ steps = min(16, floor(length / seglength));
if(steps < 1)
{
te_lightning1(world,from,to);
dirnew = normalize(direction * (1 - drift) + randomvec() * drift);
pos = pos_l + dirnew * steplength;
te_lightning1(world,pos_l,pos);
- if(random() < branchfactor)
- cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
+ // WTF endless recursion if branchfactor is 1.0 (possibly due to adding branchfactor_add). FIXME
+ // if(random() < branchfactor)
+ // cl_effects_lightningarc(pos, pos + (dirnew * length * 0.25),seglength,drifts,drifte,min(branchfactor + branchfactor_add,1),branchfactor_add);
pos_l = pos;
}
--- /dev/null
- self.model = "";
+#ifdef SVQC
+#include "../../../server/weapons/common.qh"
+
+.entity sprite;
+
+.float dmg;
+.float dmg_edge;
+.float dmg_radius;
+.float dmg_force;
+.float debrismovetype;
+.float debrissolid;
+.vector debrisvelocity;
+.vector debrisvelocityjitter;
+.vector debrisavelocityjitter;
+.float debristime;
+.float debristimejitter;
+.float debrisfadetime;
+.float debrisdamageforcescale;
+.float debrisskin;
+
+.string mdl_dead; // or "" to hide when broken
+.string debris; // space separated list of debris models
+// other fields:
+// mdl = particle effect name
+// count = particle effect multiplier
+// targetname = target to trigger to unbreak the model
+// target = targets to trigger when broken
+// health = amount of damage it can take
+// spawnflags:
+// 1 = start disabled (needs to be triggered to activate)
+// 2 = indicate damage
+// notes:
+// for mdl_dead to work, origin must be set (using a common/origin brush).
+// Otherwise mdl_dead will be displayed at the map origin, and nobody would
+// want that!
+
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force);
+
+//
+// func_breakable
+// - basically func_assault_destructible for general gameplay use
+//
+void LaunchDebris (string debrisname, vector force)
+{
+ entity dbr = spawn();
+ setorigin(dbr, self.absmin
+ + '1 0 0' * random() * (self.absmax.x - self.absmin.x)
+ + '0 1 0' * random() * (self.absmax.y - self.absmin.y)
+ + '0 0 1' * random() * (self.absmax.z - self.absmin.z));
+ setmodel (dbr, debrisname );
+ dbr.skin = self.debrisskin;
+ dbr.colormap = self.colormap; // inherit team colors
+ dbr.owner = self; // do not be affected by our own explosion
+ dbr.movetype = self.debrismovetype;
+ dbr.solid = self.debrissolid;
+ if(dbr.solid != SOLID_BSP) // SOLID_BSP has exact collision, MAYBE this works? TODO check this out
+ setsize(dbr, '0 0 0', '0 0 0'); // needed for performance, until engine can deal better with it
+ dbr.velocity_x = self.debrisvelocity.x + self.debrisvelocityjitter.x * crandom();
+ dbr.velocity_y = self.debrisvelocity.y + self.debrisvelocityjitter.y * crandom();
+ dbr.velocity_z = self.debrisvelocity.z + self.debrisvelocityjitter.z * crandom();
+ self.velocity = self.velocity + force * self.debrisdamageforcescale;
+ dbr.avelocity_x = random()*self.debrisavelocityjitter.x;
+ dbr.avelocity_y = random()*self.debrisavelocityjitter.y;
+ dbr.avelocity_z = random()*self.debrisavelocityjitter.z;
+ dbr.damageforcescale = self.debrisdamageforcescale;
+ if(dbr.damageforcescale)
+ dbr.takedamage = DAMAGE_YES;
+ SUB_SetFade(dbr, time + self.debristime + crandom() * self.debristimejitter, self.debrisfadetime);
+}
+
+void func_breakable_colormod()
+{
+ float h;
+ if (!(self.spawnflags & 2))
+ return;
+ h = self.health / self.max_health;
+ if(h < 0.25)
+ self.colormod = '1 0 0';
+ else if(h <= 0.75)
+ self.colormod = '1 0 0' + '0 1 0' * (2 * h - 0.5);
+ else
+ self.colormod = '1 1 1';
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+void func_breakable_look_destroyed()
+{
+ float floorZ;
+
+ if(self.solid == SOLID_BSP) // in case a misc_follow moved me, save the current origin first
+ self.dropped_origin = self.origin;
+
+ if(self.mdl_dead == "")
++ self.effects |= EF_NODRAW;
+ else {
+ if (self.origin == '0 0 0') { // probably no origin brush, so don't spawn in the middle of the map..
