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Merge branch 'main' into show-c4-cvar
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jonathan-up authored Aug 4, 2024
2 parents d275f94 + 1bd2c55 commit 5200ba6
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5 changes: 4 additions & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
| mp_team_flash | 1 | -1 | 1 | Sets the behaviour for Flashbangs on teammates.<br/>`-1` Don't affect teammates neither flash owner <br/>`0` Don't affect teammates <br/>`1` Affects teammates |
| mp_fadetoblack | 0 | 0 | 2 | Observer's screen will fade to black on kill event or permanent.<br/> `0` No fade.<br/>`1` Fade to black and won't be able to watch anybody.<br/>`2` fade to black only on kill moment. |
| mp_falldamage | 1 | 0 | 1 | Damage from falling.<br/>`0` disabled <br/>`1` enabled |
| sv_allchat | 1 | 0 | 1 | Players can receive all other players text chat, team restrictions apply<br/>`0` disabled <br/>`1` enabled |
| sv_allchat | 1 | 0 | 1 | Players can receive all other players text chat, team restrictions apply<br/>`0` disabled <br/>`1` enabled <br/> `2` enabled, but only dead player can see spectator's message |
| sv_autobunnyhopping | 0 | 0 | 1 | Players automatically re-jump while holding jump button.<br/>`0` disabled <br/>`1` enabled |
| sv_enablebunnyhopping | 0 | 0 | 1 | Allow player speed to exceed maximum running speed.<br/>`0` disabled <br/>`1` enabled |
| mp_plant_c4_anywhere | 0 | 0 | 1 | When set, players can plant anywhere, not only in bombsites.<br/>`0` disabled <br/>`1` enabled |
Expand All @@ -117,6 +117,9 @@ This means that plugins that do binary code analysis (Orpheu for example) probab
| mp_freezetime_jump | 1 | 0 | 1 | Allow players to jump during freezetime.<br/> `0` disabled<br/>`1` enabled |
| mp_defuser_allocation | 0 | 0 | 2 | Give defuser on player spawn.<br/> `0` disabled<br/>`1` Random players. <br/>`2` All players. |
| mp_location_area_info | 0 | 0 | 3 | Enable location area info.<br/> `0` disabled<br/>`1` show location below HUD radar.<br/>`2` show location in HUD chat. `NOT RECOMMENDED!` [:speech_balloon:](## "Not all client builds are compatible")<br/>`3` both displayed. `NOT RECOMMENDED!` [:speech_balloon:](## "Not all client builds are compatible")<br/><br/>`NOTE`: Navigation `maps/.nav` file required and should contain place names<br/>`NOTE`: If option `2` or `3` is enabled, be sure to enable `mp_chat_loc_fallback 1` |
| mp_item_respawn_time | 30 | 0.0 | - | The respawn time for items (such as health packs, armor, etc.). |
| mp_weapon_respawn_time | 20 | 0.0 | - | The respawn time for weapons. |
| mp_ammo_respawn_time | 20 | 0.0 | - | The respawn time for ammunition. |
| mp_scoreboard_fix | 0 | 0 | 1 | Enable ReGameDLL scoreboard bug fix(Dead players could see the bomb or defuse kit).<br/> `0` disabled<br/>`1` enabled<br/>`NOTE`: Absolutely cannot fix it in "CNCS😂" |
</details>

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19 changes: 19 additions & 0 deletions dist/game.cfg
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Expand Up @@ -485,6 +485,7 @@ mp_team_flash "1"
// Players can receive all other players text chat, team restrictions apply.
// 0 - disabled (default behaviour)
// 1 - enabled
// 2 - enabled, but only dead player can see spectator'smessage
//
// Default value: "0"
sv_allchat "0"
Expand Down Expand Up @@ -588,6 +589,24 @@ mp_defuser_allocation "0"
// Default value: "0"
mp_location_area_info "0"
// The respawn time for items (such as health packs, armor, etc.).
// 0 - disable delay
//
// Default value: "30"
mp_item_respawn_time "30"
// The respawn time for weapons.
// 0 - disable delay
//
// Default value: "20"
mp_weapon_respawn_time "20"
// The respawn time for ammunition.
// 0 - disable delay
//
// Default value: "20"
mp_ammo_respawn_time "20"
// Enable ReGameDLL scoreboard bug fix(Dead players could see the bomb or defuse kit)
// 0 - disable
// 1 - enabled
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6 changes: 5 additions & 1 deletion regamedll/dlls/ammo.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,11 @@ void CBasePlayerAmmo::Spawn()

SetTouch(&CBasePlayerAmmo::DefaultTouch);

if (g_pGameRules->IsMultiplayer())
if (g_pGameRules->IsMultiplayer()
#ifdef REGAMEDLL_FIXES
&& g_pGameRules->AmmoShouldRespawn(this) == GR_AMMO_RESPAWN_NO
#endif
)
{
SetThink(&CBaseEntity::SUB_Remove);
pev->nextthink = gpGlobals->time + 2.0f;
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11 changes: 11 additions & 0 deletions regamedll/dlls/client.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1010,6 +1010,17 @@ void Host_Say(edict_t *pEntity, BOOL teamonly)
continue;
}

