fteqw/quakec/fallout2/client.qc

2678 lines
58 KiB
C++

// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
void(float slot) WeaponAmmo;
void() Identify;
void(entity to, float iid, float amount) AddStackable;
void(entity to, float iid, float amount) AddNonStackable;
void() shop_face;
float modelindex_dead, modelindex_sneak, modelindex_prone, modelindex_eyes, modelindex_player, modelindex_gone, modelindex_melee;
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
string nextmap;
float intermission_exittime;
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void() info_intermission =
{
self.angles = self.mangle; // so C can get at it
};
void() DecodeLevelParms;
void() SetChangeParms =
{
if (!self.current_slot) //changing without spawning?
DecodeLevelParms(); //make sure we have our inventory!
self.items = self.items - (self.items &
(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
parm5 = self.skill_combat;
parm6 = self.skill_doctor;
parm7 = self.skill_sneak;
parm14 = self.skill_science;
parm8 = self.ammo_shells;
parm9 = self.perk1;
parm10 = self.perk2;
parm16 = self.current_slot;
parm17 = self.islot1;
parm18 = self.islot2;
parm19 = self.islot3;
parm20 = self.islot4;
parm21 = self.islot5;
parm22 = self.islot6;
parm23 = self.islot7;
parm24 = self.islot8;
parm25 = self.islot9;
parm26 = self.islot10;
parm27 = self.islot11;
parm28 = self.islot12;
parm29 = self.islot13;
parm30 = self.islot14;
parm31 = self.islot15;
parm32 = self.islot16;
parm1 = self.islot17;
parm2 = self.islot18;
parm3 = self.islot19;
parm4 = self.islot20;
parm11 = self.islot21;
parm12 = self.islot22;
parm13 = self.islot23;
parm15 = self.islot24;
};
void() SetNewParms =
{
//16 is the current_slot
//17 to 32 are inventory slots.
//the assignments were moved into PutClientInServer
//on account of changing maps before spawning was resulting in no inventory.
parm1 = 0;
parm2 = 0;
parm3 = SlotVal(IID_ARM_LEATHER, 1);
parm4 = 0;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 200;
parm9 = 0;
parm10 = 0;
parm11 = 0;
parm12 = 0;
parm13 = 0;
parm14 = 0;
parm15 = 0;
parm16 = 0;
parm17 = 0;
parm18 = 0;
parm19 = 0;
parm20 = 0;
parm21 = 0;
parm22 = 0;
parm23 = 0;
parm24 = 0;
parm25 = 0;
parm26 = 0;
parm27 = 0;
parm28 = 0;
parm29 = 0;
parm30 = 0;
parm31 = 0;
parm32 = 0;
};
void() DecodeLevelParms =
{
setspawnparms(self);
self.skill_combat = parm5;
self.skill_doctor = parm6;
self.skill_sneak = parm7;
self.skill_science = parm14;
self.ammo_shells = parm8;
self.perk1 = parm9;
self.perk2 = parm10;
self.class = 1;
if (parm16 > 0)
self.current_slot = parm16;
self.islot1 = parm17;
self.islot2 = parm18;
self.islot3 = parm19;
self.islot4 = parm20;
self.islot5 = parm21;
self.islot6 = parm22;
self.islot7 = parm23;
self.islot8 = parm24;
self.islot9 = parm25;
self.islot10= parm26;
self.islot11= parm27;
self.islot12 = parm28;
self.islot13 = parm29;
self.islot14 = parm30;
self.islot15 = parm31;
self.islot16 = parm32;
self.islot17 = parm1;
self.islot18 = parm2;
self.islot19 = parm3;
self.islot20 = parm4;
self.islot21 = parm11;
self.islot22 = parm12;
self.islot23 = parm13;
self.islot24 = parm15;
};
/*
============
FindIntermission
Returns the entity to view from
============
*/
entity() FindIntermission =
{
local entity spot;
local float cyc;
// look for info_intermission first
spot = find (world, classname, "info_intermission");
if (spot)
{ // pick a random one
cyc = random() * 4;
while (cyc > 1)
{
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = cyc - 1;
}
return spot;
}
// then look for the start position
spot = find (world, classname, "info_player_start");
if (spot)
return spot;
objerror ("FindIntermission: no spot");
return world;
};
void() GotoNextMap =
{
local string newmap;
//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
changelevel (mapname);
else {
// configurable map lists, see if the current map exists as a
// serverinfo/localinfo var
newmap = infokey(world, mapname);
if (newmap != "")
changelevel (newmap);
else
changelevel (nextmap);
}
};
/*
============
IntermissionThink
When the player presses attack or jump, change to the next level
============
*/
void() IntermissionThink =
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
GotoNextMap ();
};
void() get_new_map =
{
if (random()<0.04)
m_map = "e1m1";
else if (random()<0.04)
m_map = "e2m1";
else if (random()<0.10)
m_map = "e3m1";
else if (random()<0.04)
m_map = "e4m1";
else if (random()<0.08)
m_map = "bbelief1";
else if (random()<0.08)
m_map = "bbelief2";
else if (random()<0.08)
m_map = "bbelief3";
else if (random()<0.08)
m_map = "bbelief4";
else if (random()<0.08)
m_map = "bbelief5";
else if (random()<0.08)
m_map = "bbelief6";
else if (random()<0.08)
m_map = "e1m4";
else if (random()<0.08)
m_map = "e2m3";
else if (random()<0.08)
m_map = "e3m3";
else if (random()<0.08)
m_map = "e1m3";
else if (random()<0.08)
m_map = "e1m5";
else
m_map = "bbelief1";
};
void(float type) get_new_mission =
{
local float x;
local string savemap;
if (type == 1)
savemap = "hostage";
if (type == 2)
savemap = "supplies";
if (type == 3)
savemap = "shadow";
if (type == 4)
savemap = "deadtown";
if (type == 5)
savemap = "destroy";
if (type == 6)
savemap = "defuse";
localcmd("serverinfo objective ");
localcmd(savemap);
localcmd("\n");
get_new_map();
bprint(2, "new mission has been received: ");
bprint(2, savemap);
bprint(2, "\n");
bprint(2, "location coordinates are near ");
bprint(2, m_map);
bprint(2, "\n");
};
/*
============
execute_changelevel
The global "nextmap" has been set previously.