+ floorZ = self.absmin.z;
+ setorigin(self,((self.absmax+self.absmin)*.5));
+ self.origin_z = floorZ;
+ }
+ setmodel(self, self.mdl_dead);
++ self.effects &= ~EF_NODRAW;
+ }
+
++ CSQCMODEL_AUTOUPDATE();
++
+ self.solid = SOLID_NOT;
+}
+
+void func_breakable_look_restore()
+{
+ setmodel(self, self.mdl);
++ self.effects &= ~EF_NODRAW;
++
+ if(self.mdl_dead != "") // only do this if we use mdl_dead, to behave better with misc_follow
+ setorigin(self, self.dropped_origin);
++
++ CSQCMODEL_AUTOUPDATE();
++
+ self.solid = SOLID_BSP;
+}
+
+void func_breakable_behave_destroyed()
+{
+ self.health = self.max_health;
+ self.takedamage = DAMAGE_NO;
+ self.bot_attack = false;
+ self.event_damage = func_null;
+ self.state = 1;
+ func_breakable_colormod();
++ if (self.noise1)
++ stopsound (self, CH_TRIGGER_SINGLE);
+}
+
+void func_breakable_behave_restore()
+{
+ self.health = self.max_health;
+ if(self.sprite)
+ {
+ WaypointSprite_UpdateMaxHealth(self.sprite, self.max_health);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+ }
+ self.takedamage = DAMAGE_AIM;
+ self.bot_attack = true;
+ self.event_damage = func_breakable_damage;
+ self.state = 0;
+ self.nextthink = 0; // cancel auto respawn
+ func_breakable_colormod();
++ if (self.noise1)
++ sound (self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
++}
++
++void func_breakable_init_for_player(entity player)
++{
++ if (self.noise1 && self.state == 0 && clienttype(player) == CLIENTTYPE_REAL)
++ {
++ msg_entity = player;
++ soundto (MSG_ONE, self, CH_TRIGGER_SINGLE, self.noise1, VOL_BASE, ATTEN_NORM);
++ }
+}
+
+void func_breakable_destroyed()
+{
+ func_breakable_look_destroyed();
+ func_breakable_behave_destroyed();
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+void func_breakable_restore()
+{
+ func_breakable_look_restore();
+ func_breakable_behave_restore();
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+vector debrisforce; // global, set before calling this
+void func_breakable_destroy() {
+ float n, i;
+ string oldmsg;
+
+ activator = self.owner;
+ self.owner = world; // set by W_PrepareExplosionByDamage
+
+ // now throw around the debris
+ n = tokenize_console(self.debris);
+ for(i = 0; i < n; ++i)
+ LaunchDebris(argv(i), debrisforce);
+
+ func_breakable_destroyed();
+
+ if(self.noise)
+ sound (self, CH_TRIGGER, self.noise, VOL_BASE, ATTEN_NORM);
+
+ if(self.dmg)
+ RadiusDamage(self, activator, self.dmg, self.dmg_edge, self.dmg_radius, self, world, self.dmg_force, DEATH_HURTTRIGGER, world);
+
+ if(self.cnt)
+ pointparticles(self.cnt, self.absmin * 0.5 + self.absmax * 0.5, '0 0 0', self.count);
+
+ if(self.respawntime)
+ {
+ self.think = func_breakable_restore;
+ self.nextthink = time + self.respawntime + crandom() * self.respawntimejitter;
+ }
+
+ oldmsg = self.message;
+ self.message = "";
+ SUB_UseTargets();
+ self.message = oldmsg;
+}
+
+void func_breakable_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+{
+ if(self.state == 1)
+ return;
+ if(self.spawnflags & DOOR_NOSPLASH)
+ if(!(DEATH_ISSPECIAL(deathtype)) && (deathtype & HITTYPE_SPLASH))
+ return;
+ if(self.team)
+ if(attacker.team == self.team)
+ return;
+ self.health = self.health - damage;
+ if(self.sprite)
+ {
+ WaypointSprite_Ping(self.sprite);
+ WaypointSprite_UpdateHealth(self.sprite, self.health);
+ }
+ func_breakable_colormod();
+
+ if(self.health <= 0)
+ {
+ debrisforce = force;
+ W_PrepareExplosionByDamage(attacker, func_breakable_destroy);
+ }
+}
+
+void func_breakable_reset()
+{
+ self.team = self.team_saved;
+ func_breakable_look_restore();
+ if(self.spawnflags & 1)
+ func_breakable_behave_destroyed();
+ else
