game-source/paroxysm/quake/client.qc

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2002-02-17 03:18:55 +00:00
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void(entity attacker, float damage) player_pain;
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void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
.float uwmuffle; // under water muffle sound timeout
.float onwsound; // on water sound timeout
.float outwsound; // head out of water sound flag
.float inwsound; // head back in water sound flag
.float cshift_finished;
.float cshift_off;
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
// POX v1.1 moved to weapons.qc
//float intermission_running;
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 =
{
};
//POX v1.2
.float configed;
void() SetChangeParms =
{
//POX v1.1 - fresh start for everyone on changelevel
//POX v1.2 - parms are used to store the Taget ID toggle
parm1 = self.target_id_toggle;
};
void() SetNewParms =
{
// Quake Complains if this function isn't defined
};
void() DecodeLevelParms =
{
//POX v1.2 - parms are used to store the Taget ID toggle
if(!self.target_id_toggle && !self.target_id_temp)
self.target_id_toggle = parm1;
};
/*
============
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;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
objerror ("FindIntermission: no spot");
};
string nextmap;
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
else
changelevel (nextmap);
};
void() ExitIntermission =
{
// skip any text in deathmatch
if (deathmatch)
{
GotoNextMap ();
return;
}
intermission_exittime = time + 1;
intermission_running = intermission_running + 1;
//
// run some text if at the end of an episode
//
if (intermission_running == 2)
{
if (world.model == "maps/e1m7.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
if (!cvar("registered"))
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!");
}
else
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!");
}
return;
}
else if (world.model == "maps/e2m6.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral.");
return;
}
else if (world.model == "maps/e3m6.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth.");
return;
}
else if (world.model == "maps/e4m7.bsp")
{
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 2);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person.");
return;
}
GotoNextMap();
}
if (intermission_running == 3)
{
if (!cvar("registered"))
{ // shareware episode has been completed, go to sell screen
WriteByte (MSG_ALL, SVC_SELLSCREEN);
return;
}
if ( (serverflags&15) == 15)
{
WriteByte (MSG_ALL, SVC_FINALE);
WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born.");
return;
}
}
GotoNextMap();
};
/*
============
IntermissionThink
When the player presses attack or jump, change to the next level
============
*/
void() IntermissionThink =
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
ExitIntermission ();
};
void() execute_changelevel =
{
local entity pos;
intermission_running = 1;
// enforce a wait time before allowing changelevel
if (deathmatch)
intermission_exittime = time + 5;
else
intermission_exittime = time + 2;
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 3);
pos = FindIntermission ();
other = find (world, classname, "player");
while (other != world)
{
other.view_ofs = '0 0 0';
other.angles = other.v_angle = pos.mangle;
other.fixangle = TRUE; // turn this way immediately
other.nextthink = time + 0.5;
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
setorigin (other, pos.origin);
other = find (other, classname, "player");
}
WriteByte (MSG_ALL, SVC_INTERMISSION);
};
void() changelevel_touch =
{
if (other.classname != "player")
return;
if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
{
T_Damage (other, self, self, 50000);
return;
}
if (coop || deathmatch)
{
bprint (other.netname);
bprint (" exited the level\n");
}
nextmap = self.map;
SUB_UseTargets ();
if ( (self.spawnflags & 1) && (deathmatch == 0) )
{ // NO_INTERMISSION
GotoNextMap();
return;
}
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 0.1;
};
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("chagnelevel trigger doesn't have map");
InitTrigger ();
self.touch = changelevel_touch;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
void() set_suicide_frame;
// called by ClientKill and DeadThink
void() respawn =
{
/*POX v1.1 no coop...