Take the players to the intermission spot
============
*/
void() execute_changelevel =
{
local string savemap;
local entity pos;
local float x;
localcmd("map r_bunker\n");
};
void() changelevel_touch =
{
if (coop == 0)
return;
if (other.classname != "player")
return;
if ((world.map_obj == OBJ_HOSTAGE && hostages > 0) && random()<0.02)
{
sprint (other, 2,"there are more hostages to save.\n");
return;
}
else if ((world.map_obj == OBJ_DEADTOWN && hostages > 0) && random()<0.02)
{
sprint (other, 2,"there are more hostages to save.\n");
return;
}
else if ((world.map_obj == OBJ_SUPPLY && supplies > 0) && random()<0.02)
{
sprint (other, 2,"there are more supplies to secure.\n");
return;
}
else if ((world.map_obj == OBJ_DESTROY && supplies > 0) && random()<0.02)
{
sprint (other, 2,"there are more fuel tanks to destroy.\n");
return;
}
else if ((world.map_obj == OBJ_DEFUSE && supplies > 0) && random()<0.02)
{
sprint (other, 2,"there are still bombs to disarm.\n");
return;
}
if (world.map_obj == OBJ_HOSTAGE && hostages > 0)
return;
else if (world.map_obj == OBJ_SUPPLY && supplies > 0)
return;
else if (world.map_obj == OBJ_DESTROY && supplies > 0)
return;
else if (world.map_obj == OBJ_DEFUSE && supplies > 0)
return;
bprint (PRINT_HIGH, other.netname);
bprint (PRINT_HIGH," exited the level\n");
other = find (world, classname, "player");
while (other)
{
stuffcmd(other, "play music/victory\n");
other.missionbrief = 3;
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
other = find (other, classname, "player");
}
localcmd("serverinfo objective return\n");
SUB_UseTargets ();
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 10;
};
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("chagnelevel trigger doesn't have map");
InitTrigger ();
self.touch = changelevel_touch;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
void() set_suicide_frame;
// called by ClientKill and DeadThink
void() respawn =
{
// make a copy of the dead body for appearances sake
//CopyToBodyQue (self);
// set default spawn parms
//SetNewParms ();
// respawn
PutClientInServer ();
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
sprint(self, 2, "you chicken out!\n");
};
float(vector v) CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
local entity spot, thing;
local float numspots, totalspots;
local float pcount;
local entity spots;
local string ent1;
numspots = 0;
totalspots = 0;
if (infokey(world, "coop") == "0")
coop = 0;
if (infokey(world, "coop") == "1")
coop = 1;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
spot = find (world, classname, "spawn3");
if (coop == 0)
ent1 = "info_player_deathmatch";
else
ent1 = "info_player_coop";
if (ent1 == "spawn3")
{
if (self.team == 1)
ent1 = "spawn1";
if (self.team == 2)
ent1 = "spawn2";
}
// choose a info_player_deathmatch point
// ok, find all spots that don't have players nearby
spots = world;
spot = find (world, classname, ent1);
while (spot)
{
totalspots = totalspots + 1;
thing=findradius(spot.origin, 40);
pcount=0;
while (thing)
{
if (thing.classname == "player")
pcount=pcount + 1;
thing=thing.chain;
}
if (pcount == 0)
{
spot.goalentity = spots;
spots = spot;
numspots = numspots + 1;
}
// Get the next spot in the chain
spot = find (spot, classname, ent1);
}
totalspots=totalspots - 1;
if (!numspots)//full, find random spot
{
totalspots = rint((random() * totalspots));
spot = find (world, classname, ent1);
while (totalspots > 0)
{
totalspots = totalspots - 1;
spot = find (spot, classname, ent1);
}
return spot;
}
// We now have the number of spots available on the map in numspots
// Generate a random number between 1 and numspots
numspots = numspots - 1;
numspots = rint((random() * numspots ) );
spot = spots;
while (numspots > 0)
{
spot = spot.goalentity;
numspots = numspots - 1;
}
return spot;
};
void() DecodeLevelParms;
void() PlayerDie;
/*
===========
PutClientInServer
called each time a player enters a new level
============
*/
void() PutClientInServer =
{
local entity spot, gun;
local float x, xx;
self.classname = "player";
self.health = 100;
self.takedamage = DAMAGE_AIM;
self.movetype = MOVETYPE_WALK;
self.show_hostile = 0;
self.max_health = 150 + (self.skill_combat*2);
self.health = 100;
self.flags = FL_CLIENT;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.currentmenu = "none";
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
self.active = 1;
self.solid = SOLID_NOT;
self.materialize = 20;
DecodeLevelParms ();
/*
if (self.skill_combat == 0 && self.skill_sneak == 0 && self.skill_doctor == 0 && self.skill_science == 0)
{
self.deadflag = DEAD_NO;
self.health = 200;
self.max_health = 200;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
self.movetype = MOVETYPE_WALK;
self.flags = FL_CLIENT;
self.classname = "player";
self.currentmenu = "none";
self.air_finished = time + 999;
self.active = 1;
player_stand1 ();
return;
}*/
if (self.current_slot == 0)
{
self.islot1 = SlotVal(IID_WP_GLOCK, 15);
self.islot2 = SlotVal(IID_WP_KNIFE, 1);
self.islot3 = SlotVal(IID_ARM_LEATHER, 1);
self.islot5 = SlotVal(IID_CHEM_STIMPACK, 3);
self.islot7 = SlotVal(IID_AM_10MM, 30);
self.islot8 = 0;
self.islot9 = 0;
self.islot10 = 0;
self.islot11 = 0;
self.islot12 = 0;
self.islot13 = 0;
self.islot14 = 0;
self.islot15 = 0;
self.islot16 = 0;
self.islot17 = 0;
self.islot18 = 0;
self.islot19 = 0;
self.islot20 = 0;
self.islot21 = 0;
self.islot22 = 0;
self.islot23 = 0;
self.islot24 = 0;
}
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
self.max_health = 100 + self.skill_combat;
self.equipment_slot = 0;
spawn_dot(self);
self.health = self.max_health;
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
setmodel (self, "progs/lay.mdl");
modelindex_prone = self.modelindex;
setmodel (self, "progs/sneak.mdl");
modelindex_sneak = self.modelindex;
setmodel (self, "progs/melee.mdl");
modelindex_melee = self.modelindex;
setmodel (self, "progs/dead.mdl");
modelindex_dead = self.modelindex;
setmodel (self, "");
modelindex_gone = self.modelindex;
setmodel (self, "progs/guy.mdl");
modelindex_player = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
self.view2 = world;
// Mod - Xian (May.20.97)
// Bug where player would have velocity from their last kill
self.velocity = '0 0 0';
player_stand1 ();
