This commit is contained in:
ineed bots 2024-01-04 16:05:38 -06:00
parent 8acd9a282e
commit 541b0832e3
10 changed files with 2808 additions and 2802 deletions

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@ -1,21 +1,27 @@
# try to mimic the original gsc provided # try to mimic the original gsc provided
# mode=ghc
mode=c mode=c
style=allman style=allman
indent=tab indent=force-tab=2
lineend=windows lineend=windows
pad-oper pad-oper
pad-paren-in pad-paren-in
pad-header pad-header
# pad-brackets-in
# delete-empty-lines fill-empty-lines
squeeze-lines=2
squeeze-ws
break-one-line-headers
add-braces
remove-comment-prefix
break-blocks break-blocks
# remove-braces
indent-switches indent-switches
indent-cases indent-cases
indent-after-parens indent-after-parens
indent-col1-comments
remove-comment-prefix remove-comment-prefix

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@ -4,7 +4,7 @@ root = true
indent_style = tab indent_style = tab
indent_size = 2 indent_size = 2
charset = latin1 charset = latin1
trim_trailing_whitespace = true trim_trailing_whitespace = false
insert_final_newline = true insert_final_newline = true
[*.md] [*.md]

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@ -6,12 +6,12 @@
// Code Callback functions // Code Callback functions
/*================ /*================
Called by code after the level's main script function has run. Called by code after the level's main script function has run.
================*/ ================*/
CodeCallback_StartGameType() CodeCallback_StartGameType()
{ {
// If the gametype has not beed started, run the startup // If the gametype has not beed started, run the startup
if(!isDefined(level.gametypestarted) || !level.gametypestarted) if ( !isDefined( level.gametypestarted ) || !level.gametypestarted )
{ {
[[level.callbackStartGameType]](); [[level.callbackStartGameType]]();
@ -26,71 +26,71 @@ CodeCallback_StartGameType()
} }
/*================ /*================
Called when a player begins connecting to the server. Called when a player begins connecting to the server.
Called again for every map change or tournement restart. Called again for every map change or tournement restart.
Return undefined if the client should be allowed, otherwise return Return undefined if the client should be allowed, otherwise return
a string with the reason for denial. a string with the reason for denial.
Otherwise, the client will be sent the current gamestate Otherwise, the client will be sent the current gamestate
and will eventually get to ClientBegin. and will eventually get to ClientBegin.
firstTime will be qtrue the very first time a client connects firstTime will be qtrue the very first time a client connects
to the server machine, but qfalse on map changes and tournement to the server machine, but qfalse on map changes and tournement
restarts. restarts.
================*/ ================*/
CodeCallback_PlayerConnect() CodeCallback_PlayerConnect()
{ {
self endon("disconnect"); self endon( "disconnect" );
[[level.callbackPlayerConnect]](); [[level.callbackPlayerConnect]]();
} }
/*================ /*================
Called when a player drops from the server. Called when a player drops from the server.
Will not be called between levels. Will not be called between levels.
self is the player that is disconnecting. self is the player that is disconnecting.
================*/ ================*/
CodeCallback_PlayerDisconnect() CodeCallback_PlayerDisconnect()
{ {
self notify("disconnect"); self notify( "disconnect" );
[[level.callbackPlayerDisconnect]](); [[level.callbackPlayerDisconnect]]();
} }
/*================ /*================
Called when a player has taken damage. Called when a player has taken damage.
self is the player that took damage. self is the player that took damage.
================*/ ================*/
CodeCallback_PlayerDamage(eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset) CodeCallback_PlayerDamage( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset )
{ {
self endon("disconnect"); self endon( "disconnect" );
[[level.callbackPlayerDamage]](eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset); [[level.callbackPlayerDamage]]( eInflictor, eAttacker, iDamage, iDFlags, sMeansOfDeath, sWeapon, vPoint, vDir, sHitLoc, timeOffset );
} }
/*================ /*================
Called when a player has been killed. Called when a player has been killed.
self is the player that was killed. self is the player that was killed.
================*/ ================*/
CodeCallback_PlayerKilled(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration) CodeCallback_PlayerKilled( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{ {
self endon("disconnect"); self endon( "disconnect" );
[[level.callbackPlayerKilled]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration); [[level.callbackPlayerKilled]]( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
} }
/*================ /*================
Called when a player has been killed, but has last stand perk. Called when a player has been killed, but has last stand perk.
self is the player that was killed. self is the player that was killed.
================*/ ================*/
CodeCallback_PlayerLastStand(eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration ) CodeCallback_PlayerLastStand( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration )
{ {
self endon("disconnect"); self endon( "disconnect" );
[[level.callbackPlayerLastStand]](eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration ); [[level.callbackPlayerLastStand]]( eInflictor, eAttacker, iDamage, sMeansOfDeath, sWeapon, vDir, sHitLoc, timeOffset, deathAnimDuration );
} }
//============================================================================= //=============================================================================
/*================ /*================
Setup any misc callbacks stuff like defines and default callbacks Setup any misc callbacks stuff like defines and default callbacks
================*/ ================*/
SetupCallbacks() SetupCallbacks()
{ {
SetDefaultCallbacks(); SetDefaultCallbacks();
@ -106,9 +106,9 @@ SetupCallbacks()
} }
/*================ /*================
Called from the gametype script to store off the default callback functions. Called from the gametype script to store off the default callback functions.
This allows the callbacks to be overridden by level script, but not lost. This allows the callbacks to be overridden by level script, but not lost.
================*/ ================*/
SetDefaultCallbacks() SetDefaultCallbacks()
{ {
level.callbackStartGameType = maps\mp\gametypes\_globallogic::Callback_StartGameType; level.callbackStartGameType = maps\mp\gametypes\_globallogic::Callback_StartGameType;
@ -120,11 +120,11 @@ SetDefaultCallbacks()
} }
/*================ /*================
Called when a gametype is not supported. Called when a gametype is not supported.
================*/ ================*/
AbortLevel() AbortLevel()
{ {
println("Aborting level - gametype is not supported"); println( "Aborting level - gametype is not supported" );
level.callbackStartGameType = ::callbackVoid; level.callbackStartGameType = ::callbackVoid;
level.callbackPlayerConnect = ::callbackVoid; level.callbackPlayerConnect = ::callbackVoid;
@ -133,13 +133,13 @@ AbortLevel()
level.callbackPlayerKilled = ::callbackVoid; level.callbackPlayerKilled = ::callbackVoid;
level.callbackPlayerLastStand = ::callbackVoid; level.callbackPlayerLastStand = ::callbackVoid;
setdvar("g_gametype", "dm"); setdvar( "g_gametype", "dm" );
exitLevel(false); exitLevel( false );
} }
/*================ /*================
================*/ ================*/
callbackVoid() callbackVoid()
{ {
} }