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Initial commit, carried over from Nuclide's Git on March 8th 2021
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eukara committed Mar 8, 2021
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15 changes: 15 additions & 0 deletions LICENSE
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ISC License

Copyright (c) 2016-2021, Marco "eukara" Hladik <marco@icculus.org>

Permission to use, copy, modify, and/or distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
48 changes: 48 additions & 0 deletions README.md
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# FreeCS
Clean-room reimplementation of Counter-Strike 1.5 (mod-version).

Aiming for a stable reimagining of the original mod in QuakeC.
Not aiming for accuracy, but for a smooth, exploit and bug-free
experience over the Internet.

This is all 100% new, original code written by good old trial and error.
Differences exist and features are slowly being implemented one by one.
This allows the code to be fully free and unencumbered, unlike similar projects.

Featuring proper weapon prediction to enable stress-free netplay.

![Preview 1](img/preview1.jpg)
![Preview 2](img/preview2.jpg)
![Preview 3](img/preview3.jpg)
![Preview 4](img/preview4.jpg)

## Building
Clone the repository into the Nuclide-SDK:

> git clone REPOURL cstrike
then either run Nuclide's ./build_game.sh shell script, or issue 'make' inside
./cstrike/src!

Obviously make sure that Nuclide has fteqw and fteqcc set-up for building.

## Community
Join us on #freecs via irc.freenode.net and chat.

## License
ISC License

Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>

Permission to use, copy, modify, and distribute this software for any
purpose with or without fee is hereby granted, provided that the above
copyright notice and this permission notice appear in all copies.

THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.

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5 changes: 5 additions & 0 deletions src/Makefile
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CC=fteqcc

all:
cd client && $(MAKE)
cd server && $(MAKE)
4 changes: 4 additions & 0 deletions src/client/Makefile
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CC=fteqcc

all:
$(CC) progs.src
204 changes: 204 additions & 0 deletions src/client/cmds.qc
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/*
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/

int
ClientGame_ConsoleCommand(void)
{
switch(argv(0)) {
case "chooseteam":
Textmenu_Toggle("TEAM_SELECT");
break;
case "buy":
Textmenu_Toggle("BUY");
break;
case "radio1":
Textmenu_Toggle("RADIOA");
break;
case "radio2":
Textmenu_Toggle("RADIOB");
break;
case "radio3":
Textmenu_Toggle("RADIOC");
break;
case "nightvision":
/*Nightvision_Toggle();*/
break;
case "drop":
sendevent("DropWeapon", "");
break;
case "glock":
sendevent("BuyWeapon", "f", WEAPON_GLOCK18);
break;
case "usp":
sendevent("BuyWeapon", "f", WEAPON_USP45);
break;
case "p228":
sendevent("BuyWeapon", "f", WEAPON_P228);
break;
case "deagle":
sendevent("BuyWeapon", "f", WEAPON_DEAGLE);
break;
case "fn57":
sendevent("BuyWeapon", "f", WEAPON_FIVESEVEN);
break;
case "elites":
sendevent("BuyWeapon", "f", WEAPON_ELITES);
break;
case "m3":
sendevent("BuyWeapon", "f", WEAPON_M3);
break;
case "xm1014":
sendevent("BuyWeapon", "f", WEAPON_XM1014);
break;
case "tmp":
sendevent("BuyWeapon", "f", WEAPON_TMP);
break;
case "mac10":
sendevent("BuyWeapon", "f", WEAPON_MAC10);
break;
case "mp5":
sendevent("BuyWeapon", "f", WEAPON_MP5);
break;
case "ump45":
sendevent("BuyWeapon", "f", WEAPON_UMP45);
break;
case "p90":
sendevent("BuyWeapon", "f", WEAPON_P90);
break;
case "ak47":
sendevent("BuyWeapon", "f", WEAPON_AK47);
break;
case "m4a1":
sendevent("BuyWeapon", "f", WEAPON_M4A1);
break;
case "sg552":
sendevent("BuyWeapon", "f", WEAPON_SG552);
break;
case "aug":
sendevent("BuyWeapon", "f", WEAPON_AUG);
break;
case "scout":
sendevent("BuyWeapon", "f", WEAPON_SCOUT);
break;
case "sg550":
sendevent("BuyWeapon", "f", WEAPON_SG550);
break;
case "awp":
sendevent("BuyWeapon", "f", WEAPON_AWP);
break;
case "g3sg1":
sendevent("BuyWeapon", "f", WEAPON_G3SG1);
break;
case "m249":
sendevent("BuyWeapon", "f", WEAPON_PARA);
break;
case "buyammo1":
case "primammo":
sendevent("AmmoBuyPrimary", "");
break;
case "buyammo2":
case "secammo":
sendevent("AmmoBuySecondary", "");
break;
case "vest":
sendevent("BuyEquipment", "f", 0);
break;
case "vesthelm":
sendevent("BuyEquipment", "f", 1);
break;
case "flash":
sendevent("BuyEquipment", "f", 2);
break;
case "hegren":
sendevent("BuyEquipment", "f", 3);
break;
case "vsgren":
sendevent("BuyEquipment", "f", 4);
break;
case "defuser":
sendevent("BuyEquipment", "f", 5);
break;
case "nvg":
sendevent("BuyEquipment", "f", 6);
break;
case "coverme":
sendevent("Radio", "f", RADIO_CT_COVERME);
break;
case "takepoint":
sendevent("Radio", "f", RADIO_CT_POINT);
break;
case "takepoint":
sendevent("Radio", "f", RADIO_POSITION);
break;
case "regroup":
sendevent("Radio", "f", RADIO_REGROUP);
break;
case "followme":
sendevent("Radio", "f", RADIO_FOLLOWME);
break;
case "takingfire":
sendevent("Radio", "f", RADIO_FIREASSIS);
break;
case "go":
sendevent("Radio", "f", RADIO_GO);
break;
case "fallback":
sendevent("Radio", "f", RADIO_FALLBACK);
break;
case "sticktog":
sendevent("Radio", "f", RADIO_STICKTOG);
break;
case "getinpos":
sendevent("Radio", "f", RADIO_COM_GETINPOS);
break;
case "stormfront":
sendevent("Radio", "f", RADIO_STORMFRONT);
break;
case "report":
sendevent("Radio", "f", RADIO_COM_REPORTIN);
break;
case "roger":
sendevent("Radio", "f", RADIO_ROGER);
break;
case "enemyspot":
sendevent("Radio", "f", RADIO_CT_ENEMYS);
break;
case "needbackup":
sendevent("Radio", "f", RADIO_CT_BACKUP);
break;
case "sectorclear":
sendevent("Radio", "f", RADIO_CLEAR);
break;
case "inposition":
sendevent("Radio", "f", RADIO_CT_INPOS);
break;
case "reportingin":
sendevent("Radio", "f", RADIO_CT_REPORTINGIN);
break;
case "getout":
sendevent("Radio", "f", RADIO_GETOUT);
break;
case "negative":
sendevent("Radio", "f", RADIO_NEGATIVE);
break;
case "enemydown":
sendevent("Radio", "f", RADIO_ENEMYDOWN);
break;
default:
return FALSE;
}
return TRUE;
}
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