makevectors(self.angles);
spawn_tfog (self.origin + v_forward*20);
spawn_tdeath (self.origin, self);
// Set Rocket Jump Modifiers
if (stof(infokey(world, "rj")) != 0)
{
rj = stof(infokey(world, "rj"));
}
if (deathmatch == 4)
{
self.ammo_shells = 0;
if (stof(infokey(world, "axe")) == 0)
{
self.ammo_nails = 255;
self.ammo_shells = 255;
self.ammo_rockets = 255;
self.ammo_cells = 255;
self.items = self.items | IT_NAILGUN;
self.items = self.items | IT_SUPER_NAILGUN;
self.items = self.items | IT_SUPER_SHOTGUN;
self.items = self.items | IT_ROCKET_LAUNCHER;
// self.items = self.items | IT_GRENADE_LAUNCHER;
self.items = self.items | IT_LIGHTNING;
}
self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 250;
self.items = self.items | IT_INVULNERABILITY;
self.invincible_time = 1;
self.invincible_finished = time + 3;
}
if (deathmatch == 5)
{
self.ammo_nails = 80;
self.ammo_shells = 30;
self.ammo_rockets = 10;
self.ammo_cells = 30;
self.items = self.items | IT_NAILGUN;
self.items = self.items | IT_SUPER_NAILGUN;
self.items = self.items | IT_SUPER_SHOTGUN;
self.items = self.items | IT_ROCKET_LAUNCHER;
self.items = self.items | IT_GRENADE_LAUNCHER;
self.items = self.items | IT_LIGHTNING;
self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 200;
self.items = self.items | IT_INVULNERABILITY;
self.invincible_time = 1;
self.invincible_finished = time + 3;
}
W_SetCurrentAmmo();
stuffcmd(self, "sizeup\n");
stuffcmd(self, "sizeup\n");
};
/*
=============================================================================
QUAKED FUNCTIONS
=============================================================================
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void() info_player_start =
{
};
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void() info_player_start2 =
{
/*
local entity start;
local float x;
x = 10;
while (x > 0)
{
start = spawn();
setsize(start, '-16 -16 -24', '16 16 32');
setorigin(start, self.origin + '0 0 4');
start.solid = SOLID_BBOX;
start.health = 0;
start.movetype = MOVETYPE_BOUNCE;
start.velocity = '500 100 9000';
setmodel (start, "progs/guy.mdl");
start.avelocity = '3000 1000 2000';
start.frame = 1;
//start.think = become_startpoint;
//start.nextthink = time + 2;
x = x - 1;
}
*/
};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void() info_player_deathmatch =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};
void() spawn1 =
{
};
void() spawn2 =
{
};
void() spawn3 =
{
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
go to the next level for deathmatch
*/
void() NextLevel =
{
local entity o;
if (nextmap != "")
return; // already done
if (mapname == "start")
{
if (!cvar("registered"))
{
mapname = "e1m1";
}
else if (!(serverflags & 1))
{
mapname = "e1m1";
serverflags = serverflags | 1;
}
else if (!(serverflags & 2))
{
mapname = "e2m1";
serverflags = serverflags | 2;
}
else if (!(serverflags & 4))
{
mapname = "e3m1";
serverflags = serverflags | 4;
}
else if (!(serverflags & 8))
{
mapname = "e4m1";
serverflags = serverflags - 7;
}
o = spawn();
o.map = mapname;
}
else
{
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
if (!o || mapname == "start")
{ // go back to same map if no trigger_changelevel
o = spawn();
o.map = mapname;
}
}
nextmap = o.map;
if (o.nextthink < time)
{
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
if (timelimit && time >= timelimit)
NextLevel ();
if (fraglimit && self.frags >= fraglimit)
NextLevel ();
};
void () LocateSpectatorTarget =
{
local float playercnt;
local float total;
local float player;
local entity ke;
local entity de;
if (self.button0)
{
bprint(PRINT_MEDIUM, self.classname);
bprint(PRINT_MEDIUM, " is dying...\n");
return;
}
if (self.ghost == 1)
{
ke = find (world, classname, "player");
de = ke;
total = -1;
player = 0;
playercnt = 0;
while (ke)
{
if (ke.classname == "player" && ke.ghost == 0 && ke.health > 0)
{
total = total + 1;
}
ke = find (ke, classname, "player");
}
while (de)
{
if (de.classname == "player" && de.ghost == 0 && de.health > 0)
{
if (player == self.ghostcnt)
{
makevectors (de.angles);
self.view2 = de;
self.ghostcnt = self.ghostcnt + 1;
self.cnt = 0;
sprint(self, 2, "now following ");
sprint(self, 2, de.netname);
sprint(self, 2, ".\n");
if (self.ghostcnt > total)
self.ghostcnt = 0;
return;
}
player = player + 1;
if (self.ghostcnt > total)
{
self.ghostcnt = 0;
}
}
de = find (de, classname, "player");
}
if (player == 0)
{
self.view2 = world;
centerprint (self, "No players found...\n");
if (!deathmatch)
localcmd("restart\n");
return;
}
}
};
//============================================================================
void() PlayerDeathThink =
{
local float forward;
self.view_ofs = '0 0 -12';
self.modelindex = modelindex_dead;
// self.solid = SOLID_NOT;
if ((self.flags & FL_ONGROUND))
{
forward = vlen (self.velocity);
forward = forward - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize(self.velocity);
}
// wait for all buttons released
if (self.deadflag == DEAD_DEAD)
{
if (self.button2 || self.button1 || self.button0)
return;
self.deadflag = DEAD_RESPAWNABLE;
return;
}
// wait for any button down
if (!self.button2 && !self.button1 && !self.button0)
return;
if (self.dtime < time)
{
LocateSpectatorTarget();
self.dtime = time + 1;
}
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
//respawn();
};
void() PlayerJump =
{
if (self.flags & FL_WATERJUMP)
return;
if (self.health <= (self.max_health*0.20))
return;
if (self.waterlevel >= 2)
{
// play swiming sound
if (self.swim_flag < time)
{
self.swim_flag = time + 1;
if (random() < 0.5)
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
}
return;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.button2 = 0;
// player jumping sound
sound (self, CHAN_BODY, "player/ax1.wav", 1, ATTN_NORM);
};
/*
===========
WaterMove
============
*/
.float dmgtime;
void() WaterMove =
{
//dprint (ftos(self.waterlevel));
if (self.movetype == MOVETYPE_NOCLIP)
return;
if (self.health < 0)
return;
if (self.waterlevel != 3)
{
if (self.air_finished < time)
sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
else if (self.air_finished < time + 9)
sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
self.air_finished = time + 12;
self.dmg = 2;
}
else if (self.air_finished < time)
{ // drown!
