mirror of
https://github.com/nzp-team/quakec.git
synced 2024-11-22 20:01:34 +00:00
762 lines
20 KiB
C++
762 lines
20 KiB
C++
/*
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server/player.qc
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Various stuff done for the player, including per-frame functions
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like PlayerPreThink and PlayerPostThink, also client specific
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stuff like PutClientInServer etc.
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Copyright (C) 2021-2022 NZ:P Team
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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void(entity e) Light_None;
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void() Spawns_Init;
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#define PLAYER_START_HEALTH 100
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//
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// Player 3rd Person Animations
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//
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// Enter Last Stand
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void() PAnim_GetDown1 =[ 1, PAnim_GetDown2 ] {self.frame = 32;};
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void() PAnim_GetDown2 =[ 1, PAnim_GetDown3 ] {self.frame = 33;};
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void() PAnim_GetDown3 =[ 1, PAnim_GetDown4 ] {self.frame = 34;};
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void() PAnim_GetDown4 =[ 1, PAnim_GetDown5 ] {self.frame = 35;};
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void() PAnim_GetDown5 =[ 1, PAnim_GetDown6 ] {self.frame = 36;};
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void() PAnim_GetDown6 =[ 1, PAnim_GetDown6 ] {self.frame = 37;};
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//
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void() playreload =[ 1, playreload1 ] {self.frame = 11;}
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void() playreload1 =[ 2, playreload2 ] {self.frame = 12;}
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void() playreload2 =[ 3, playreload3 ] {self.frame = 13;}
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void() playreload3 =[ 4, playreload4 ] {self.frame = 14;}
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void() playreload4 =[ 5, playreload5 ] {self.frame = 15;}
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void() playreload5 =[ 6, playreload6 ] {self.frame = 16;}
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void() playreload6 =[ 7, playreload7 ] {self.frame = 17;}
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void() playreload7 =[ 8, playreload8 ] {self.frame = 18;}
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void() playreload8 =[ 9, playreload9 ] {self.frame = 19;}
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void() playreload9 =[ 10, playreload10 ] {self.frame = 20;}
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void() playreload10 =[ 11, playreload11 ] {self.frame = 21;}
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void() playreload11 =[ 12, playreload12 ] {self.frame = 22;}
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void() playreload12 =[ 13, playreload13 ] {self.frame = 23;}
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void() playreload13 =[ 14, playreload13 ] {self.frame = 24;}
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//
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void() playdownfire =[ 1, playdownfire1 ] {self.frame = 38;}
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void() playdownfire1 =[ 2, playdownfire1 ] {self.frame = 39;}
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//
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void() playaim =[ 1, playaim1 ] {self.frame = 8;} // naievil -- player aimin anim
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void() playaim1 =[ 2, playaim1 ] {self.frame = 9;} // naievil -- second player aimin anim
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//
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void() playout =[ 1, playout1 ] {self.frame = 10;} // naievil -- player aim out anim
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void() playout1 =[ 2, playout1 ] {self.frame = 11;} // naievil -- second player aim out anim
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//
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void() playrun1 =[ 1, playrun2 ] {self.frame = 25;}
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void() playrun2 =[ 2, playrun3 ] {self.frame = 26;}
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void() playrun3 =[ 3, playrun4 ] {self.frame = 27;}
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void() playrun4 =[ 4, playrun5 ] {self.frame = 28;}
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void() playrun5 =[ 5, playrun6 ] {self.frame = 29;}
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void() playrun6 =[ 6, playrun7 ] {self.frame = 30;}
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void() playrun7 =[ 7, playrun8 ] {self.frame = 31;}
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void() playrun8 =[ 8, playrun9 ] {self.frame = 25;}
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void() playrun9 =[ 9, playrun10 ] {self.frame = 26;}
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void() playrun10 =[ 10, playrun11 ] {self.frame = 27;}
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void() playrun11 =[ 11, playrun12 ] {self.frame = 28;}
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void() playrun12 =[ 12, playrun13 ] {self.frame = 29;}
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void() playrun13 =[ 13, playrun14 ] {self.frame = 30;}
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void() playrun14 =[ 14, playrun15 ] {self.frame = 25;}
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void() playrun15 =[ 15, playrun16 ] {self.frame = 26;}
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void() playrun16 =[ 16, playrun17 ] {self.frame = 27;}
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void() playrun17 =[ 17, playrun18 ] {self.frame = 28;}
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void() playrun18 =[ 18, playrun19 ] {self.frame = 29;}
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void() playrun19 =[ 19, playrun20 ] {self.frame = 30;}
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void() playrun20 =[ 20, playrun21 ] {self.frame = 31;}
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void() playrun21 =[ 21, playrun22 ] {self.frame = 25;}
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void() playrun22 =[ 22, playrun23 ] {self.frame = 26;}
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void() playrun23 =[ 23, playrun24 ] {self.frame = 27;}
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void() playrun24 =[ 24, playrun25 ] {self.frame = 28;}
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void() playrun25 =[ 25, playrun26 ] {self.frame = 29;}
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void() playrun26 =[ 26, playrun27 ] {self.frame = 30;}
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void() playrun27 =[ 27, playrun28 ] {self.frame = 25;}
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void() playrun28 =[ 28, playrun29 ] {self.frame = 26;}
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void() playrun29 =[ 29, playrun30 ] {self.frame = 27;}
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void() playrun30 =[ 30, playrun31 ] {self.frame = 28;}
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void() playrun31 =[ 31, playrun32 ] {self.frame = 29;}
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void() playrun32 =[ 32, playrun33 ] {self.frame = 30;}
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void() playrun33 =[ 33, playrun33 ] {self.frame = 31;}
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//
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void() playwalk =[ 1, playwalk1 ] {if (self.velocity) { self.frame = 0; }}
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void() playwalk1 =[ 2, playwalk2 ] {if (self.velocity) { self.frame = 1; }}
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void() playwalk2 =[ 3, playwalk3 ] {if (self.velocity) { self.frame = 2; }}
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void() playwalk3 =[ 4, playwalk4 ] {if (self.velocity) { self.frame = 3; }}
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void() playwalk4 =[ 5, playwalk5 ] {if (self.velocity) { self.frame = 4; }}
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void() playwalk5 =[ 6, playwalk6 ] {if (self.velocity) { self.frame = 5; }}
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void() playwalk6 =[ 7, playwalk7 ] {if (self.velocity) { self.frame = 6; }}
