2719 lines
59 KiB
C++
2719 lines
59 KiB
C++
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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void(float slot) WeaponAmmo;
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void() Identify;
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void(entity to, float iid, float amount) AddStackable;
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void(entity to, float iid, float amount) AddNonStackable;
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void() shop_face;
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float modelindex_dead, modelindex_sneak, modelindex_prone, modelindex_eyes, modelindex_player, modelindex_gone, modelindex_melee;
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/*
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=============================================================================
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LEVEL CHANGING / INTERMISSION
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=============================================================================
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*/
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string nextmap;
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float intermission_exittime;
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void() info_intermission =
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{
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self.angles = self.mangle; // so C can get at it
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};
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void() DecodeLevelParms;
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void() SetChangeParms =
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{
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if (!self.current_slot) //changing without spawning?
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DecodeLevelParms(); //make sure we have our inventory!
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self.items = self.items - (self.items &
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(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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if (self.skill_combat > 0)
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parm5 = self.skill_combat;
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if (self.skill_doctor > 0)
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parm6 = self.skill_doctor;
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if (self.skill_sneak > 0)
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parm7 = self.skill_sneak;
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if (self.skill_science > 0)
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parm14 = self.skill_science;
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parm8 = self.ammo_shells;
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parm9 = self.perk1;
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parm10 = self.perk2;
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parm16 = self.current_slot;
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parm17 = self.islot1;
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parm18 = self.islot2;
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parm19 = self.islot3;
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parm20 = self.islot4;
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parm21 = self.islot5;
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parm22 = self.islot6;
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parm23 = self.islot7;
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parm24 = self.islot8;
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parm25 = self.islot9;
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parm26 = self.islot10;
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parm27 = self.islot11;
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parm28 = self.islot12;
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parm29 = self.islot13;
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parm30 = self.islot14;
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parm31 = self.islot15;
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parm32 = self.islot16;
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parm1 = self.islot17;
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parm2 = self.islot18;
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parm3 = self.islot19;
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parm4 = self.islot20;
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parm11 = self.islot21;
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parm12 = self.islot22;
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parm13 = self.islot23;
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parm15 = self.islot24;
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};
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void() SetNewParms =
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{
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//16 is the current_slot
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//17 to 32 are inventory slots.
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//the assignments were moved into PutClientInServer
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//on account of changing maps before spawning was resulting in no inventory.
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parm1 = 0;
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parm2 = 0;
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parm3 = SlotVal(IID_ARM_LEATHER, 1);
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parm4 = 0;
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 150;
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parm9 = 0;
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parm10 = 0;
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parm11 = 0;
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parm12 = 0;
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parm13 = 0;
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parm14 = 0;
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parm15 = 0;
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parm16 = 0;
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parm17 = 0;
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parm18 = 0;
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parm19 = 0;
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parm20 = 0;
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parm21 = 0;
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parm22 = 0;
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parm23 = 0;
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parm24 = 0;
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parm25 = 0;
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parm26 = 0;
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parm27 = 0;
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parm28 = 0;
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parm29 = 0;
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parm30 = 0;
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parm31 = 0;
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parm32 = 0;
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};
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void() DecodeLevelParms =
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{
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setspawnparms(self);
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if (parm5 > 0)
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self.skill_combat = parm5;
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if (parm6 > 0)
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self.skill_doctor = parm6;
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if (parm7 > 0)
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self.skill_sneak = parm7;
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if (parm14 > 0)
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self.skill_science = parm14;
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self.ammo_shells = parm8;
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self.perk1 = parm9;
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self.perk2 = parm10;
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self.class = 1;
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if (parm16 > 0)
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self.current_slot = parm16;
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self.islot1 = parm17;
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self.islot2 = parm18;
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self.islot3 = parm19;
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self.islot4 = parm20;
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self.islot5 = parm21;
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self.islot6 = parm22;
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self.islot7 = parm23;
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self.islot8 = parm24;
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self.islot9 = parm25;
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self.islot10= parm26;
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self.islot11= parm27;
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self.islot12 = parm28;
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self.islot13 = parm29;
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self.islot14 = parm30;
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self.islot15 = parm31;
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self.islot16 = parm32;