+ func_breakable_behave_restore();
+
+ CSQCMODEL_AUTOUPDATE();
+}
+
+// destructible walls that can be used to trigger target_objective_decrease
+void spawnfunc_func_breakable()
+{
+ float n, i;
+ if(!self.health)
+ self.health = 100;
+ self.max_health = self.health;
+
+ // yes, I know, MOVETYPE_NONE is not available here, not that one would want it here anyway
+ if(!self.debrismovetype) self.debrismovetype = MOVETYPE_BOUNCE;
+ if(!self.debrissolid) self.debrissolid = SOLID_NOT;
+ if(self.debrisvelocity == '0 0 0') self.debrisvelocity = '0 0 140';
+ if(self.debrisvelocityjitter == '0 0 0') self.debrisvelocityjitter = '70 70 70';
+ if(self.debrisavelocityjitter == '0 0 0') self.debrisavelocityjitter = '600 600 600';
+ if(!self.debristime) self.debristime = 3.5;
+ if(!self.debristimejitter) self.debristime = 2.5;
+
+ if(self.mdl != "")
+ self.cnt = particleeffectnum(self.mdl);
+ if(self.count == 0)
+ self.count = 1;
+
+ if(self.message == "")
+ self.message = "got too close to an explosion";
+ if(self.message2 == "")
+ self.message2 = "was pushed into an explosion by";
+ if(!self.dmg_radius)
+ self.dmg_radius = 150;
+ if(!self.dmg_force)
+ self.dmg_force = 200;
+
+ self.mdl = self.model;
+ SetBrushEntityModel();
+
+ self.use = func_breakable_restore;
+
+ // precache all the models
+ if (self.mdl_dead)
+ precache_model(self.mdl_dead);
+ n = tokenize_console(self.debris);
+ for(i = 0; i < n; ++i)
+ precache_model(argv(i));
+ if(self.noise)
+ precache_sound(self.noise);
++ if(self.noise1)
++ precache_sound(self.noise1);
+
+ self.team_saved = self.team;
+ self.dropped_origin = self.origin;
+
+ self.reset = func_breakable_reset;
+ func_breakable_reset();
+
++ self.init_for_player_needed = 1;
++ self.init_for_player = func_breakable_init_for_player;
++
+ CSQCMODEL_AUTOINIT();
+}
+
+// for use in maps with a "model" key set
+void spawnfunc_misc_breakablemodel() {
+ spawnfunc_func_breakable();
+}
+#endif
--- /dev/null
+#if defined(CSQC)
+#elif defined(MENUQC)
+#elif defined(SVQC)
+ #include "../../../dpdefs/progsdefs.qh"
+ #include "../../../dpdefs/dpextensions.qh"
+ #include "../../util.qh"
+ #include "../../../server/defs.qh"
+#endif
+
+#ifdef SVQC
+
+// spawner entity
+// "classname" "target_spawn"
+// "message" "fieldname value fieldname value ..."
+// "spawnflags"
+// 1 = call the spawn function
+// 2 = trigger on map load
+
+float target_spawn_initialized;
+.void() target_spawn_spawnfunc;
+float target_spawn_spawnfunc_field;
+.entity target_spawn_activator;
+.float target_spawn_id;
+float target_spawn_count;
+
+void target_spawn_helper_setmodel()
+{
+ setmodel(self, self.model);
+}
+
+void target_spawn_helper_setsize()
+{
+ setsize(self, self.mins, self.maxs);
+}
+
+void target_spawn_edit_entity(entity e, string msg, entity kt, entity t2, entity t3, entity t4, entity act)
+{
+ float i, n, valuefieldpos;
+ string key, value, valuefield, valueoffset, valueoffsetrandom;
+ entity valueent;
+ vector data, data2;
+ entity oldself;
+ entity oldactivator;
+
+ n = tokenize_console(msg);
+
+ for(i = 0; i < n-1; i += 2)
+ {
+ key = argv(i);
+ value = argv(i+1);
+ if(key == "$")
+ {
+ data.x = -1;
+ data.y = FIELD_STRING;
+ }
+ else
+ {
+ data = stov(db_get(TemporaryDB, strcat("/target_spawn/field/", key)));
+ if(data.y == 0) // undefined field, i.e., invalid type
+ {
+ print("target_spawn: invalid/unknown entity key ", key, " specified, ignored!\n");
+ continue;
+ }
+ }
+ if(substring(value, 0, 1) == "$")
+ {
+ value = substring(value, 1, strlen(value) - 1);
+ if(substring(value, 0, 1) == "$")
+ {
+ // deferred replacement
+ // do nothing
+ // useful for creating target_spawns with this!
