mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-24 05:01:43 +00:00
1751 lines
36 KiB
C++
1751 lines
36 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void(entity attacker, float damage) 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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float modelindex_eyes, modelindex_player;
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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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float intermission_running;
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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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};
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float reset_flag;
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void() SetChangeParms =
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{
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if(reset_flag)
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{
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setspawnparms(self);
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return;
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}
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if (self.health <= 0 || deathmatch)
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{
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SetNewParms ();
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return;
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}
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// remove items
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self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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// cap super health
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if (self.health > self.max_health)
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self.health = self.max_health;
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if (self.health < self.max_health / 2)
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self.health = self.max_health / 2;
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parm1 = self.items;
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parm2 = self.health;
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parm3 = self.armorvalue;
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if (self.ammo_shells < 25)
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parm4 = 25;
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else
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parm4 = self.ammo_shells;
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parm5 = self.ammo_nails;
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parm6 = self.ammo_rockets;
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype * 100;
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};
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void() SetNewParms =
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{
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parm1 = IT_SHOTGUN | IT_AXE;
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if (skill == 3 && !deathmatch)
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parm2 = 50;
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else
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parm2 = 100;
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parm3 = 0;
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parm4 = 25;
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 1;
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parm9 = 0;
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};
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void() DecodeLevelParms =
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{
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if (serverflags)
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{
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if (world.model == "maps/start.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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}
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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self.ammo_shells = parm4;
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self.ammo_nails = parm5;
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self.ammo_rockets = parm6;
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9 * 0.01;
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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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// 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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objerror ("FindIntermission: no spot");
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return world;
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};
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string nextmap;
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void() GotoNextMap =
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{
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if (cvar("samelevel")) // if samelevel is set, stay on same level
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changelevel (mapname);
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else
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changelevel (nextmap);
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};
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void() ExitIntermission =
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{
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// skip any text in deathmatch
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if (deathmatch)
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{
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GotoNextMap ();
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return;
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}
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intermission_exittime = time + 1;
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intermission_running = intermission_running + 1;
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//
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// run some text if at the end of an episode
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//
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if (intermission_running == 2)
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{
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if (world.model == "maps/e1m7.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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if (!cvar("registered"))
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e1_shareware");
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}
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else
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e1");
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}
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return;
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}
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else if (world.model == "maps/e2m6.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e2");
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return;
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}
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else if (world.model == "maps/e3m6.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e3");
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return;
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}
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else if (world.model == "maps/e4m7.bsp")
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{
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 2);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_e4");
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return;
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}
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GotoNextMap();
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}
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if (intermission_running == 3)
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{
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if (!cvar("registered"))
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{ // shareware episode has been completed, go to sell screen
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WriteByte (MSG_ALL, SVC_SELLSCREEN);
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return;
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}
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if ( (serverflags&15) == 15)
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{
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WriteByte (MSG_ALL, SVC_FINALE);
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WriteString (MSG_ALL, "$qc_finale_all_runes");
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return;
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}
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}
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GotoNextMap();
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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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ExitIntermission ();
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};
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void() execute_changelevel =
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{
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local entity pos;
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intermission_running = 1;
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// enforce a wait time before allowing changelevel
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if (deathmatch)
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intermission_exittime = time + 5;
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else
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intermission_exittime = time + 2;
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, 3);
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pos = FindIntermission ();
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other = find (world, classname, "player");
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while (other != world)
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{
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other.view_ofs = '0 0 0';
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other.angles = other.v_angle = pos.mangle;
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other.fixangle = TRUE; // turn this way immediately
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other.nextthink = time + 0.5;
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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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setorigin (other, pos.origin);
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if (skill == 3)
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{
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// [NDS] haleyjd: achieve if completed E1M1 Nightmare Tyson style (axe only)
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if (other.fired_weapon == 0 && world.model == "maps/e1m1.bsp")
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{
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msg_entity = other;
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WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
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WriteString(MSG_ONE, "ACH_PACIFIST"); // emphasis on "fist", I guess.
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}
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// [NDS] haleyjd: achieve if completed E4M6 Nightmare without taking damage
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if (other.took_damage == 0 && world.model == "maps/e4m6.bsp")
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{
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msg_entity = other;
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WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
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WriteString(MSG_ONE, "ACH_PAINLESS_MAZE"); // emphasis on "fist", I guess.