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void() playwalk7 =[ 8, playwalk8 ] {if (self.velocity) { self.frame = 7; }}
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void() playwalk8 =[ 9, playwalk8 ] {if (self.velocity) { self.frame = 8; }}
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//
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void() playgetup =[ 1, playgetup1 ] {self.frame = 38;}
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void() playgetup1 =[ 2, playgetup2 ] {self.frame = 39;}
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void() playgetup2 =[ 3, playgetup3 ] {self.frame = 40;}
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void() playgetup3 =[ 4, playgetup4 ] {self.frame = 41;}
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void() playgetup4 =[ 5, playgetup5 ] {self.frame = 42;}
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void() playgetup5 =[ 6, playgetup6 ] {self.frame = 43;}
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void() playgetup6 =[ 7, playgetup7 ] {self.frame = 44;}
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void() playgetup7 =[ 8, playgetup8 ] {self.frame = 45;}
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void() playgetup8 =[ 9, playgetup9 ] {self.frame = 46;}
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void() playgetup9 =[ 10, playgetup10 ] {self.frame = 47;}
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void() playgetup10 =[ 11, playgetup10 ] {self.frame = 48;}
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#define forward 0
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#define backward 1
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#define left 2
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#define right 3
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#define all_move -1
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float(float dir) checkMovement =
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{
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switch(dir) {
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case forward:
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if (self.movement_x > 0)
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return 1;
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break;
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case backward:
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if (self.movement_x < 0)
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return 1;
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break;
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case right:
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if (self.movement_y > 0)
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return 1;
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break;
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case left:
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if (self.movement_y < 0)
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return 1;
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break;
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case all_move:
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if (self.movement_x || self.movement_y)
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return 1;
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break;
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default:
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return 0;
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}
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}
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void() PlayerJump =
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{
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if (!(self.flags & FL_ONGROUND)
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|| !(self.flags & FL_JUMPRELEASED)
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|| self.downed
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|| self.dive ) {
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return;
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}
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self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
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sound(self, CHAN_VOICE, "sounds/player/jump.wav", 1, 1.75);
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if (self.button2)
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self.button2 = 0;
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self.oldz = self.origin_z;
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self.velocity_z = 230;
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}
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void(float override) JumpCheck =
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{
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#ifndef FTE
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override = 0;
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#endif // FTE
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if(self.button2 || override) {
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if (self.downed)
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return;
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if (self.stance == 2) {
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// naievil -- stop sprinting if we jump, which is a real mechanic from the game that we never implemented
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if (self.sprinting) {
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W_SprintStop();
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}
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PlayerJump();
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} else if (self.view_ofs_z == self.new_ofs_z && (self.flags & FL_ONGROUND)) {
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switch(self.stance) {
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case 0:
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self.new_ofs_z = self.view_ofs_z + 42;
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self.stance = 2;
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break;
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case 1:
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self.new_ofs_z = self.view_ofs_z + 24;
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self.stance = 2;
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break;
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default: break;
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}
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}
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} else
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self.flags = self.flags | FL_JUMPRELEASED;
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}
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void() PlayerPreThink =
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{
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if (self.downed) {
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self.maxspeed = 30;
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} else {
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self.maxspeed = 190;
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if (self.sprinting) {
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#ifdef FTE
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if (self.viewzoom > 0.97)
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self.viewzoom -= 0.015;
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else if (self.viewzoom < 0.97)
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self.viewzoom = 0.97;
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// viewbob when running
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self.punchangle_y = 0.6*sin(time*10);
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#endif // FTE
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playrun1();
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self.maxspeed *= 1.5; // down from 1.66x, to match WaW
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} else if (!self.sprinting && !self.zoom) {
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#ifdef FTE
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if (self.viewzoom < 1)
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self.viewzoom += 0.015;
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else
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self.viewzoom = 1;
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if (checkMovement(-1))
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self.punchangle_x = 0.25*sin(time*15);
