/* server/player.qc Various stuff done for the player, including per-frame functions like PlayerPreThink and PlayerPostThink, also client specific stuff like PutClientInServer etc. Copyright (C) 2021-2022 NZ:P Team This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA */ void(entity e) Light_None; // // Player 3rd Person Animations // // Enter Last Stand void() PAnim_GetDown1 =[ 1, PAnim_GetDown2 ] {self.frame = 32;}; void() PAnim_GetDown2 =[ 1, PAnim_GetDown3 ] {self.frame = 33;}; void() PAnim_GetDown3 =[ 1, PAnim_GetDown4 ] {self.frame = 34;}; void() PAnim_GetDown4 =[ 1, PAnim_GetDown5 ] {self.frame = 35;}; void() PAnim_GetDown5 =[ 1, PAnim_GetDown6 ] {self.frame = 36;}; void() PAnim_GetDown6 =[ 1, PAnim_GetDown6 ] {self.frame = 37;}; // void() playreload =[ 1, playreload1 ] {self.frame = 11;} void() playreload1 =[ 2, playreload2 ] {self.frame = 12;} void() playreload2 =[ 3, playreload3 ] {self.frame = 13;} void() playreload3 =[ 4, playreload4 ] {self.frame = 14;} void() playreload4 =[ 5, playreload5 ] {self.frame = 15;} void() playreload5 =[ 6, playreload6 ] {self.frame = 16;} void() playreload6 =[ 7, playreload7 ] {self.frame = 17;} void() playreload7 =[ 8, playreload8 ] {self.frame = 18;} void() playreload8 =[ 9, playreload9 ] {self.frame = 19;} void() playreload9 =[ 10, playreload10 ] {self.frame = 20;} void() playreload10 =[ 11, playreload11 ] {self.frame = 21;} void() playreload11 =[ 12, playreload12 ] {self.frame = 22;} void() playreload12 =[ 13, playreload13 ] {self.frame = 23;} void() playreload13 =[ 14, playreload13 ] {self.frame = 24;} // void() playdownfire =[ 1, playdownfire1 ] {self.frame = 38;} void() playdownfire1 =[ 2, playdownfire1 ] {self.frame = 39;} // void() playaim =[ 1, playaim1 ] {self.frame = 8;} // naievil -- player aimin anim void() playaim1 =[ 2, playaim1 ] {self.frame = 9;} // naievil -- second player aimin anim // void() playout =[ 1, playout1 ] {self.frame = 10;} // naievil -- player aim out anim void() playout1 =[ 2, playout1 ] {self.frame = 11;} // naievil -- second player aim out anim // void() playrun1 =[ 1, playrun2 ] {self.frame = 25;} void() playrun2 =[ 2, playrun3 ] {self.frame = 26;} void() playrun3 =[ 3, playrun4 ] {self.frame = 27;} void() playrun4 =[ 4, playrun5 ] {self.frame = 28;} void() playrun5 =[ 5, playrun6 ] {self.frame = 29;} void() playrun6 =[ 6, playrun7 ] {self.frame = 30;} void() playrun7 =[ 7, playrun8 ] {self.frame = 31;} void() playrun8 =[ 8, playrun9 ] {self.frame = 25;} void() playrun9 =[ 9, playrun10 ] {self.frame = 26;} void() playrun10 =[ 10, playrun11 ] {self.frame = 27;} void() playrun11 =[ 11, playrun12 ] {self.frame = 28;} void() playrun12 =[ 12, playrun13 ] {self.frame = 29;} void() playrun13 =[ 13, playrun14 ] {self.frame = 30;} void() playrun14 =[ 14, playrun15 ] {self.frame = 25;} void() playrun15 =[ 15, playrun16 ] {self.frame = 26;} void() playrun16 =[ 16, playrun17 ] {self.frame = 27;} void() playrun17 =[ 17, playrun18 ] {self.frame = 28;} void() playrun18 =[ 18, playrun19 ] {self.frame = 29;} void() playrun19 =[ 19, playrun20 ] {self.frame = 30;} void() playrun20 =[ 20, playrun21 ] {self.frame = 31;} void() playrun21 =[ 21, playrun22 ] {self.frame = 25;} void() playrun22 =[ 22, playrun23 ] {self.frame = 26;} void() playrun23 =[ 23, playrun24 ] {self.frame = 27;} void() playrun24 =[ 24, playrun25 ] {self.frame = 28;} void() playrun25 =[ 25, playrun26 ] {self.frame = 29;} void() playrun26 =[ 26, playrun27 ] {self.frame = 30;} void() playrun27 =[ 