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else*/ if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
//SetNewParms (); POX v1.1
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}
};
void() NextLevel;
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
// KasCam ->
if (self.classname == "KasCam") {
return;
}
// <- KasCam
bprint (self.netname);
bprint (" suicides\n");
set_suicide_frame ();
//self.modelindex = modelindex_player;
//getmodel(self.weapon, self);
self.frags = self.frags - 2; // extra penalty
//POX v1.12 - forgot about stink'n suidcides
if ((deathmatch & DM_LMS) && (self.LMS_registered))
{
if (self.frags <= 0)
{
lms_plrcount = lms_plrcount - 1;
self.frags = 0;
bprint(self.netname);
bprint(" is eliminated!\n");
sound (self, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
if (lms_plrcount <= 1) //1 player left so end the game
NextLevel ();
}
}
respawn ();
};
float(vector v) CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
local entity spot;
local entity thing;
local float pcount;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
// choose a info_player_deathmatch point
if (coop)
{
lastspawn = find(lastspawn, classname, "info_player_coop");
if (lastspawn == world)
lastspawn = find (lastspawn, classname, "info_player_start");
if (lastspawn != world)
return lastspawn;
}
else if (deathmatch)
{
spot = lastspawn;
while (1)
{
spot = find(spot, classname, "info_player_deathmatch");
if (spot != world)
{
if (spot == lastspawn)
return lastspawn;
pcount = 0;
thing = findradius(spot.origin, 32);
while(thing)
{
if (thing.classname == "player" || thing.classname == "bot")
pcount = pcount + 1;
thing = thing.chain;
}
if (pcount == 0)
{
lastspawn = spot;
return spot;
}
}
}
}
if (serverflags)
{ // return with a rune to start
spot = find (world, classname, "info_player_start2");
if (spot)
return spot;
}
spot = find (world, classname, "info_player_start");
if (!spot)
error ("PutClientInServer: no info_player_start on level");
return spot;
};
/*
===========
PutClientInServer
called each time a player is spawned
============
*/
//void() DecodeLevelParms; POX v1.1
void() PlayerDie;
void() PutClientInServer =
{
local entity spot;
//POX v1.2 - remove items
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self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY
| IT_SUIT | IT_QUAD);
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//spot = SelectSpawnPoint ();
self.classname = "player";
self.health = 100;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.show_hostile = 0;
self.max_health = 100;
self.flags = FL_CLIENT;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
// POX v1.1 - this stuff is nolonger handled by DecodeLevelParms
self.items = IT_BONESAW | IT_TSHOT;
self.ammo_shells = 25;
self.ammo_nails = 0;
self.ammo_rockets = 0;
self.ammo_cells = 0;
self.weapon = IT_TSHOT;
// POX v1.1 - spawn with 50 armour points
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= IT_ARMOR1;
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self.armorvalue = 50;
self.armortype = 0.9;
//added 12/14/98 to resest reload_rocket after death
self.reload_rocket = 0;
//added 12/22/98 to resest triple shot after death
self.prime_tshot = FALSE;
DecodeLevelParms (); //POX v1.2 - restore Target ID value
//W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
//ChaseCam
if ( self.aflag )
CCamChasePlayer ();
//ChaseCam
//Put client into the Dm setup menu
if (deathmatch && world.model == "maps/start.bsp")
{
InitMenu();
return;
}
//Predator mode POX v1.11 - back to eyes
if (deathmatch & DM_PREDATOR)
{
sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM);
stuffcmd (self, "bf\n");
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self.items |= IT_INVISIBILITY;
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self.invisible_time = 1;
self.invisible_finished = time + 9999999999;
}
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
//TEMPORARY!!!
//setmodel (self, "progs/player.mdl");
//modelindex_player = self.modelindex;
// Sine we're hack'n...