+ }
+ else
+ {
+ // replace me!
+ valuefieldpos = strstrofs(value, "+", 0);
+ valueoffset = "";
+ if(valuefieldpos != -1)
+ {
+ valueoffset = substring(value, valuefieldpos + 1, strlen(value) - valuefieldpos - 1);
+ value = substring(value, 0, valuefieldpos);
+ }
+
+ valuefieldpos = strstrofs(valueoffset, "+", 0);
+ valueoffsetrandom = "";
+ if(valuefieldpos != -1)
+ {
+ valueoffsetrandom = substring(valueoffset, valuefieldpos + 1, strlen(valueoffset) - valuefieldpos - 1);
+ valueoffset = substring(valueoffset, 0, valuefieldpos);
+ }
+
+ valuefieldpos = strstrofs(value, ".", 0);
+ valuefield = "";
+ if(valuefieldpos != -1)
+ {
+ valuefield = substring(value, valuefieldpos + 1, strlen(value) - valuefieldpos - 1);
+ value = substring(value, 0, valuefieldpos);
+ }
+
+ if(value == "self")
+ {
+ valueent = self;
+ value = "";
+ }
+ else if(value == "activator")
+ {
+ valueent = act;
+ value = "";
+ }
+ else if(value == "other")
+ {
+ valueent = other;
+ value = "";
+ }
+ else if(value == "pusher")
+ {
+ if(time < act.pushltime)
+ valueent = act.pusher;
+ else
+ valueent = world;
+ value = "";
+ }
+ else if(value == "target")
+ {
+ valueent = e;
+ value = "";
+ }
+ else if(value == "killtarget")
+ {
+ valueent = kt;
+ value = "";
+ }
+ else if(value == "target2")
+ {
+ valueent = t2;
+ value = "";
+ }
+ else if(value == "target3")
+ {
+ valueent = t3;
+ value = "";
+ }
+ else if(value == "target4")
+ {
+ valueent = t4;
+ value = "";
+ }
+ else if(value == "time")
+ {
+ valueent = world;
+ value = ftos(time);
+ }
+ else
+ {
+ print("target_spawn: invalid/unknown variable replacement ", value, " specified, ignored!\n");
+ continue;
+ }
+
+ if(valuefield == "")
+ {
+ if(value == "")
+ value = ftos(num_for_edict(valueent));
+ }
+ else
+ {
+ if(value != "")
+ {
+ print("target_spawn: try to get a field of a non-entity, ignored!\n");
+ continue;
+ }
+ data2 = stov(db_get(TemporaryDB, strcat("/target_spawn/field/", valuefield)));
+ if(data2_y == 0) // undefined field, i.e., invalid type
+ {
+ print("target_spawn: invalid/unknown entity key replacement ", valuefield, " specified, ignored!\n");
+ continue;
+ }
+ value = getentityfieldstring(data2_x, valueent);
+ }
+
+ if(valueoffset != "")
+ {
+ switch(data.y)
+ {
+ case FIELD_STRING:
+ value = strcat(value, valueoffset);
+ break;
+ case FIELD_FLOAT:
+ value = ftos(stof(value) + stof(valueoffset));
+ break;
+ case FIELD_VECTOR:
+ value = vtos(stov(value) + stov(valueoffset));
+ break;
+ default:
+ print("target_spawn: only string, float and vector fields can do calculations, calculation ignored!\n");
+ break;
+ }
+ }
+
+ if(valueoffsetrandom != "")
+ {
+ switch(data.y)
+ {
+ case FIELD_FLOAT:
+ value = ftos(stof(value) + random() * stof(valueoffsetrandom));
+ break;
+ case FIELD_VECTOR:
+ data2 = stov(valueoffsetrandom);
+ value = vtos(stov(value) + random() * data2_x * '1 0 0' + random() * data2_y * '0 1 0' + random() * data2_z * '0 0 1');
+ break;
+ default:
+ print("target_spawn: only float and vector fields can do random calculations, calculation ignored!\n");
+ break;
+ }
+ }
+ }
+ }
+ if(key == "$")
+ {
+ if(substring(value, 0, 1) == "_")
+ value = strcat("target_spawn_helper", value);
+ putentityfieldstring(target_spawn_spawnfunc_field, e, value);
+
+ oldself = self;
+ oldactivator = activator;
+
+ self = e;
+ activator = act;
+
+ self.target_spawn_spawnfunc();
+
+ self = oldself;
+ activator = oldactivator;
++
++ // We called an external function, so we have to re-tokenize msg.
