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Ported original code from ioquake3.
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Added function for ignoring (replaced by the default weapon) weapon that are in the maps.
Usage: resetIgnoredWeapons(); // Clears the list
       ignoreWeapon("mp44_mp");
       ignoreWeapon("thompson_mp");
This should be called previous map. Because these weapons are loaded before GSC scripts are called.
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README.md

The Call of Duty extension libcod is adding new server-side functions to:

  • Call Of Duty 2 1.2
  • Call Of Duty 2 1.3
  • Call Of Duty 4 1.7

Requirements:

dpkg --add-architecture i386
apt-get update
apt-get install gcc-multilib
apt-get install libmysqlclient-dev:i386
apt-get install g++-multilib

Precompiled shared libraries: http://killtube.org/downloads/libcod/

Starting the server:

LD_PRELOAD=libcod2_1_3_nomysql.so ./cod2_lnxded +set fs_game ...

Some enviroments need LD_LIBRARY_PATH also:

LD_LIBRARY_PATH=. LD_PRELOAD=libcod2_1_3_nomysql.so ./cod2_lnxded +set fs_game ...

Working with the source / Compiling:

./doit.sh tar
./doit.sh base # compiles object files needed by every .so
./doit.sh cod1_1_5 # compiles object files for CoD 1 1.5 and linking them against base to the actual bin/libcod1_1_5.so
./doit.sh cod2_1_2
./doit.sh cod2_1_3
./doit.sh cod4_1_7
./doit.sh wrapper

Mods depending on libcod:

Little overview of added functions:

  • MySQL
  • setVelocity, getVelocity, addVelocity (needed for the mods: portal, surf)
  • keyPressed-functions for left, right, forward, backward, leanleft, leanright, jump etc., (needed for: surf, doublejump made by IzNoGod)
  • blazing fast astar-implementation (needed for: zombots)
  • setAlive-function (needed for: zombots, so xmodels are damagable without damage-trigger... zombots in stockmaps)
  • disableGlobalPlayerCollision()

Community / Help: http://killtube.org/forum.php

Porting libcod to a new Call Of Duty: find . -name '*.c*' | xargs grep -n _VERSION

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