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}
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}
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other = find (other, classname, "player");
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}
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WriteByte (MSG_ALL, SVC_INTERMISSION);
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if (campaign && world.model == "maps/e1m7.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_E1M7");
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}
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else if (campaign && world.model == "maps/e2m6.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_E2M6");
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}
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else if (campaign && world.model == "maps/e3m6.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_E3M6");
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}
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else if (campaign && world.model == "maps/e4m7.bsp")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_COMPLETE_E4M7");
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}
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if (world.model == "maps/e1m4.bsp" && nextmap == "e1m8")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_E1M8");
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}
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else if (world.model == "maps/e2m3.bsp" && nextmap == "e2m7")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_E2M7");
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}
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else if (world.model == "maps/e3m4.bsp" && nextmap == "e3m7")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_E3M7");
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}
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else if (world.model == "maps/e4m5.bsp" && nextmap == "e4m8")
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{
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WriteByte (MSG_ALL, SVC_ACHIEVEMENT);
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WriteString(MSG_ALL, "ACH_FIND_E4M8");
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}
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};
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void() changelevel_touch =
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{
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if (other.classname != "player")
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return;
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if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
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{
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T_Damage (other, self, self, 50000);
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return;
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}
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if (coop || deathmatch)
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{
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bprint("$qc_exited", other.netname);
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}
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nextmap = self.map;
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SUB_UseTargets ();
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if ( (self.spawnflags & 1) && (deathmatch == 0) )
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{ // NO_INTERMISSION
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GotoNextMap();
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return;
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}
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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 + 0.1;
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};
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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.
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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 ("changelevel trigger doesn't have map");
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self.netname = "changelevel";
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self.killstring = "$qc_ks_tried_leave";
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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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if (coop)
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQueue (self);
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// get the spawn parms as they were at level start
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setspawnparms (self);
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// respawn
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PutClientInServer ();
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}
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else if (deathmatch)
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQueue (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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else
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{
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// restart the entire server
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// cvar_set("campaign", ftos(campaign));
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// localcmd ("restart\n");
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// put serverflags back to map's initial setting
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serverflags = startingserverflags;
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// request a reset to the parms
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reset_flag = TRUE;
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// "change" to the same level
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localcmd ("changelevel ");
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localcmd(mapname);
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localcmd("\n");
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}
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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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bprint("$qc_suicides", self.netname);
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set_suicide_frame ();
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self.modelindex = modelindex_player;
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self.frags = self.frags - 2; // extra penalty
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respawn ();
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};
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/*
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============
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PlayerVisibleToSpawnPoint
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Returns true if player can see this point
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============
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*/
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float PlayerVisibleToSpawnPoint( entity point ) {
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local vector spot1, spot2;
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local entity player = find( world, classname, "player" );
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while ( player ) {
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if ( player.health > 0 ) {
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spot1 = point.origin + player.view_ofs;
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spot2 = player.origin + player.view_ofs;
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traceline( spot1, spot2, TRUE, point );
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if ( trace_fraction >= 1.0f ) {
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return TRUE;
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}
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}
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player = find( player, classname, "player" );
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}
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return FALSE;
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}
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float IDEAL_DIST_FROM_DM_SPAWN_POINT = 384;
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float MIN_DIST_FROM_DM_SPAWN_POINT = 84;
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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(float forceSpawn) {
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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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numspots = 0;
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totalspots = 0;
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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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// choose a info_player_deathmatch point
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if ( coop ) {
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lastspawn = find( lastspawn, classname, "info_player_coop" );
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if ( lastspawn == world ) {
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lastspawn = find( lastspawn, classname, "info_player_start" );
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}
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if ( lastspawn != world ) {
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return lastspawn;
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}
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} else if ( deathmatch ) {
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// find all spots that don't have visible players nearby
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spots = world;
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spot = find( world, classname, "info_player_deathmatch" );
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while( spot ) {
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totalspots = totalspots + 1;
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|
|
thing = findradius( spot.origin, IDEAL_DIST_FROM_DM_SPAWN_POINT );
|
|
pcount = 0;
|
|
|
|
while( thing ) {
|
|
if ( thing.classname == "player" && thing.health > 0 ) {
|
|
pcount = pcount + 1;
|
|
}
|
|
|
|
thing = thing.chain;
|
|
}
|
|
|
|
if ( pcount == 0 ) {
|
|
if ( PlayerVisibleToSpawnPoint( spot ) ) {
|
|
pcount = pcount + 1;
|
|
}
|
|
}
|
|
|
|
if ( pcount == 0 ) { // good spot!