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#endif // FTE
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} else if (self.zoom != 3) {
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self.maxspeed *= 0.5;
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}
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// Speed Penalty
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if (self.speed_penalty_time > time)
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{
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self.maxspeed *= self.speed_penalty;
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} else {
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self.speed_penalty = 1;
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}
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switch(self.stance) {
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case 1:
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self.maxspeed *= 0.65;
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break;
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case 0:
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self.maxspeed *= 0.25;
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break;
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}
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#ifdef FTE
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if (checkMovement(backward)) {
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self.maxspeed *= 0.7;
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} else if (checkMovement(left) || checkMovement(right)) {
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self.maxspeed *= 0.8;
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}
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#endif // FTE
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if (!self.isBuying)
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self.maxspeed *= GetWeaponWalkSpeed(self.perks, self.weapon);
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}
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if(self.isspec != 0 && !self.downed)
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{
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if(self.button0)
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{
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self.aiment = find(self.aiment, classname, "player");
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if(self.aiment != world)
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{
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sprint(self, PRINT_HIGH, "Now spectating ");
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sprint(self, PRINT_HIGH, self.aiment.netname);
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sprint(self, PRINT_HIGH, "\n");
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self.solid = SOLID_NOT;
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self.movetype = MOVETYPE_NONE;
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}
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else
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{
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sprint(self, PRINT_HIGH, "Freefly spectate\n");
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self.movetype = MOVETYPE_FLY;
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}
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}
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if(self.aiment != world)
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{
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self.origin = self.aiment.origin;
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self.angles = self.aiment.v_angle;
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self.velocity = self.aiment.velocity;
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self.fixangle = TRUE;
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}
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return;
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}
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if (cvar("waypoint_mode")) {
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Waypoint_Logic();
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} else {
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Weapon_Logic();
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}
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JumpCheck(0);
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// refuel/cool flamethrowers
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if (self.ltime < time) {
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if (self.weapons[0].weapon_magazine == 0 && !self.cooldown) {
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self.cooldown = true;
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}
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if (self.cooldown && self.weapons[0].weapon_magazine > 20)
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self.cooldown = false;
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if (GetFiretype(self.weapon) == FIRETYPE_FLAME &&
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self.weapons[0].weapon_magazine < getWeaponMag(self.weapon)) {
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self.weapons[0].weapon_magazine += 1;
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}
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self.ltime = time + 0.1;
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}
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};
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float player_trace_time;
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void() PlayerPostThink =
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{
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if(self.isspec)
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return;
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//landsound
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if((self.oldvelocity_z < -10) && (self.flags & FL_ONGROUND))
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{
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if(self.oldvelocity_z < -270)
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sound(self, CHAN_BODY, "sounds/player/land.wav", 1, 1.75);
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self.lastsound_time = time - 0.15;
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}
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#ifdef FTE
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//footsteps
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if((vlen(self.velocity) > 100) &&(( time - self.lastsound_time > 0.4) || (time - self.lastsound_time > 0.3 && self.sprinting)) && (self.flags & FL_ONGROUND))
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{
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local float movelen = vlen(input_movevalues);
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if(movelen > 300)
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{
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if (!self.sprinting)
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playwalk();
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local float ran = random();
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if(ran > 0.8)
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sound(self, CHAN_BODY, "sounds/player/footstep1.wav", 0.8, 2.5);
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else if(ran > 0.6)
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sound(self, CHAN_BODY, "sounds/player/footstep2.wav", 0.8, 2.5);
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else if(ran > 0.4)
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sound(self, CHAN_BODY, "sounds/player/footstep3.wav", 0.8, 2.5);
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else if(ran > 0.2)
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sound(self, CHAN_BODY, "sounds/player/footstep4.wav", 0.8, 2.5);
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else
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sound(self, CHAN_BODY, "sounds/player/footstep5.wav", 0.8, 2.5);
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self.lastsound_time = time;
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}
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}
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#endif // FTE
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// Health Regeneration
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if (self.health_delay < time && self.health != self.max_health && !self.downed)
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{
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// If we weren't super low on health, regen is instant.