if (self.pain_finished < time)
{
self.dmg = self.dmg + 2;
if (self.dmg > 15)
self.dmg = 10;
T_Damage (self, world, world, self.dmg);
self.pain_finished = time + 1;
}
}
if (!self.waterlevel)
{
if (self.flags & FL_INWATER)
{
// play leave water sound
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
self.flags = self.flags - FL_INWATER;
}
return;
}
if (self.watertype == CONTENT_LAVA)
{ // do damage
if (self.dmgtime < time)
{
if (self.radsuit_finished > time)
self.dmgtime = time + 1;
else
self.dmgtime = time + 0.2;
T_Damage (self, world, world, 10*self.waterlevel);
}
}
else if (self.watertype == CONTENT_SLIME)
{ // do damage
if (self.dmgtime < time && self.rage != IID_CHEM_RADX)
{
self.dmgtime = time + 1;
T_Damage (self, world, world, 4*self.waterlevel);
}
}
if ( !(self.flags & FL_INWATER) )
{
// player enter water sound
if (self.watertype == CONTENT_LAVA)
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
if (self.watertype == CONTENT_SLIME)
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
self.flags = self.flags + FL_INWATER;
self.dmgtime = 0;
}
};
void() CheckWaterJump =
{
local vector start, end;
// check for a jump-out-of-water
makevectors (self.angles);
start = self.origin;
start_z = start_z + 8;
v_forward_z = 0;
normalize(v_forward);
end = start + v_forward*24;
traceline (start, end, TRUE, self);
if (trace_fraction < 1)
{ // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
traceline (start, end, TRUE, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags = self.flags | FL_WATERJUMP;
self.velocity_z = 225;
self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
self.teleport_time = time + 2; // safety net
return;
}
}
};
//this is used to check if the player is directly in front of a monster
//or off to the side, on the corner of the monsters vision
float(entity targ) check_fov =
{
local vector vec;
local float dot;
makevectors (targ.angles);
vec = normalize (self.origin - targ.origin);
dot = vec * v_forward;
if ( dot > 0.9)
{
return TRUE;
}
return FALSE;
};
float(entity targ) check_fov_side =
{
local vector vec;
local float dot;
makevectors (targ.angles);
vec = normalize (self.origin - targ.origin);
dot = vec * v_forward;
if ( dot > 0.6 && dot < 0.9)
{
return TRUE;
}
return FALSE;
};
//determines chance of someone getting detected while sneaking
void() SneakLevel =
{
local float sn, st, front, r, q;
local entity te;
local string report;
front = 0;
te = findradius(self.origin, 1500);
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/2;
//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 2% bonus to stealth
if (self.position > 0)
sn = sn + 2;
//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);
//stealthboy gives a bonus to sneak range
st = ToIID(self.islot4);
if (st == IID_EQUIP_STEALTHBOY)
q = 3 + (self.skill_sneak/2) + 3;
sn = sn - r/q;
}
//combat armor gives a penalty to stealth
st = ToIID(self.islot3);
if (st == IID_ARM_COMBAT || st == IID_ARM_SEVA)
sn = sn - 5;
//metal armor gives a large penalty to stealth
st = ToIID(self.islot3);
if (st == IID_ARM_METAL)
sn = sn - 10;
//power armor gives a huge penalty to stealth
st = ToIID(self.islot3);
if (st == IID_ARM_LPOWER)
sn = sn - 25;
//tesla armor gives a massive penalty to stealth
st = ToIID(self.islot3);
if (st == IID_ARM_TESLA)
sn = sn - 40;
if (sn <= 5)
sn = 5;
if (sn >= 99)
sn = 99;
if (self.sneak > 0)
self.sneak = sn;
};
void() ArmorCheck =
{
local float type, aid, slow;
aid = ToIID(self.islot3);
if (self.hold > 0)
self.speedmulti = 0;
slow = self.weight/self.max_weight;
self.speedmulti = 1.00 - (slow/2);
if (self.health <= (self.max_health*0.20))
self.speedmulti = 0.75;
else if (self.health <= (self.max_health*0.10))
self.speedmulti = 0.50;
if (self.walk == 1)
self.speedmulti = self.speedmulti * 0.50;
self.speedmulti = self.speedmulti*(1+(self.skill_sneak*0.01));
//Armor
if (aid == IID_ARM_DESERT)
type = 0.10;
if (aid == IID_ARM_LEATHER)
type = 0.25;
if (aid == IID_ARM_VANDAL)
type = 0.30;
if (aid == IID_ARM_METAL)
type = 0.50;
if (aid == IID_ARM_TESLA)
type = 0.25;
if (aid == IID_ARM_COMBAT)
type = 0.40;
if (aid == IID_ARM_SEVA)
type = 0.45;
if (aid == IID_ARM_FORCE)
type = 0.15;
if (aid == IID_ARM_LPOWER)
type = 0.50;
if (self.rage == IID_CHEM_PSYCHO)
type += 0.20;
if (aid <= IID_ARM_METAL)
self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1);
else if (aid <= IID_ARM_SEVA)
self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1);
else
self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1);
if (aid == IID_ARM_LEATHER)
self.armornoise = "misc/thud.wav";
if (aid == IID_ARM_VANDAL)
self.armornoise = "misc/thud.wav";
if (aid == IID_ARM_METAL)
self.armornoise = "misc/thud.wav";
if (aid == IID_ARM_TESLA)
self.armornoise = "weapons/ric1.wav";
if (aid == IID_ARM_COMBAT)
self.armornoise = "misc/thud.wav";
if (aid == IID_ARM_SEVA)
self.armornoise = "misc/thud.wav";
if (aid == IID_ARM_FORCE)
self.armornoise = "misc/laserdef.wav";
if (aid == IID_ARM_LPOWER)
self.armornoise = "weapons/ric1.wav";
self.armorvalue = type * 100;
self.armortype = type;
};
void () WeightControl =
{
//for each inventory item, add up it's weight.
