// prototypes void () W_WeaponFrame; void() W_SetCurrentAmmo; void() player_pain; void() player_stand1; void (vector org) spawn_tfog; void (vector org, entity death_owner) spawn_tdeath; float modelindex_eyes, modelindex_player; /* ============================================================================= LEVEL CHANGING / INTERMISSION ============================================================================= */ string nextmap; /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' */ void() info_intermission = { self.angles = self.mangle; // so C can get at it }; void() SetChangeParms = { if (self.health <= 0) { SetNewParms (); return; } // remove items self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) ); // cap super health if (self.health > 100) self.health = 100; if (self.health < 50) self.health = 50; parm1 = self.items; parm2 = self.health; parm3 = self.armorvalue; if (self.ammo_shells < 25) parm4 = 25; else parm4 = self.ammo_shells; parm5 = self.ammo_nails; parm6 = self.ammo_rockets; parm7 = self.ammo_cells; parm8 = self.weapon; parm9 = self.armortype; }; void() SetNewParms = { parm1 = IT_SHOTGUN | IT_AXE; parm2 = 100; parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 1; parm9 = 0; }; void() DecodeLevelParms = { if (serverflags) { if (world.model == "maps/start.bsp") SetNewParms (); // take away all stuff on starting new episode } self.items = parm1; self.health = parm2; self.armorvalue = parm3; self.ammo_shells = parm4; self.ammo_nails = parm5; self.ammo_rockets = parm6; self.ammo_cells = parm7; self.weapon = parm8; self.armortype = parm9; }; /* ============ FindIntermission Returns the entity to view from ============ */ entity() FindIntermission = { local entity spot; local float cyc; // look for info_intermission first spot = find (world, classname, "info_intermission"); if (spot) { // pick a random one cyc = random() * 4; while (cyc > 1) { spot = find (spot, classname, "info_intermission"); if (!spot) spot = find (spot, classname, "info_intermission"); cyc = cyc - 1; } return spot; } // then look for the start position spot = find (world, classname, "info_player_start"); if (spot) return spot; objerror ("FindIntermission: no spot"); return world; // remove warning }; void() GotoNextMap = { local string newmap; //ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level if (cvar("samelevel") == 1) // if samelevel is set, stay on same level changelevel (mapname); else { // configurable map lists, see if the current map exists as a // serverinfo/localinfo var newmap = stringserverinfokey(mapname); if (newmap != "") changelevel (newmap); else changelevel (nextmap); } }; void() ExitIntermission= { // skip any text in deathmatch if (deathmatch) { GotoNextMap (); return; } intermission_exittime = time + 1; intermission_running = intermission_running + 1; // // run some text if at the end of an episode // if (intermission_running == 2) { if (world.model == "maps/e1m7.bsp") { ENG_SwitchTrack(2, 3); if (!cvar("registered")) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!"); } else { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!"); } return; } else if (world.model == "maps/e2m6.bsp") { ENG_SwitchTrack(2, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral."); return; } else if (world.model == "maps/e3m6.bsp") { ENG_SwitchTrack(2, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth."); return; } else if (world.model == "maps/e4m7.bsp") { ENG_SwitchTrack(2, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person."); return; } GotoNextMap(); } if (intermission_running == 3) { if (!cvar("registered")) { // shareware episode has been completed, go to sell screen WriteByte (MSG_ALL, SVC_SELLSCREEN); return; } if ( (serverflags&15) == 15) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born."); return; } } GotoNextMap(); }; /* ============ IntermissionThink When the player presses attack or jump, change to the next level ============ */ void() IntermissionThink = { if (time < intermission_exittime) return; if (!self.button0 && !self.button1 && !self.button2) return; ExitIntermission (); }; /* ============ execute_changelevel The global "nextmap" has been set previously. Take the players to the intermission spot ============ */ void() execute_changelevel = { local entity pos; intermission_running = 1; // enforce a wait time before allowing changelevel if (deathmatch) intermission_exittime = time + 5; else intermission_exittime = time + 2; pos = FindIntermission (); // play intermission music ENG_SwitchTrack(3, 3); #ifdef NETQUAKE pos = FindIntermission (); other = find (world, classname, "player"); while (other != world) { other.view_ofs = '0 0 0'; other.angles = other.v_angle = pos.mangle; other.fixangle = TRUE; // turn this way immediately other.nextthink = time + 0.5; other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; setorigin (other, pos.origin); other = find (other, classname, "player"); } WriteByte (MSG_ALL, SVC_INTERMISSION); #else WriteByte (MSG_ALL, SVC_INTERMISSION); WriteCoord (MSG_ALL, pos.origin_x); WriteCoord (MSG_ALL, pos.origin_y); WriteCoord (MSG_ALL, pos.origin_z); WriteAngle (MSG_ALL, pos.mangle_x); WriteAngle (MSG_ALL, pos.mangle_y); WriteAngle (MSG_ALL, pos.mangle_z); other = find (world, classname, "player"); while (other != world) { other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; other = find (other, classname, "player"); } #endif }; void() changelevel_touch = { if (other.classname != "player") return; // if "noexit" is set, blow up the player trying to leave //ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel // if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start"))) if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start"))) { T_Damage (other, self, self, 50000, MOD_EXIT); return; } bprint2 (PRINT_HIGH, other.netname, " exited the level\n"); nextmap = self.map; SUB_UseTargets (); self.touch = SUB_Null; // we can't move people right now, because touch functions are called // in the middle of C movement code, so set a think time to do it self.think = execute_changelevel; self.nextthink = time + 0.1; }; /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ void() trigger_changelevel = { if (!self.map) objerror ("chagnelevel trigger doesn't have map"); InitTrigger (); self.touch = changelevel_touch; }; /* ============================================================================= PLAYER GAME EDGE FUNCTIONS ============================================================================= */ void() set_suicide_frame; // create a deadbody ent that is removed over time void(entity ent) CopyToDeadbody = { local entity deadbody; deadbody = spawn(); deadbody.angles = ent.angles; deadbody.model = ent.model; deadbody.modelindex = ent.modelindex; deadbody.frame = ent.frame; deadbody.colormap = ent.colormap; deadbody.movetype = ent.movetype; deadbody.velocity = ent.velocity; deadbody.flags = 0; setorigin (deadbody, ent.origin); setsize (deadbody, ent.mins, ent.maxs); deadbody.think = SUB_Remove; deadbody.nextthink = time + 30; }; // called by ClientKill and DeadThink void() respawn = { if (coop) { // make a copy of the dead body for appearances sake CopyToDeadbody (self); // get the spawn parms as they were at level start setspawnparms (self); // respawn PutClientInServer (); } else if (deathmatch) { // make a copy of the dead body for appearances sake CopyToDeadbody (self); // set default spawn parms SetNewParms (); // respawn PutClientInServer (); } else { // restart the entire server localcmd ("restart\n"); } }; /* ============ ClientKill Player entered the suicide command ============ */ void() PlayerDropStuff; void() ClientKill = { if (intermission_running) return; if (self.suicide_time > time) return; bprint2 (PRINT_MEDIUM, self.netname, " suicides\n"); PlayerDropStuff (); set_suicide_frame (); self.modelindex = modelindex_player; logfrag (self, self); self.frags = self.frags - 2; // extra penalty respawn (); }; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ entity() SelectSpawnPoint = { local entity spot, thing; local float numspots, totalspots; local float pcount; local entity spots; if (coop) // coop spawning { if (!spotspawn) { spotspawn = 1; spot = find (world, classname, "info_player_start"); if (spot) return spot; } lastspawn = find(lastspawn, classname, "info_player_coop"); if (lastspawn) return lastspawn; } if (!deathmatch) // single player spawning { 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) return spot; } // QuakeWorld style deathmatch spawning numspots = 0; totalspots = 0; // choose a info_player_deathmatch point // ok, find all spots that don't have players nearby spots = world; spot = find (world, classname, "info_player_deathmatch"); while (spot) { totalspots = totalspots + 1; thing=findradius(spot.origin, 84); pcount=0; while (thing) { if (thing.classname == "player") pcount=pcount + 1; thing=thing.chain; } if (pcount == 0) { spot.goalentity = spots; spots = spot; numspots = numspots + 1; } // Get the next spot in the chain spot = find (spot, classname, "info_player_deathmatch"); } totalspots=totalspots - 1; if (!numspots) { // ack, they are all full, 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; } // We now have the number of spots available on the map in numspots // Generate a random number between 1 and numspots numspots = numspots - 1; numspots = rint((random() * numspots)); spot = spots; while (numspots > 0) { spot = spot.goalentity; numspots = numspots - 1; } return spot; }; void() DecodeLevelParms; void() PlayerDie; /* =========== PutClientInServer called each time a player enters a new level ============ */ void() PutClientInServer = { local entity spot; self.classname = "player"; self.health = 100; self.takedamage = DAMAGE_AIM; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.show_hostile = 0; 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.suicide_time = time + 3; self.weaponstate = WS_IDLE; DecodeLevelParms (); W_SetCurrentAmmo (); self.attack_finished = time; self.th_pain = player_pain; self.th_die = PlayerDie; self.deadflag = DEAD_NO; spot = SelectSpawnPoint (); 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'; // 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 rj = numberserverinfokey("rj"); if (deathmatch == 4) { self.ammo_shells = 0; if (numberserverinfokey("axe") == 0) { self.ammo_nails = 255; self.ammo_shells = 255; self.ammo_rockets = 255; self.ammo_cells = 255; self.items |= IT_NAILGUN | IT_SUPER_NAILGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER | IT_LIGHTNING; } self.items |= IT_ARMOR3 | IT_INVULNERABILITY; self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2)); self.armorvalue = 200; self.armortype = 0.8; self.health = 250; 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 |= IT_NAILGUN | IT_SUPER_NAILGUN | IT_SUPER_SHOTGUN | IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER | IT_LIGHTNING | IT_ARMOR3 | IT_INVULNERABILITY; self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2)); self.armorvalue = 200; self.armortype = 0.8; self.health = 200; self.invincible_time = 1; self.invincible_finished = time + 3; } }; /* ============================================================================= 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 = { }; /*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 != "") 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 (deathmatch && timelimit && time >= timelimit) NextLevel (); if (deathmatch && fraglimit && self.frags >= fraglimit) NextLevel (); }; //============================================================================ 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); } // 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) { // 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/plyrjmp8.wav", 1, ATTN_NORM); #ifdef NETQUAKE self.flags = self.flags - FL_ONGROUND; self.velocity_z = self.velocity_z + 270; #endif }; /* =========== 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, MOD_DROWN); 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, MOD_LAVA); } } 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, MOD_SLIME); } } 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; } } }; /* ================ 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 intermission is running what is the point of this? // if (self.view_ofs == '0 0 0') // return; makevectors (self.v_angle); // is this still used 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; 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) { sprint1 (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.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) { sprint1 (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_pent; else self.effects = self.effects - (self.effects & ef_pent); } // 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) sprint1 (self, PRINT_HIGH, "OctaPower is wearing off\n"); else sprint1 (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_quad; else self.effects = self.effects - (self.effects & ef_quad); } // 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) { sprint1 (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; } } }; /* ================ PlayerPostThink Called every frame after physics are run ================ */ void() PlayerPostThink = { //dprint ("post think\n"); if (intermission_running) return; // if (self.view_ofs == '0 0 0') // return; if (self.deadflag) return; // check to see if player landed and play landing sound if ((self.jump_flag < -300) && (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) { T_Damage (self, world, world, 5, MOD_FALL); sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); } else sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); } self.jump_flag = self.velocity_z; CheckPowerups (); W_WeaponFrame (); // decay health if (self.healdecay < time) { if (self.health > self.max_health) self.health = self.health - 1; self.healdecay = time + 1; } }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { bprint2 (PRINT_HIGH, self.netname, " entered the game\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 = { // let everyone else know bprint4 (PRINT_HIGH, self.netname, " left the game with ", ftos(self.frags), " frags\n"); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); set_suicide_frame (); }; /* =========== ClientObituary called when a player dies ============ */ float(entity targ, entity attacker) OnSameTeam; void(entity targ, entity attacker, INTEGER mod) ClientObituary = { if (attacker.classname == "player") { if (attacker == targ) { SuicideMessage(targ.netname, mod); targ.frags = targ.frags - 1; logfrag(targ, targ); return; } // else if anything else if (OnSameTeam(targ, attacker)) { TeamKillMessage(targ.netname, attacker.netname, mod); logfrag(attacker, attacker); attacker.frags = attacker.frags - 1; return; } KillMessage(targ.netname, attacker.netname, mod); if (targ.classname == "player") { attacker.frags = attacker.frags + 1; logfrag(attacker, targ); } return; } // else if attacker != player if (attacker.netname == "") { WorldKillMessage(targ.netname, mod); if (targ.classname == "player") { targ.frags = targ.frags - 1; logfrag(targ, targ); } return; } // monster kill, but still consider it a suicide for score purposes KillMessage(targ.netname, attacker.netname, mod); targ.frags = targ.frags - 1; logfrag(targ, targ); };