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self.islot17 = parm1;
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self.islot18 = parm2;
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self.islot19 = parm3;
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self.islot20 = parm4;
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self.islot21 = parm11;
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self.islot22 = parm12;
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self.islot23 = parm13;
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self.islot24 = parm15;
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};
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/*
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============
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FindIntermission
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Returns the entity to view from
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============
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*/
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entity() FindIntermission =
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{
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local entity spot;
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local float cyc;
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// look for info_intermission first
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spot = find (world, classname, "info_intermission");
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if (spot)
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{ // pick a random one
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cyc = random() * 4;
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while (cyc > 1)
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{
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spot = find (spot, classname, "info_intermission");
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if (!spot)
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spot = find (spot, classname, "info_intermission");
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cyc = cyc - 1;
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}
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return spot;
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}
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// then look for the start position
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spot = find (world, classname, "info_player_start");
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if (spot)
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return spot;
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objerror ("FindIntermission: no spot");
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return world;
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};
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void() GotoNextMap =
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{
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local string newmap;
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//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
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if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
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changelevel (mapname);
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else {
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// configurable map lists, see if the current map exists as a
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// serverinfo/localinfo var
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newmap = infokey(world, mapname);
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if (newmap != "")
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changelevel (newmap);
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else
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changelevel (nextmap);
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}
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};
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/*
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============
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IntermissionThink
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When the player presses attack or jump, change to the next level
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============
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*/
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void() IntermissionThink =
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{
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if (time < intermission_exittime)
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return;
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if (!self.button0 && !self.button1 && !self.button2)
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return;
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GotoNextMap ();
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};
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void() get_new_map =
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{
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if (random()<0.04)
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m_map = "e1m1";
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else if (random()<0.04)
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m_map = "e2m1";
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else if (random()<0.10)
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m_map = "e3m1";
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else if (random()<0.04)
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m_map = "e4m1";
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else if (random()<0.08)
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m_map = "bbelief1";
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else if (random()<0.08)
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m_map = "bbelief2";
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else if (random()<0.08)
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m_map = "bbelief3";
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else if (random()<0.08)
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m_map = "bbelief4";
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else if (random()<0.08)
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m_map = "bbelief5";
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else if (random()<0.08)
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m_map = "bbelief6";
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else if (random()<0.08)
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m_map = "e1m4";
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else if (random()<0.08)
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m_map = "e2m3";
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else if (random()<0.08)
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m_map = "e3m3";
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else if (random()<0.08)
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m_map = "e1m3";
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else if (random()<0.08)
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m_map = "e1m5";
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else
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m_map = "bbelief1";
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};
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void(float type) get_new_mission =
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{
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local float x;
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local string savemap;
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if (type == 1)
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savemap = "hostage";
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if (type == 2)
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savemap = "supplies";
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if (type == 3)
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savemap = "shadow";
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if (type == 4)
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savemap = "deadtown";
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if (type == 5)
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savemap = "destroy";
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if (type == 6)
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savemap = "defuse";
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localcmd("serverinfo objective ");
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localcmd(savemap);
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localcmd("\n");
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get_new_map();
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bprint(2, "new mission has been received: ");
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bprint(2, savemap);
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bprint(2, "\n");
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bprint(2, "location coordinates are near ");
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bprint(2, m_map);
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bprint(2, "\n");
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};
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/*
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============
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execute_changelevel
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The global "nextmap" has been set previously.