local float wt;
wt = wt + GetItemsWeight(self.islot1);
wt = wt + GetItemsWeight(self.islot2);
wt = wt + GetItemsWeight(self.islot3);
wt = wt + GetItemsWeight(self.islot4);
wt = wt + GetItemsWeight(self.islot5);
wt = wt + GetItemsWeight(self.islot6);
wt = wt + GetItemsWeight(self.islot7);
wt = wt + GetItemsWeight(self.islot8);
wt = wt + GetItemsWeight(self.islot9);
wt = wt + GetItemsWeight(self.islot10);
wt = wt + GetItemsWeight(self.islot11);
wt = wt + GetItemsWeight(self.islot12);
wt = wt + GetItemsWeight(self.islot13);
wt = wt + GetItemsWeight(self.islot14);
wt = wt + GetItemsWeight(self.islot15);
wt = wt + GetItemsWeight(self.islot16);
self.weight = wt;
self.max_weight = 30;
self.max_weight = self.max_weight + self.skill_combat;
};
void () PositionControl =
{
local float exp, slow;
if (self.position == 0)
self.view_ofs = '0 0 22';
if (self.position == 1)
self.view_ofs = '0 0 5';
if (self.position == 2)
self.view_ofs = '0 0 -10';
if (self.position == 0)
setsize (self, '-16 -16 -24', '16 16 32');
if (self.position == 1)
setsize (self, '-16 -16 -24', '16 16 16');
if (self.position == 2)
setsize (self, '-16 -16 -24', '16 16 0');
if (self.currentmenu != "none")
{
self.maxspeed = 0;
return;
}
if (self.position == 0)
self.maxspeed = 225;
else if (self.position == 1)
self.maxspeed = 100;
else
self.maxspeed = 50;
if (self.rage == IID_CHEM_ADRENALINE)
self.maxspeed = self.maxspeed*1.20;
if (self.sneak > 0)
self.maxspeed = self.maxspeed*0.50;
self.maxspeed = self.maxspeed*self.speedmulti;
if (self.maxspeed < 50)
self.maxspeed = 50;
};
.float clientcolors;
.float gravity;
.vector movement;
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
void() PlayerPreThink =
{
local float r, grip;
local entity te;
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
return; // the think tics
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
makevectors (self.v_angle); // is this still used
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
if (self.hold > 0)
self.hold = self.hold - 1;
if (self.team == 0)
self.clientcolors = 0;
else if (self.team == 1)
self.clientcolors = 13 + 13*16;
else
self.clientcolors = 4 + 4*16;
if (self.team == 0 && self.currentmenu == "none")
{
self.currentmenu = "display_enter_screen";
DisplayMenu ();
return;
}
if (self.score < 200)
{
if ((self.skill_combat + self.skill_doctor + self.skill_sneak + self.skill_science) <= 10)
{
self.score = 200;
sound (self, CHAN_BODY, "misc/secret.wav", 1, ATTN_NORM);
sprint(self, 2, "you have gained a level!\npress 'p' to assign a skill point.\n");
}
}
//perk1timer and perk2timer are "cooldowns" for each perk
if (self.perk1timer > 0)
self.perk1timer = self.perk1timer - 1;
if (self.perk2timer > 0)
self.perk2timer = self.perk2timer - 1;
self.shadowtime = time_left;
if (self.cycle1 < time)
{
if (self.currentmenu != "none")
DisplayMenu();
//if (class == 0 || self.team == 0)
// return;
Identify();
PositionControl();
WeightControl();
ArmorCheck();
SneakLevel();
self.accept = 0;
local float lgrip, rgrip;
if (self.health > self.max_health)
self.health = self.max_health;
if (self.flash < time || ToIID(self.islot4) == IID_EQUIP_GOGGLES)
{
if (ToIID(self.islot4) == IID_EQUIP_GOGGLES)
stuffcmd(self, "v_cshift 25 0 25 25\n");
else if (self.ragetime > time && self.rage != IID_CHEM_RADX)
stuffcmd(self, "v_cshift 75 0 0 75\n");
else if (self.sneak > 0)
stuffcmd(self, "v_cshift 0 0 75 75\n");
else if (self.zoom == 0)
stuffcmd(self, "v_cshift 0 0 0 0\n");
}
self.cycle1 = time + 0.5;
}
if (self.materialize > 0)
{
self.materialize = self.materialize - 1;
if (self.materialize <= 0)
{
if (walkmove(0, 0))
{
self.solid = SOLID_SLIDEBOX;
//bprint(2, "turning solid\n");
}
else
{
self.materialize = 50;
//bprint(2, "stuck in object, returning non-solid\n");
}
}
}
self.deathtype = "";
if (self.cycle2 < time)
{
if (ToIID(self.islot4) == IID_EQUIP_BATTERY)
r = 20;
else
r = 10;
if (self.ragetime > 0)
self.ragetime -= 1;
if (self.ragetime <= 0)
self.rage = 0;
traceline ((self.origin), ((self.origin - (v_right * 24))) + (v_forward * 64), FALSE, self);
if (trace_fraction < 1 && trace_fraction > 0)
lgrip = 1;
traceline ((self.origin), ((self.origin - (v_right * 48))) + (v_forward * 32), FALSE, self);
if (trace_fraction < 1 && trace_fraction > 0)
lgrip = 1;
traceline ((self.origin), ((self.origin + (v_right * 24))) + (v_forward * 64), FALSE, self);
if (trace_fraction < 1 && trace_fraction > 0)
rgrip = 1;
traceline ((self.origin), ((self.origin + (v_right * 48))) + (v_forward * 32), FALSE, self);
if (trace_fraction < 1 && trace_fraction > 0)
rgrip = 1;
if (rgrip == 1 && lgrip == 0)
self.rage = 777;
if (rgrip == 0 && lgrip == 1)
self.rage = 777;
if (self.sneak == 0)
{
if (self.ammo_cells < r)
self.ammo_cells = self.ammo_cells + 1;
if (self.ammo_cells > r)
self.ammo_cells = r;
}
if (self.sneak > 0)
{
if (self.ammo_cells == 3 && ToIID(self.islot4) == IID_EQUIP_STEALTHBOY)
sprint(self, 2, "stealthboy running low!\n");
if (self.ammo_cells > 0)
self.ammo_cells = self.ammo_cells - 1;
if (self.ammo_cells < 0)
self.ammo_cells = 0;
}
if (self.regen > 0 && !self.deadflag) //don't come back to life.
{
self.health = self.health + 3;
self.regen = self.regen - 1;
}
else if (self.rage == IID_CHEM_BESERK && !self.deadflag) //don't come back to life.
self.health = self.health + 1;
if (self.flash < time || ToIID(self.islot4) == IID_EQUIP_GOGGLES)
{
if (ToIID(self.islot4) == IID_EQUIP_GOGGLES)
stuffcmd(self, "v_cshift 25 0 25 25\n");
if (self.steadyaim == 0)
stuffcmd(self, "v_idlescale 0\n");
else if (self.recoil >= 4)
stuffcmd(self, "v_idlescale 4\n");
else if (self.velocity == '0 0 0' && self.health >= self.max_health*0.80 && self.position > 0)
stuffcmd(self, "v_idlescale 0\n");
else if (self.velocity == '0 0 0' && self.position > 0)
stuffcmd(self, "v_idlescale 1\n");
else if (self.velocity == '0 0 0' && self.health >= self.max_health*0.80)
stuffcmd(self, "v_idlescale 2\n");
else if (self.velocity != '0 0 0' || self.health < self.max_health*0.80)
stuffcmd(self, "v_idlescale 4\n");
else if (self.health < self.max_health*0.50)
stuffcmd(self, "v_idlescale 6\n");
}
self.cycle2 = time + 1;
}
CheckRules ();
WaterMove ();
if (self.deadflag == DEAD_DYING)
return; // dying, so do nothing
if (self.button2)
{
PlayerJump ();
}
else
self.flags = self.flags | FL_JUMPRELEASED;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
if (!self.gravity)
{ //climbing gear
if (self.velocity != '0 0 0' || self.button2)
self.gravity = 1;
}
