// prototypes void () W_WeaponFrame; void() W_SetCurrentAmmo; void() player_pain; void() player_stand1; void (vector org) spawn_tfog; void (vector org, entity death_owner) spawn_tdeath; void(float slot) WeaponAmmo; void() Identify; void(entity to, float iid, float amount) AddStackable; void(entity to, float iid, float amount) AddNonStackable; void() shop_face; float modelindex_dead, modelindex_sneak, modelindex_prone, modelindex_eyes, modelindex_player, modelindex_gone, modelindex_melee; /* ============================================================================= LEVEL CHANGING / INTERMISSION ============================================================================= */ string nextmap; float intermission_exittime; /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' */ void() info_intermission = { self.angles = self.mangle; // so C can get at it }; void() DecodeLevelParms; void() SetChangeParms = { if (!self.current_slot) //changing without spawning? DecodeLevelParms(); //make sure we have our inventory! self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) ); if (self.skill_combat > 0) parm5 = self.skill_combat; if (self.skill_doctor > 0) parm6 = self.skill_doctor; if (self.skill_sneak > 0) parm7 = self.skill_sneak; if (self.skill_science > 0) parm14 = self.skill_science; parm8 = self.ammo_shells; parm9 = self.perk1; parm10 = self.perk2; parm16 = self.current_slot; parm17 = self.islot1; parm18 = self.islot2; parm19 = self.islot3; parm20 = self.islot4; parm21 = self.islot5; parm22 = self.islot6; parm23 = self.islot7; parm24 = self.islot8; parm25 = self.islot9; parm26 = self.islot10; parm27 = self.islot11; parm28 = self.islot12; parm29 = self.islot13; parm30 = self.islot14; parm31 = self.islot15; parm32 = self.islot16; parm1 = self.islot17; parm2 = self.islot18; parm3 = self.islot19; parm4 = self.islot20; parm11 = self.islot21; parm12 = self.islot22; parm13 = self.islot23; parm15 = self.islot24; }; void() SetNewParms = { //16 is the current_slot //17 to 32 are inventory slots. //the assignments were moved into PutClientInServer //on account of changing maps before spawning was resulting in no inventory. parm1 = 0; parm2 = 0; parm3 = SlotVal(IID_ARM_LEATHER, 1); parm4 = 0; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 200; parm9 = 0; parm10 = 0; parm11 = 0; parm12 = 0; parm13 = 0; parm14 = 0; parm15 = 0; parm16 = 0; parm17 = 0; parm18 = 0; parm19 = 0; parm20 = 0; parm21 = 0; parm22 = 0; parm23 = 0; parm24 = 0; parm25 = 0; parm26 = 0; parm27 = 0; parm28 = 0; parm29 = 0; parm30 = 0; parm31 = 0; parm32 = 0; }; void() DecodeLevelParms = { setspawnparms(self); if (parm5 > 0) self.skill_combat = parm5; if (parm6 > 0) self.skill_doctor = parm6; if (parm7 > 0) self.skill_sneak = parm7; if (parm14 > 0) self.skill_science = parm14; self.ammo_shells = parm8; self.perk1 = parm9; self.perk2 = parm10; self.class = 1; if (parm16 > 0) self.current_slot = parm16; self.islot1 = parm17; self.islot2 = parm18; self.islot3 = parm19; self.islot4 = parm20; self.islot5 = parm21; self.islot6 = parm22; self.islot7 = parm23; self.islot8 = parm24; self.islot9 = parm25; self.islot10= parm26; self.islot11= parm27; self.islot12 = parm28; self.islot13 = parm29; self.islot14 = parm30; self.islot15 = parm31; self.islot16 = parm32; self.islot17 = parm1; self.islot18 = parm2; self.islot19 = parm3; self.islot20 = parm4; self.islot21 = parm11; self.islot22 = parm12; self.islot23 = parm13; self.islot24 = parm15; }; /* ============ FindIntermission Returns the entity to view from ============ */ entity() FindIntermission = { local entity spot; local float cyc; // look for info_intermission first spot = find (world, classname, "info_intermission"); if (spot) { // pick a random one cyc = random() * 4; while (cyc > 1) { spot = find (spot, classname, "info_intermission"); if (!spot) spot = find (spot, classname, "info_intermission"); cyc = cyc - 1; } return spot; } // then look for the start position spot = find (world, classname, "info_player_start"); if (spot) return spot; objerror ("FindIntermission: no spot"); return world; }; void() GotoNextMap = { local string newmap; //ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level if (cvar("samelevel") == 1) // if samelevel is set, stay on same level changelevel (mapname); else { // configurable map lists, see if the current map exists as a // serverinfo/localinfo var newmap = infokey(world, mapname); if (newmap != "") changelevel (newmap); else changelevel (nextmap); } }; /* ============ IntermissionThink When the player presses attack or jump, change to the next level ============ */ void() IntermissionThink = { if (time < intermission_exittime) return; if (!self.button0 && !self.button1 && !self.button2) return; GotoNextMap (); }; void() get_new_map = { if (random()<0.04) m_map = "e1m1"; else if (random()<0.04) m_map = "e2m1"; else if (random()<0.10) m_map = "e3m1"; else if (random()<0.04) m_map = "e4m1"; else if (random()<0.08) m_map = "bbelief1"; else if (random()<0.08) m_map = "bbelief2"; else if (random()<0.08) m_map = "bbelief3"; else if (random()<0.08) m_map = "bbelief4"; else if (random()<0.08) m_map = "bbelief5"; else if (random()<0.08) m_map = "bbelief6"; else if (random()<0.08) m_map = "e1m4"; else if (random()<0.08) m_map = "e2m3"; else if (random()<0.08) m_map = "e3m3"; else if (random()<0.08) m_map = "e1m3"; else if (random()<0.08) m_map = "e1m5"; else m_map = "bbelief1"; }; void(float type) get_new_mission = { local float x; local string savemap; if (type == 1) savemap = "hostage"; if (type == 2) savemap = "supplies"; if (type == 3) savemap = "shadow"; if (type == 4) savemap = "deadtown"; if (type == 5) savemap = "destroy"; if (type == 6) savemap = "defuse"; localcmd("serverinfo objective "); localcmd(savemap); localcmd("\n"); get_new_map(); bprint(2, "new mission has been received: "); bprint(2, savemap); bprint(2, "\n"); bprint(2, "location coordinates are near "); bprint(2, m_map); bprint(2, "\n"); }; /* ============ execute_changelevel The global "nextmap" has been set previously. Take the players to the intermission spot ============ */ void() execute_changelevel = { local string savemap; local entity pos; local float x; localcmd("map r_bunker\n"); }; void() changelevel_touch = { if (coop == 0) return; if (other.classname != "player") return; if ((world.map_obj == OBJ_HOSTAGE && hostages > 0) && random()<0.02) { sprint (other, 2,"there are more hostages to save.\n"); return; } else if ((world.map_obj == OBJ_SUPPLY && supplies > 0) && random()<0.02) { sprint (other, 2,"there are more supplies to secure.