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Take the players to the intermission spot
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============
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*/
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void() execute_changelevel =
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{
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local string savemap;
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local entity pos;
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local float x;
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localcmd("map r_bunker\n");
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};
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void() changelevel_touch =
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{
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if (coop == 0)
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return;
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if (other.classname != "player")
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return;
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if ((world.map_obj == OBJ_HOSTAGE && hostages > 0) && random()<0.02)
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{
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sprint (other, 2,"there are more hostages to save.\n");
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return;
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}
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else if ((world.map_obj == OBJ_SUPPLY && supplies > 0) && random()<0.02)
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{
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sprint (other, 2,"there are more supplies to secure.\n");
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return;
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}
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else if ((world.map_obj == OBJ_DESTROY && supplies > 0) && random()<0.02)
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{
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sprint (other, 2,"there are more fuel tanks to destroy.\n");
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return;
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}
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else if ((world.map_obj == OBJ_DEFUSE && supplies > 0) && random()<0.02)
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{
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sprint (other, 2,"there are still bombs to disarm.\n");
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return;
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}
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if (world.map_obj == OBJ_HOSTAGE && hostages > 0)
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return;
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else if (world.map_obj == OBJ_SUPPLY && supplies > 0)
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return;
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else if (world.map_obj == OBJ_DESTROY && supplies > 0)
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return;
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else if (world.map_obj == OBJ_DEFUSE && supplies > 0)
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return;
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bprint (PRINT_HIGH, other.netname);
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bprint (PRINT_HIGH," exited the level\n");
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other = find (world, classname, "player");
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while (other)
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{
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stuffcmd(other, "play music/victory\n");
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other.missionbrief = 3;
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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other = find (other, classname, "player");
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}
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localcmd("serverinfo objective return\n");
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SUB_UseTargets ();
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self.touch = SUB_Null;
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// we can't move people right now, because touch functions are called
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// in the middle of C movement code, so set a think time to do it
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self.think = execute_changelevel;
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self.nextthink = time + 10;
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};
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/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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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.
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*/
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void() trigger_changelevel =
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{
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if (!self.map)
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objerror ("chagnelevel trigger doesn't have map");
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InitTrigger ();
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self.touch = changelevel_touch;
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};
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/*
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=============================================================================
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PLAYER GAME EDGE FUNCTIONS
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=============================================================================
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*/
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void() set_suicide_frame;
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// called by ClientKill and DeadThink
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void() respawn =
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{
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// make a copy of the dead body for appearances sake
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//CopyToBodyQue (self);
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// set default spawn parms
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//SetNewParms ();
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// respawn
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PutClientInServer ();
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};
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void() ClientKill =
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{
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sprint(self, 2, "you chicken out!\n");
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};
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float(vector v) CheckSpawnPoint =
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{
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return FALSE;
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};
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/*
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============
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SelectSpawnPoint
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Returns the entity to spawn at
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============
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*/
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entity() SelectSpawnPoint =
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{
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local entity spot, thing;
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local float numspots, totalspots;
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local float pcount;
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local entity spots;
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local string ent1;
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numspots = 0;
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totalspots = 0;
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if (infokey(world, "coop") == "0")
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coop = 0;
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if (infokey(world, "coop") == "1")
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coop = 1;
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// testinfo_player_start is only found in regioned levels
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spot = find (world, classname, "testplayerstart");
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if (spot)
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return spot;
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spot = find (world, classname, "spawn3");
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if (coop == 0)
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ent1 = "info_player_deathmatch";
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else
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ent1 = "info_player_coop";
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if (ent1 == "spawn3")
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{
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if (self.team == 1)