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if (self.health_was_very_low == true) {
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self.health += 120 * frametime;
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} else {
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// Was 100% instant, but this delays it by only a few
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// frames so the graphic doesn't just vanish when healed.
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self.health += 300 * frametime;
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}
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// Make sure we mark that we weren't just super hurt anymore.
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if (self.max_health <= self.health) {
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self.health = self.max_health;
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self.health_was_very_low = false;
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}
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}
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if (self.progress_bar) {
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if (self.progress_bar < time) {
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if (self.downed)
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GetUp();
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if (self.reviving)
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self.revived = 1;
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self.progress_bar = 0;
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self.progress_bar_time = 0;
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self.progress_bar_percent = 0;
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} else {
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float remaining = self.progress_bar - time;
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self.progress_bar_percent = invertfloat((remaining / self.progress_bar_time));
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}
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}
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if (self.sprinting) {
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self.sprint_timer = self.sprint_duration + (time - self.sprint_start_time);
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#ifndef FTE
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if (!self.velocity || self.stance != 2) {
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W_SprintStop();
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}
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#else
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if (!self.velocity || !checkMovement(0) || self.stance != 2) { //moto (FIXME) -- move me!
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W_SprintStop();
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}
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#endif // FTE
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if (self.perks & P_STAMIN) {
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if (self.sprint_timer > sprint_max_time * 2) {
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W_SprintStop();
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}
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}
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else
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{
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if (self.sprint_timer > sprint_max_time) {
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W_SprintStop();
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}
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}
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} else if (self.sprint_duration > 0.0) {
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self.sprint_rest_time = (time - self.sprint_stop_time);
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}
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self.oldvelocity = self.velocity;
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// Perform a traceline to keep track of entities directly
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// in front of the player.
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// Also don't do it every frame because that's really tough
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// on perf.
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if (player_trace_time < time) {
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vector source;
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makevectors (self.v_angle);
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source = self.origin + self.view_ofs;
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#ifdef FTE
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self.dimension_hit = HITBOX_DIM_LIMBS | HITBOX_DIM_ZOMBIES;
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#endif // FTE
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traceline (source, source + v_forward*800*1.2, 0, self);
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#ifdef FTE
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self.dimension_hit = HITBOX_DIM_ZOMBIES;
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#endif // FTE
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// use .head here to avoid expanding ent struct
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self.head = trace_ent;
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// check whether we're looking at an entity separately to communicate
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// 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);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Player_PickSpawnPoint()
|
|
// Picks a valid spawn point for the
|
|
// newly spawning player, as well as
|
|
// assigns any spawn-specific fields
|
|
// (e.g., starting weapon).
|
|
//
|
|
void() Player_PickSpawnPoint =
|
|
{
|
|
entity spawn_point = world;
|
|
float found_viable_spawn = false;
|
|
|
|
// Assign a location
|
|
while(!found_viable_spawn) {
|
|
float index = random();
|
|
|
|
// assign one of the spawnpoints
|
|
if (index < 0.25)
|
|
spawn_point = find(world, classname, SPAWN_1_CLASS);
|
|
else if (index < 0.50)
|
|
spawn_point = find(world, classname, SPAWN_2_CLASS);
|
|
else if (index < 0.75)
|
|
spawn_point = find(world, classname, SPAWN_3_CLASS);
|
|
else
|
|
spawn_point = find(world, classname, SPAWN_4_CLASS);
|
|
|
|
float found_player_here = false;
|
|
|
|
entity ents_in_spawn_range = findradius(spawn_point.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)
|
|
found_viable_spawn = true;
|
|
}
|
|
|
|
// Set their location
|
|
self.origin = spawn_point.origin + '0 0 1';
|
|
self.angles = spawn_point.angles;
|
|
|
|
// Assign their starting weapon
|
|
Weapon_GiveWeapon(spawn_point.weapon, spawn_point.currentmag, spawn_point.currentammo);
|
|
};
|
|
|
|
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 = PLAYER_START_HEALTH;
|
|
|
|
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;
|
|
}
|
|
|
|
// Assign them a spawn location.
|
|
Player_PickSpawnPoint();
|
|
|
|
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.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.perks = G_PERKS;
|
|
SetPerk(self, self.perks);
|
|
|
|
if (rounds < 1 && player_count == 0) {
|
|
sound(self, CHAN_AUTO, "sounds/rounds/splash.wav", 1, ATTN_NONE);
|
|
sound(self, CHAN_ITEM, "sounds/rounds/nround.wav", 0.75, 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
|
|
float spawns_initialized;
|
|
void() PutClientInServer =
|
|
{
|
|
// Init Spawn Points
|
|
if (!spawns_initialized) {
|
|
Spawns_Init();
|
|
spawns_initialized = true;
|
|
}
|
|
|
|
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
|