\n"); return; } else if ((world.map_obj == OBJ_DESTROY && supplies > 0) && random()<0.02) { sprint (other, 2,"there are more fuel tanks to destroy.\n"); return; } else if ((world.map_obj == OBJ_DEFUSE && supplies > 0) && random()<0.02) { sprint (other, 2,"there are still bombs to disarm.\n"); return; } if (world.map_obj == OBJ_HOSTAGE && hostages > 0) return; else if (world.map_obj == OBJ_SUPPLY && supplies > 0) return; else if (world.map_obj == OBJ_DESTROY && supplies > 0) return; else if (world.map_obj == OBJ_DEFUSE && supplies > 0) return; bprint (PRINT_HIGH, other.netname); bprint (PRINT_HIGH," exited the level\n"); other = find (world, classname, "player"); while (other) { stuffcmd(other, "play music/victory\n"); other.missionbrief = 3; other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; other = find (other, classname, "player"); } localcmd("serverinfo objective return\n"); SUB_UseTargets (); self.touch = SUB_Null; // we can't move people right now, because touch functions are called // in the middle of C movement code, so set a think time to do it self.think = execute_changelevel; self.nextthink = time + 10; }; /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ void() trigger_changelevel = { if (!self.map) objerror ("chagnelevel trigger doesn't have map"); InitTrigger (); self.touch = changelevel_touch; }; /* ============================================================================= PLAYER GAME EDGE FUNCTIONS ============================================================================= */ void() set_suicide_frame; // called by ClientKill and DeadThink void() respawn = { // make a copy of the dead body for appearances sake //CopyToBodyQue (self); // set default spawn parms //SetNewParms (); // respawn PutClientInServer (); }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { sprint(self, 2, "you chicken out!\n"); }; float(vector v) CheckSpawnPoint = { return FALSE; }; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ entity() SelectSpawnPoint = { local entity spot, thing; local float numspots, totalspots; local float pcount; local entity spots; local string ent1; numspots = 0; totalspots = 0; if (infokey(world, "coop") == "0") coop = 0; if (infokey(world, "coop") == "1") coop = 1; // testinfo_player_start is only found in regioned levels spot = find (world, classname, "testplayerstart"); if (spot) return spot; spot = find (world, classname, "spawn3"); if (coop == 0) ent1 = "info_player_deathmatch"; else ent1 = "info_player_coop"; if (ent1 == "spawn3") { if (self.team == 1) ent1 = "spawn1"; if (self.team == 2) ent1 = "spawn2"; } // choose a info_player_deathmatch point // ok, find all spots that don't have players nearby spots = world; spot = find (world, classname, ent1); while (spot) { totalspots = totalspots + 1; thing=findradius(spot.origin, 40); pcount=0; while (thing) { if (thing.classname == "player") pcount=pcount + 1; thing=thing.chain; } if (pcount == 0) { spot.goalentity = spots; spots = spot; numspots = numspots + 1; } // Get the next spot in the chain spot = find (spot, classname, ent1); } totalspots=totalspots - 1; if (!numspots)//full, find random spot { totalspots = rint((random() * totalspots)); spot = find (world, classname, ent1); while (totalspots > 0) { totalspots = totalspots - 1; spot = find (spot, classname, ent1); } return spot; } // We now have the number of spots available on the map in numspots // Generate a random number between 1 and numspots numspots = numspots - 1; numspots = rint((random() * numspots ) ); spot = spots; while (numspots > 0) { spot = spot.goalentity; numspots = numspots - 1; } return spot; }; void() DecodeLevelParms; void() PlayerDie; /* =========== PutClientInServer called each time a player enters a new level ============ */ void() PutClientInServer = { local entity spot, gun; local float x, xx; self.classname = "player"; self.health = 100; self.takedamage = DAMAGE_AIM; self.movetype = MOVETYPE_WALK; self.show_hostile = 0; self.max_health = 150 + (self.skill_combat*2); self.health = 100; self.flags = FL_CLIENT; self.air_finished = time + 12; self.dmg = 2; // initial water damage self.super_damage_finished = 0; self.radsuit_finished = 0; self.invisible_finished = 0; self.currentmenu = "none"; self.invincible_finished = 0; self.effects = 0; self.invincible_time = 0; self.active = 1; self.solid = SOLID_NOT; self.materialize = 20; DecodeLevelParms (); /* if (self.skill_combat == 0 && self.skill_sneak == 0 && self.skill_doctor == 0 && self.skill_science == 0) { self.deadflag = DEAD_NO; self.health = 200; self.max_health = 200; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.view_ofs = '0 0 22'; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; spot = SelectSpawnPoint (); self.origin = spot.origin + '0 0 1'; self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately self.movetype = MOVETYPE_WALK; self.flags = FL_CLIENT; self.classname = "player"; self.currentmenu = "none"; self.air_finished = time + 999; self.active = 1; player_stand1 (); return; }*/ if (self.current_slot == 0) { self.islot1 = SlotVal(IID_WP_GLOCK, 15); self.islot2 = SlotVal(IID_WP_KNIFE, 1); self.islot3 = SlotVal(IID_ARM_LEATHER, 1); self.islot5 = SlotVal(IID_CHEM_STIMPACK, 3); self.islot7 = SlotVal(IID_AM_10MM, 30); self.islot8 = 0; self.islot9 = 0; self.islot10 = 0; self.islot11 = 0; self.islot12 = 0; self.islot13 = 0; self.islot14 = 0; self.islot15 = 0; self.islot16 = 0; self.islot17 = 0; self.islot18 = 0; self.islot19 = 0; self.islot20 = 0; self.islot21 = 0; self.islot22 = 0; self.islot23 = 0; self.islot24 = 0; } self.attack_finished = time; self.th_pain = player_pain; self.th_die = PlayerDie; self.deadflag = DEAD_NO; // paustime is set by teleporters to keep the player from moving a while self.pausetime = 0; spot = SelectSpawnPoint (); self.origin = spot.origin + '0 0 1'; self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately self.max_health = 100 + self.skill_combat; self.equipment_slot = 0; spawn_dot(self); self.health = self.max_health; // oh, this is a hack! setmodel (self, "progs/eyes.mdl"); modelindex_eyes = self.modelindex; setmodel (self, "progs/lay.mdl"); modelindex_prone = self.modelindex; setmodel (self, "progs/sneak.mdl"); modelindex_sneak = self.modelindex; setmodel (self, "progs/melee.mdl"); modelindex_melee = self.modelindex; setmodel (self, "progs/dead.mdl"); modelindex_dead = self.modelindex; setmodel (self, ""); modelindex_gone = self.modelindex; setmodel (self, "progs/guy.mdl"); modelindex_player = self.modelindex; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.view_ofs = '0 0 22'; self.view2 = world; // Mod - Xian (May.20.97) // Bug where player would have velocity from their last kill self.velocity = '0 0 0'; player_stand1 (); makevectors(self.angles); spawn_tfog (self.origin + v_forward*20); spawn_tdeath (self.origin, self); // Set Rocket Jump Modifiers if (stof(infokey(world, "rj")) != 0) { rj = stof(infokey(world, "rj")); } if (deathmatch == 4) { self.ammo_shells = 0; if (stof(infokey(world, "axe")) == 0) { self.ammo_nails = 255; self.ammo_shells = 255; self.ammo_rockets = 255; self.ammo_cells = 255; self.items = self.items | IT_NAILGUN; self.items = self.items | IT_SUPER_NAILGUN; self.items = self.items | IT_SUPER_SHOTGUN; self.items = self.items | IT_ROCKET_LAUNCHER; // self.items = self.items | IT_GRENADE_LAUNCHER; self.items = self.items | IT_LIGHTNING; } self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3; self.armorvalue = 200; self.armortype = 0.8; self.health = 250; self.items = self.items | IT_INVULNERABILITY; self.invincible_time = 1; self.invincible_finished = time + 3; } if (deathmatch == 5) { self.ammo_nails = 80; self.ammo_shells = 30; self.ammo_rockets = 10; self.ammo_cells = 30; self.items = self.items | IT_NAILGUN; self.items = self.items | IT_SUPER_NAILGUN; self.items = self.items | IT_SUPER_SHOTGUN; self.items = self.items | IT_ROCKET_LAUNCHER; self.items = self.items | IT_GRENADE_LAUNCHER; self.items = self.items | IT_LIGHTNING; self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3; self.armorvalue = 200; self.armortype = 0.8; self.health = 200; self.items = self.items | IT_INVULNERABILITY; self.invincible_time = 1; self.invincible_finished = time + 3; } W_SetCurrentAmmo(); stuffcmd(self, "sizeup\n"); stuffcmd(self, "sizeup\n"); }; /* ============================================================================= QUAKED FUNCTIONS ============================================================================= */ /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) The normal starting point for a level. */ void() info_player_start = { }; /*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24) Only used on start map for the return point from an episode. */ void() info_player_start2 = { /* local entity start; local float x; x = 10; while (x > 0) { start = spawn(); setsize(start, '-16 -16 -24', '16 16 32'); setorigin(start, self.origin + '0 0 4'); start.solid = SOLID_BBOX; start.health = 0; start.movetype = MOVETYPE_BOUNCE; start.velocity = '500 100 9000'; setmodel (start, "progs/guy.mdl"); start.avelocity = '3000 1000 2000'; start.frame = 1; //start.think = become_startpoint; //start.nextthink = time + 2; x = x - 1; } */ }; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for deathmatch games */ void() info_player_deathmatch = { }; /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for coop games */ void() info_player_coop = { }; void() spawn1 = { }; void() spawn2 = { }; void() spawn3 = { }; /* =============================================================================== RULES =============================================================================== */ /* go to the next level for deathmatch */ void() NextLevel = { local entity o; if (nextmap != "") return; // already done if (mapname == "start") { if (!cvar("registered")) { mapname = "e1m1"; } else if (!(serverflags & 1)) { mapname = "e1m1"; serverflags = serverflags | 1; } else if (!(serverflags & 2)) { mapname = "e2m1"; serverflags = serverflags | 2; } else if (!(serverflags & 4)) { mapname = "e3m1"; serverflags = serverflags | 4; } else if (!(serverflags & 8)) { mapname = "e4m1"; serverflags = serverflags - 7; } o = spawn(); o.map = mapname; } else { // find a trigger changelevel o = find(world, classname, "trigger_changelevel"); if (!o || mapname == "start") { // go back to same map if no trigger_changelevel o = spawn(); o.map = mapname; } } nextmap = o.map; if (o.nextthink < time) { o.think = execute_changelevel; o.nextthink = time + 0.1; } }; /* ============ CheckRules Exit deathmatch games upon conditions ============ */ void() CheckRules = { if (timelimit && time >= timelimit) NextLevel (); if (fraglimit && self.frags >= fraglimit) NextLevel (); }; void () LocateSpectatorTarget = { local float playercnt; local float total; local float player; local entity ke; local entity de; if (self.button0) { bprint(PRINT_MEDIUM, self.classname); bprint(PRINT_MEDIUM, " is dying...\n"); return; } if (self.ghost == 1) { ke = find (world, classname, "player"); de = ke; total = -1; player = 0; playercnt = 0; while (ke) { if (ke.classname == "player" && ke.ghost == 0 && ke.health > 0) { total = total + 1; } ke = find (ke, classname, "player"); } while (de) { if (de.classname == "player" && de.ghost == 0 && de.health > 0) { if (player == self.ghostcnt) { makevectors (de.angles); self.view2 = de; self.ghostcnt = self.ghostcnt + 1; self.cnt = 0; sprint(self, 2, "now following "); sprint(self, 2, de.netname); sprint(self, 2, ".\n"); if (self.ghostcnt > total) self.ghostcnt = 0; return; } player = player + 1; if (self.ghostcnt > total) { self.ghostcnt = 0; } } de = find (de, classname, "player"); } if (player == 0) { self.view2 = world; centerprint (self, "No players found...\n"); if (!deathmatch) localcmd("restart\n"); return; } } }; //============================================================================ void() PlayerDeathThink = { local float forward; self.view_ofs = '0 0 -12'; self.modelindex = modelindex_dead; // self.solid = SOLID_NOT; if ((self.flags & FL_ONGROUND)) { forward = vlen (self.velocity); forward = forward - 20; if (forward <= 0) self.velocity = '0 0 0'; else self.velocity = forward * normalize(self.velocity); } // wait for all buttons released if (self.deadflag == DEAD_DEAD) { if (self.button2 || self.button1 || self.button0) return; self.deadflag = DEAD_RESPAWNABLE; return; } // wait for any button down if (!self.button2 && !self.button1 && !self.button0) return; if (self.dtime < time) { LocateSpectatorTarget(); self.dtime = time + 1; } self.button0 = 0; self.button1 = 0; self.button2 = 0; //respawn(); }; void() PlayerJump = { if (self.flags & FL_WATERJUMP) return; if (self.health <= (self.max_health*0.20)) return; if (self.waterlevel >= 2) { // play swiming sound if (self.swim_flag < time) { self.swim_flag = time + 1; if (random() < 0.5) sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM); } return; } if (!(self.flags & FL_ONGROUND)) return; if ( !