setmodel (self, "progs/death_p.mdl");
modelindex_death = self.modelindex;
setmodel (self, "progs/bsaw_p.mdl");
modelindex_saw_p = self.modelindex;
setmodel (self, "progs/tshot_p.mdl");
modelindex_tshot_p = self.modelindex;
setmodel (self, "progs/combo_p.mdl");
modelindex_combo_p = self.modelindex;
setmodel (self, "progs/plasma_p.mdl");
modelindex_plasma_p = self.modelindex;
setmodel (self, "progs/nail_p.mdl");
modelindex_nail_p = self.modelindex;
setmodel (self, "progs/gren_p.mdl");
modelindex_gren_p = self.modelindex;
setmodel (self, "progs/rhino_p.mdl");
modelindex_rock_p = self.modelindex;
// setmodel (self, "progs/flame_p.mdl");
// modelindex_flame_p = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
//Dark Mode
if (deathmatch & DM_DARK)
{
flash_on(self);
if (cvar("gl_cull") == 1)
stuffcmd (self, "gl_flashblend 0\n");
}
else if (cvar("gl_cull") == 1)
stuffcmd (self, "gl_flashblend 1\n");
//Last Man Standing Rules
if (time < 30 && (deathmatch & DM_LMS) && !self.LMS_registered)
{
if (fraglimit_LMS == 0)
self.frags = 5;
else
self.frags = fraglimit_LMS;
self.LMS_registered = TRUE;
lms_plrcount = lms_plrcount + 1;
}
player_stand1 ();
//Check if dead in LMS mode
if ((deathmatch & DM_LMS) && self.frags <= 0)
{
self.frags = 0;
self.impulse = 250;
//CamClientInit ();
}
// + POX v1.1 changed the way this is handled - DM_FFA
if (deathmatch & DM_FFA)
{
self.ammo_nails = 200;
self.ammo_shells = 200;
self.ammo_rockets = 100;
self.ammo_cells = 200;
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self.items |= IT_PLASMAGUN;
self.items |= IT_SUPER_NAILGUN;
self.items |= IT_COMBOGUN;
self.items |= IT_ROCKET_LAUNCHER;
self.items |= IT_GRENADE_LAUNCHER;
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= IT_ARMOR3;
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self.armorvalue = 250;
self.armortype = 0.9;
self.health = 200;
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self.items |= IT_INVULNERABILITY;
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self.invincible_time = 1;
self.invincible_finished = time + 3;
self.weapon = IT_ROCKET_LAUNCHER;
self.currentammo = self.ammo_rockets;
self.weaponmodel = "progs/v_rhino.mdl";
self.weaponframe = 0;
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self.items |= IT_ROCKETS;
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self.max_health = 200;
sound (self, CHAN_AUTO, "items/protect.wav", 1, ATTN_NORM);
stuffcmd (self, "bf\n");
}
if (deathmatch || coop)
{
makevectors(self.angles);
spawn_tfog (self.origin + v_forward*20);
stuffcmd (self, "tele_zoom\n");
}
spawn_tdeath (self.origin, self);
W_SetCurrentAmmo (); // VisWeap MOD: I moved this to the end so it will set the right model.
};
/*
=============================================================================
QUAKED FUNCTIONS
=============================================================================
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void() info_player_start =
{
};
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the return point from an episode.
*/
void() info_player_start2 =
{
};
/*
saved out by quaked in region mode
*/
void() testplayerstart =
{
};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
void() info_player_deathmatch =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
local entity o;
if (mapname == "start")
{
if (!cvar("registered"))
{
mapname = "e1m1";
}
else if (!(serverflags & 1))
{
mapname = "e1m1";
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serverflags |= 1;
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}
else if (!(serverflags & 2))
{
mapname = "e2m1";
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serverflags |= 2;
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}
else if (!(serverflags & 4))
{
mapname = "e3m1";
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serverflags |= 4;
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}
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");
// go back to start if no trigger_changelevel
if (!o)
{
mapname = "start";
o = spawn();
o.map = mapname;
}
}
nextmap = o.map;
gameover = TRUE;
if (o.nextthink < time)
{
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
local float timelimit;
local float fraglimit;
if (gameover) // someone else quit the game already
return;
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
if (timelimit && time >= timelimit)
{
NextLevel ();
return;
}
if (fraglimit && self.frags >= fraglimit && !(deathmatch & DM_LMS))
{
NextLevel ();
return;
}
if (lms_gameover == TRUE)
{
NextLevel ();
return;
}
};
//============================================================================
void() PlayerDeathThink =
{
local float forward;
if ((self.flags & FL_ONGROUND))
{
forward = vlen (self.velocity);
forward = forward - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize(self.velocity);
}
// wait for all buttons released
if (self.deadflag == DEAD_DEAD)
{