++ n = tokenize_console(msg);
+ }
+ else
+ {
+ if(data.y == FIELD_VECTOR)
+ value = strreplace("'", "", value); // why?!?
+ putentityfieldstring(data.x, e, value);
+ }
+ }
+}
+
+void target_spawn_useon(entity e)
+{
+ self.target_spawn_activator = activator;
+ target_spawn_edit_entity(
+ e,
+ self.message,
+ find(world, targetname, self.killtarget),
+ find(world, targetname, self.target2),
+ find(world, targetname, self.target3),
+ find(world, targetname, self.target4),
+ activator
+ );
+}
+
+float target_spawn_cancreate()
+{
+ float c;
+ entity e;
+
+ c = self.count;
+ if(c == 0) // no limit?
+ return 1;
+
+ ++c; // increase count to not include MYSELF
+ for(e = world; (e = findfloat(e, target_spawn_id, self.target_spawn_id)); --c)
+ ;
+
+ // if c now is 0, we have AT LEAST the given count (maybe more), so don't spawn any more
+ if(c == 0)
+ return 0;
+ return 1;
+}
+
+void target_spawn_use()
+{
+ entity e;
+
+ if(self.target == "")
+ {
+ // spawn new entity
+ if(!target_spawn_cancreate())
+ return;
+ e = spawn();
+ target_spawn_useon(e);
+ e.target_spawn_id = self.target_spawn_id;
+ }
+ else if(self.target == "*activator")
+ {
+ // edit entity
+ if(activator)
+ target_spawn_useon(activator);
+ }
+ else
+ {
+ // edit entity
+ for(e = world; (e = find(e, targetname, self.target)); )
+ target_spawn_useon(e);
+ }
+}
+
+void target_spawn_spawnfirst()
+{
+ activator = self.target_spawn_activator;
+ if(self.spawnflags & 2)
+ target_spawn_use();
+}
+
+void initialize_field_db()
+{
+ if(!target_spawn_initialized)
+ {
+ float n, i;
+ string fn;
+ vector prev, new;
+ float ft;
+
+ n = numentityfields();
+ for(i = 0; i < n; ++i)
+ {
+ fn = entityfieldname(i);
+ ft = entityfieldtype(i);
+ new = i * '1 0 0' + ft * '0 1 0' + '0 0 1';
+ prev = stov(db_get(TemporaryDB, strcat("/target_spawn/field/", fn)));
+ if(prev.y == 0)
+ {
+ db_put(TemporaryDB, strcat("/target_spawn/field/", fn), vtos(new));
+ if(fn == "target_spawn_spawnfunc")
+ target_spawn_spawnfunc_field = i;
+ }
+ }
+
+ target_spawn_initialized = 1;
+ }
+}
+
+void spawnfunc_target_spawn()
+{
+ initialize_field_db();
+ self.use = target_spawn_use;
+ self.message = strzone(strreplace("'", "\"", self.message));
+ self.target_spawn_id = ++target_spawn_count;
+ InitializeEntity(self, target_spawn_spawnfirst, INITPRIO_LAST);
+}
+#endif
#include "portals.qh"
#include "teamplay.qh"
#include "playerdemo.qh"
-#include "secret.qh"
#include "bot/bot.qh"
#include "bot/navigation.qh"
#include "weapons/weaponsystem.qh"
#include "../common/net_notice.qh"
+#include "../common/physics.qh"
+
+#include "../common/triggers/subs.qh"
+#include "../common/triggers/triggers.qh"
+#include "../common/triggers/trigger/secret.qh"
#include "../common/monsters/sv_monsters.qh"
if(IS_REAL_CLIENT(self))
sv_notice_join();
+ for (entity e = world; (e = findfloat(e, init_for_player_needed, 1)); ) {
+ entity oldself = self;
+ self = e;
+ e.init_for_player(oldself);
+ self = oldself;
+ }
+
MUTATOR_CALLHOOK(ClientConnect);
}
/*
void GetPressedKeys(void) {
MUTATOR_CALLHOOK(GetPressedKeys);