// when allchat is 2,only dead player can see spectator's message
if (
#ifdef REGAMEDLL_ADD
allchat.value == 2.0f &&
#endif
(pPlayer->m_iTeam == UNASSIGNED || pPlayer->m_iTeam == SPECTATOR)
) {
if (pReceiver->pev->deadflag == DEAD_NO)
continue;
}

if ((pReceiver->m_iIgnoreGlobalChat == IGNOREMSG_ENEMY && pReceiver->m_iTeam == pPlayer->m_iTeam)
|| pReceiver->m_iIgnoreGlobalChat == IGNOREMSG_NONE)
{
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10 changes: 9 additions & 1 deletion regamedll/dlls/game.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -181,6 +181,10 @@ cvar_t defuser_allocation = { "mp_defuser_allocation", "0", 0, 0.0f, nullpt
cvar_t location_area_info = { "mp_location_area_info", "0", 0, 0.0f, nullptr };
cvar_t chat_loc_fallback = { "mp_chat_loc_fallback", "1", 1, 0.0f, nullptr };

cvar_t item_respawn_time = { "mp_item_respawn_time", "30", FCVAR_SERVER, 30.0f, nullptr };
cvar_t weapon_respawn_time = { "mp_weapon_respawn_time", "20", FCVAR_SERVER, 20.0f, nullptr };
cvar_t ammo_respawn_time = { "mp_ammo_respawn_time", "20", FCVAR_SERVER, 20.0f, nullptr };

cvar_t scoreboard_fix = { "mp_scoreboard_fix", "0", FCVAR_SERVER, 0.0f, nullptr };

void GameDLL_Version_f()
Expand Down Expand Up @@ -448,7 +452,11 @@ void EXT_FUNC GameDLLInit()
CVAR_REGISTER(&location_area_info);
CVAR_REGISTER(&chat_loc_fallback);

CVAR_REGISTER(&scoreboard_fix);
CVAR_REGISTER(&item_respawn_time);
CVAR_REGISTER(&weapon_respawn_time);
CVAR_REGISTER(&ammo_respawn_time);

CVAR_REGISTER(&scoreboard_fix);

// print version
CONSOLE_ECHO("ReGameDLL version: " APP_VERSION "\n");
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4 changes: 4 additions & 0 deletions regamedll/dlls/game.h
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Expand Up @@ -204,6 +204,10 @@ extern cvar_t defuser_allocation;
extern cvar_t location_area_info;
extern cvar_t chat_loc_fallback;

extern cvar_t item_respawn_time;
extern cvar_t weapon_respawn_time;
extern cvar_t ammo_respawn_time;

extern cvar_t scoreboard_fix;

#endif
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14 changes: 13 additions & 1 deletion regamedll/dlls/multiplay_gamerules.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4221,7 +4221,11 @@ void EXT_FUNC CHalfLifeMultiplay::__API_HOOK(PlayerGotWeapon)(CBasePlayer *pPlay
// What is the time in the future at which this weapon may spawn?
float CHalfLifeMultiplay::FlWeaponRespawnTime(CBasePlayerItem *pWeapon)
{
#ifdef REGAMEDLL_ADD
return gpGlobals->time + weapon_respawn_time.value;
#else
return gpGlobals->time + WEAPON_RESPAWN_TIME;
#endif
}

// Returns 0 if the weapon can respawn now,
Expand Down Expand Up @@ -4289,7 +4293,11 @@ int CHalfLifeMultiplay::ItemShouldRespawn(CItem *pItem)
// At what time in the future may this Item respawn?
float CHalfLifeMultiplay::FlItemRespawnTime(CItem *pItem)
{
#ifdef REGAMEDLL_ADD;
return gpGlobals->time + item_respawn_time.value;
#else
return gpGlobals->time + ITEM_RESPAWN_TIME;
#endif
}

// Where should this item respawn?
Expand Down Expand Up @@ -4321,7 +4329,11 @@ int CHalfLifeMultiplay::AmmoShouldRespawn(CBasePlayerAmmo *pAmmo)

float CHalfLifeMultiplay::FlAmmoRespawnTime(CBasePlayerAmmo *pAmmo)
{
return gpGlobals->time + 20.0f;
#ifdef REGAMEDLL_ADD
return gpGlobals->time + ammo_respawn_time.value;
#else
return gpGlobals->time + AMMO_RESPAWN_TIME;
#endif
}

Vector CHalfLifeMultiplay::VecAmmoRespawnSpot(CBasePlayerAmmo *pAmmo)
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16 changes: 14 additions & 2 deletions regamedll/dlls/weapons.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -518,7 +518,11 @@ void CBasePlayerItem::Materialize()
UTIL_SetOrigin(pev, pev->origin);
SetTouch(&CBasePlayerItem::DefaultTouch);

if (g_pGameRules->IsMultiplayer())
if (g_pGameRules->IsMultiplayer()
#ifdef REGAMEDLL_FIXES
&& g_pGameRules->WeaponShouldRespawn(this) == GR_WEAPON_RESPAWN_NO
#endif
)
{
if (!CanDrop())
{
Expand Down Expand Up @@ -555,8 +559,12 @@ void CBasePlayerItem::CheckRespawn()
{
switch (g_pGameRules->WeaponShouldRespawn(this))
{
case GR_WEAPON_RESPAWN_YES:
case GR_WEAPON_RESPAWN_YES: {
#ifdef REGAMEDLL_FIXES
Respawn();
#endif
return;
}
case GR_WEAPON_RESPAWN_NO:
return;
}
Expand All @@ -575,6 +583,10 @@ CBaseEntity *CBasePlayerItem::Respawn()
// invisible for now
pNewWeapon->pev->effects |= EF_NODRAW;

#ifdef REGAMEDLL_ADD
pNewWeapon->pev->spawnflags &= ~SF_NORESPAWN;
#endif

// no touch
pNewWeapon->SetTouch(nullptr);
pNewWeapon->SetThink(&CBasePlayerItem::AttemptToMaterialize);
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