if (self.button2 || self.button1 || self.button0)
return;
self.deadflag = DEAD_RESPAWNABLE;
return;
}
//POX - don't let players lay around as dead guys during LMS
if (!self.button2 && !self.button1 && !self.button0 && !(deathmatch & DM_LMS))
return;
// wait for any button down
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn();
};
void() PlayerJump =
{
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80;
else
self.velocity_z = 50;
return;
}
if (!(self.flags & FL_ONGROUND))
return;
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
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self.flags &= ~FL_JUMPRELEASED;
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self.flags = self.flags - FL_ONGROUND; // don't stairwalk
self.button2 = 0;
// player jumping sound
sound (self, CHAN_VOICE, "player/plyrjmp8.wav", 1, ATTN_NORM);
self.velocity_z = self.velocity_z + 270;
};
/*
==========
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_AUTO, "misc/outwater.wav", 1, ATTN_NORM);
self.flags = self.flags - FL_INWATER;
//POX v1.2 - fixed rare cases of underwater sound not cancelling out
if (self.outwsound == 1)
{
sound (self, CHAN_BODY, "misc/owater2.wav", 0.5, ATTN_NORM);
self.outwsound = 0;
self.inwsound = 1;
self.uwmuffle = time;
}
}
return;
}
if (self.watertype == CONTENT_LAVA)
{ // do damage
if (self.dmgtime < time)
{
if (self.radsuit_finished > time)
self.dmgtime = time + 1;
else
self.dmgtime = time + 0.2;
T_Damage (self, world, world, 10*self.waterlevel);
}
}
else if (self.watertype == CONTENT_SLIME)
{ // do damage
if (self.dmgtime < time && self.radsuit_finished < time)
{
self.dmgtime = time + 1;
T_Damage (self, world, world, 4*self.waterlevel);
}
}
if ( !(self.flags & FL_INWATER) )
{
// player enter water sound
if (self.watertype == CONTENT_LAVA)
sound (self, CHAN_AUTO, "player/inlava.wav", 1, ATTN_NORM);
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_AUTO, "player/inh2o.wav", 1, ATTN_NORM);
if (self.watertype == CONTENT_SLIME)
sound (self, CHAN_AUTO, "player/slimbrn2.wav", 1, ATTN_NORM);
self.flags = self.flags + FL_INWATER;
self.dmgtime = 0;
}
if (! (self.flags & FL_WATERJUMP) )
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
//POX v1.1 - New water movement sounds - moved from PreThink (same as QW src)
if (self.waterlevel >= 3)
{
self.onwsound = time;
self.outwsound = 1;
if (self.inwsound == 1)
{
sound (self, CHAN_VOICE, "misc/inh2ob.wav", 1, ATTN_NORM);
self.inwsound = 0;
}
if (self.uwmuffle < time)
{
sound (self, CHAN_BODY, "misc/uwater.wav", 1, ATTN_STATIC);
self.uwmuffle = time + 3.58;
}
}
if (self.waterlevel == 2)
{
if (self.outwsound == 1)
{
sound (self, CHAN_BODY, "misc/owater2.wav", 1, ATTN_NORM);
self.outwsound = 0;
self.inwsound = 1;
//POX v1.1 - not needed, see footstep routine in player.qc
//self.onwsound = time + 1.9;
}
self.uwmuffle = time;
/* POX v1.1 - now done in footstep routine
if (self.onwsound < time)
{
if (random() < 0.5)
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
self.onwsound = time + random()*2;
}
*/
}
};
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
2004-02-08 06:18:03 +00:00
self.flags |= FL_WATERJUMP;
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self.velocity_z = 225;
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self.flags &= ~FL_JUMPRELEASED;
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self.teleport_time = time + 2; // safety net
return;
}
}
};
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
void() PlayerPreThink =
{
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
return; // the think tics
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
//ChaseCam
if ( self.aflag )
CCamChasePlayer ();
//ChaseCam
makevectors (self.v_angle); // is this still used
CheckRules ();
WaterMove ();
if (self.waterlevel == 2)
CheckWaterJump ();
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
if (self.deadflag == DEAD_DYING)
return; // dying, so do nothing
if (self.button2)
{
PlayerJump ();
}
else
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self.flags |= FL_JUMPRELEASED;
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// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
/* BEST WEAPON MARKER */
if (deathmatch & DM_AUTOSWITCH)
{
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_BONESAW)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
}
/* BEST WEAPON MARKER */
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
if (self.health <= 0)
return;
//POX - 1.01b - Rot armour down to 150
//Armour Rot
if (self.armorvalue > 150 && self.armor_rot < time)
{
self.armorvalue = self.armorvalue - 1;
self.armor_rot = time + 1;
//POX v1.1 - change armour to Yellow
2004-02-08 06:18:03 +00:00
if (self.armorvalue == 150) {
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= IT_ARMOR2;
}
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}
// invisibility
if (self.invisible_finished)
{
// sound and screen flash when items starts to run out