(self.flags & FL_JUMPRELEASED) ) return; // don't pogo stick self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.button2 = 0; // player jumping sound sound (self, CHAN_BODY, "player/ax1.wav", 1, ATTN_NORM); }; /* =========== WaterMove ============ */ .float dmgtime; void() WaterMove = { //dprint (ftos(self.waterlevel)); if (self.movetype == MOVETYPE_NOCLIP) return; if (self.health < 0) return; if (self.waterlevel != 3) { if (self.air_finished < time) sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM); else if (self.air_finished < time + 9) sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM); self.air_finished = time + 12; self.dmg = 2; } else if (self.air_finished < time) { // drown! if (self.pain_finished < time) { self.dmg = self.dmg + 2; if (self.dmg > 15) self.dmg = 10; T_Damage (self, world, world, self.dmg); self.pain_finished = time + 1; } } if (!self.waterlevel) { if (self.flags & FL_INWATER) { // play leave water sound sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM); self.flags = self.flags - FL_INWATER; } return; } if (self.watertype == CONTENT_LAVA) { // do damage if (self.dmgtime < time) { if (self.radsuit_finished > time) self.dmgtime = time + 1; else self.dmgtime = time + 0.2; T_Damage (self, world, world, 10*self.waterlevel); } } else if (self.watertype == CONTENT_SLIME) { // do damage if (self.dmgtime < time && self.rage != IID_CHEM_RADX) { self.dmgtime = time + 1; T_Damage (self, world, world, 4*self.waterlevel); } } if ( !(self.flags & FL_INWATER) ) { // player enter water sound if (self.watertype == CONTENT_LAVA) sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM); if (self.watertype == CONTENT_WATER) sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM); if (self.watertype == CONTENT_SLIME) sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM); self.flags = self.flags + FL_INWATER; self.dmgtime = 0; } }; void() CheckWaterJump = { local vector start, end; // check for a jump-out-of-water makevectors (self.angles); start = self.origin; start_z = start_z + 8; v_forward_z = 0; normalize(v_forward); end = start + v_forward*24; traceline (start, end, TRUE, self); if (trace_fraction < 1) { // solid at waist start_z = start_z + self.maxs_z - 8; end = start + v_forward*24; self.movedir = trace_plane_normal * -50; traceline (start, end, TRUE, self); if (trace_fraction == 1) { // open at eye level self.flags = self.flags | FL_WATERJUMP; self.velocity_z = 225; self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.teleport_time = time + 2; // safety net return; } } }; //this is used to check if the player is directly in front of a monster //or off to the side, on the corner of the monsters vision float(entity targ) check_fov = { local vector vec; local float dot; makevectors (targ.angles); vec = normalize (self.origin - targ.origin); dot = vec * v_forward; if ( dot > 0.9) { return TRUE; } return FALSE; }; float(entity targ) check_fov_side = { local vector vec; local float dot; makevectors (targ.angles); vec = normalize (self.origin - targ.origin); dot = vec * v_forward; if ( dot > 0.6 && dot < 0.9) { return TRUE; } return FALSE; }; //determines chance of someone getting detected while sneaking void() SneakLevel = { local float sn, st, front, r, q; local entity te; local string report; front = 0; te = findradius(self.origin, 1000); while (te) { if (visible(te) && te.classname == "monster" && check_fov(te)) r = vlen(self.origin - te.origin); te = te.chain; } sn = 90 + self.skill_sneak*0.5; //sneaking along a wall increases chance by 2% makevectors(self.angles); if (pointcontents (self.origin + v_right*64) == CONTENT_SOLID) sn = sn + 2; else if (pointcontents (self.origin - v_right*64) == CONTENT_SOLID) sn = sn + 2; else if (pointcontents (self.origin + v_forward*64) == CONTENT_SOLID) sn = sn + 2; else if (pointcontents (self.origin - v_forward*64) == CONTENT_SOLID) sn = sn + 2; //duck or prone gives a 1% bonus to stealth if (self.position > 0) sn = sn + 1; //walking in front of a monster at close range is very bad //at longer ranges it isn't so bad to do so //thus even healer and barbarian types can sneak if they do so smartly if (r > 0 && r <= 600) { r = 600 - r; q = 3 + (self.skill_sneak/2); sn = sn - r/q; } //wearing no armor gives a 5% bonus to stealth st = ToIID(self.islot3); if (st == 0) sn = sn + 5; //bulletproof shirt gives a 2% bonus to stealth st = ToIID(self.islot3); if (st == IID_ARM_LEATHER) sn = sn + 2; //metal armor gives a large penalty to stealth st = ToIID(self.islot3); if (st == IID_ARM_METAL) sn = sn - 5; //power armor gives a huge penalty to stealth st = ToIID(self.islot3); if (st == IID_ARM_LPOWER) sn = sn - 10; //stealthboy allows for an automatic 10-second invisibility st = ToIID(self.islot4); if (st == IID_EQUIP_STEALTHBOY && self.ammo_cells > 0) sn = 99; if (sn <= 5) sn = 5; if (sn >= 99) sn = 99; if (self.sneak > 0) self.sneak = sn; }; void() ArmorCheck = { local float type, aid, slow; aid = ToIID(self.islot3); if (self.hold > 0) self.speedmulti = 0; slow = self.weight/self.max_weight; self.speedmulti = 1.00 - (slow/2); if (self.health <= (self.max_health*0.20)) self.speedmulti = 0.75; else if (self.health <= (self.max_health*0.10)) self.speedmulti = 0.50; if (self.walk == 1) self.speedmulti = self.speedmulti * 0.50; self.speedmulti = self.speedmulti*(1+(self.skill_sneak*0.01)); //Armor if (aid == IID_ARM_DESERT) type = 0.10; if (aid == IID_ARM_LEATHER) type = 0.25; if (aid == IID_ARM_VANDAL) type = 0.30; if (aid == IID_ARM_METAL) type = 0.50; if (aid == IID_ARM_TESLA) type = 0.25; if (aid == IID_ARM_COMBAT) type = 0.40; if (aid == IID_ARM_SEVA) type = 0.45; if (aid == IID_ARM_FORCE) type = 0.15; if (aid == IID_ARM_LPOWER) type = 0.50; if (self.rage == IID_CHEM_PSYCHO) type += 0.20; if (aid <= IID_ARM_METAL) self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1); else if (aid <= IID_ARM_SEVA) self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1); else self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1); if (aid == IID_ARM_LEATHER) self.armornoise = "misc/thud.wav"; if (aid == IID_ARM_VANDAL) self.armornoise = "misc/thud.wav"; if (aid == IID_ARM_METAL) self.armornoise = "misc/thud.wav"; if (aid == IID_ARM_TESLA) self.armornoise = "weapons/ric1.wav"; if (aid == IID_ARM_COMBAT) self.armornoise = "misc/thud.wav"; if (aid == IID_ARM_SEVA) self.armornoise = "misc/thud.wav"; if (aid == IID_ARM_FORCE) self.armornoise = "misc/laserdef.wav"; if (aid == IID_ARM_LPOWER) self.armornoise = "weapons/ric1.wav"; self.armorvalue = type * 100; self.armortype = type; }; void () WeightControl = { //for each inventory item, add up it's weight. local float wt; wt = wt + GetItemsWeight(self.islot1); wt = wt + GetItemsWeight(self.islot2); wt = wt + GetItemsWeight(self.islot3); wt = wt + GetItemsWeight(self.islot4); wt = wt + GetItemsWeight(self.islot5); wt = wt + GetItemsWeight(self.islot6); wt = wt + GetItemsWeight(self.islot7); wt = wt + GetItemsWeight(self.islot8); wt = wt + GetItemsWeight(self.islot9); wt = wt + GetItemsWeight(self.islot10); wt = wt + GetItemsWeight(self.islot11); wt = wt + GetItemsWeight(self.islot12); wt = wt + GetItemsWeight(self.islot13); wt = wt + GetItemsWeight(self.islot14); wt = wt + GetItemsWeight(self.islot15); wt = wt + GetItemsWeight(self.islot16); self.weight = wt; self.max_weight = 30; self.max_weight = self.max_weight + self.skill_combat; }; void () PositionControl = { local float exp, slow; if (self.position == 0) self.view_ofs = '0 0 22'; if (self.position == 1) self.view_ofs = '0 0 5'; if (self.position == 2) self.view_ofs = '0 0 -10'; if (self.position == 0) setsize (self, '-16 -16 -24', '16 16 32'); if (self.position == 1) setsize (self, '-16 -16 -24', '16 16 16'); if (self.position == 2) setsize (self, '-16 -16 -24', '16 16 0'); if (self.currentmenu != "none") { self.maxspeed = 0; return; } if (self.position == 0) self.maxspeed = 225; else if (self.position == 1) self.maxspeed = 100; else self.maxspeed = 50; if (self.rage == IID_CHEM_ADRENALINE) self.maxspeed = self.maxspeed*1.20; if (self.sneak > 0) self.maxspeed = self.maxspeed*0.50; self.maxspeed = self.maxspeed*self.speedmulti; if (self.maxspeed < 50) self.maxspeed = 50; }; .float clientcolors; .float gravity; .vector movement; /* ================ PlayerPreThink Called every frame before physics are run ================ */ void() PlayerPreThink = { local float r, grip; local entity te; if (intermission_running) { IntermissionThink (); // otherwise a button could be missed between return; // the think tics } if (self.view_ofs == '0 0 0') return; // intermission or finale makevectors (self.v_angle); // is this still used if (self.deadflag >= DEAD_DEAD) { PlayerDeathThink (); return; } if (self.hold > 0) self.hold = self.hold - 1; if (self.team == 0) self.clientcolors = 0; else if (self.team == 1) self.clientcolors = 13 + 13*16; else self.clientcolors = 4 + 4*16; if (self.team == 0 && self.currentmenu == "none") { self.currentmenu = "display_enter_screen"; DisplayMenu (); return; } if (self.score < 200) { if ((self.skill_combat + self.skill_doctor + self.skill_sneak + self.skill_science) <= 10) { self.score = 200; sound (self, CHAN_BODY, "misc/secret.wav", 1, ATTN_NORM); sprint(self, 2, "you have gained a level!\npress 'p' to assign a skill point.\n"); } } //perk1timer and perk2timer are "cooldowns" for each perk if (self.perk1timer > 0) self.perk1timer = self.perk1timer - 1; if (self.perk2timer > 0) self.perk2timer = self.perk2timer - 1; if (self.cycle1 < time) { if (self.currentmenu != "none") DisplayMenu(); //if (class == 0 || self.team == 0) // return; Identify(); PositionControl(); WeightControl(); ArmorCheck(); SneakLevel(); self.accept = 0; local float lgrip, rgrip; if (self.health > self.max_health) self.health = self.max_health; if (self.flash < time || ToIID(self.islot4) == IID_EQUIP_GOGGLES) { if (ToIID(self.islot4) == IID_EQUIP_GOGGLES) stuffcmd(self, "v_cshift 25 0 25 25\n"); else if (self.ragetime > time && self.rage != IID_CHEM_RADX) stuffcmd(self, "v_cshift 75 0 0 75\n"); else if (self.sneak > 0) stuffcmd(self, "v_cshift 0 0 75 75\n"); else if (self.zoom == 0) stuffcmd(self, "v_cshift 0 0 0 0\n"); } self.cycle1 = time + 0.5; } if (self.materialize > 0) { self.materialize = self.materialize - 1; if (self.materialize <= 0) { if (walkmove(0, 0)) { self.solid = SOLID_SLIDEBOX; //bprint(2, "turning solid\n"); } else { self.materialize = 50; //bprint(2, "stuck in object, returning non-solid\n"); } } } self.deathtype = ""; if (self.cycle2 < time) { if (ToIID(self.islot4) == IID_EQUIP_BATTERY) r = 20; else r = 10; if (self.ragetime > 0) self.ragetime -= 1; if (self.ragetime <= 0) self.rage = 0; traceline ((self.origin), ((self.origin - (v_right * 24))) + (v_forward * 64), FALSE, self); if (trace_fraction < 1 && trace_fraction > 0) lgrip = 1; traceline ((self.origin), ((self.origin - (v_right * 48))) + (v_forward * 32), FALSE, self); if (trace_fraction < 1 && trace_fraction > 0) lgrip = 1; traceline ((self.origin), ((self.origin + (v_right * 24))) + (v_forward * 64), FALSE, self); if (trace_fraction < 1 && trace_fraction > 0) rgrip = 1; traceline ((self.origin), ((self.origin + (v_right * 48))) + (v_forward * 32), FALSE, self); if (trace_fraction < 1 && trace_fraction > 0) rgrip = 1; if (rgrip == 1 && lgrip == 0) self.rage = 777; if (rgrip == 0 && lgrip == 1) self.rage = 777; if (self.sneak == 0) { if (self.ammo_cells < r) self.ammo_cells = self.ammo_cells + 1; if (self.ammo_cells > r) self.ammo_cells = r; } if (self.sneak > 0) { if (self.ammo_cells == 3 && ToIID(self.islot4) == IID_EQUIP_STEALTHBOY) sprint(self, 2, "stealthboy running low!\n"); if (self.ammo_cells > 0) self.ammo_cells = self.ammo_cells - 1; if (self.ammo_cells < 0) self.ammo_cells = 0; } if (self.regen > 0 && !self.deadflag) //don't come back to life. { self.health = self.health + 3; self.regen = self.regen - 1; } else if (self.rage == IID_CHEM_BESERK && !self.deadflag) //don't come back to life. self.health = self.health + 1; if (self.flash < time || ToIID(self.islot4) == IID_EQUIP_GOGGLES) { if (ToIID(self.islot4) == IID_EQUIP_GOGGLES) stuffcmd(self, "v_cshift 25 0 25 25\n"); if (self.steadyaim == 0) stuffcmd(self, "v_idlescale 0\n"); else if (self.recoil >= 4) stuffcmd(self, "v_idlescale 4\n"); else if (self.velocity == '0 0 0' && self.health >= self.max_health*0.80 && self.position > 0) stuffcmd(self, "v_idlescale 0\n"); else if (self.velocity == '0 0 0' && self.position > 0) stuffcmd(self, "v_idlescale 1\n"); else if (self.velocity == '0 0 0' && self.health >= self.max_health*0.80) stuffcmd(self, "v_idlescale 2\n"); else if (self.velocity != '0 0 0' || self.health < self.max_health*0.80) stuffcmd(self, "v_idlescale 4\n"); else if (self.health < self.max_health*0.50) stuffcmd(self, "v_idlescale 6\n"); } self.cycle2 = time + 1; } CheckRules (); WaterMove (); if (self.deadflag == DEAD_DYING) return; // dying, so do nothing if (self.button2) { PlayerJump (); } else self.flags = self.flags | FL_JUMPRELEASED; // teleporters can force a non-moving pause time if (time < self.pausetime) self.velocity = '0 0 0'; if (!self.gravity) { //climbing gear if (self.velocity != '0 0 0' || self.button2) self.gravity = 1; } if (self.equipment_slot) { if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_CLIMBINGGEAR) { grip = 0; traceline ((self.origin), ((self.origin + (v_forward * 48))), FALSE, self); if (trace_fraction < 1 && trace_fraction > 0) grip = 1; if (grip == 1) { self.attack_finished = time + 0.1; self.rtime = time + 0.2; self.gravity = 0; self.maxspeed = 50; self.velocity = v_forward*20 * self.movement_x; } else { self.gravity = 