|
|
spot.goalentity = spots;
|
|
spots = spot;
|
|
numspots = numspots + 1;
|
|
}
|
|
|
|
// Get the next spot in the chain
|
|
spot = find( spot, classname, "info_player_deathmatch" );
|
|
}
|
|
|
|
totalspots = totalspots - 1;
|
|
|
|
// on small maps with few spawn points, our "ideal" spawn conditions may not be possible to meet
|
|
// so fallback to just trying to pick a point without a player on top of it, so we don't start
|
|
// a spawn frag loop
|
|
if ( numspots == 0 ) {
|
|
spot = find( world, classname, "info_player_deathmatch" );
|
|
|
|
while( spot ) {
|
|
thing = findradius( spot.origin, MIN_DIST_FROM_DM_SPAWN_POINT );
|
|
pcount = 0;
|
|
|
|
while( thing ) {
|
|
if ( thing.classname == "player" && thing.health > 0 ) {
|
|
pcount = pcount + 1;
|
|
}
|
|
|
|
thing = thing.chain;
|
|
}
|
|
|
|
if ( pcount == 0 ) { // good spot!
|
|
spot.goalentity = spots;
|
|
spots = spot;
|
|
numspots = numspots + 1;
|
|
}
|
|
|
|
// Get the next spot in the chain
|
|
spot = find( spot, classname, "info_player_deathmatch" );
|
|
}
|
|
}
|
|
|
|
// uncomment to force a deferred spawn
|
|
// if (forceSpawn == FALSE) return world;
|
|
|
|
if ( !numspots ) {
|
|
if (forceSpawn == FALSE) {
|
|
return world;
|
|
}
|
|
|
|
// no spots available so just pick one at random
|
|
totalspots = rint( ( random() * totalspots ) );
|
|
spot = find( world, classname, "info_player_deathmatch" );
|
|
|
|
while( totalspots > 0 ) {
|
|
totalspots = totalspots - 1;
|
|
spot = find( spot, classname, "info_player_deathmatch" );
|
|
}
|
|
return spot;
|
|
}
|
|
|
|
// Generate a random number between 1 and numspots
|
|
numspots = numspots - 1;
|
|
|
|
numspots = rint( ( random() * numspots ) );
|
|
|
|
spot = spots;
|
|
while( numspots > 0 ) {
|
|
spot = spot.goalentity;
|
|
numspots = numspots - 1;
|
|
}
|
|
|
|
return spot;
|
|
}
|
|
|
|
if ( serverflags ) { // return with a rune to start
|
|
spot = find( world, classname, "info_player_start2" );
|
|
|
|
if ( spot ) {
|
|
return spot;
|
|
}
|
|
}
|
|
|
|
spot = find( world, classname, "info_player_start" );
|
|
|
|
if ( !spot ) {
|
|
error( "PutClientInServer: no info_player_start on level" );
|
|
}
|
|
|
|
return spot;
|
|
};
|
|
|
|
/*
|
|
===========
|
|
PutClientInServer
|
|
|
|
called each time a player is spawned
|
|
============
|
|
*/
|
|
void() DecodeLevelParms;
|
|
void() PlayerDie;
|
|
|
|
|
|
void() PutClientInServer =
|
|
{
|
|
local entity spot;
|
|
|
|
self.classname = "player";
|
|
if (skill == 3 && !deathmatch)
|
|
self.health = 50;
|
|
else
|
|
self.health = 100;
|
|
self.takedamage = DAMAGE_AIM;
|
|
self.solid = SOLID_SLIDEBOX;
|
|
self.movetype = MOVETYPE_WALK;
|
|
self.show_hostile = 0;
|
|
if (skill == 3 && !deathmatch)
|
|
self.max_health = 50;
|
|
else
|
|
self.max_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.invincible_finished = 0;
|
|
self.effects = 0;
|
|
self.invincible_time = 0;
|
|
self.healthrot_nextcheck = 0;
|
|
self.fired_weapon = 0; // [NDS] haleyjd
|
|
self.took_damage = 0; // [NDS] haleyjd
|
|
|
|
if ( coop ) {
|
|
self.team = TEAM_HUMANS;
|
|
}
|
|
|
|
DecodeLevelParms ();
|
|
|
|
W_SetCurrentAmmo ();
|
|
|
|
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;
|
|
|
|
local float shouldTelefrag;
|
|
|
|
if (self.spawn_deferred > 0 && time >= self.spawn_deferred) {
|
|
dprint("forcing telefrag on this spawn\n");
|
|
shouldTelefrag = TRUE;
|
|
} else {
|
|
shouldTelefrag = FALSE;
|
|
}
|
|
spot = SelectSpawnPoint(shouldTelefrag);
|
|
if (spot == world) {
|
|
self.takedamage = DAMAGE_NO;
|
|
self.solid = SOLID_NOT;
|
|
self.movetype = MOVETYPE_NONE;
|
|
self.deadflag = DEAD_DEAD;