if (self.invisible_sound < time)
{
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((random() * 3) + 1);
}
if (self.invisible_finished < time + 3)
{
if (self.invisible_time == 1)
{
sprint (self, "Cloak is failing...\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.invisible_time = time + 1;
}
if (self.invisible_time < time)
{
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time)
{ // just stopped
self.items = self.items - IT_INVISIBILITY;
self.invisible_finished = 0;
self.invisible_time = 0;
}
// use the eyes
self.frame = 0;
self.modelindex = modelindex_eyes;
}
else
//self.modelindex = modelindex_player; // don't use eyes
getmodel(self.weapon, self);
// 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, "MegaShields are 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;
}
//POX - ignore light effects in Dark Mode
if (!(deathmatch & DM_DARK))
{
if (self.invincible_finished > time)
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self.effects |= EF_DIMLIGHT;
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else
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self.effects &= ~EF_DIMLIGHT;
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}
}
// super damage
if (self.super_damage_finished)
{
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3)
{
if (self.super_time == 1)
{
sprint (self, "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;
self.super_damage_finished = 0;
self.super_time = 0;
}
//POX - ignore light effects in Dark Mode
if (!(deathmatch & DM_DARK))
{
if (self.super_damage_finished > time)
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self.effects |= EF_DIMLIGHT;
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else
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self.effects &= ~EF_DIMLIGHT;
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}
}
// 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, "Air supply in Biosuit expiring\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time)
{
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time)
{ // just stopped
self.items = self.items - IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
if (time < 1.5)
stuffcmd (self, "bf\n");//POX v1.2 - clear overrun v_cshifts!
//POX v1.2 - cshift fix (colour_light)
if (self.cshift_finished < time)
{
if (!self.cshift_off)
{
stuffcmd (self, "v_cshift 0 0 0 0\n");
self.cshift_off = TRUE;
}
}
// KasCam ->
if ((self.classname == "KasCam") && !intermission_running)
{
CamThink();
return;
}
// <- KasCam
//POX - Menu System
if (deathmatch && world.model == "maps/start.bsp" && !intermission_running)
{
MenuThink();
return;
}
if (self.view_ofs == '0 0 0')
return; // intermission or finale
if (self.deadflag)
return;
// do weapon stuff
W_WeaponFrame ();
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
{
//DISABLED since additions to PlayerPreThink() now handle ALL water sounds
//if (self.watertype == CONTENT_WATER)
// sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
//else
if (self.jump_flag < -650)
{
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
self.deathtype = "falling";
}
else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
self.jump_flag = 0;
}
if (!(self.flags & FL_ONGROUND))
self.jump_flag = self.velocity_z;
CheckPowerups ();
if (time < 15 && (!deathmatch))
centerprint(self, "Paroxysm is Botmatch/Deathmatch Only.\nSelect Multiplayer in the main menu\n");
else if (time < 3)
centerprint(self, "Paroxysm v1.1b\n");
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
local float cno;//, LMS_timeout;
// KasCam ->
if ((self.netname == "CamClient") || (self.netname == ""))
{
stuffcmd (self, "autocam\n");
//self.impulse = 250;
}
else
{
// <- KasCam
cno = clientNextAvailable ();
botInvalidClientNo (cno);
clientSetUsed (cno);
//msgUpdateNameToAll (cno, self.netname);
self.fClientNo = cno;
//POX v.11 FINALLY nailed this one
//Players have 30 seconds to join an LMS game, or they are put into observer till changelevel
if (!(deathmatch & DM_LMS))
2002-02-17 03:18:55 +00:00
{
bprint (self.netname);
bprint (" entered the game\n");
centerprint(self, "Paroxysm v1.11b\n");
self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
}
else if ((time < 30) && (deathmatch & DM_LMS))
{
bprint (self.netname);
bprint (" entered the game\n");
centerprint(self, "Paroxysm v1.11b\nLast Man Standing Rules Apply.");
self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
}
else
{
bprint (self.netname);
bprint (" entered the game late! Observing till next round.\n");
self.LMS_late = TRUE;
stuffcmd (self, "autocam\n");
//self.impulse = 250;
}
}
// a client connecting during an intermission can cause problems
if (intermission_running)
ExitIntermission ();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
if (gameover)
return;
// if the level end trigger has been activated, just return
// since they aren't *really* leaving
/* POX v1.11 - cloak gone so no need....