27, playrun28 ] {self.frame = 25;} void() playrun28 =[ 28, playrun29 ] {self.frame = 26;} void() playrun29 =[ 29, playrun30 ] {self.frame = 27;} void() playrun30 =[ 30, playrun31 ] {self.frame = 28;} void() playrun31 =[ 31, playrun32 ] {self.frame = 29;} void() playrun32 =[ 32, playrun33 ] {self.frame = 30;} void() playrun33 =[ 33, playrun33 ] {self.frame = 31;} // void() playwalk =[ 1, playwalk1 ] {if (self.velocity) { self.frame = 0; }} void() playwalk1 =[ 2, playwalk2 ] {if (self.velocity) { self.frame = 1; }} void() playwalk2 =[ 3, playwalk3 ] {if (self.velocity) { self.frame = 2; }} void() playwalk3 =[ 4, playwalk4 ] {if (self.velocity) { self.frame = 3; }} void() playwalk4 =[ 5, playwalk5 ] {if (self.velocity) { self.frame = 4; }} void() playwalk5 =[ 6, playwalk6 ] {if (self.velocity) { self.frame = 5; }} void() playwalk6 =[ 7, playwalk7 ] {if (self.velocity) { self.frame = 6; }} void() playwalk7 =[ 8, playwalk8 ] {if (self.velocity) { self.frame = 7; }} void() playwalk8 =[ 9, playwalk8 ] {if (self.velocity) { self.frame = 8; }} // void() playgetup =[ 1, playgetup1 ] {self.frame = 38;} void() playgetup1 =[ 2, playgetup2 ] {self.frame = 39;} void() playgetup2 =[ 3, playgetup3 ] {self.frame = 40;} void() playgetup3 =[ 4, playgetup4 ] {self.frame = 41;} void() playgetup4 =[ 5, playgetup5 ] {self.frame = 42;} void() playgetup5 =[ 6, playgetup6 ] {self.frame = 43;} void() playgetup6 =[ 7, playgetup7 ] {self.frame = 44;} void() playgetup7 =[ 8, playgetup8 ] {self.frame = 45;} void() playgetup8 =[ 9, playgetup9 ] {self.frame = 46;} void() playgetup9 =[ 10, playgetup10 ] {self.frame = 47;} void() playgetup10 =[ 11, playgetup10 ] {self.frame = 48;} #define forward 0 #define backward 1 #define left 2 #define right 3 #define all_move -1 float(float dir) checkMovement = { switch(dir) { case forward: if (self.movement_x > 0) return 1; break; case backward: if (self.movement_x < 0) return 1; break; case right: if (self.movement_y > 0) return 1; break; case left: if (self.movement_y < 0) return 1; break; case all_move: if (self.movement_x || self.movement_y) return 1; break; default: return 0; } } void() PlayerJump = { if (!(self.flags & FL_ONGROUND) || !(self.flags & FL_JUMPRELEASED) || self.downed || self.dive ) { return; } self.flags = self.flags - (self.flags & FL_JUMPRELEASED); sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1.75); if (self.button2) self.button2 = 0; self.oldz = self.origin_z; self.velocity_z = 230; } void(float override) JumpCheck = { #ifndef FTE override = 0; #endif // FTE if(self.button2 || override) { if (self.downed) return; if (self.stance == 2) { // naievil -- stop sprinting if we jump, which is a real mechanic from the game that we never implemented if (self.sprinting) { W_SprintStop(); } PlayerJump(); } else if (self.view_ofs_z == self.new_ofs_z && (self.flags & FL_ONGROUND)) { switch(self.stance) { case 0: self.new_ofs_z = self.view_ofs_z + 42; self.stance = 2; break; case 1: self.new_ofs_z = self.view_ofs_z + 24; self.stance = 2; break; default: break; } } } else self.flags = self.flags | FL_JUMPRELEASED; } void() PlayerPreThink = { if (self.downed) { self.maxspeed = 30; } else { self.maxspeed = 175; if (self.sprinting) { #ifdef FTE if (self.viewzoom > 0.97) self.viewzoom -= 0.015; else if (self.viewzoom < 0.97) self.viewzoom = 0.97; // viewbob when running self.punchangle_y = 0.6*sin(time*10); #endif // FTE playrun1(); self.maxspeed *= 1.66; } else if (!self.sprinting && !self.zoom) { #ifdef FTE if (self.viewzoom < 1) self.viewzoom += 0.015; else self.viewzoom = 1; if (checkMovement(-1)) self.punchangle_x = 0.25*sin(time*15); #endif // FTE } else if (self.zoom != 3) { self.maxspeed *= 0.5; } // Speed Penalty if (self.speed_penalty_time > time) { self.maxspeed *= self.speed_penalty; } else { self.speed_penalty = 1; } switch(self.stance) { case 1: self.maxspeed *= 0.5; break; case 0: self.maxspeed *= 0.25; break; } #ifdef FTE if (checkMovement(backward)) { self.maxspeed *= 0.7; } else if (checkMovement(left) || checkMovement(right)) { self.maxspeed *= 0.8; } #endif // FTE self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon); } if(self.isspec != 0 && !self.downed) { if(self.button0) { self.aiment = find(self.aiment, classname, "player"); if(self.aiment != world) { sprint(self, PRINT_HIGH, "Now spectating "); sprint(self, PRINT_HIGH, self.aiment.netname); sprint(self, PRINT_HIGH, "\n"); self.solid = SOLID_NOT; self.movetype = MOVETYPE_NONE; } else { sprint(self, PRINT_HIGH, "Freefly spectate\n"); self.movetype = MOVETYPE_FLY; } } if(self.aiment != world) { self.origin = self.aiment.origin; self.angles = self.aiment.v_angle; self.velocity = self.aiment.velocity; self.fixangle = TRUE; } return; } if (cvar("waypoint_mode")) { Waypoint_Logic(); } else { Weapon_Logic(); } JumpCheck(0); // refuel/cool m2 if (self.ltime < time) { if (self.currentmag == 0 && !self.cooldown) { self.cooldown = true; } if (self.cooldown && self.currentmag > 20) self.cooldown = false; if (self.weapon == W_M2 || self.weapon == W_FIW && self.currentmag < getWeaponMag(self.weapon)) self.currentmag += 1; self.ltime = time + 0.1; } }; float player_trace_time; void() PlayerPostThink = { if(self.isspec) return; //landsound if((self.oldvelocity_z < -10) && (self.flags & FL_ONGROUND)) { if(self.oldvelocity_z < -270) sound(self, CHAN_BODY, "sounds/player/land.wav", 1, 1.75); self.lastsound_time = time - 0.15; } #ifdef FTE //footsteps if((vlen(self.velocity) > 100) &&(( time - self.lastsound_time > 0.4) || (time - self.lastsound_time > 0.3 && self.sprinting)) && (self.flags & FL_ONGROUND)) { local float movelen = vlen(input_movevalues); if(movelen > 300) { if (!self.sprinting) playwalk(); local float ran = random(); if(ran > 0.8) sound(self, CHAN_BODY, "sounds/player/footstep1.wav", 0.8, 2.5); else if(ran > 0.6) sound(self, CHAN_BODY, "sounds/player/footstep2.wav", 0.8, 2.5); else if(ran > 0.4) sound(self, CHAN_BODY, "sounds/player/footstep3.wav", 0.8, 2.5); else if(ran > 0.2) sound(self, CHAN_BODY, "sounds/player/footstep4.wav", 0.8, 2.5); else sound(self, CHAN_BODY, "sounds/player/footstep5.wav", 0.8, 2.5); self.lastsound_time = time; } } #endif // FTE if (self.health_delay < time && self.health != self.max_health && !self.downed) { self.health = self.health + 5; if (self.max_health < self.health) self.health = self.max_health; } if (self.progress_bar) { if (self.progress_bar < time) { if (self.downed) GetUp(); if (self.reviving) self.revived = 1; self.progress_bar = 0; self.progress_bar_time = 0; self.progress_bar_percent = 0; } else { float remaining = self.progress_bar - time; self.progress_bar_percent = invertfloat((remaining / self.progress_bar_time)); } } if (self.sprinting) { self.sprint_timer = self.sprint_duration + (time - self.sprint_start_time); #ifndef FTE if (!self.velocity || self.stance != 2) { W_SprintStop(); } #else if (!self.velocity || !checkMovement(0) || self.stance != 2) { //moto (FIXME) -- move me! W_SprintStop(); } #endif // FTE if (self.perks & P_STAMIN) { if (self.sprint_timer > sprint_max_time * 2) { W_SprintStop(); } } else { if (self.sprint_timer > sprint_max_time) { W_SprintStop(); } } } else if (self.sprint_duration > 0.0) { self.sprint_rest_time = (time - self.sprint_stop_time); } self.oldvelocity = self.velocity; // Perform a traceline to keep track of entities directly // in front of the player. // Also don't do it every frame because that's really tough // on perf. if (player_trace_time < time) { vector source; makevectors (self.v_angle); source = self.origin + self.view_ofs; #ifdef FTE self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES; #endif // FTE traceline (source, source + v_forward*800*1.2, 0, self); #ifdef FTE self.dimension_hit = HITBOX_DIM_ZOMBIES; #endif // FTE // use .head here to avoid expanding ent struct self.head = trace_ent; // check whether we're looking at an entity separately to communicate // with the client more reasonably if (trace_ent.classname == "ai_zombie" || trace_ent.classname == "ai_zombie_head" || trace_ent.classname == "ai_zombie_rarm" ||trace_ent.classname == "ai_zombie_larm" || trace_ent.classname == "ai_dog") self.facingenemy = true; else self.facingenemy = false; // 1/4 of a second is enough of a delay to not kill the effect. player_trace_time = time + 0.25; } }; void() ClientKill = {}; //called when a client connects to the server void() ClientConnect = { if(cvar("developer") || player_count > 1) { bprint(PRINT_HIGH, self.netname); //print player name bprint(PRINT_HIGH, " connected.\n"); } }; void() PollPlayerPoints = { float i, breakpoint; entity pollent; breakpoint = 0; for (i = 1; i <= 4 && !breakpoint; i++) { pollent = findfloat(world, playernum, i); if (pollent == world) { breakpoint = 1; break; } UpdatePlayerPoints(i, pollent.points, pollent.kills, 0, pollent.netname, pollent); } } void() PlayerSpawn = { entity spawnpoint = world; local_client = self; self.isspec = FALSE; self.classname = "player"; self.solid = SOLID_BBOX; // We can only collide with zombies (and not their limbs) #ifdef FTE self.dimension_hit = HITBOX_DIM_ZOMBIES; #endif // FTE setmodel(self, "models/player.mdl"); self.movetype = MOVETYPE_WALK; self.max_health = self.health = 100; entity who = find(world,classname,"player"); while(who != self && !self.playernum) { if(who) { coop = 1; player_count++; break; } } if (!self.playernum) { self.playernum = player_count + 1; if (self.playernum == 1) pl1 = self; } float viable_spawnpoint = false; // if the mapper doesn't have the co-op ents set up, just plop everyone at the // normal start. if (find(world, classname, "info_player_tank") == world && find(world, classname, "info_player_nikolai") == world && find(world, classname, "info_player_takeo") == world && find(world, classname, "info_player_doctor") == world) { spawnpoint = find(world, classname, "info_player_start"); viable_spawnpoint = true; } // // pick a random spawn point regardless of solo or co-op // while(!viable_spawnpoint) { float number = random(); // assign one of the spawnpoints if (number < 0.25) spawnpoint = find(world, classname, "info_player_tank"); else if (number < 0.50) spawnpoint = find(world, classname, "info_player_nikolai"); else if (number < 0.75) spawnpoint = find(world, classname, "info_player_takeo"); else spawnpoint = find(world, classname, "info_player_doctor"); float found_player_here = false; entity ents_in_spawn_range = findradius(spawnpoint.origin, 32); // check if there's a player in the way while(ents_in_spawn_range != world) { if (ents_in_spawn_range.classname == "player") found_player_here = true; ents_in_spawn_range = ents_in_spawn_range.chain; } // no player in the way, this spawn is good. if (found_player_here == false) viable_spawnpoint = true; } // Mapper doesn't have our specific co-op spawn set up.. if (spawnpoint == world) spawnpoint = find(world, classname, "info_player_start"); self.origin = spawnpoint.origin + [0,0,1]; self.angles = spawnpoint.angles; self.fixangle = TRUE; setsize(self, [-16, -16, -32], [16, 16, 40]); self.view_ofs = VEC_VIEW_OFS; // naievil -- set view_ofs to 32 to maintain half life (64) sizes self.stance = 2; self.new_ofs_z = self.view_ofs_z; self.oldz = self.origin_z; self.currentammo = G_STARTWEAPON[2]; self.currentmag = G_STARTWEAPON[1]; self.weapon = G_STARTWEAPON[0]; self.grenades = self.grenades | 1; // add frag grenades to player inventory if (rounds) self.primary_grenades = 2; else self.primary_grenades = 0; // start off without grenades self.pri_grenade_state = 0; // defines that frag grenades are for player first, not betty self.secondary_grenades = -1; // shows that we both don't have betties AND shouldn't draw the image onscreen if (!self.points) addmoney(self, G_STARTPOINTS, 0); self.weaponmodel = GetWeaponModel(self.weapon, 0);// Give weapon model self.weapon2model = GetWeapon2Model(self.weapon); SwitchWeapon(self.weapon); self.stamina = 3; self.reviving = 0; self.weaponnum = 0; self.perks = G_PERKS; SetPerk(self, self.perks); //self.zoom = 1; // This is to fix an aimin bug for the kar scope if (rounds < 1 && player_count == 0) { sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE); } PromptLevelChange(self.nextthink + 3, 1, self); UpdatePlayerCount(player_count); #ifdef FTE PollPlayerPoints(); UpdateV2model("", 0); stuffcmd(self, "cl_gunx 8;cl_guny 16;cl_gunz 25\n"); SetRound(self, G_STARTROUND); self.viewzoom = 1; self.weapon_animduration = getWeaponDelay(self.weapon, FIRE); if (G_WORLDTEXT) WorldText(world.chaptertitle, world.location, world.date, world.person, self); #else self.Weapon_Name = GetWeaponName(self.weapon); self.Flash_Offset = GetWeaponFlash_Offset(self.weapon); self.Flash_Size = GetWeaponFlash_Size(self.weapon); #endif // FTE if (G_STARTROUND != 1) { rounds = G_STARTROUND - 1; } }; void() SpectatorSpawn = { local entity spawnpoint; spawnpoint = find(world, classname, "info_player_start"); self.isspec = TRUE; self.health = 420; self.classname = "spectator"; self.solid = SOLID_NOT; setmodel(self, ""); self.movetype = MOVETYPE_FLY; self.origin = spawnpoint.origin + [0,0,1]; self.fixangle = TRUE; setsize(self, [-16, -16, -24], [16, 16, 32]); self.view_ofs = '0 0 22'; self.aiment = world; }; //called when a client loads a map void() PutClientInServer = { if(cvar("developer") || player_count > 1) { bprint(PRINT_HIGH, self.netname); bprint(PRINT_HIGH, " has joined the game.\n"); } if (spawn_time > time || !rounds) PlayerSpawn(); #ifdef FTE else SpectatorSpawn(); #endif // FTE }; //called when client disconnects from the server void() ClientDisconnect = { bprint(PRINT_HIGH, self.netname); bprint(PRINT_HIGH, " has left the game.\n"); player_count--; UpdatePlayerCount(player_count); self.classname = "disconnected"; self.solid = SOLID_NOT; self.movetype = MOVETYPE_TOSS; self.nextthink = -1; setmodel(self, "models/sprites/null.spr"); }; void() SetNewParms = { }; void() SetChangeParms = { }; #ifdef FTE void() SV_RunClientCommand = { runstandardplayerphysics(self); } #endif // FTE