|
|
setmodel(self, "");
|
|
self.view_ofs = '0 0 1'; // not 0 because PlayerPreThink would return out
|
|
self.velocity = '0 0 0';
|
|
|
|
if (self.spawn_deferred == 0) {
|
|
dprint("no spawns available! deferring\n");
|
|
self.spawn_deferred = time + 5;
|
|
}
|
|
|
|
spot = FindIntermission();
|
|
self.angles = self.v_angle = spot.mangle;
|
|
self.fixangle = TRUE;
|
|
self.origin = spot.origin;
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
self.weapon = 0;
|
|
|
|
return;
|
|
}
|
|
|
|
self.spawn_deferred = 0;
|
|
|
|
self.origin = spot.origin + '0 0 1';
|
|
self.angles = spot.angles;
|
|
self.fixangle = TRUE; // turn this way immediately
|
|
|
|
// oh, this is a hack!
|
|
setmodel (self, "progs/eyes.mdl");
|
|
modelindex_eyes = self.modelindex;
|
|
|
|
setmodel (self, "progs/player.mdl");
|
|
modelindex_player = self.modelindex;
|
|
|
|
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
|
|
|
|
self.view_ofs = '0 0 22';
|
|
self.velocity = '0 0 0'; // 1998-07-21 Player moves after respawn fix by Xian
|
|
|
|
player_stand1 ();
|
|
|
|
if (deathmatch || coop)
|
|
{
|
|
makevectorsfixed(self.angles);
|
|
spawn_tfog (self.origin + v_forward*20);
|
|
}
|
|
|
|
spawn_tdeath (self.origin, self);
|
|
|
|
stuffcmd(self, "-attack\n"); // prevent shooting after respawning
|
|
};
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
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 =
|
|
{
|
|
};
|
|
|
|
|
|
/*
|
|
saved out by quaked in region mode
|
|
*/
|
|
void() testplayerstart =
|
|
{
|
|
};
|
|
|
|
/*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 =
|
|
{
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
RULES
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
go to the next level for deathmatch
|
|
*/
|
|
void() NextLevel =
|
|
{
|
|
local entity o;
|
|
|
|
if (nextmap != string_null)
|
|
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;
|
|
gameover = TRUE;
|
|
|
|
if (o.nextthink < time)
|
|
{
|
|
o.think = execute_changelevel;
|
|
o.nextthink = time + 0.1;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheckRules
|
|
|
|
Exit deathmatch games upon conditions
|
|
============
|
|
*/
|
|
void() CheckRules =
|
|
{
|
|
local float timelimit;
|
|
local float fraglimit;
|
|
|
|
if (gameover) // someone else quit the game already
|
|
return;
|
|
|
|
timelimit = cvar("timelimit") * 60;
|
|
fraglimit = cvar("fraglimit");
|
|
|
|
if (timelimit && time >= timelimit)
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
|
|
if (fraglimit && self.frags >= fraglimit)
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() PlayerDeathThink =
|
|
{
|
|
local float forward;
|
|
|
|
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);
|
|
}
|
|
|
|
if (self.spawn_deferred)
|
|
{
|
|
local entity spot;
|
|
|
|
spot = SelectSpawnPoint(FALSE);
|
|
//dprint("time {} >= self.spawn_deferred {}\n", ftos(time), ftos(self.spawn_deferred));
|
|
if (spot != world || time >= self.spawn_deferred) {
|
|
respawn();
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// 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;
|
|
|
|
self.button0 = 0;
|
|
self.button1 = 0;
|
|
self.button2 = 0;
|
|
respawn();
|
|
};
|
|
|
|
|
|
void() PlayerJump =
|
|
{
|
|
if (self.flags & FL_WATERJUMP)
|
|
return;
|
|
|
|
if (self.waterlevel >= 2)
|
|
{
|
|
if (self.watertype == CONTENT_WATER)
|
|
self.velocity_z = 100;
|
|
else if (self.watertype == CONTENT_SLIME)
|
|
self.velocity_z = 80;
|
|
else
|
|
self.velocity_z = 50;
|
|
|
|
// play swimming 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.flags = self.flags - FL_ONGROUND; // don't stairwalk
