game-source/quakeworld/client.qc

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float modelindex_eyes, modelindex_player;
// LEVEL CHANGING / INTERMISSION ==============================================
string nextmap;
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'
*/
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void ()
info_intermission =
{
self.angles = self.mangle; // so C can get at it
};
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void ()
SetChangeParms =
{
if (self.health <= 0) {
SetNewParms ();
return;
}
// remove items
self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY |
IT_INVULNERABILITY | IT_SUIT | IT_QUAD);
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_shells < 25)
parm4 = 25;
else
parm4 = self.ammo_shells;
parm5 = self.ammo_nails;
parm6 = self.ammo_rockets;
parm7 = self.ammo_cells;
parm8 = self.weapon;
parm9 = self.armortype * 100;
};
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void ()
SetNewParms =
{
parm1 = IT_SHOTGUN | IT_AXE;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
};
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void ()
DecodeLevelParms =
{
if (serverflags) {
if (world.model == "maps/start.bsp")
SetNewParms (); // take away all stuff on starting new episode
}
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_shells = parm4;
self.ammo_nails = parm5;
self.ammo_rockets = parm6;
self.ammo_cells = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};
/*
============
FindIntermission
Returns the entity to view from
============
*/
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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 = 4 * random ();
while (cyc > 1) {
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = cyc - 1;
}
return spot;
}
// then look for the start position
spot = find (world, classname, "info_player_start");
if (spot)
return spot;
objerror ("FindIntermission: no spot");
};
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void ()
GotoNextMap =
{
local string newmap;
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// ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
if (cvar ("samelevel") == 1) // if samelevel is set, stay on same level
changelevel (mapname);
else {
// configurable map lists, see if the current map exists as a
// serverinfo/localinfo var
newmap = infokey (world, mapname);
if (newmap != "")
changelevel (newmap);
else
changelevel (nextmap);
}
};
/*
============
IntermissionThink
When the player presses attack or jump, change to the next level
============
*/
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void ()
IntermissionThink =
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
GotoNextMap ();
};
/*
============
execute_changelevel
The global "nextmap" has been set previously.
Take the players to the intermission spot
============
*/
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void ()
execute_changelevel =
{
local entity pos;
intermission_running = 1;
// enforce a wait time before allowing changelevel
intermission_exittime = time + 5;
pos = FindIntermission ();
// play intermission music
WriteBytes (MSG_ALL, SVC_CDTRACK, 3.0, SVC_INTERMISSION);
WriteCoordV (MSG_ALL, pos.origin);
WriteAngleV (MSG_ALL, pos.mangle);
other = find (world, classname, "player");
while (other != world) {
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
other = find (other, classname, "player");
}
};
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void ()
changelevel_touch =
{
if (other.classname != "player")
return;
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// ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
if ((cvar ("samelevel") == 2) || ((cvar ("samelevel") == 3)
&& (mapname != "start"))) {
T_Damage (other, self, self, 50000);
return;
}
bprint (PRINT_HIGH, other.netname);
bprint (PRINT_HIGH," exited the level\n");
nextmap = self.map;
SUB_UseTargets ();
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 0.1;
};
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
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void ()
trigger_changelevel =
{
if (!self.map)
objerror ("chagnelevel trigger doesn't have map");
InitTrigger ();
self.touch = changelevel_touch;
};
// PLAYER GAME EDGE FUNCTIONS =================================================
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void () set_suicide_frame;
// called by ClientKill and DeadThink
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void ()
respawn =
{
// make a copy of the dead body for appearances sake
CopyToBodyQueue (self);
// set default spawn parms
SetNewParms ();
// respawn
PutClientInServer ();
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
bprint (PRINT_MEDIUM, self.netname);
bprint (PRINT_MEDIUM, " suicides\n");
set_suicide_frame ();
self.modelindex = modelindex_player;
logfrag (self, self);
self.frags -= 2; // extra penalty
respawn ();
