quake2ts 0.0.171 → 0.0.172
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/packages/client/dist/browser/index.global.js +3 -3
- package/packages/client/dist/browser/index.global.js.map +1 -1
- package/packages/client/dist/cjs/index.cjs +2 -1
- package/packages/client/dist/cjs/index.cjs.map +1 -1
- package/packages/client/dist/esm/index.js +2 -1
- package/packages/client/dist/esm/index.js.map +1 -1
- package/packages/client/dist/tsconfig.tsbuildinfo +1 -1
- package/packages/client/dist/types/demo/handler.d.ts.map +1 -1
- package/packages/game/dist/browser/index.global.js +2 -2
- package/packages/game/dist/browser/index.global.js.map +1 -1
- package/packages/game/dist/cjs/index.cjs +40 -17
- package/packages/game/dist/cjs/index.cjs.map +1 -1
- package/packages/game/dist/esm/index.js +40 -17
- package/packages/game/dist/esm/index.js.map +1 -1
- package/packages/game/dist/tsconfig.tsbuildinfo +1 -1
- package/packages/game/dist/types/buttons.d.ts +2 -0
- package/packages/game/dist/types/buttons.d.ts.map +1 -0
- package/packages/game/dist/types/combat/weapons/chaingun.d.ts +4 -0
- package/packages/game/dist/types/combat/weapons/chaingun.d.ts.map +1 -0
- package/packages/game/dist/types/entities/player.d.ts.map +1 -1
- package/packages/game/dist/types/inventory/items.d.ts +3 -0
- package/packages/game/dist/types/inventory/items.d.ts.map +1 -1
- package/packages/game/dist/types/inventory/playerInventory.d.ts +1 -0
- package/packages/game/dist/types/inventory/playerInventory.d.ts.map +1 -1
- package/packages/server/dist/index.cjs +2 -1
- package/packages/server/dist/index.js +2 -1
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@@ -4039,6 +4039,36 @@ function registerTriggerSpawns(registry) {
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registerTriggerMonsterJump(registry);
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}
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+
// src/combat/weapons/state.ts
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function createPlayerWeaponStates() {
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return {
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states: /* @__PURE__ */ new Map()
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};
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}
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function getWeaponState(playerStates, weaponId) {
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let state = playerStates.states.get(weaponId);
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if (!state) {
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state = { lastFireTime: 0 };
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playerStates.states.set(weaponId, state);
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}
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return state;
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}
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// src/buttons.ts
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var BUTTON_ATTACK = 1;
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// src/combat/weapons/chaingun.ts
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function chaingunThink(player, sys) {
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if (!player.client) {
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return;
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}
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const weaponState = getWeaponState(player.client.weaponStates, "chaingun" /* Chaingun */);
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if (!(player.client.buttons & BUTTON_ATTACK) && weaponState.spinupCount && weaponState.spinupCount > 0) {
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sys.sound(player, 0, "weapons/chngnd1a.wav", 1, 0, 0);
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weaponState.spinupCount = 0;
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}
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}
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// src/inventory/items.ts
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var WEAPON_ITEMS = {
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"weapon_blaster": {
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@@ -4079,7 +4109,8 @@ var WEAPON_ITEMS = {
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ammoType: 0 /* Bullets */,
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initialAmmo: 50,
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pickupAmmo: 50,
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fireRate: 0.1
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fireRate: 0.1,
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think: chaingunThink
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},
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"weapon_chaingun": {
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type: "weapon",
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@@ -12476,6 +12507,13 @@ function player_think(self, sys) {
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}
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}
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clearExpiredPowerups(self.client.inventory, nowMs);
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const weaponId = self.client.inventory.currentWeapon;
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if (weaponId) {
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const weaponItem = Object.values(WEAPON_ITEMS).find((item) => item.weaponId === weaponId);
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if (weaponItem && weaponItem.think) {
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weaponItem.think(self, sys);
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}
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}
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self.nextthink = sys.timeSeconds + 0.1;
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sys.scheduleThink(self, self.nextthink);
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}
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@@ -12747,21 +12785,6 @@ var WEAPONS = {
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}
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};
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// src/combat/weapons/state.ts
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function createPlayerWeaponStates() {
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return {
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states: /* @__PURE__ */ new Map()
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};
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}
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function getWeaponState(playerStates, weaponId) {
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let state = playerStates.states.get(weaponId);
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if (!state) {
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state = { lastFireTime: 0 };
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playerStates.states.set(weaponId, state);
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}
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return state;
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}
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// src/index.ts
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var ZERO_VEC38 = { x: 0, y: 0, z: 0 };
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function createGame({ trace, pointcontents, multicast, unicast }, engine, options) {
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@@ -12905,7 +12928,7 @@ function createGame({ trace, pointcontents, multicast, unicast }, engine, option
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if (!deathmatch) {
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const player = entities.spawn();
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player.classname = "player";
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this.clientBegin({ inventory: createPlayerInventory(), weaponStates: createPlayerWeaponStates() });
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this.clientBegin({ inventory: createPlayerInventory(), weaponStates: createPlayerWeaponStates(), buttons: 0 });
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}
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},
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clientBegin(client) {
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