|
|
|
|
self.button2 = 0;
|
|
// player jumping sound
|
|
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
|
|
self.velocity_z = self.velocity_z + 270;
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
WaterMove
|
|
|
|
============
|
|
*/
|
|
.float dmgtime;
|
|
|
|
void() WaterMove =
|
|
{
|
|
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.radsuit_finished < time)
|
|
{
|
|
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;
|
|
}
|
|
|
|
if (! (self.flags & FL_WATERJUMP) )
|
|
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
|
|
};
|
|
|
|
void() CheckWaterJump =
|
|
{
|
|
local vector start, end;
|
|
|
|
// check for a jump-out-of-water
|
|
makevectorsfixed(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;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
PlayerPreThink
|
|
|
|
Called every frame before physics are run
|
|
================
|
|
*/
|
|
void() PlayerPreThink =
|
|
{
|
|
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 (deathmatch || coop)
|
|
CheckRules ();
|
|
|
|
WaterMove ();
|
|
|
|
if (self.waterlevel == 2)
|
|
CheckWaterJump ();
|
|
|
|
if (self.deadflag >= DEAD_DEAD)
|
|
{
|
|
PlayerDeathThink ();
|
|
return;
|
|
}
|
|
|
|
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(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
|
|
{
|
|
self.weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
================
|
|
CheckPowerups
|
|
|
|
Check for turning off powerups
|
|
================
|
|
*/
|
|
void() CheckPowerups =
|
|
{
|
|
if (self.health <= 0)
|
|
return;
|
|
|
|
// invisibility
|
|
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, "$qc_ring_fade");
|
|
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.items = self.items - IT_INVISIBILITY;
|
|
self.invisible_finished = 0;
|
|
self.invisible_time = 0;
|
|
}
|
|
|
|
// use the eyes
|
|
self.frame = 0;
|
|
self.modelindex = modelindex_eyes;
|
|
}
|
|
else
|
|
self.modelindex = modelindex_player; // don't use eyes
|
|
|
|
// 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, "$qc_protection_fade");
|
|
stuffcmd (self, "bf\n");
|
|
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
|
|
self.invincible_time = time + 1;
|
|
}
|
|
|
|
if (self.invincible_time < time)
|
|
{
|
|
self.invincible_time = time + 1;
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
}
|
|
|
|
if (self.invincible_finished < time)
|
|
{ // just stopped
|
|
self.items = self.items - IT_INVULNERABILITY;
|
|
self.invincible_time = 0;
|
|
self.invincible_finished = 0;
|
|
}
|
|
if (self.invincible_finished > time)
|
|
self.effects = self.effects | EF_PENTALIGHT;
|
|
else
|
|
self.effects = self.effects - (self.effects & EF_PENTALIGHT);
|
|
}
|
|
|
|
// super damage
|
|
if (self.super_damage_finished)
|
|
{
|
|
|
|
// sound and screen flash when items starts to run out
|
|
if (self.super_damage_finished < time + 3)
|
|
{
|
|
if (self.super_time == 1)
|
|
{
|
|
sprint(self, "$qc_quad_fade");
|
|
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;
|
|
self.super_damage_finished = 0;
|
|
self.super_time = 0;
|
|
}
|
|
if (self.super_damage_finished > time)
|
|
self.effects = self.effects | EF_QUADLIGHT;
|
|
else
|
|
self.effects = self.effects - (self.effects & EF_QUADLIGHT);
|
|
}
|
|
|
|
// 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, "$qc_biosuit_fade");
|
|
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;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
/*
|
|
================
|
|
CheckHealthRot
|
|
|
|
Checks for taking off health points from a player
|
|
that recently used a Mega-Health.