};
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float (vector v)
CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
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entity ()
SelectSpawnPoint =
{
local entity spot, spots, thing;
local float pcount, numspots, totalspots;
numspots = 0;
totalspots = 0;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
// choose a info_player_deathmatch point
// ok, find all spots that don't have players nearby
spots = world;
spot = find (world, classname, "info_player_deathmatch");
while (spot) {
totalspots++;
thing = findradius (spot.origin, 84);
pcount = 0;
while (thing) {
if (thing.classname == "player")
pcount++;
thing = thing.chain;
}
if (pcount == 0) {
spot.goalentity = spots;
spots = spot;
numspots++;
}
// Get the next spot in the chain
spot = find (spot, classname, "info_player_deathmatch");
}
totalspots--;
if (!numspots) {
// ack, they are all full, just pick one at random
// bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
totalspots = rint ((random () * totalspots));
spot = find (world, classname, "info_player_deathmatch");
while (totalspots > 0) {
totalspots--;
spot = find (spot, classname, "info_player_deathmatch");
}
return spot;
}
// We now have the number of spots available on the map in numspots
// Generate a random number between 1 and numspots
numspots--;
numspots = rint ((random () * numspots));
spot = spots;
while (numspots > 0) {
spot = spot.goalentity;
numspots--;
}
return spot;
};
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float (entity e)
ValidateUser =
{
/*
local string userclan, s;
local float rank, rankmin, rankmax;
// if the server has set "clan1" and "clan2", then it
// is a clan match that will allow only those two clans in
s = serverinfo ("clan1");
if (s) {
userclan = masterinfo (e, "clan");
if (s == userclan)
return true;
s = serverinfo ("clan2");
if (s == userclan)
return true;
return false;
}
// if the server has set "rankmin" and/or "rankmax" then
// the users rank must be between those two values
s = masterinfo (e, "rank");
rank = stof (s);
s = serverinfo ("rankmin");
if (s) {
rankmin = stof (s);
if (rank < rankmin)
return false;
}
s = serverinfo ("rankmax");
if (s) {
rankmax = stof (s);
if (rankmax < rank)
return false;
}
return true;
*/
};
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void () DecodeLevelParms;
void () PlayerDie;
void () W_SetCurrentAmmo;
void () player_stand1;
void (entity attacker, float damage) player_pain;
void (vector org, entity death_owner) spawn_tdeath;
void (vector org) spawn_tfog;
/*
===========
PutClientInServer
called each time a player enters a new level
============
*/
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void ()
PutClientInServer =
{
local entity spot;
self.classname = "player";
self.health = 100;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.show_hostile = 0;
self.max_health = 100;
self.flags = FL_CLIENT;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
DecodeLevelParms ();
W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// pausetime 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
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
setmodel (self, "progs/player.mdl");
modelindex_player = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
// Mod - Xian (May.20.97)
// Bug where player would have velocity from their last kill
self.velocity = '0 0 0';
player_stand1 ();
makevectors (self.angles);
spawn_tfog (self.origin + v_forward*20);
spawn_tdeath (self.origin, self);
// Set Rocket Jump Modifiers
if (stof (infokey (world, "rj")) != 0)
rj = stof (infokey (world, "rj"));
if (deathmatch == 4) {
self.ammo_shells = 0;
if (stof (infokey (world, "axe")) == 0) {
self.ammo_nails = 255;
self.ammo_shells = 255;
self.ammo_rockets = 255;
self.ammo_cells = 255;
self.items |= (IT_NAILGUN | IT_SUPER_NAILGUN | IT_SUPER_SHOTGUN |
IT_ROCKET_LAUNCHER | IT_LIGHTNING);
}
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
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self.items |= (IT_ARMOR3 | IT_INVULNERABILITY);
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 250;
self.invincible_time = 1;
self.invincible_finished = time + 3;
}
if (deathmatch == 5) {
self.ammo_nails = 80;
self.ammo_shells = 30;
self.ammo_rockets = 10;
self.ammo_cells = 30;
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
self.items |= (IT_NAILGUN | IT_SUPER_NAILGUN | IT_SUPER_SHOTGUN |
IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER |
IT_LIGHTNING | IT_ARMOR3 | IT_INVULNERABILITY);
self.armorvalue = 200;
self.armortype = 0.8;
self.health = 200;
self.invincible_time = 1;
self.invincible_finished = time + 3;
}
};
// QUAKED FUNCTIONS ===========================================================
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
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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.