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ent1 = "spawn1";
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if (self.team == 2)
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ent1 = "spawn2";
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}
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// choose a info_player_deathmatch point
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// ok, find all spots that don't have players nearby
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spots = world;
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spot = find (world, classname, ent1);
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while (spot)
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{
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totalspots = totalspots + 1;
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thing=findradius(spot.origin, 40);
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pcount=0;
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while (thing)
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{
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if (thing.classname == "player")
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pcount=pcount + 1;
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thing=thing.chain;
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}
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if (pcount == 0)
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{
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spot.goalentity = spots;
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spots = spot;
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numspots = numspots + 1;
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}
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// Get the next spot in the chain
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spot = find (spot, classname, ent1);
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}
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totalspots=totalspots - 1;
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if (!numspots)//full, find random spot
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{
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totalspots = rint((random() * totalspots));
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spot = find (world, classname, ent1);
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while (totalspots > 0)
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{
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totalspots = totalspots - 1;
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spot = find (spot, classname, ent1);
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}
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return spot;
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}
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// We now have the number of spots available on the map in numspots
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// Generate a random number between 1 and numspots
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numspots = numspots - 1;
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numspots = rint((random() * numspots ) );
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spot = spots;
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while (numspots > 0)
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{
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spot = spot.goalentity;
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numspots = numspots - 1;
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}
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return spot;
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};
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void() DecodeLevelParms;
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void() PlayerDie;
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|
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/*
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===========
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PutClientInServer
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called each time a player enters a new level
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============
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*/
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void() PutClientInServer =
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{
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local entity spot, gun;
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|
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;
|
|
|
|
//light step perk gives a 1% bonus to stealth
|
|
if (getperk(6))
|
|
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 if (self.position == 2 && getperk(3))//stunt man
|
|
self.maxspeed = 100;
|
|
else
|
|
self.maxspeed = 50;
|
|
|
|
|
|
if (getperk(2))
|
|
self.maxspeed = self.maxspeed*1.10;
|
|
|
|
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");
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
|
|
//nintendo gamer: player sometimes goes into 'the zone'
|
|
if ((self.recoil >= 5) && (getperk(9)) && (random()<=0.10))
|
|
{
|
|
sprint(self, 2, "THE ZONE!\n");
|
|
self.rage = 255;
|
|
self.ragetime = 15;
|
|
}
|
|
|
|
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 (getperk(100))//SPIRIT LINK
|
|
{
|
|
te = findradius(self.origin, 500);
|
|
|
|
while (te)
|
|
{
|
|
if (te.classname == "player" && te != self && (te.health < self.health))
|
|
{
|
|
if (self.health > 5 && te.health > 0)
|
|
{
|
|
|
|
sound (te, CHAN_BODY, "items/r_item1.wav", 1, ATTN_IDLE);
|
|
sound (self, CHAN_BODY, "items/r_item1.wav", 1, ATTN_IDLE);
|
|
|
|
sprint(self, 2, "!SPIRIT LINK\n");
|
|
sprint(te, 2, "!SPIRIT LINK\n");
|
|
|
|
if ((self.health - te.health) > 10)
|
|
{
|
|
self.health -= 5;
|
|
te.health += 5;
|
|
}
|
|
else
|
|
{
|
|
self.health -= 1;
|
|
te.health += 1;
|
|
}
|
|
}
|
|
}
|
|
te = te.chain;
|
|
}
|
|
}
|
|
|
|
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 info impulse 56\n");
|
|
stuffcmd(self, "alias zoom impulse 60\n");
|
|
stuffcmd(self, "alias hostage impulse 65\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 info\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 =
|
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{
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local float rnum;
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local string deathstring, deathstring2;
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local string attackerteam, targteam;
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rnum = random();
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//ZOID 12-13-96: self.team doesn't work in QW. Use keys
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attackerteam = infokey(attacker, "team");
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targteam = infokey(targ, "team");
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if (targ.classname == "player")
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{
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if (coop == 1 && no_connect < 4)
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no_connect = no_connect + 1;
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if (no_connect > 4)
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no_connect = 4;
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}
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if (attacker.classname == "player")
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{
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if (coop == 1 && no_connect < 4)
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no_connect = no_connect + 1;
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if (attacker == targ)
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attacker.kills = attacker.kills - 1;
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else if (attacker.team == targ.team)
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attacker.kills = attacker.kills - 1;
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else if (targ.classname == "player")
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attacker.kills = attacker.kills + 1;
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else if (targ.classname == "monster")
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attacker.kills = attacker.kills + 1;
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}
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if (targ == attacker && targ.deathtype == "suicide")
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{
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bprint(2, attacker.netname);
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bprint(2, " takes the easy way out\n");
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return;
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}
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if (targ == attacker && targ.deathtype == "bleed")
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{
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bprint(2, attacker.netname);
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bprint(2, " bled to death\n");
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return;
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}
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if (targ != attacker && (targ.classname == "monster" || targ.classname == "player") && (attacker.classname == "monster" || attacker.classname == "player"))