if (self.equipment_slot)
{
if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_CLIMBINGGEAR)
{
grip = 0;
traceline ((self.origin), ((self.origin + (v_forward * 48))), FALSE, self);
if (trace_fraction < 1 && trace_fraction > 0)
grip = 1;
if (grip == 1)
{
self.attack_finished = time + 0.1;
self.rtime = time + 0.2;
self.gravity = 0;
self.maxspeed = 50;
self.velocity = v_forward*20 * self.movement_x;
}
else
{
self.gravity = 1;
}
}
if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_HOVERBOOTS && self.button2)
{
if (self.attack_finished < time)
{
self.velocity = self.velocity + v_up*800*0.4;
self.attack_finished = time + 0.4;
}
}
}
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
local float weap;
if (self.health <= 0)
return;
// invisibility
if (self.equipment_slot)
if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_STEALTHBOY)
goto beinvis;
if (self.invisible_finished)
{
// sound and screen flash when items starts to run out
if (self.invisible_sound < time)
{
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3)
{
if (self.invisible_time == 1)
{
sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.invisible_time = time + 1;
}
if (self.invisible_time < time)
{
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time)
{ // just stopped
self.invisible_finished = 0;
self.invisible_time = 0;
}
:beinvis
self.items = self.items | IT_INVISIBILITY;
self.frame = 0;
self.modelindex = modelindex_sneak;
}
else
{
self.items = self.items - (self.items & IT_INVISIBILITY);
if (self.ghost == 1 || self.class == 0 || self.team == 0)
{
self.modelindex = modelindex_gone;
return;
}
weap = ToIID(self.(SlotField(self.current_slot)));
if (self.position <= 1)
self.modelindex = modelindex_player;
if (self.position == 2)
self.modelindex = modelindex_prone;
if (self.sneak > 0 && coop == 0)
self.modelindex = modelindex_gone;
if (self.sneak > 0 && coop == 1)
self.modelindex = modelindex_sneak;
if (IsMelee(weap))
self.modelindex = modelindex_melee;
if (self.health <= 0)
self.modelindex = modelindex_dead;
}
// invincibility
if (self.invincible_finished)
{
// sound and screen flash when items starts to run out
if (self.invincible_finished < time + 3)
{
if (self.invincible_time == 1)
{
sprint (self, PRINT_HIGH, "Protection is almost burned out\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
self.invincible_time = time + 1;
}
if (self.invincible_time < time)
{
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time)
{ // just stopped
self.items = self.items - IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time)
{
self.effects = self.effects | EF_DIMLIGHT;
self.effects = self.effects | EF_RED;
}
else
{
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects = self.effects - (self.effects & EF_RED);
}
}
// super damage
if (self.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3)
{
if (self.super_time == 1)
{
if (deathmatch == 4)
sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
else
sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
self.super_time = time + 1;
}
if (self.super_time < time)
{
self.super_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.super_damage_finished < time)
{ // just stopped
self.items = self.items - IT_QUAD;
if (deathmatch == 4)
{
self.ammo_cells = 255;
self.armorvalue = 1;
self.armortype = 0.8;
self.health = 100;
}
self.super_damage_finished = 0;
self.super_time = 0;
}
if (self.super_damage_finished > time)
{
self.effects = self.effects | EF_DIMLIGHT;
self.effects = self.effects | EF_BLUE;
}
else
{
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
self.effects = self.effects - (self.effects & EF_BLUE);
}
}
// suit
if (self.radsuit_finished)
{
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.radsuit_finished < time + 3)
{
if (self.rad_time == 1)
{
sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time)
{
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items - IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
void() Footstep;
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
//dprint ("post think\n");
if (self.view_ofs == '0 0 0')
return; // intermission or finale
if (self.deadflag)
return;
// check to see if player landed and play landing sound
if ((self.jump_flag < -50) && (self.flags & FL_ONGROUND) )
{
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
else if (self.jump_flag < -650)
{
self.deathtype = "falling";
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
}
else
Footstep();
}
self.jump_flag = self.velocity_z;
if (self.rtime > time)
self.weaponframe = 3;
CheckPowerups ();
W_WeaponFrame ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
local entity te;
local float t;
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the wasteland\n");
te = find(world, classname, "player");
/*
t = 0;
while (te)
{
t = t + 1;
te = find(te, classname, "player");
}*/
/*
if (infokey(world, "total") == "zero")
{
bprint(2, "setting difficulty for one player.\n");
localcmd("serverinfo total one\n");
}
else if (infokey(world, "total") == "one")
{
bprint(2, "setting difficulty for two players.\n");
localcmd("serverinfo total two\n");
}
else if (infokey(world, "total") == "two")
{
bprint(2, "setting difficulty for three players.\n");
localcmd("serverinfo total three\n");
}
else if (infokey(world, "total") == "three")
{
bprint(2, "setting difficulty for four players.\n");
localcmd("serverinfo total four\n");
}
else if (infokey(world, "total") == "four")
{
bprint(2, "setting difficulty maxed out.\n");
localcmd("serverinfo total four\n");
}
*/
self.start_time = world.start_time;
self.map_ent1 = world.map_ent1;
self.map_ent2 = world.map_ent2;
self.map_ent3 = world.map_ent3;
self.map_obj = world.map_obj;
self.location = world.location;
stuffcmd(self, "v_damagecshift 1\n");
stuffcmd(self, "alias +walk impulse 66\n");
stuffcmd(self, "alias -walk impulse 67\n");
stuffcmd(self, "alias duck impulse 200\n");
stuffcmd(self, "alias prone impulse 201\n");
stuffcmd(self, "alias reload impulse 50\n");
stuffcmd(self, "alias chem impulse 51\n");
stuffcmd(self, "alias buy impulse 52\n");
stuffcmd(self, "alias special impulse 53\n");
stuffcmd(self, "alias exit impulse 100\n");
stuffcmd(self, "alias drop impulse 55\n");
stuffcmd(self, "alias zoom impulse 60\n");
stuffcmd(self, "alias hostage impulse 65\n");
stuffcmd(self, "alias perk1 impulse 61\n");
stuffcmd(self, "alias perk2 impulse 62\n");
stuffcmd(self, "alias stimpack impulse 225\n");
stuffcmd(self, "alias equip \"cmd invuse 4\"\n");