|
|
================
|
|
*/
|
|
void CheckHealthRot() {
|
|
if ( !( self.items & IT_SUPERHEALTH ) ) {
|
|
return;
|
|
}
|
|
|
|
if ( self.healthrot_nextcheck > time ) {
|
|
return;
|
|
}
|
|
|
|
if ( self.health > self.max_health ) {
|
|
self.health = self.health - 1;
|
|
self.healthrot_nextcheck = time + 1;
|
|
return;
|
|
}
|
|
|
|
self.items = self.items - ( self.items & IT_SUPERHEALTH );
|
|
self.healthrot_nextcheck = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
PlayerPostThink
|
|
|
|
Called every frame after physics are run
|
|
================
|
|
*/
|
|
void() PlayerPostThink =
|
|
{
|
|
if ( self.view_ofs == '0 0 0') {
|
|
return; // intermission or finale
|
|
}
|
|
|
|
if ( self.deadflag ) {
|
|
return;
|
|
}
|
|
|
|
W_WeaponFrame (); // do weapon stuff
|
|
|
|
// check to see if player landed and play landing sound
|
|
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
|
|
{
|
|
if (self.watertype == CONTENT_WATER)
|
|
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
|
|
else if (self.jump_flag < -650)
|
|
{
|
|
T_Damage (self, world, world, 5);
|
|
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
|
|
if (self.health <= 5)
|
|
self.deathtype = "falling";
|
|
}
|
|
else
|
|
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
|
|
|
|
self.jump_flag = 0;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
self.jump_flag = self.velocity_z;
|
|
|
|
CheckPowerups();
|
|
CheckHealthRot();
|
|
};
|
|
|
|
/*
|
|
===========
|
|
ClientConnect
|
|
|
|
called when a player connects to a server
|
|
============
|
|
*/
|
|
void() ClientConnect =
|
|
{
|
|
bprint("$qc_entered", self.netname);
|
|
|
|
// a client connecting during an intermission can cause problems
|
|
if (intermission_running)
|
|
ExitIntermission ();
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
called when a player disconnects from a server
|
|
============
|
|
*/
|
|
void() ClientDisconnect =
|
|
{
|
|
if (gameover)
|
|
return;
|
|
|
|
// if the level end trigger has been activated, just return
|
|
// since they aren't *really* leaving
|
|
|
|
// let everyone else know
|
|
bprint("$qc_left_game", self.netname, ftos(self.frags));
|
|
|
|
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
|
|
|
|
self->effects = 0;
|
|
set_suicide_frame ();
|
|
};
|
|
|
|
/*
|
|
===========
|
|
ClientObituary
|
|
|
|
called when a player dies
|
|
============
|
|
*/
|
|
void(entity targ, entity attacker) ClientObituary =
|
|
{
|
|
local float rnum;
|
|
|
|
// from GPL QW source
|
|
local float attackerteam, targteam;
|
|
|
|
attackerteam = attacker.team;
|
|
targteam = targ.team;
|
|
|
|
rnum = random();
|
|
|
|
if (targ.classname == "player")
|
|
{
|
|
if (attacker.classname == "teledeath")
|
|
{
|
|
bprint("$qc_telefragged", targ.netname, attacker.owner.netname);
|
|
|
|
attacker.owner.frags = attacker.owner.frags + 1;
|
|
return;
|
|
}
|
|
|
|
if (attacker.classname == "teledeath2")
|
|
{
|
|
bprint("$qc_satans_power", targ.netname);
|
|
|
|
targ.frags = targ.frags - 1;
|
|
return;
|
|
}
|
|
|
|
if (attacker.classname == "player")
|
|
{
|
|
if (targ == attacker)
|
|
{
|
|
// killed self
|
|
attacker.frags = attacker.frags - 1;
|
|
|
|
if (targ.weapon == 64 && targ.waterlevel > 1)
|
|
{
|
|
if (targ.watertype == CONTENT_SLIME)
|
|
bprint("$qc_discharge_slime", targ.netname);
|
|
|
|
else if (targ.watertype == CONTENT_LAVA)
|
|
bprint("$qc_discharge_lava", targ.netname);
|
|
|
|
else
|
|
bprint("$qc_discharge_water", targ.netname);
|
|
|
|
return;
|
|
}
|
|
if (targ.weapon == 16)
|
|
bprint("$qc_suicide_pin", targ.netname);
|
|
else if (rnum)
|
|