//POX - bots rely on their owners for certain things, so if a client leaves, they all leave
//POX - 1.01b - added a more robust disconnect for bots (see rankings.qc)
if (self.total_spawned_bots)
{
if (self.bot_h)
botDisconnect(self.bot_h);
if (self.bot_g)
botDisconnect(self.bot_g);
if (self.bot_f)
botDisconnect(self.bot_f);
if (self.bot_e)
botDisconnect(self.bot_e);
if (self.bot_d)
botDisconnect(self.bot_d);
if (self.bot_c)
botDisconnect(self.bot_c);
if (self.bot_b)
botDisconnect(self.bot_b);
if (self.bot_a)
botDisconnect(self.bot_a);
}
*/
// let everyone else know
// KasCam ->
if (CamDisconnect()) {
// KasCam <-
bprint (self.netname);
bprint (" left the game with ");
bprint (ftos(self.frags));
bprint (" frags\n");
clientSetFree (self.fClientNo);
//POX v1.11
if (deathmatch & DM_LMS && self.classname == "player")
{
lms_plrcount = lms_plrcount - 1;
if (lms_plrcount <= 1) //1 player left so end the game
lms_gameover = TRUE;
}
//sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
set_suicide_frame ();
// KasCam ->
}
// <- KasCam
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
rnum = random();
//POX v1.2 - Changed this so obituary taunts work in DM_LMS
//Lastman Standing POX v1.11 cleaned this up a bit
if (deathmatch & DM_LMS)
{
if (targ.classname == "player" || targ.classname == "bot")
targ.frags = targ.frags - 1;
if (targ.frags <= 0 && (targ.classname == "player" || targ.classname == "bot"))
{
bprint(targ.netname);
bprint(" is eliminated!\n");
lms_plrcount = lms_plrcount - 1;
sound (targ, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
if (lms_plrcount <= 1) //1 player left so end the game
lms_gameover = TRUE;
if (targ.classname == "bot") //POX v1.1
msgUpdateFragsToAll (targ.fClientNo, targ.frags);
return;
}
else if (targ.classname == "bot") //POX v1.1
msgUpdateFragsToAll (targ.fClientNo, targ.frags);
//{
// bprint(targ.netname);
// bprint(" loses a frag.\n");
//}
//if (targ.classname == "bot") //POX v1.1
// msgUpdateFragsToAll (targ.fClientNo, targ.frags);
//return;
}
if (targ.classname == "player" || targ.classname == "bot")
{
if (attacker.classname == "teledeath")
{
bprint (targ.netname);
bprint (" was telefragged by ");
bprint (attacker.owner.netname);
bprint ("\n");
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.owner.frags = attacker.owner.frags + 1;
if (targ.classname == "bot") //POX v1.1
msgUpdateFragsToAll (attacker.owner.fClientNo, attacker.owner.frags);
return;
}
if (attacker.classname == "teledeath2")
{
bprint ("MegaShields deflect ");
bprint (targ.netname);
bprint ("'s telefrag\n");
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
targ.frags = targ.frags - 1;
if (targ.classname == "bot") //POX v1.1
msgUpdateFragsToAll (targ.fClientNo, targ.frags);
return;
}
if (attacker.classname == "player" || attacker.classname == "bot")
{
if (targ == attacker)
{
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags - 1;// killed self
if (attacker.classname == "bot") //POX v1.1
msgUpdateFragsToAll (attacker.fClientNo, attacker.frags);
bprint (targ.netname);
if (targ.weapon == 64 && targ.waterlevel > 1)
{
bprint (" discharges into the water.\n");
return;
}
if (targ.weapon == IT_GRENADE_LAUNCHER)
bprint (" tries to put the pin back in\n");
else
bprint (" becomes bored with life\n");
return;
}
else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
{
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 (attacker.netname);