stuffcmd(self, "alias q1 \"cmd invuse 5\"\n");
stuffcmd(self, "alias q2 \"cmd invuse 6\"\n");
stuffcmd(self, "alias quick1 \"cmd invuse 5\"\n");
stuffcmd(self, "alias quick2 \"cmd invuse 6\"\n");
stuffcmd(self, "alias toolkit \"cmd invswap toolkit 2;impulse 2\"\n");
stuffcmd (self, "alias radio1 impulse 212\n");
stuffcmd (self, "alias radio2 impulse 213\n");
stuffcmd (self, "alias radio3 impulse 214\n");
stuffcmd (self, "alias radio4 impulse 215\n");
stuffcmd (self, "alias radio5 impulse 216\n");
stuffcmd (self, "alias radio6 impulse 217\n");
stuffcmd (self, "alias radio7 impulse 218\n");
stuffcmd (self, "alias radio8 impulse 219\n");
stuffcmd (self, "alias radio9 impulse 220\n");
stuffcmd (self, "alias radio10 impulse 221\n");
stuffcmd (self, "alias radio11 impulse 222\n");
stuffcmd (self, "bind f1 radio1\n");
stuffcmd (self, "bind f2 radio2\n");
stuffcmd (self, "bind f3 radio3\n");
stuffcmd (self, "bind f4 radio4\n");
stuffcmd (self, "bind f5 radio5\n");
stuffcmd (self, "bind f6 radio6\n");
stuffcmd (self, "bind f7 radio7\n");
stuffcmd (self, "bind f8 radio8\n");
stuffcmd (self, "bind f9 radio9\n");
stuffcmd (self, "bind f10 radio10\n");
stuffcmd (self, "bind f11 radio11\n");
stuffcmd(self, "bind 9 impulse 9\n");
stuffcmd(self, "bind 0 impulse 10\n");
stuffcmd(self, "bind c equip\n");
stuffcmd(self, "bind g drop\n");
stuffcmd(self, "bind e exit\n");
stuffcmd(self, "bind z special\n");
stuffcmd(self, "bind r reload\n");
stuffcmd(self, "bind h hostage\n");
stuffcmd(self, "bind x stimpack\n");
stuffcmd(self, "bind b buy\n");
stuffcmd(self, "bind q perk1\n");
stuffcmd(self, "bind a perk2\n");
stuffcmd(self, "bind shift prone\n");
stuffcmd(self, "bind ctrl duck\n");
stuffcmd(self, "exec fallout.cfg\n");
// a client connecting during an intermission can cause problems
if (intermission_running)
GotoNextMap ();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
local entity te;
local float t;
/*
if (infokey(world, "total") == "zero")
{
bprint(2, "need players to begin map.\n");
localcmd("serverinfo total zero\n");
}
else if (infokey(world, "total") == "one")
{
bprint(2, "need players to begin map.\n");
localcmd("serverinfo total zero\n");
}
else if (infokey(world, "total") == "two")
{
bprint(2, "setting difficulty for one player.\n");
localcmd("serverinfo total one\n");
}
else if (infokey(world, "total") == "three")
{
bprint(2, "setting difficulty for two players.\n");
localcmd("serverinfo total two\n");
}
else if (infokey(world, "total") == "four")
{
bprint(2, "setting difficulty for three players.\n");
localcmd("serverinfo total three\n");
}
*/
// let everyone else know
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " left the game.\n");
self.classname = "disconnected";
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
set_suicide_frame ();
total_players = total_players - 1;
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
local string attackerteam, targteam;
rnum = random();
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey(attacker, "team");
targteam = infokey(targ, "team");
if (targ.classname == "player")
{
if (coop == 1 && no_connect < 4)
no_connect = no_connect + 1;
if (no_connect > 4)
no_connect = 4;
}
if (attacker.classname == "player")
{
if (coop == 1 && no_connect < 4)
no_connect = no_connect + 1;
if (attacker == targ)
attacker.kills = attacker.kills - 1;
else if (attacker.team == targ.team)
attacker.kills = attacker.kills - 1;
else if (targ.classname == "player")
attacker.kills = attacker.kills + 1;
else if (targ.classname == "monster")
attacker.kills = attacker.kills + 1;
}
if (targ == attacker && targ.deathtype == "suicide")
{
bprint(2, attacker.netname);
bprint(2, " takes the easy way out\n");
return;
}
if (targ == attacker && targ.deathtype == "bleed")
{
bprint(2, attacker.netname);
bprint(2, " bled to death\n");
return;
}
if (targ != attacker && (targ.classname == "monster" || targ.classname == "player") && (attacker.classname == "monster" || attacker.classname == "player"))
{
bprint (PRINT_MEDIUM, "[ ");
if (attacker.critical == 3) //headshot
{
bprint (PRINT_MEDIUM, "X ");
attacker.score = attacker.score + 25;
}
if (attacker.critical == 777) //through the wall
{
bprint (PRINT_MEDIUM, "% ");
attacker.score = attacker.score + 50;
}
if (attacker.critical == 778) //wall headshot
{
bprint (PRINT_MEDIUM, "& ");
attacker.score = attacker.score + 75;
}
if (attacker.velocity_z != 0)
{
bprint (PRINT_MEDIUM, "@ ");
attacker.score = attacker.score - 50;
}
// if (attacker.current_slot == 1 && attacker.mag1 == 0)
// bprint (PRINT_MEDIUM, "! ");
bprint (PRINT_MEDIUM, "] ");
bprint(2, attacker.netname);
bprint(2, " >>> ");
bprint(2, targ.netname);
bprint(2, "\n");
return;
}
if (targ != attacker && (targ.classname == "monster" || targ.classname == "player") && (attacker.classname == "robofang" || attacker.classname == "player"))
{
bprint (PRINT_MEDIUM, "[;;] ");
bprint(2, attacker.owner.netname);
bprint(2, " >>> ");
bprint(2, targ.netname);
bprint(2, "\n");
return;
}
if (targ.classname == "player")
{
if (deathmatch > 3)
{
if (targ.deathtype == "selfwater")
{
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," electrocutes himself.\n ");
targ.frags = targ.frags - 1;
return;
}
}
if (attacker.classname == "teledeath")
{
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was telefragged by ");
bprint (PRINT_MEDIUM,attacker.owner.netname);
bprint (PRINT_MEDIUM,"\n");
logfrag (attacker.owner, targ);
attacker.owner.frags = attacker.owner.frags + 1;
return;
}
if (attacker.classname == "teledeath2")
{
bprint (PRINT_MEDIUM,"Satan's power deflects ");
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,"'s telefrag\n");
targ.frags = targ.frags - 1;
logfrag (targ, targ);
return;
}
// double 666 telefrag (can happen often in deathmatch 4)
if (attacker.classname == "teledeath3")
{
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was telefragged by ");
bprint (PRINT_MEDIUM,attacker.owner.netname);
bprint (PRINT_MEDIUM, "'s Satan's power\n");
targ.frags = targ.frags - 1;
logfrag (targ, targ);
return;
}
if (targ.deathtype == "squish")
{
if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
{
logfrag (attacker, attacker);
attacker.frags = attacker.frags - 1;
bprint (PRINT_MEDIUM,attacker.netname);
bprint (PRINT_MEDIUM," squished a teammate\n");
return;
}
else if (attacker.classname == "player" && attacker != targ)
{
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM," squishes ");