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{
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bprint (PRINT_MEDIUM, "[ ");
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if (attacker.critical == 3) //headshot
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{
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bprint (PRINT_MEDIUM, "X ");
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attacker.score = attacker.score + 25;
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}
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if (attacker.critical == 777) //through the wall
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{
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bprint (PRINT_MEDIUM, "% ");
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attacker.score = attacker.score + 50;
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}
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if (attacker.critical == 778) //wall headshot
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{
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bprint (PRINT_MEDIUM, "& ");
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attacker.score = attacker.score + 75;
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}
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if (attacker.velocity_z != 0)
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{
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bprint (PRINT_MEDIUM, "@ ");
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attacker.score = attacker.score - 50;
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}
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// if (attacker.current_slot == 1 && attacker.mag1 == 0)
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// bprint (PRINT_MEDIUM, "! ");
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bprint (PRINT_MEDIUM, "] ");
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bprint(2, attacker.netname);
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bprint(2, " >>> ");
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bprint(2, targ.netname);
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bprint(2, "\n");
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return;
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}
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if (targ != attacker && (targ.classname == "monster" || targ.classname == "player") && (attacker.classname == "robofang" || attacker.classname == "player"))
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{
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bprint (PRINT_MEDIUM, "[;;] ");
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bprint(2, attacker.owner.netname);
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bprint(2, " >>> ");
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bprint(2, targ.netname);
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bprint(2, "\n");
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return;
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}
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if (targ.classname == "player")
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{
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if (deathmatch > 3)
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{
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if (targ.deathtype == "selfwater")
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{
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM," electrocutes himself.\n ");
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targ.frags = targ.frags - 1;
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return;
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}
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}
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if (attacker.classname == "teledeath")
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{
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bprint (PRINT_MEDIUM,targ.netname);
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bprint (PRINT_MEDIUM," was telefragged by ");
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bprint (PRINT_MEDIUM,attacker.owner.netname);
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bprint (PRINT_MEDIUM,"\n");
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logfrag (attacker.owner, targ);
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attacker.owner.frags = attacker.owner.frags + 1;
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return;
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}
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if (attacker.classname == "teledeath2")
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{
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bprint (PRINT_MEDIUM,"Satan's power deflects ");
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bprint (PRINT_MEDIUM,targ.netname);
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bprint (PRINT_MEDIUM,"'s telefrag\n");
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targ.frags = targ.frags - 1;
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logfrag (targ, targ);
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return;
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}
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// double 666 telefrag (can happen often in deathmatch 4)
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if (attacker.classname == "teledeath3")
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{
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bprint (PRINT_MEDIUM,targ.netname);
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bprint (PRINT_MEDIUM," was telefragged by ");
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bprint (PRINT_MEDIUM,attacker.owner.netname);
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bprint (PRINT_MEDIUM, "'s Satan's power\n");
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targ.frags = targ.frags - 1;
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logfrag (targ, targ);
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return;
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}
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if (targ.deathtype == "squish")
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{
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if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
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{
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logfrag (attacker, attacker);
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attacker.frags = attacker.frags - 1;
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bprint (PRINT_MEDIUM,attacker.netname);
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bprint (PRINT_MEDIUM," squished a teammate\n");
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return;
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}
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else if (attacker.classname == "player" && attacker != targ)
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{
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM," squishes ");
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bprint (PRINT_MEDIUM,targ.netname);
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bprint (PRINT_MEDIUM,"\n");
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logfrag (attacker, targ);
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attacker.frags = attacker.frags + 1;
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return;
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}
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else
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{
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logfrag (targ, targ);
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targ.frags = targ.frags - 1; // killed self
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bprint (PRINT_MEDIUM,targ.netname);
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bprint (PRINT_MEDIUM," was squished\n");
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return;
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}
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}
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if (attacker.classname == "player")
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{
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if (targ == attacker)
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{
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// killed self
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logfrag (attacker, attacker);
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attacker.frags = attacker.frags - 1;
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bprint (PRINT_MEDIUM,targ.netname);
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if (targ.deathtype == "grenade")
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bprint (PRINT_MEDIUM," tries to put the pin back in\n");
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else if (targ.deathtype == "rocket")
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bprint (PRINT_MEDIUM," becomes bored with life\n");
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else if (targ.weapon == 64 && targ.waterlevel > 1)
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{
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if (targ.watertype == CONTENT_SLIME)
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bprint (PRINT_MEDIUM," discharges into the slime\n");