bprint (deathstring);
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags - 1;
if (attacker.classname == "bot") //POX v1.1
msgUpdateFragsToAll (attacker.fClientNo, attacker.frags);
return;
}
else
{
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
attacker.frags = attacker.frags + 1;
if (attacker.classname == "bot") //POX v1.1
msgUpdateFragsToAll (attacker.fClientNo, attacker.frags);
rnum = attacker.weapon;
2002-11-01 01:49:10 +00:00
deathstring = deathstring2 = " uninitialized ";
2002-02-17 03:18:55 +00:00
if (rnum == IT_BONESAW)
{
deathstring = " was butchered by ";
deathstring2 = "\n";
}
if (rnum == IT_TSHOT)
{
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
}
//Changed Combo Gun blurbs depending on the ammo
if ((rnum == IT_COMBOGUN) && (attacker.which_ammo == 1))
{
deathstring = " swallowed ";
deathstring2 = "'s pumkin ball\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s impact grenade\n";
}
}
if ((rnum == IT_COMBOGUN) && (attacker.which_ammo == 0))
{
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
}
if (rnum == IT_PLASMAGUN)
{
deathstring = " was plugged by ";
deathstring2 = "\n";
if (targ.health < -40)
{
deathstring = " was discombobulated by ";
deathstring2 = "'s plasma burst\n";
}
}
if (rnum == IT_SUPER_NAILGUN)
{
deathstring = " was nailed by ";
deathstring2 = "\n";
}
if (rnum == IT_GRENADE_LAUNCHER)
{
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
}
if (rnum == IT_ROCKET_LAUNCHER)
{
deathstring = " rides ";
deathstring2 = "'s rocket\n";
if (targ.health < -40)
{
deathstring = " was gibbed by ";
deathstring2 = "'s rockets\n" ;
}
}
bprint (targ.netname);
bprint (deathstring);
bprint (attacker.netname);
bprint (deathstring2);
}
return;
}
else
{
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
targ.frags = targ.frags - 1;
if (attacker.classname == "bot") //POX v1.1
msgUpdateFragsToAll (targ.fClientNo, targ.frags);
bprint (targ.netname);
// tricks and traps
if (attacker.classname == "explo_box")
{
bprint (" blew up\n");
return;
}
if (attacker.solid == SOLID_BSP && attacker != world)
{
bprint (" was squished\n");
return;
}
if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
{
bprint (" was spiked\n");
return;
}
if (attacker.classname == "fireball")
{
bprint (" ate a lavaball\n");
return;
}
if (attacker.classname == "trigger_changelevel")
{
bprint (" tried to leave\n");
return;
}
//POX - orphaned shrapnel grenade
if (attacker.classname == "shrapnel" || attacker.classname == "spikenal")
{
bprint (" got too close to a shrapnel bomb\n");
return;
}
// in-water deaths
//rnum = targ.watertype;
//POX - bots have a seperate waterlevel detect
if (targ.classname == "bot")
rnum = rnum = targ.watertype2;
else
rnum = targ.watertype;
if (rnum == -3)
{
if (random() < 0.5)
bprint (" sleeps with the fishes\n");
else
bprint (" sucks it down\n");
return;
}
else if (rnum == -4)
{
if (random() < 0.5)
bprint (" gulped a load of slime\n");
else
bprint (" can't exist on slime alone\n");
return;
}
else if (rnum == -5)
{
if (targ.health < -15)
{
bprint (" burst into flames\n");
return;
}
if (random() < 0.5)
bprint (" turned into hot slag\n");
else
bprint (" visits the Volcano God\n");
return;
}
// fell to their death?
if (targ.deathtype == "falling")
{
targ.deathtype = "";
bprint (" fell to his death\n");
return;
}
// hell if I know; he's just dead!!!
bprint (" died\n");
}
}
};