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,"\n");
logfrag (attacker, targ);
attacker.frags = attacker.frags + 1;
return;
}
else
{
logfrag (targ, targ);
targ.frags = targ.frags - 1; // killed self
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was squished\n");
return;
}
}
if (attacker.classname == "player")
{
if (targ == attacker)
{
// killed self
logfrag (attacker, attacker);
attacker.frags = attacker.frags - 1;
bprint (PRINT_MEDIUM,targ.netname);
if (targ.deathtype == "grenade")
bprint (PRINT_MEDIUM," tries to put the pin back in\n");
else if (targ.deathtype == "rocket")
bprint (PRINT_MEDIUM," becomes bored with life\n");
else if (targ.weapon == 64 && targ.waterlevel > 1)
{
if (targ.watertype == CONTENT_SLIME)
bprint (PRINT_MEDIUM," discharges into the slime\n");
else if (targ.watertype == CONTENT_LAVA)
bprint (PRINT_MEDIUM," discharges into the lava\n");
else
bprint (PRINT_MEDIUM," discharges into the water.\n");
}
else
bprint (PRINT_MEDIUM," becomes bored with life\n");
return;
}
else if ( (teamplay == 2) && (targteam == attackerteam) &&
(attackerteam != "") )
{
if (rnum < 0.25)
deathstring = " mows down a teammate\n";
else if (rnum < 0.50)
deathstring = " checks his glasses\n";
else if (rnum < 0.75)
deathstring = " gets a frag for the other team\n";
else
deathstring = " loses another friend\n";
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, deathstring);
attacker.frags = attacker.frags - 1;
//ZOID 12-13-96: killing a teammate logs as suicide
logfrag (attacker, attacker);
return;
}
else
{
logfrag (attacker, targ);
attacker.frags = attacker.frags + 1;
rnum = attacker.weapon;
if (targ.deathtype == "nail")
{
deathstring = " was nailed by ";
deathstring2 = "\n";
}
else if (targ.deathtype == "supernail")
{
deathstring = " was punctured by ";
deathstring2 = "\n";
}
else if (targ.deathtype == "grenade")
{
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
}
else if (targ.deathtype == "rocket")
{
if (attacker.super_damage_finished > 0 && targ.health < -40)
{
rnum = random();
if (rnum < 0.3)
deathstring = " was brutalized by ";
else if (rnum < 0.6)
deathstring = " was smeared by ";
else
{
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " rips ");
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, " a new one\n");
return;
}
deathstring2 = "'s quad rocket\n";
}
else
{
deathstring = " rides ";
deathstring2 = "'s rocket\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s rocket\n" ;
}
}
}
else if (rnum == IT_AXE)
{
deathstring = " was ax-murdered by ";
deathstring2 = "\n";
}
else if (rnum == IT_SHOTGUN)
{
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
}
else if (rnum == IT_SUPER_SHOTGUN)
{
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
}
else if (rnum == IT_LIGHTNING)
{
deathstring = " accepts ";
if (attacker.waterlevel > 1)
deathstring2 = "'s discharge\n";
else
deathstring2 = "'s shaft\n";
}
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,deathstring);
bprint (PRINT_MEDIUM,attacker.netname);
bprint (PRINT_MEDIUM,deathstring2);
}
return;
}
else
{
logfrag (targ, targ);
targ.frags = targ.frags - 1; // killed self
rnum = targ.watertype;
bprint (PRINT_MEDIUM,targ.netname);
if (rnum == -3)
{
if (random() < 0.5)
bprint (PRINT_MEDIUM," sleeps with the fishes\n");
else
bprint (PRINT_MEDIUM," sucks it down\n");
return;
}
else if (rnum == -4)
{
if (random() < 0.5)
bprint (PRINT_MEDIUM," gulped a load of slime\n");
else
bprint (PRINT_MEDIUM," can't exist on slime alone\n");
return;
}
else if (rnum == -5)
{
if (targ.health < -15)
{
bprint (PRINT_MEDIUM," burst into flames\n");
return;
}
if (random() < 0.5)
bprint (PRINT_MEDIUM," turned into hot slag\n");
else
bprint (PRINT_MEDIUM," visits the Volcano God\n");
return;
}
if (attacker.classname == "explo_box")
{
bprint (PRINT_MEDIUM," blew up\n");
return;
}
if (targ.deathtype == "falling")
{
bprint (PRINT_MEDIUM," fell to his death\n");
return;
}
if (targ.deathtype == "nail" || targ.deathtype == "supernail")
{
bprint (PRINT_MEDIUM," was spiked\n");
return;
}
if (targ.deathtype == "laser")
{
bprint (PRINT_MEDIUM," was zapped\n");
return;
}
if (attacker.classname == "fireball")
{
bprint (PRINT_MEDIUM," ate a lavaball\n");
return;
}
if (attacker.classname == "trigger_changelevel")
{
bprint (PRINT_MEDIUM," tried to leave\n");
return;
}
bprint (PRINT_MEDIUM," died\n");
}
}
};
void() Identify =
{
local string c1, c2, c3, c5;
local float tmp;
makevectors (self.v_angle);
traceline (self.origin, (self.origin + (v_forward * 2000)), 32, self);
if (trace_ent.classname == "player" && self.currentmenu == "none" && self.team == trace_ent.team)
{
if (trace_ent.class == 1)
c1 = "\nfirst aid\n";
else if (trace_ent.class == 2)
c1 = "\nstealth\n";
else if (trace_ent.class == 3)
c1 = "\ncombat\n";
else if (trace_ent.class == 4)
c1 = "\nscience\n";
else
c1 = "\n";
if (trace_ent.health <= 0)
c2 = "dead";
c2 = ftos (trace_ent.health);
c3 = GetItemName (ToIID(ItemInSlot(trace_ent, trace_ent.current_slot)));
if (trace_ent.islot3 == 0)
c5 = "no armor";
else
c5 = GetItemName(ToIID(trace_ent.islot3));
centerprint (self, trace_ent.netname, c1, c2, "\n", c3, "\n", c5);
}
if (trace_ent.classname == "robowolf" && self.currentmenu == "none")
{
c1 = "robo-fang\n";
c2 = "robot construct\nowned by ";
c3 = trace_ent.track.netname;
if (trace_ent.team == self.team)
c5 = "\nfriendly\n";
else
c5 = "\nhostile\n";
centerprint (self, trace_ent.netname, c1, c2, c3, c5, "", "");
}
if (trace_ent.classname == "station" && self.currentmenu == "none")
{
c1 = trace_ent.netname;
if (self.armortype == 0)
c2 = "uncompleted";
else if (trace_ent.health >= trace_ent.max_health)
c2 = "online";
else if (trace_ent.health >= trace_ent.max_health*0.75)
c2 = "banged up";
else if (trace_ent.health >= trace_ent.max_health*0.50)
c2 = "damaged";
else
c2 = "almost destroyed";
c3 = trace_ent.track.netname;
centerprint (self, c1, "\nstationary bot", "\n", c2, "\n", "owned by ", c3);
}
if (trace_ent.classname == "monster" && self.currentmenu == "none")
{
c1 = "hostile";
tmp = ToIID(trace_ent.islot3);
if (tmp == 0)
c2 = "natural armor";
else if (tmp == IID_ARM_LEATHER)
c2 = "lightly armored";
else
c2 = GetItemName(ToIID(trace_ent.islot3));
if (trace_ent.weapon == 1)
c3 = "rifle";
if (trace_ent.weapon == 2)
c3 = "pistol";
if (trace_ent.weapon == 3)
c3 = "shotgun";
if (trace_ent.weapon == 4)
c3 = "smg";
if (trace_ent.weapon >= 5)
c3 = "assault rifle";
centerprint (self, trace_ent.netname, "\n", c1, "\n", c2, "\n", c3);
}
};