- if (self.movement.x > 0) // get if movement keys are pressed
- { // forward key pressed
- self.pressedkeys |= KEY_FORWARD;
- self.pressedkeys &= ~KEY_BACKWARD;
- }
- else if (self.movement.x < 0)
- { // backward key pressed
- self.pressedkeys |= KEY_BACKWARD;
- self.pressedkeys &= ~KEY_FORWARD;
- }
- else
- { // no x input
- self.pressedkeys &= ~KEY_FORWARD;
- self.pressedkeys &= ~KEY_BACKWARD;
- }
-
- if (self.movement.y > 0)
- { // right key pressed
- self.pressedkeys |= KEY_RIGHT;
- self.pressedkeys &= ~KEY_LEFT;
- }
- else if (self.movement.y < 0)
- { // left key pressed
- self.pressedkeys |= KEY_LEFT;
- self.pressedkeys &= ~KEY_RIGHT;
- }
- else
- { // no y input
- self.pressedkeys &= ~KEY_RIGHT;
- self.pressedkeys &= ~KEY_LEFT;
- }
-
- if (self.BUTTON_JUMP) // get if jump and crouch keys are pressed
- self.pressedkeys |= KEY_JUMP;
- else
- self.pressedkeys &= ~KEY_JUMP;
- if (self.BUTTON_CROUCH)
- self.pressedkeys |= KEY_CROUCH;
- else
- self.pressedkeys &= ~KEY_CROUCH;
-
- if (self.BUTTON_ATCK)
- self.pressedkeys |= KEY_ATCK;
- else
- self.pressedkeys &= ~KEY_ATCK;
- if (self.BUTTON_ATCK2)
- self.pressedkeys |= KEY_ATCK2;
- else
- self.pressedkeys &= ~KEY_ATCK2;
+ #define X(var,bit,flag) (flag ? var |= bit : var &= ~bit)
+ X(self.pressedkeys, KEY_FORWARD, PHYS_INPUT_MOVEVALUES(self)_x > 0);
+ X(self.pressedkeys, KEY_BACKWARD, PHYS_INPUT_MOVEVALUES(self)_x < 0);
+ X(self.pressedkeys, KEY_RIGHT, PHYS_INPUT_MOVEVALUES(self)_y > 0);
+ X(self.pressedkeys, KEY_LEFT, PHYS_INPUT_MOVEVALUES(self)_y < 0);
+
+ X(self.pressedkeys, KEY_JUMP, PHYS_INPUT_BUTTON_JUMP(self));
+ X(self.pressedkeys, KEY_CROUCH, PHYS_INPUT_BUTTON_CROUCH(self));
+ X(self.pressedkeys, KEY_ATCK, PHYS_INPUT_BUTTON_ATCK(self));
+ X(self.pressedkeys, KEY_ATCK2, PHYS_INPUT_BUTTON_ATCK2(self));
+ #undef X
}
/*
float sv_clones;
float sv_foginterval;
-entity activator;
-
float player_count;
float currentbots;
float bots_would_leave;
//.string map;
//.float worldtype;
-.float delay;
-.float wait;
-.float lip;
-//.float light_lev;
-.float speed;
-//.float style;
-//.float skill;
-.float sounds;
-.string platmovetype;
-.float platmovetype_start, platmovetype_end;
-
-.string killtarget;
-
-.vector pos1, pos2;
-.vector mangle;
.float pain_finished; //Added by Supajoe
.float pain_frame; //"
.float invincible_finished;
.float superweapons_finished;
-.vector finaldest, finalangle; //plat.qc stuff
-.void() think1;
-.float state;
-.float t_length, t_width;
-
-.vector destvec; // for rain
-.vector destvec2; // for train
-.float cnt; // for rain
+.float cnt; // used in too many places
.float count;
//.float cnt2;
.float fade_time;
.float fade_rate;
-// player animation state
-.float animstate_startframe;
-.float animstate_numframes;
-.float animstate_framerate;
-.float animstate_starttime;
-.float animstate_endtime;
-.float animstate_override;
-.float animstate_looping;
-
// weapon animation vectors:
.vector anim_fire1;
.vector anim_fire2;
void weapon_defaultspawnfunc(float wpn);
-.vector dest1, dest2;
-
