From: LegendaryGuard Date: Sat, 25 Dec 2021 00:30:07 +0000 (+0100) Subject: Add spawning random props in the map, prop model random assignment for runners, still... X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=b4d6e8880c19b05075e2617a9b98e98cbd822161;p=xonotic%2Fxonotic-data.pk3dir.git Add spawning random props in the map, prop model random assignment for runners, still needs to fix annoying CSQC spamming errors --- diff --git a/gamemodes-server.cfg b/gamemodes-server.cfg index 7e45c4086..b849e411c 100644 --- a/gamemodes-server.cfg +++ b/gamemodes-server.cfg @@ -576,16 +576,20 @@ set g_mh 0 "Manhunt: Hunters go in search of the runners" set g_mh_not_dm_maps 0 "when this is set, DM maps will NOT be listed in MH" set g_mh_team_spawns 0 "when 1, players spawn from the team spawnpoints of the map, if any" set g_mh_point_limit -1 "MH point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -set g_mh_warmup 10 //10 "time players get to run around before the round starts" -set g_mh_round_timelimit 120 //180 "round time limit in seconds" +set g_mh_warmup 10 "time players get to run around before the round starts" //10 +set g_mh_round_timelimit 120 "round time limit in seconds" //180 set g_mh_how_many_rounds_before_shuffle 1 "how many rounds are played before teams are shuffled automatically" set g_mh_enable_tagging_on_touch 1 "are runners killed when touching hunters?" set g_mh_player_waypoints 1 "0: no waypoints, 1: waypoints on runners, 2: waypoints on everyone" set g_mh_weaponarena " " "starting weapons - takes the same options as g_weaponarena" -set g_mh_weapons_damage 0 "0: no damage, 1: only self-damage for runners, 2: only damage opposing team, 3: only allow hunters to damage runners, 4: self-damage and opposing team damage" +set g_mh_weapons_damage 3 "0: no damage, 1: only self-damage for runners, 2: only damage opposing team, 3: only allow hunters to damage runners, 4: self-damage and opposing team damage" set g_mh_weapons_force 1 "0: no force, 1: only self-force, 2: self-force and opposing team force" set g_mh_limited_ammunition 0 "do players consume ammunition when firing" set g_mh_hunterblind 1 "when this is set, hunters can't see anything until the round starts" set g_mh_autotaunt_runner 1 "when this is set, runners play automatically a sound being noticed by everyone" set g_mh_autotaunt_runner_time 35 "runner automatic taunt time, plays a sound automatically when time is over, and restarts taunt time" -set g_mh_propmode 1 "when this is set, runners are spawned as props" \ No newline at end of file +set g_mh_propmode 1 "when this is set, runners are spawned as props" +set g_mh_random_props_count 30 "props are spawned randomly around map" +set g_mh_random_props_tries 20 "Try to place a prop this many times before giving up" +set g_mh_random_props_droptofloor 0 "Drop the props instantly so they don't appear to fall from the sky" +set g_mh_random_props_droptofloor_maxdepth -1 "Maximum depth for the trace in props (use negative value for the map size)" \ No newline at end of file diff --git a/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qc b/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qc index d6dcc7c47..3ad7c309e 100644 --- a/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qc +++ b/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qc @@ -5,6 +5,11 @@ .vector taggedplayervelocity; .vector taggedplayerviewangles; .float RunnerSoundTaunt_time; +.entity mh_prop; // TODO: to be checked +.bool modelchecked; +.entity original; + +bool first_time_props_spawn; void MH_FakeTimeLimit(entity e, float t) { @@ -23,6 +28,73 @@ void MH_FakeTimeLimit(entity e, float t) #endif } +void prop_think(entity this) +{ + this.nextthink = time + 0.15; // don't need to update often, very