1; } } if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_HOVERBOOTS && self.button2) { if (self.attack_finished < time) { self.velocity = self.velocity + v_up*800*0.4; self.attack_finished = time + 0.4; } } } }; /* ================ CheckPowerups Check for turning off powerups ================ */ void() CheckPowerups = { local float weap; if (self.health <= 0) return; // invisibility if (self.equipment_slot) if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_STEALTHBOY) goto beinvis; if (self.invisible_finished) { // sound and screen flash when items starts to run out if (self.invisible_sound < time) { sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE); self.invisible_sound = time + ((random() * 3) + 1); } if (self.invisible_finished < time + 3) { if (self.invisible_time == 1) { sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM); self.invisible_time = time + 1; } if (self.invisible_time < time) { self.invisible_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.invisible_finished < time) { // just stopped self.invisible_finished = 0; self.invisible_time = 0; } :beinvis self.items = self.items | IT_INVISIBILITY; self.frame = 0; self.modelindex = modelindex_sneak; } else { self.items = self.items - (self.items & IT_INVISIBILITY); if (self.ghost == 1 || self.class == 0 || self.team == 0) { self.modelindex = modelindex_gone; return; } weap = ToIID(self.(SlotField(self.current_slot))); if (self.position <= 1) self.modelindex = modelindex_player; if (self.position == 2) self.modelindex = modelindex_prone; if (self.sneak > 0 && coop == 0) self.modelindex = modelindex_gone; if (self.sneak > 0 && coop == 1) self.modelindex = modelindex_sneak; if (IsMelee(weap)) self.modelindex = modelindex_melee; if (self.health <= 0) self.modelindex = modelindex_dead; } // invincibility if (self.invincible_finished) { // sound and screen flash when items starts to run out if (self.invincible_finished < time + 3) { if (self.invincible_time == 1) { sprint (self, PRINT_HIGH, "Protection is almost burned out\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM); self.invincible_time = time + 1; } if (self.invincible_time < time) { self.invincible_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.invincible_finished < time) { // just stopped self.items = self.items - IT_INVULNERABILITY; self.invincible_time = 0; self.invincible_finished = 0; } if (self.invincible_finished > time) { self.effects = self.effects | EF_DIMLIGHT; self.effects = self.effects | EF_RED; } else { self.effects = self.effects - (self.effects & EF_DIMLIGHT); self.effects = self.effects - (self.effects & EF_RED); } } // super damage if (self.super_damage_finished) { // sound and screen flash when items starts to run out if (self.super_damage_finished < time + 3) { if (self.super_time == 1) { if (deathmatch == 4) sprint (self, PRINT_HIGH, "OctaPower is wearing off\n"); else sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM); self.super_time = time + 1; } if (self.super_time < time) { self.super_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.super_damage_finished < time) { // just stopped self.items = self.items - IT_QUAD; if (deathmatch == 4) { self.ammo_cells = 255; self.armorvalue = 1; self.armortype = 0.8; self.health = 100; } self.super_damage_finished = 0; self.super_time = 0; } if (self.super_damage_finished > time) { self.effects = self.effects | EF_DIMLIGHT; self.effects = self.effects | EF_BLUE; } else { self.effects = self.effects - (self.effects & EF_DIMLIGHT); self.effects = self.effects - (self.effects & EF_BLUE); } } // suit if (self.radsuit_finished) { self.air_finished = time + 12; // don't drown // sound and screen flash when items starts to run out if (self.radsuit_finished < time + 3) { if (self.rad_time == 1) { sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); self.rad_time = time + 1; } if (self.rad_time < time) { self.rad_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.radsuit_finished < time) { // just stopped self.items = self.items - IT_SUIT; self.rad_time = 0; self.radsuit_finished = 0; } } }; void() Footstep; /* ================ PlayerPostThink Called every frame after physics are run ================ */ void() PlayerPostThink = { //dprint ("post think\n"); if (self.view_ofs == '0 0 0') return; // intermission or finale if (self.deadflag) return; // check to see if player landed and play landing sound if ((self.jump_flag < -50) && (self.flags & FL_ONGROUND) ) { if (self.watertype == CONTENT_WATER) sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); else if (self.jump_flag < -650) { self.deathtype = "falling"; T_Damage (self, world, world, 5); sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); } else Footstep(); } self.jump_flag = self.velocity_z; if (self.rtime > time) self.weaponframe = 3; CheckPowerups (); W_WeaponFrame (); }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { local entity te; local float t; bprint (PRINT_HIGH, self.netname); bprint (PRINT_HIGH, " entered the wasteland\n"); te = find(world, classname, "player"); /* t = 0; while (te) { t = t + 1; te = find(te, classname, "player"); }*/ /* if (infokey(world, "total") == "zero") { bprint(2, "setting difficulty for one player.\n"); localcmd("serverinfo total one\n"); } else if (infokey(world, "total") == "one") { bprint(2, "setting difficulty for two players.\n"); localcmd("serverinfo total two\n"); } else if (infokey(world, "total") == "two") { bprint(2, "setting difficulty for three players.\n"); localcmd("serverinfo total three\n"); } else if (infokey(world, "total") == "three") { bprint(2, "setting difficulty for four players.\n"); localcmd("serverinfo total four\n"); } else if (infokey(world, "total") == "four") { bprint(2, "setting difficulty maxed out.