float gameover;
float intermission_running;
float intermission_exittime;
float alreadychangedlevel;
-// Keys player is holding
-.float itemkeys;
-// message delay for func_door locked by keys and key locks
-// this field is used on player entities
-.float key_door_messagetime;
-
-
.float version;
-//swamp
-.float in_swamp; // bool
-.entity swampslug; // Uses this to release from swamp ("untouch" fix)
-
// footstep interval
.float nextstep;
.float version_nagtime;
-const int NUM_JUMPPADSUSED = 3;
-.float jumppadcount;
-.entity jumppadsused[NUM_JUMPPADSUSED];
-
string gamemode_name;
float startitem_failed;
.float stat_game_starttime;
.float stat_round_starttime;
-.float stat_sv_airaccel_qw;
-.float stat_sv_airstrafeaccel_qw;
-.float stat_sv_airspeedlimit_nonqw;
-.float stat_sv_maxspeed;
-
void W_Porto_Remove (entity p);
.int projectiledeathtype;
// may be useful to all weapons
.float bulletcounter;
-void target_voicescript_next(entity pl);
-void target_voicescript_clear(entity pl);
-
-.string target2;
-.string target3;
-.string target4;
-.string curvetarget;
-.float target_random;
-.float trigger_reverse;
-
// Nexball
.entity ballcarried; // Also used for keepaway
.float metertime;
typedef vector(entity player, entity spot, vector current) spawn_evalfunc_t;
.spawn_evalfunc_t spawn_evalfunc;
-.entity conveyor;
-
string modname;
.float missile_flags;
.string playernick;
.float elos;
.float ranks;
+
+ .float init_for_player_needed;
+ .void(entity) init_for_player;
+
#endif
#include "ipban.qh"
#include "race.qh"
#include "antilag.qh"
- #include "secret.qh"
#endif
const float LATENCY_THINKRATE = 10;
// does nothing visible
BADCVAR("captureleadlimit_override");
BADCVAR("g_balance_kill_delay");
+ BADCVAR("g_ca_point_limit");
BADCVAR("g_ca_point_leadlimit");
BADCVAR("g_ctf_captimerecord_always");
BADCVAR("g_ctf_flag_glowtrails");
BADCVAR("g_ctf_flag_pickup_verbosename");
BADCVAR("g_domination_point_leadlimit");
BADCVAR("g_forced_respawn");
+ BADCVAR("g_freezetag_point_limit");
+ BADCVAR("g_freezetag_point_leadlimit");
BADCVAR("g_keyhunt_point_leadlimit");
BADPREFIX("g_mod_");
+ BADCVAR("g_invasion_point_limit");
BADCVAR("g_nexball_goalleadlimit");
+ BADCVAR("g_tdm_point_limit");
+ BADCVAR("g_tdm_point_leadlimit");
BADCVAR("leadlimit_and_fraglimit");
BADCVAR("leadlimit_override");
BADCVAR("pausable");
void ClientInit_Spawn();
void WeaponStats_Init();
void WeaponStats_Shutdown();
+void Physics_AddStats();
void spawnfunc_worldspawn (void)
{
float fd, l, i, j, n;
addstat(STAT_FROZEN, AS_INT, frozen);
addstat(STAT_REVIVE_PROGRESS, AS_FLOAT, revive_progress);
- // g_movementspeed hack
- addstat(STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW, AS_FLOAT, stat_sv_airspeedlimit_nonqw);
- addstat(STAT_MOVEVARS_MAXSPEED, AS_FLOAT, stat_sv_maxspeed);
- addstat(STAT_MOVEVARS_AIRACCEL_QW, AS_FLOAT, stat_sv_airaccel_qw);
- addstat(STAT_MOVEVARS_AIRSTRAFEACCEL_QW, AS_FLOAT, stat_sv_airstrafeaccel_qw);
+ // physics
+ Physics_AddStats();
// secrets
addstat(STAT_SECRETS_TOTAL, AS_FLOAT, stat_secrets_total);