unlikely for these to move + CSQCMODEL_AUTOUPDATE(this); +} + +void PropSetup(entity ent) +{ + setmodel(ent, MDL_RUNNER_PROP_RANDOM()); + setsize(ent, '-16 -16 -16', '16 16 16'); //ent.mins, ent.maxs); + setthink(ent, prop_think); + ent.nextthink = time + 0.25; + CSQCMODEL_AUTOINIT(ent); + + if(!ent.bot_attack) + IL_PUSH(g_bot_targets, ent); + ent.bot_attack = true; + + //ent.pickup_anyway = true; + ent.scale = 1.4; + ent.angles_y = floor(random() * 180); + //ent.takedamage = DAMAGE_AIM; + //SetResourceExplicit(ent, RES_HEALTH, 100); + + ent.solid = SOLID_BBOX; + ent.mass = 5; + ent.bouncefactor = 0.2; + ent.bouncestop = 0.3; + ent.friction = 1; + set_movetype(ent, MOVETYPE_STEP); //test with MOVETYPE_TOSS or MOVETYPE_WALK (it's like sliding object) or MOVETYPE_BOUNCE (maybe not good) + //setorigin(ent, org); + ent.velocity = randomvec() * 150 + '0 0 325'; + ent.reset = SUB_Remove; + + ent.mh_prop.model = ent.model; // assigns prop model if this is the case when runners shot it +} + +void prop_droptofloor(entity e) +{ + float max_depth = ((autocvar_g_mh_random_props_droptofloor_maxdepth < 0) ? max_shot_distance : autocvar_g_mh_random_props_droptofloor_maxdepth); + tracebox(e.origin, e.mins, e.maxs, e.origin - ('0 0 1' * max_depth), MOVE_NORMAL, e); + setorigin(e, trace_endpos); +} + +void SpawnProps(int pcount) +{ + pcount = autocvar_g_mh_random_props_count; + for(int j = 0; j < pcount; ++j) + { + entity e = spawn(); + if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, autocvar_g_mh_random_props_tries, 1024, 256)) + { + if(autocvar_g_mh_random_props_droptofloor) + droptofloor(e); + else + prop_droptofloor(e); + + e.angles = '0 0 0'; + e.gravity = 1; + e.spawnfunc_checked = true; + PropSetup(e); + } + else + delete(e); // removes entity + } +} + MUTATOR_HOOKFUNCTION(mh, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE) { M_ARGV(1, string) = "mh_team"; @@ -35,8 +107,7 @@ MUTATOR_HOOKFUNCTION(mh, Scores_CountFragsRemaining) } // Prop feature -.entity mh_prop; // TODO: to be checked -.bool modelchecked; + MUTATOR_HOOKFUNCTION(mh, FixPlayermodel) { entity player = M_ARGV(2, entity); @@ -47,14 +118,22 @@ MUTATOR_HOOKFUNCTION(mh, FixPlayermodel) { //string defaultmodel = M_ARGV(0, string); // TODO: to be checked - if (!player.mh_prop.modelchecked) + if (!IS_DEAD(player) && !player.mh_prop.modelchecked) // to brake the loop { - //PrintToChatAll("PROPMODEL CHECKED"); + player.original.model = player.model; + player.original.skin = player.skin; + player.mh_prop.model = MDL_RUNNER_PROP_RANDOM().model_str(); + + player.mh_prop.solid = SOLID_BBOX; + setsize(player, '-16 -16 -16', '16 16 16'); + M_ARGV(0, string) = player.mh_prop.model; M_ARGV(1, int) = player.mh_prop.skin; - player.playermodel = M_ARGV(0,string); + //setmodel(player, MDL_RUNNER_PROP_RANDOM()); + player.playermodel = M_ARGV(0, string); + player.mh_prop.modelchecked = true; } @@ -77,7 +156,7 @@ MUTATOR_HOOKFUNCTION(mh, PlayerPreThink) { entity player = M_ARGV(0, entity); - if(autocvar_g_mh_enable_tagging_on_touch && round_handler_IsRoundStarted() && player.team == Team_IndexToTeam(1) && !game_stopped && !IS_DEAD(player) && IS_PLAYER(player) && !IS_INDEPENDENT_PLAYER(player)) + if(!autocvar_g_mh_propmode && autocvar_g_mh_enable_tagging_on_touch && round_handler_IsRoundStarted() && player.team == Team_IndexToTeam(1) && !game_stopped && !IS_DEAD(player) && IS_PLAYER(player) && !IS_INDEPENDENT_PLAYER(player)) { FOREACH_CLIENT(IS_PLAYER(it) && it != player && it.team == Team_IndexToTeam(2), { if(!IS_DEAD(it) && !IS_INDEPENDENT_PLAYER(it)) @@ -114,7 +193,7 @@ MUTATOR_HOOKFUNCTION(mh, PlayerPreThink) MOVE_NORMAL, player, ANTILAG_LATENCY(player) - );*/ + ); crosshair_trace(player);*/ // Autotaunt feature if(autocvar_g_mh_autotaunt_runner) @@ -643,11 +722,26 @@ MUTATOR_HOOKFUNCTION(mh, PutClientInServer) { entity player = M_ARGV(0, entity); + // if it's the first time that starts the gamemode for the props + if (autocvar_g_mh_propmode) + { + if (!first_time_props_spawn) + { + SpawnProps(autocvar_g_mh_random_props_count); + first_time_props_spawn = true; + } + } + if (!allowed_to_spawn_untagged && IS_PLAYER(player) && round_handler_IsRoundStarted()){ // this can be true even when player is trying to join if (CS(player).jointime != time){ // not when connecting MH_FakeTimeLimit(player, round_handler_GetEndTime() - CS(player).jointime); // set HUD with current round time Send_Notification(NOTIF_ONE_ONLY, player, MSG_INFO, INFO_MH_JOIN_LATE); } + + // if(player.mh_prop) // TOFIX: only spawns per one and not for all + //player.mh_prop = player; + /*if (player.team == Team_IndexToTeam(2)) + player.mh_prop.modelchecked = false;*/ } } @@ -683,6 +777,12 @@ MUTATOR_HOOKFUNCTION(mh, PlayerDies) if (frag_target.waypointsprite_attachedforcarrier) WaypointSprite_Kill(frag_target.waypointsprite_attachedforcarrier); + + /*if (IS_DEAD(frag_target) && frag_target.playermodel == frag_target.mh_prop.model) // return player original model to avoid spamming errors + { + frag_target.skin = frag_target.original.skin; + frag_target.playermodel = frag_target.original.model; + }*/ mh_LastPlayerForTeam_Notify(frag_target); if (!allowed_to_spawn_untagged) @@ -725,7 +825,7 @@ MUTATOR_HOOKFUNCTION(mh, PlayerSpawn) entity player = M_ARGV(0, entity); player.dphitcontentsmask = DPCONTENTS_SOLID | DPCONTENTS_PLAYERCLIP; MH_count_players(); - + if(autocvar_g_mh_hunterblind) { if(player.team == Team_IndexToTeam(1)) @@ -734,15 +834,24 @@ MUTATOR_HOOKFUNCTION(mh, PlayerSpawn) if(autocvar_g_mh_propmode) { + if(player.team == Team_IndexToTeam(1)) // Hunter needs weapons + { + //GiveWeapon(player, WEP_BLASTER.m_id, OP_PLUS, 1); + GiveWeapon(player, WEP_SHOTGUN.m_id, OP_PLUS, 1); + GiveWeapon(player, WEP_SHOCKWAVE.m_id, OP_PLUS, 1); + GiveWeapon(player, WEP_MACHINEGUN.m_id, OP_PLUS, 1); + GiveWeapon(player, WEP_MORTAR.m_id, OP_PLUS, 1); + } + if(player.team == Team_IndexToTeam(2) && !IS_DEAD(player)) { //setmodel(player, MDL_RUNNER_PROP2); //setplayermodel(player, MDL_RUNNER_PROP_RANDOM().model_str());//prop_setup(player); //setmodel(player, MDL_RUNNER_PROP_RANDOM()); LOG_INFOF("Spawned prop"); - - if(player.mh_prop) // TOFIX: only spawns per one and not for all - player.mh_prop.modelchecked = false; + //player.mh_prop.model = MDL_RUNNER_PROP_RANDOM().model_str(); + //player.playermodel = player.mh_prop.model; + player.mh_prop.modelchecked = false; } } @@ -777,6 +886,9 @@ MUTATOR_HOOKFUNCTION(mh, PlayerSpawn) //reset kill streaks and respawn players on round reset MUTATOR_HOOKFUNCTION(mh, reset_map_players) { + if (autocvar_g_mh_propmode) + SpawnProps(autocvar_g_mh_random_props_count); + FOREACH_CLIENT(true, { CS(it).killcount = 0; MH_FakeTimeLimit(it, -1); @@ -798,8 +910,6 @@ MUTATOR_HOOKFUNCTION(mh, reset_map_players) // to change // =========== - - //idk if this function is needed MUTATOR_HOOKFUNCTION(mh, reset_map_global) { diff --git a/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qh b/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qh index ed4021b46..d7594c560 100644 --- a/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qh +++ b/qcsrc/common/gamemodes/gamemode/mh/sv_mh.qh @@ -18,6 +18,10 @@ bool autocvar_g_mh_hunterblind; bool autocvar_g_mh_propmode; bool autocvar_g_mh_autotaunt_runner; float autocvar_g_mh_autotaunt_runner_time; +int autocvar_g_mh_random_props_count; +int autocvar_g_mh_random_props_tries; +bool autocvar_g_mh_random_props_droptofloor; +float autocvar_g_mh_random_props_droptofloor_maxdepth; int mh_teams; bool allowed_to_spawn_untagged = 1;