bprint("$qc_suicide_bored", targ.netname);
|
|
else
|
|
bprint("$qc_suicide_loaded", targ.netname);
|
|
return;
|
|
}
|
|
else if ( (teamplay == 2) && (targteam == attackerteam) &&
|
|
(attackerteam != 0) )
|
|
{
|
|
if (rnum < 0.25)
|
|
bprint("$qc_ff_teammate", attacker.netname);
|
|
else if (rnum < 0.50)
|
|
bprint("$qc_ff_glasses", attacker.netname);
|
|
else if (rnum < 0.75)
|
|
bprint("$qc_ff_otherteam", attacker.netname);
|
|
else
|
|
bprint("$qc_ff_friend", attacker.netname);
|
|
|
|
attacker.frags = attacker.frags - 1;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
attacker.frags = attacker.frags + 1;
|
|
|
|
rnum = attacker.weapon;
|
|
|
|
if (rnum == IT_AXE)
|
|
{
|
|
bprint("$qc_death_ax", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_SHOTGUN)
|
|
{
|
|
bprint("$qc_death_sg", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_SUPER_SHOTGUN)
|
|
{
|
|
bprint("$qc_death_dbl", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_NAILGUN)
|
|
{
|
|
bprint("$qc_death_nail", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_SUPER_NAILGUN)
|
|
{
|
|
bprint("$qc_death_sng", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
|
|
if (rnum == IT_GRENADE_LAUNCHER)
|
|
{
|
|
if (targ.health < -40)
|
|
{
|
|
bprint("$qc_death_gl1", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_gl2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (rnum == IT_ROCKET_LAUNCHER)
|
|
{
|
|
if (attacker.super_damage_finished > 0 && targ.health < -40)
|
|
{
|
|
rnum = random();
|
|
|
|
if (rnum < 0.3)
|
|
{
|
|
bprint("$qc_death_rl_quad1", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else if (rnum < 0.6)
|
|
{
|
|
bprint("$qc_death_rl_quad2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_rl1", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (targ.health < -40)
|
|
{
|
|
bprint("$qc_death_rl2", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
bprint("$qc_death_rl3", targ.netname, attacker.netname);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (rnum == IT_LIGHTNING)
|
|
{
|
|
if (attacker.waterlevel > 1)
|
|
{
|
|
bprint("$qc_death_lg1", targ.netname, attacker.netname);
|
|
if (attacker.invincible_finished)
|
|
{
|
|
msg_entity = attacker;
|
|
WriteByte (MSG_ONE, SVC_ACHIEVEMENT);
|
|
WriteString(MSG_ONE, "ACH_SURVIVE_DISCHARGE");
|
|
}
|
|
}
|
|
else
|
|
bprint("$qc_death_lg2", targ.netname, attacker.netname);
|
|
|
|
return;
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
targ.frags = targ.frags - 1; // killed self
|
|
rnum = targ.watertype;
|
|
|
|
if (rnum == -3)
|
|
{
|
|
if (random() < 0.5)
|
|
bprint("$qc_death_drown1", targ.netname);
|
|
else
|
|
bprint("$qc_death_drown2", targ.netname);
|
|
|
|
return;
|
|
}
|
|
else if (rnum == -4)
|
|
{
|
|
if (random() < 0.5)
|
|
bprint("$qc_death_slime1", targ.netname);
|
|
else
|
|
bprint("$qc_death_slime2", targ.netname);
|
|
|
|
return;
|
|
}
|
|
else if (rnum == -5)
|
|
{
|
|
if (targ.health < -15)
|
|
{
|
|
bprint("$qc_death_lava1", targ.netname);
|
|
return;
|
|
}
|
|
|
|
if (random() < 0.5)
|
|
bprint("$qc_death_lava2", targ.netname);
|
|
else
|
|
bprint("$qc_death_lava3", targ.netname);
|
|
|
|
return;
|
|
}
|
|
|
|
if (attacker.solid == SOLID_BSP && attacker != world)
|
|
{
|
|
bprint("$qc_death_squish", targ.netname);
|
|
return;
|
|
}
|
|
|
|
if(attacker.killstring)
|
|
{
|
|
bprint(attacker.killstring, targ.netname);
|
|
return;
|
|
}
|
|
|
|
if (targ.deathtype == "falling")
|
|
{
|
|
targ.deathtype = string_null;
|
|
bprint("$qc_death_fall", targ.netname);
|
|
return;
|
|
}
|
|
|
|
bprint("$qc_death_died", targ.netname);
|
|
}
|
|
}
|
|
};
|