*/
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void ()
info_player_start2 =
{
};
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for deathmatch games
*/
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void ()
info_player_deathmatch =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
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void ()
info_player_coop =
{
};
// RULES ======================================================================
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// go to the next level for deathmatch
void ()
NextLevel =
{
local entity o;
if (nextmap != "")
return; // already done
if (mapname == "start") {
if (!cvar ("registered")) {
mapname = "e1m1";
} else if (!(serverflags & 1)) {
mapname = "e1m1";
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serverflags |= 1;
} else if (!(serverflags & 2)) {
mapname = "e2m1";
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serverflags |= 2;
} else if (!(serverflags & 4)) {
mapname = "e3m1";
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serverflags |= 4;
} else if (!(serverflags & 8)) {
mapname = "e4m1";
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serverflags -= 7; //FIXME &= ~7?
}
o = spawn ();
o.map = mapname;
} else {
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
if (!o || mapname == "start") {
// go back to same map if no trigger_changelevel
o = spawn ();
o.map = mapname;
}
}
nextmap = o.map;
if (o.nextthink < time) {
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
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void ()
CheckRules =
{
if (timelimit && time >= timelimit)
NextLevel ();
if (fraglimit && self.frags >= fraglimit)
NextLevel ();
};
//============================================================================
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void ()
PlayerDeathThink =
{
local float forward;
if ((self.flags & FL_ONGROUND)) {
forward = vlen (self.velocity) - 20;
if (forward <= 0)
self.velocity = '0 0 0';
else
self.velocity = forward * normalize (self.velocity);
}
// wait for all buttons released
if (self.deadflag == DEAD_DEAD) {
if (self.button2 || self.button1 || self.button0)
return;
self.deadflag = DEAD_RESPAWNABLE;
return;
}
// wait for any button down
if (!self.button2 && !self.button1 && !self.button0)
return;
self.button0 = 0;
self.button1 = 0;
self.button2 = 0;
respawn ();
};
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void ()
PlayerJump =
{
if (self.flags & FL_WATERJUMP)
return;
if (self.waterlevel >= 2) {
// play swiming sound
if (self.swim_flag < time) {
self.swim_flag = time + 1;
if (random () < 0.5)
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
}
return;
}
if (!(self.flags & FL_ONGROUND))
return;
if (!(self.flags & FL_JUMPRELEASED))
return; // don't pogo stick
self.flags &= ~FL_JUMPRELEASED;
self.button2 = 0;
// player jumping sound
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
};
.float dmgtime;
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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 += 2;
if (self.dmg > 15)
self.dmg = 10;
T_Damage (self, world, world, self.dmg);
self.pain_finished = time + 1;
}
}
if (!self.waterlevel) {
if (self.flags & FL_INWATER) {
// play leave water sound
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
self.flags = self.flags - FL_INWATER;
}
return;
}
if (self.watertype == CONTENT_LAVA) {
// do damage
if (self.dmgtime < time) {
if (self.radsuit_finished > time)
self.dmgtime = time + 1;
else
self.dmgtime = time + 0.2;
T_Damage (self, world, world, 10 * self.waterlevel);
}
} else if (self.watertype == CONTENT_SLIME) {
// do damage
if (self.dmgtime < time && self.radsuit_finished < time) {
self.dmgtime = time + 1;
T_Damage (self, world, world, 4 * self.waterlevel);
}
}
if (!(self.flags & FL_INWATER)) {
// player enter water sound
switch (self.watertype) {
case CONTENT_LAVA:
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
break;
case CONTENT_WATER:
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
break;
case CONTENT_SLIME:
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
break;
}
self.flags |= FL_INWATER;
self.dmgtime = 0;
}
};
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void ()
CheckWaterJump =
{
local vector start, end;
// check for a jump-out-of-water
makevectors (self.angles);
start = self.origin;
start_z = start_z + 8;
v_forward_z = 0;
normalize (v_forward);
end = start + v_forward * 24;
traceline (start, end, TRUE, self);
if (trace_fraction < 1) { // solid at waist
start_z = start_z + self.maxs_z - 8;
end = start + v_forward * 24;
self.movedir = trace_plane_normal * -50;
traceline (start, end, TRUE, self);
if (trace_fraction == 1) { // open at eye level
self.flags |= FL_WATERJUMP;
self.velocity_z = 225;
self.flags &= ~FL_JUMPRELEASED;
self.teleport_time = time + 2; // safety net
return;
}
}
};
