quake2ts 0.0.246 → 0.0.250

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Files changed (43) hide show
  1. package/package.json +1 -1
  2. package/packages/client/dist/browser/index.global.js +3 -3
  3. package/packages/client/dist/browser/index.global.js.map +1 -1
  4. package/packages/client/dist/cjs/index.cjs.map +1 -1
  5. package/packages/client/dist/esm/index.js.map +1 -1
  6. package/packages/client/dist/tsconfig.tsbuildinfo +1 -1
  7. package/packages/client/dist/types/view-effects.d.ts +3 -0
  8. package/packages/client/dist/types/view-effects.d.ts.map +1 -0
  9. package/packages/engine/dist/browser/index.global.js.map +1 -1
  10. package/packages/engine/dist/cjs/index.cjs.map +1 -1
  11. package/packages/engine/dist/esm/index.js.map +1 -1
  12. package/packages/engine/dist/tsconfig.tsbuildinfo +1 -1
  13. package/packages/engine/dist/types/demo/parser.d.ts.map +1 -1
  14. package/packages/game/dist/browser/index.global.js +2 -2
  15. package/packages/game/dist/browser/index.global.js.map +1 -1
  16. package/packages/game/dist/cjs/index.cjs +23 -6
  17. package/packages/game/dist/cjs/index.cjs.map +1 -1
  18. package/packages/game/dist/esm/index.js +23 -6
  19. package/packages/game/dist/esm/index.js.map +1 -1
  20. package/packages/game/dist/tsconfig.tsbuildinfo +1 -1
  21. package/packages/game/dist/types/combat/armor.d.ts.map +1 -1
  22. package/packages/game/dist/types/combat/weapons/firing.d.ts.map +1 -1
  23. package/packages/game/dist/types/entities/entity.d.ts.map +1 -1
  24. package/packages/game/dist/types/entities/funcs.d.ts.map +1 -1
  25. package/packages/game/dist/types/entities/projectiles/prox.d.ts +5 -0
  26. package/packages/game/dist/types/entities/projectiles/prox.d.ts.map +1 -0
  27. package/packages/game/dist/types/entities/projectiles.d.ts +1 -0
  28. package/packages/game/dist/types/entities/projectiles.d.ts.map +1 -1
  29. package/packages/game/dist/types/entities/triggers.d.ts.map +1 -1
  30. package/packages/game/dist/types/inventory/ammo.d.ts.map +1 -1
  31. package/packages/game/dist/types/inventory/items.d.ts.map +1 -1
  32. package/packages/game/dist/types/inventory/playerInventory.d.ts +1 -0
  33. package/packages/game/dist/types/inventory/playerInventory.d.ts.map +1 -1
  34. package/packages/shared/dist/browser/index.global.js +1 -1
  35. package/packages/shared/dist/browser/index.global.js.map +1 -1
  36. package/packages/shared/dist/cjs/index.cjs +1 -0
  37. package/packages/shared/dist/cjs/index.cjs.map +1 -1
  38. package/packages/shared/dist/esm/index.js +1 -0
  39. package/packages/shared/dist/esm/index.js.map +1 -1
  40. package/packages/shared/dist/tsconfig.tsbuildinfo +1 -1
  41. package/packages/shared/dist/types/items/ammo.d.ts +2 -1
  42. package/packages/shared/dist/types/items/ammo.d.ts.map +1 -1
  43. package/packages/tools/dist/tsconfig.tsbuildinfo +1 -1
@@ -1115,6 +1115,7 @@ var AmmoItemId = /* @__PURE__ */ ((AmmoItemId22) => {
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  AmmoItemId22["Disruptor"] = "ammo_disruptor";
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  AmmoItemId22["Tesla"] = "ammo_tesla";
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  AmmoItemId22["Trap"] = "ammo_trap";
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+ AmmoItemId22["Prox"] = "ammo_prox";
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  return AmmoItemId22;
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  })(AmmoItemId || {});
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@@ -1241,7 +1242,8 @@ var AMMO_ITEM_DEFINITIONS = {
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  [AmmoItemId.Flechettes]: { id: AmmoItemId.Flechettes, ammoType: AmmoType.Flechettes, quantity: 50, weaponAmmo: false },
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  [AmmoItemId.Disruptor]: { id: AmmoItemId.Disruptor, ammoType: AmmoType.Disruptor, quantity: 15, weaponAmmo: false },
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  [AmmoItemId.Tesla]: { id: AmmoItemId.Tesla, ammoType: AmmoType.Tesla, quantity: 5, weaponAmmo: false },
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- [AmmoItemId.Trap]: { id: AmmoItemId.Trap, ammoType: AmmoType.Trap, quantity: 5, weaponAmmo: false }
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+ [AmmoItemId.Trap]: { id: AmmoItemId.Trap, ammoType: AmmoType.Trap, quantity: 5, weaponAmmo: false },
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+ [AmmoItemId.Prox]: { id: AmmoItemId.Prox, ammoType: AmmoType.Prox, quantity: 5, weaponAmmo: false }
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  };
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  function getAmmoItemDefinition(id) {
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  return AMMO_ITEM_DEFINITIONS[id];
@@ -1265,6 +1267,7 @@ function createBaseAmmoCaps() {
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  caps[AmmoType.Disruptor] = 200;
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  caps[AmmoType.Tesla] = 50;
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  caps[AmmoType.Trap] = 50;
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+ caps[AmmoType.Prox] = 50;
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  return caps;
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  }
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  function clampAmmoCounts(counts, caps) {
@@ -1758,6 +1761,7 @@ var Entity = class {
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  }