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else if (targ.watertype == CONTENT_LAVA)
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bprint (PRINT_MEDIUM," discharges into the lava\n");
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else
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bprint (PRINT_MEDIUM," discharges into the water.\n");
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}
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else
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bprint (PRINT_MEDIUM," becomes bored with life\n");
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return;
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}
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else if ( (teamplay == 2) && (targteam == attackerteam) &&
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(attackerteam != "") )
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{
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if (rnum < 0.25)
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deathstring = " mows down a teammate\n";
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else if (rnum < 0.50)
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deathstring = " checks his glasses\n";
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else if (rnum < 0.75)
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deathstring = " gets a frag for the other team\n";
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else
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deathstring = " loses another friend\n";
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, deathstring);
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attacker.frags = attacker.frags - 1;
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//ZOID 12-13-96: killing a teammate logs as suicide
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logfrag (attacker, attacker);
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return;
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}
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else
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{
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logfrag (attacker, targ);
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attacker.frags = attacker.frags + 1;
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rnum = attacker.weapon;
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if (targ.deathtype == "nail")
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{
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deathstring = " was nailed by ";
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deathstring2 = "\n";
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}
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else if (targ.deathtype == "supernail")
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{
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deathstring = " was punctured by ";
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deathstring2 = "\n";
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}
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else if (targ.deathtype == "grenade")
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{
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deathstring = " eats ";
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deathstring2 = "'s pineapple\n";
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if (targ.health < -40)
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{
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deathstring = " was gibbed by ";
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deathstring2 = "'s grenade\n";
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}
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}
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else if (targ.deathtype == "rocket")
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{
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if (attacker.super_damage_finished > 0 && targ.health < -40)
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{
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rnum = random();
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if (rnum < 0.3)
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deathstring = " was brutalized by ";
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else if (rnum < 0.6)
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deathstring = " was smeared by ";
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else
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{
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bprint (PRINT_MEDIUM, attacker.netname);
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bprint (PRINT_MEDIUM, " rips ");
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bprint (PRINT_MEDIUM, targ.netname);
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bprint (PRINT_MEDIUM, " a new one\n");
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return;
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}
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deathstring2 = "'s quad rocket\n";
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}
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else
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{
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deathstring = " rides ";
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deathstring2 = "'s rocket\n";
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if (targ.health < -40)
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{
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deathstring = " was gibbed by ";
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deathstring2 = "'s rocket\n" ;
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}
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}
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}
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else if (rnum == IT_AXE)
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{
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deathstring = " was ax-murdered by ";
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deathstring2 = "\n";
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}
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else if (rnum == IT_SHOTGUN)
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{
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deathstring = " chewed on ";
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deathstring2 = "'s boomstick\n";
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}
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else if (rnum == IT_SUPER_SHOTGUN)
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{
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deathstring = " ate 2 loads of ";
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deathstring2 = "'s buckshot\n";
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}
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else if (rnum == IT_LIGHTNING)
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{
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deathstring = " accepts ";
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if (attacker.waterlevel > 1)
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deathstring2 = "'s discharge\n";
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else
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deathstring2 = "'s shaft\n";
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}
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bprint (PRINT_MEDIUM,targ.netname);
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bprint (PRINT_MEDIUM,deathstring);
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bprint (PRINT_MEDIUM,attacker.netname);
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bprint (PRINT_MEDIUM,deathstring2);
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}
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return;
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}
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else
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{
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logfrag (targ, targ);
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targ.frags = targ.frags - 1; // killed self
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rnum = targ.watertype;
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bprint (PRINT_MEDIUM,targ.netname);
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if (rnum == -3)
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{
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if (random() < 0.5)
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bprint (PRINT_MEDIUM," sleeps with the fishes\n");
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else
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bprint (PRINT_MEDIUM," sucks it down\n");
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return;
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}
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else if (rnum == -4)
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{
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if (random() < 0.5)
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bprint (PRINT_MEDIUM," gulped a load of slime\n");
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else
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bprint (PRINT_MEDIUM," can't exist on slime alone\n");