\n"); localcmd("serverinfo total four\n"); } */ self.start_time = world.start_time; self.map_ent1 = world.map_ent1; self.map_ent2 = world.map_ent2; self.map_ent3 = world.map_ent3; self.map_obj = world.map_obj; self.location = world.location; stuffcmd(self, "v_damagecshift 1\n"); stuffcmd(self, "alias +walk impulse 66\n"); stuffcmd(self, "alias -walk impulse 67\n"); stuffcmd(self, "alias duck impulse 200\n"); stuffcmd(self, "alias prone impulse 201\n"); stuffcmd(self, "alias reload impulse 50\n"); stuffcmd(self, "alias chem impulse 51\n"); stuffcmd(self, "alias buy impulse 52\n"); stuffcmd(self, "alias special impulse 53\n"); stuffcmd(self, "alias exit impulse 100\n"); stuffcmd(self, "alias drop impulse 55\n"); stuffcmd(self, "alias zoom impulse 60\n"); stuffcmd(self, "alias hostage impulse 65\n"); stuffcmd(self, "alias perk1 impulse 61\n"); stuffcmd(self, "alias perk2 impulse 62\n"); stuffcmd(self, "alias stimpack impulse 225\n"); stuffcmd(self, "alias equip \"cmd invuse 4\"\n"); stuffcmd(self, "alias q1 \"cmd invuse 5\"\n"); stuffcmd(self, "alias q2 \"cmd invuse 6\"\n"); stuffcmd(self, "alias quick1 \"cmd invuse 5\"\n"); stuffcmd(self, "alias quick2 \"cmd invuse 6\"\n"); stuffcmd(self, "alias toolkit \"cmd invswap toolkit 2;impulse 2\"\n"); stuffcmd (self, "alias radio1 impulse 212\n"); stuffcmd (self, "alias radio2 impulse 213\n"); stuffcmd (self, "alias radio3 impulse 214\n"); stuffcmd (self, "alias radio4 impulse 215\n"); stuffcmd (self, "alias radio5 impulse 216\n"); stuffcmd (self, "alias radio6 impulse 217\n"); stuffcmd (self, "alias radio7 impulse 218\n"); stuffcmd (self, "alias radio8 impulse 219\n"); stuffcmd (self, "alias radio9 impulse 220\n"); stuffcmd (self, "alias radio10 impulse 221\n"); stuffcmd (self, "alias radio11 impulse 222\n"); stuffcmd (self, "bind f1 radio1\n"); stuffcmd (self, "bind f2 radio2\n"); stuffcmd (self, "bind f3 radio3\n"); stuffcmd (self, "bind f4 radio4\n"); stuffcmd (self, "bind f5 radio5\n"); stuffcmd (self, "bind f6 radio6\n"); stuffcmd (self, "bind f7 radio7\n"); stuffcmd (self, "bind f8 radio8\n"); stuffcmd (self, "bind f9 radio9\n"); stuffcmd (self, "bind f10 radio10\n"); stuffcmd (self, "bind f11 radio11\n"); stuffcmd(self, "bind 9 impulse 9\n"); stuffcmd(self, "bind 0 impulse 10\n"); stuffcmd(self, "bind c equip\n"); stuffcmd(self, "bind g drop\n"); stuffcmd(self, "bind e exit\n"); stuffcmd(self, "bind z special\n"); stuffcmd(self, "bind r reload\n"); stuffcmd(self, "bind h hostage\n"); stuffcmd(self, "bind x stimpack\n"); stuffcmd(self, "bind b buy\n"); stuffcmd(self, "bind q perk1\n"); stuffcmd(self, "bind a perk2\n"); stuffcmd(self, "bind shift prone\n"); stuffcmd(self, "bind ctrl duck\n"); stuffcmd(self, "exec fallout.cfg\n"); // a client connecting during an intermission can cause problems if (intermission_running) GotoNextMap (); }; /* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { local entity te; local float t; /* if (infokey(world, "total") == "zero") { bprint(2, "need players to begin map.\n"); localcmd("serverinfo total zero\n"); } else if (infokey(world, "total") == "one") { bprint(2, "need players to begin map.\n"); localcmd("serverinfo total zero\n"); } else if (infokey(world, "total") == "two") { bprint(2, "setting difficulty for one player.\n"); localcmd("serverinfo total one\n"); } else if (infokey(world, "total") == "three") { bprint(2, "setting difficulty for two players.\n"); localcmd("serverinfo total two\n"); } else if (infokey(world, "total") == "four") { bprint(2, "setting difficulty for three players.\n"); localcmd("serverinfo total three\n"); } */ // let everyone else know bprint (PRINT_HIGH, self.netname); bprint (PRINT_HIGH, " left the game.\n"); self.classname = "disconnected"; sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); set_suicide_frame (); total_players = total_players - 1; }; /* =========== ClientObituary called when a player dies ============ */ void(entity targ, entity attacker) ClientObituary = { local float rnum; local string deathstring, deathstring2; local string attackerteam, targteam; rnum = random(); //ZOID 12-13-96: self.team doesn't work in QW. Use keys attackerteam = infokey(attacker, "team"); targteam = infokey(targ, "team"); if (targ.classname == "player") { if (coop == 1 && no_connect < 4) no_connect = no_connect + 1; if (no_connect > 4) no_connect = 4; } if (attacker.classname == "player") { if (coop == 1 && no_connect < 4) no_connect = no_connect + 1; if (attacker == targ) attacker.kills = attacker.kills - 1; else if (attacker.team == targ.team) attacker.kills = attacker.kills - 1; else if (targ.classname == "player") attacker.kills = attacker.kills + 1; else if (targ.classname == "monster") attacker.kills = attacker.kills + 1; } if (targ == attacker && targ.deathtype == "suicide") { bprint(2, attacker.netname); bprint(2, " takes the easy way out\n"); return; } if (targ == attacker && targ.deathtype == "bleed") { bprint(2, attacker.netname); bprint(2, " bled to death\n"); return; } if (targ != attacker && (targ.classname == "monster" || targ.classname == "player") && (attacker.classname == "monster" || attacker.classname == "player")) { bprint (PRINT_MEDIUM, "[ "); if (attacker.critical == 3) //headshot { bprint (PRINT_MEDIUM, "X "); attacker.score = attacker.score + 25; } if (attacker.critical == 777) //through the wall { bprint (PRINT_MEDIUM, "% "); attacker.score = attacker.score + 50; } if (attacker.critical == 778) //wall headshot { bprint (PRINT_MEDIUM, "& "); attacker.score = attacker.score + 75; } if (attacker.velocity_z != 0) { bprint (PRINT_MEDIUM, "@ "); attacker.score = attacker.score - 50; } // if (attacker.current_slot == 1 && attacker.mag1 == 0) // bprint (PRINT_MEDIUM, "! "); bprint (PRINT_MEDIUM, "] "); bprint(2, attacker.netname); bprint(2, " >>> "); bprint(2, targ.netname); bprint(2, "\n"); return; } if (targ != attacker && (targ.classname == "monster" || targ.classname == "player") && (attacker.classname == "robofang" || attacker.classname == "player")) { bprint (PRINT_MEDIUM, "[;;] "); bprint(2, attacker.owner.netname); bprint(2, " >>> "); bprint(2, targ.netname); bprint(2, "\n"); return; } if (targ.classname == "player") { if (deathmatch > 3) { if (targ.deathtype == "selfwater") { bprint (PRINT_MEDIUM, targ.netname); bprint (PRINT_MEDIUM," electrocutes himself.\n "); targ.frags = targ.frags - 1; return; } } if (attacker.classname == "teledeath") { bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM," was telefragged by "); bprint (PRINT_MEDIUM,attacker.owner.netname); bprint (PRINT_MEDIUM,"\n"); logfrag (attacker.owner, targ); attacker.owner.frags = attacker.owner.frags + 1; return; } if (attacker.classname == "teledeath2") { bprint (PRINT_MEDIUM,"Satan's power deflects "); bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM,"'s telefrag\n"); targ.frags = targ.frags - 1; logfrag (targ, targ); return; } // double 666 telefrag (can happen often in deathmatch 4) if (attacker.classname == "teledeath3") { bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM," was telefragged by "); bprint (PRINT_MEDIUM,attacker.owner.netname); bprint (PRINT_MEDIUM, "'s Satan's power\n"); targ.frags = targ.frags - 1; logfrag (targ, targ); return; } if (targ.deathtype == "squish") { if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker) { logfrag (attacker, attacker); attacker.frags = attacker.frags - 1; bprint (PRINT_MEDIUM,attacker.netname); bprint (PRINT_MEDIUM," squished a teammate\n"); return; } else if (attacker.classname == "player" && attacker != targ) { bprint (PRINT_MEDIUM, attacker.netname); bprint (PRINT_MEDIUM," squishes "); bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM,"\n"); logfrag (attacker, targ); attacker.frags = attacker.frags + 1; return; } else { logfrag (targ, targ); targ.frags = targ.frags - 1; // killed self bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM," was squished\n"); return; } } if (attacker.classname == "player") { if (targ == attacker) { // killed self logfrag (attacker, attacker); attacker.frags = attacker.frags - 1; bprint (PRINT_MEDIUM,targ.netname); if (targ.deathtype == "grenade") bprint (PRINT_MEDIUM," tries to put the pin back in\n"); else if (targ.deathtype == "rocket") bprint (PRINT_MEDIUM," becomes bored with life\n"); else if (targ.weapon == 64 && targ.waterlevel > 1) { if (targ.watertype == CONTENT_SLIME) bprint (PRINT_MEDIUM," discharges into the slime\n"); else if (targ.watertype == CONTENT_LAVA) bprint (PRINT_MEDIUM," discharges into the lava\n"); else bprint (PRINT_MEDIUM," discharges into the water.\n"); } else bprint (PRINT_MEDIUM," becomes bored with life\n"); return; } else if ( (teamplay == 2) && (targteam == attackerteam) && (attackerteam != "") ) { if (rnum < 0.25) deathstring = " mows down a teammate\n"; else if (rnum < 0.50) deathstring = " checks his glasses\n"; else if (rnum < 0.75) deathstring = " gets a frag for the other team\n"; else deathstring = " loses another friend\n"; bprint (PRINT_MEDIUM, attacker.netname); bprint (PRINT_MEDIUM, deathstring); attacker.frags = attacker.frags - 1; //ZOID 12-13-96: killing a teammate logs as suicide logfrag (attacker, attacker); return; } else { logfrag (attacker, targ); attacker.frags = attacker.frags + 1; rnum = attacker.weapon; if (targ.deathtype == "nail") { deathstring = " was nailed by "; deathstring2 = "\n"; } else if (targ.deathtype == "supernail") { deathstring = " was punctured by "; deathstring2 = "\n"; } else if (targ.deathtype == "grenade") { deathstring = " eats "; deathstring2 = "'s pineapple\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s grenade\n"; } } else if (targ.deathtype == "rocket") { if (attacker.super_damage_finished > 0 && targ.health < -40) { rnum = random(); if (rnum < 0.3) deathstring = " was brutalized by "; else if (rnum < 0.6) deathstring = " was smeared by "; else { bprint (PRINT_MEDIUM, attacker.netname); bprint (PRINT_MEDIUM, " rips "); bprint (PRINT_MEDIUM, targ.netname); bprint (PRINT_MEDIUM, " a new one\n"); return; } deathstring2 = "'s quad rocket\n"; } else { deathstring = " rides "; deathstring2 = "'s rocket\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s rocket\n" ; } } } else if (rnum == IT_AXE) { deathstring = " was ax-murdered by "; deathstring2 = "\n"; } else if (rnum == IT_SHOTGUN) { deathstring = " chewed on "; deathstring2 = "'s boomstick\n"; } else if (rnum == IT_SUPER_SHOTGUN) { deathstring = " ate 2 loads of "; deathstring2 = "'s buckshot\n"; } else if (rnum == IT_LIGHTNING) { deathstring = " accepts "; if (attacker.waterlevel > 1) deathstring2 = "'s discharge\n"; else deathstring2 = "'s shaft\n"; } bprint (PRINT_MEDIUM,targ.netname); bprint (PRINT_MEDIUM,deathstring); bprint (PRINT_MEDIUM,attacker.netname); bprint (PRINT_MEDIUM,deathstring2); } return; } else { logfrag (targ, targ); targ.frags = targ.frags - 1; // killed self rnum = targ.watertype; bprint (PRINT_MEDIUM,targ.netname); if (rnum == -3) { if (random() < 0.5) bprint (PRINT_MEDIUM," sleeps with the fishes\n"); else bprint (PRINT_MEDIUM," sucks it down\n"); return; } else if (rnum == -4) { if (random() < 0.5) bprint (PRINT_MEDIUM," gulped a load of slime\n"); else bprint (PRINT_MEDIUM," can't exist on slime alone\n"); return; } else if (rnum == -5) { if (targ.health < -15) { bprint (PRINT_MEDIUM," burst into flames\n"); return; } if (random() < 0.5) bprint (PRINT_MEDIUM," turned into hot slag\n"); else bprint (PRINT_MEDIUM," visits the Volcano God\n"); return; } if (attacker.classname == "explo_box") { bprint (PRINT_MEDIUM," blew up\n"); return; } if (targ.deathtype == "falling") { bprint (PRINT_MEDIUM," fell to his death\n"); return; } if (targ.deathtype == "nail" || targ.deathtype == "supernail") { bprint (PRINT_MEDIUM," was spiked\n"); return; } if (targ.deathtype == "laser") { bprint (PRINT_MEDIUM," was zapped\n"); return; } if (attacker.classname == "fireball") { bprint (PRINT_MEDIUM," ate a lavaball\n"); return; } if (attacker.classname == "trigger_changelevel") { bprint (PRINT_MEDIUM," tried to leave\n"); return; } bprint (PRINT_MEDIUM," died\n"); } } }; void() Identify = { local string c1, c2, c3, c5; local float tmp; makevectors (self.v_angle); traceline (self.origin, (self.origin + (v_forward * 2000)), 32, self); if (trace_ent.classname == "player" && self.currentmenu == "none" && self.team == trace_ent.team) { if (trace_ent.class == 1) c1 = "\nfirst aid\n"; else if (trace_ent.class == 2) c1 = "\nstealth\n"; else if (trace_ent.class == 3) c1 = "\ncombat\n"; else if (trace_ent.class == 4) c1 = "\nscience\n"; else c1 = "\n"; if (trace_ent.health <= 0) c2 = "dead"; c2 = ftos (trace_ent.health); c3 = GetItemName (ToIID(ItemInSlot(trace_ent, trace_ent.current_slot))); if (trace_ent.islot3 == 0) c5 = "no armor"; else c5 = GetItemName(ToIID(trace_ent.islot3)); centerprint (self, trace_ent.netname, c1, c2, "\n", c3, "\n", c5); } if (trace_ent.classname == "robowolf" && self.currentmenu == "none") { c1 = "robo-fang\n"; c2 = "robot construct\nowned by "; c3 = trace_ent.track.netname; if (trace_ent.team == self.team) c5 = "\nfriendly\n"; else c5 = "\nhostile\n"; centerprint (self, trace_ent.netname, c1, c2, c3, c5, "", ""); } if (trace_ent.classname == "station" && self.currentmenu == "none") { c1 = trace_ent.netname; if (self.armortype == 0) c2 = "uncompleted"; else if (trace_ent.health >= trace_ent.max_health) c2 = "online"; else if (trace_ent.health >= trace_ent.max_health*0.75) c2 = "banged up"; else if (trace_ent.health >= trace_ent.max_health*0.50) c2 = "damaged"; else c2 = "almost destroyed"; c3 = trace_ent.track.netname; centerprint (self, c1, "\nstationary bot", "\n", c2, "\n", "owned by ", c3); } if (trace_ent.classname == "monster" && self.currentmenu == "none") { c1 = "hostile"; tmp = ToIID(trace_ent.islot3); if (tmp == 0) c2 = "natural armor"; else if (tmp == IID_ARM_LEATHER) c2 = "lightly armored"; else c2 = GetItemName(ToIID(trace_ent.islot3)); if (trace_ent.weapon == 1) c3 = "rifle"; if (trace_ent.weapon == 2) c3 = "pistol"; if (trace_ent.weapon == 3) c3 = "shotgun"; if (trace_ent.weapon == 4) c3 = "smg"; if (trace_ent.weapon >= 5) c3 = "assault rifle"; centerprint (self, trace_ent.netname, "\n", c1, "\n", c2, "\n", c3); } };