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  if (type) {
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  const ammo = this.client.inventory.ammo;
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+ const angles = this.client.v_angle || this.angles;
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  return {
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  type,
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  get cellCount() {
@@ -1766,7 +1770,7 @@ var Entity = class {
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  set cellCount(v) {
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  ammo.counts[AmmoType.Cells] = v;
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  },
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- angles: this.angles,
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+ angles,
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  origin: this.origin,
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  health: this.health
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  };
@@ -3865,8 +3869,10 @@ function registerTriggerMultiple(registry) {
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  entity.solid = 3 /* Bsp */;
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  }
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  if (entity.spawnflags & TRIGGER_SPAWNFLAGS.Latched) {
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- }
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- if (entity.spawnflags & (TRIGGER_SPAWNFLAGS.Triggered | TRIGGER_SPAWNFLAGS.Toggle)) {
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+ entity.solid = 0 /* Not */;
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+ entity.movetype = 0 /* None */;
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+ entity.use = triggerEnable;
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+ } else if (entity.spawnflags & (TRIGGER_SPAWNFLAGS.Triggered | TRIGGER_SPAWNFLAGS.Toggle)) {
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  entity.solid = 0 /* Not */;
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  entity.use = (self, other, activator) => {
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  triggerEnable(self);
@@ -4438,6 +4444,17 @@ var WEAPON_ITEMS = {
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  initialAmmo: 50,
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  pickupAmmo: 50,
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  fireRate: 0.1
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+ },
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+ "weapon_proxlauncher": {
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+ type: "weapon",
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+ id: "weapon_proxlauncher",
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+ name: "Prox Launcher",
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+ weaponId: WeaponId.ProxLauncher,
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+ ammoType: AmmoType.Prox,
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+ initialAmmo: 5,
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+ pickupAmmo: 5,
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+ fireRate: 0.8
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+ // Guessing fire rate, refine if needed
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  }
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  // ... add others as we implement them
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  };
@@ -4861,19 +4878,19 @@ function door_hit_bottom(ent, context) {
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  ent.state = 2 /* Closed */;
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  }
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  function door_go_down(door, context) {
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- door.think = (e) => door_go_down(e, context);
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  const moveinfo = getMoveInfo(door);
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  if (moveinfo && moveinfo.sound_start) {
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  context.sound(door, 0, moveinfo.sound_start, 1, 1, 0);
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  }
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+ door.think = (e) => move_calc(e, e.pos1, context, door_hit_bottom);
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  move_calc(door, door.pos1, context, door_hit_bottom);
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  }
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  function door_go_up(door, context) {
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- door.think = (e) => door_go_up(e, context);
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  const moveinfo = getMoveInfo(door);
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  if (moveinfo && moveinfo.sound_start) {
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  context.sound(door, 0, moveinfo.sound_start, 1, 1, 0);
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  }
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+ door.think = (e) => move_calc(e, e.pos2, context, door_hit_top);
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  move_calc(door, door.pos2, context, door_hit_top);
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  }
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  var func_door = (entity, context) => {