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return;
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}
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else if (rnum == -5)
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{
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if (targ.health < -15)
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{
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bprint (PRINT_MEDIUM," burst into flames\n");
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return;
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}
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if (random() < 0.5)
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bprint (PRINT_MEDIUM," turned into hot slag\n");
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else
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bprint (PRINT_MEDIUM," visits the Volcano God\n");
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return;
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}
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if (attacker.classname == "explo_box")
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{
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bprint (PRINT_MEDIUM," blew up\n");
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return;
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}
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if (targ.deathtype == "falling")
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{
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bprint (PRINT_MEDIUM," fell to his death\n");
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return;
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}
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if (targ.deathtype == "nail" || targ.deathtype == "supernail")
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{
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bprint (PRINT_MEDIUM," was spiked\n");
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return;
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}
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if (targ.deathtype == "laser")
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{
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bprint (PRINT_MEDIUM," was zapped\n");
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return;
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}
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if (attacker.classname == "fireball")
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{
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bprint (PRINT_MEDIUM," ate a lavaball\n");
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return;
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}
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if (attacker.classname == "trigger_changelevel")
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{
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bprint (PRINT_MEDIUM," tried to leave\n");
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return;
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}
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bprint (PRINT_MEDIUM," died\n");
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}
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}
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};
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void() Identify =
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{
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local string c1, c2, c3, c5;
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local float tmp;
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makevectors (self.v_angle);
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traceline (self.origin, (self.origin + (v_forward * 2000)), 32, self);
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if (trace_ent.classname == "player" && self.currentmenu == "none" && self.team == trace_ent.team)
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{
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if (trace_ent.class == 1)
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c1 = "\nfirst aid\n";
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else if (trace_ent.class == 2)
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c1 = "\nstealth\n";
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else if (trace_ent.class == 3)
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c1 = "\ncombat\n";
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else if (trace_ent.class == 4)
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c1 = "\nscience\n";
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else
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c1 = "\n";
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if (trace_ent.health <= 0)
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c2 = "dead";
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c2 = ftos (trace_ent.health);
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c3 = GetItemName (ToIID(ItemInSlot(trace_ent, trace_ent.current_slot)));
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if (trace_ent.islot3 == 0)
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c5 = "no armor";
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else
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c5 = GetItemName(ToIID(trace_ent.islot3));
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centerprint (self, trace_ent.netname, c1, c2, "\n", c3, "\n", c5);
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}
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if (trace_ent.classname == "robowolf" && self.currentmenu == "none")
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{
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c1 = "robo-fang\n";
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c2 = "robot construct\nowned by ";
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c3 = trace_ent.track.netname;
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if (trace_ent.team == self.team)
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c5 = "\nfriendly\n";
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else
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c5 = "\nhostile\n";
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centerprint (self, trace_ent.netname, c1, c2, c3, c5, "", "");
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}
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if (trace_ent.classname == "station" && self.currentmenu == "none")
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{
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c1 = trace_ent.netname;
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if (self.armortype == 0)
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c2 = "uncompleted";
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else if (trace_ent.health >= trace_ent.max_health)
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c2 = "online";
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else if (trace_ent.health >= trace_ent.max_health*0.75)
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c2 = "banged up";
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else if (trace_ent.health >= trace_ent.max_health*0.50)
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c2 = "damaged";
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else
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c2 = "almost destroyed";
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c3 = trace_ent.track.netname;
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centerprint (self, c1, "\nstationary bot", "\n", c2, "\n", "owned by ", c3);
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}
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if (trace_ent.classname == "monster" && self.currentmenu == "none")
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{
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c1 = "hostile";
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tmp = ToIID(trace_ent.islot3);
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if (tmp == 0)
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c2 = "natural armor";
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else if (tmp == IID_ARM_LEATHER)
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c2 = "lightly armored";
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else
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c2 = GetItemName(ToIID(trace_ent.islot3));
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if (trace_ent.weapon == 1)
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c3 = "rifle";
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if (trace_ent.weapon == 2)
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c3 = "pistol";
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if (trace_ent.weapon == 3)
|
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c3 = "shotgun";
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if (trace_ent.weapon == 4)
|
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c3 = "smg";
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if (trace_ent.weapon >= 5)
|
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c3 = "assault rifle";
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|
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centerprint (self, trace_ent.netname, "\n", c1, "\n", c2, "\n", c3);
|
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}
|
|
};
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