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
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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
makevectors (self.v_angle); // is this still used
self.deathtype = "";
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;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
if (time > self.attack_finished && self.currentammo == 0 && self.weapon
!= IT_AXE) {
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
};
/*
================
CheckPowerups
Check for turning off powerups
================
*/
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void ()
CheckPowerups =
{
if (self.health <= 0)
return;
// invisibility
if (self.invisible_finished) {
// sound and screen flash when items starts to run out
if (self.invisible_sound < time) {
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
self.invisible_sound = time + ((3 * random ()) + 1);
}
if (self.invisible_finished < time + 3) {
if (self.invisible_time == 1) {
sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.invisible_time = time + 1;
}
if (self.invisible_time < time) {
self.invisible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invisible_finished < time) { // just stopped
self.items -= IT_INVISIBILITY;
self.invisible_finished = 0;
self.invisible_time = 0;
}
// use the eyes
self.frame = 0;
self.modelindex = modelindex_eyes;
} else
self.modelindex = modelindex_player; // don't use eyes
// invincibility
if (self.invincible_finished) {
// sound and screen flash when items starts to run out
if (self.invincible_finished < time + 3) {
if (self.invincible_time == 1) {
sprint (self, PRINT_HIGH, "Protection is almost burned out\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
self.invincible_time = time + 1;
}
if (self.invincible_time < time) {
self.invincible_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.invincible_finished < time) { // just stopped
self.items &= ~IT_INVULNERABILITY;
self.invincible_time = 0;
self.invincible_finished = 0;
}
if (self.invincible_finished > time) {
self.effects |= (EF_DIMLIGHT | EF_RED);
} else {
self.effects &= ~(EF_DIMLIGHT | EF_RED);
}
}
// super damage
if (self.super_damage_finished) {
// sound and screen flash when items starts to run out
if (self.super_damage_finished < time + 3) {
if (self.super_time == 1) {
if (deathmatch == 4)
sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
else
sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
self.super_time = time + 1;
}
if (self.super_time < time) {
self.super_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.super_damage_finished < time) { // just stopped
self.items &= ~IT_QUAD;
if (deathmatch == 4) {
self.ammo_cells = 255;
self.armorvalue = 1;
self.armortype = 0.8;
self.health = 100;
}
self.super_damage_finished = 0;
self.super_time = 0;
}
if (self.super_damage_finished > time) {
self.effects |= (EF_DIMLIGHT | EF_BLUE);
} else {
self.effects &= ~(EF_DIMLIGHT | EF_BLUE);
}
}
// suit
if (self.radsuit_finished) {
self.air_finished = time + 12; // don't drown
// sound and screen flash when items starts to run out
if (self.radsuit_finished < time + 3) {
if (self.rad_time == 1) {
sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
stuffcmd (self, "bf\n");
sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
self.rad_time = time + 1;
}
if (self.rad_time < time) {
self.rad_time = time + 1;
stuffcmd (self, "bf\n");
}
}
if (self.radsuit_finished < time) { // just stopped
self.items &= ~IT_SUIT;
self.rad_time = 0;
self.radsuit_finished = 0;
}
}
};
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void () W_WeaponFrame;
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
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void ()
PlayerPostThink =
{
// dprint ("post think\n");
if (self.view_ofs == '0 0 0')
return; // intermission or finale
if (self.deadflag)
return;
// check to see if player landed and play landing sound
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND)) {
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
else if (self.jump_flag < -650) {
self.deathtype = "falling";
T_Damage (self, world, world, 5);
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
} else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
}
self.jump_flag = self.velocity_z;
CheckPowerups ();
W_WeaponFrame ();
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
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void ()
ClientConnect =
{
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " entered the game\n");
// a client connecting during an intermission can cause problems
if (intermission_running)
GotoNextMap ();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
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void ()
ClientDisconnect =
{
// let everyone else know
bprint (PRINT_HIGH, self.netname);
bprint (PRINT_HIGH, " left the game with ");
bprint (PRINT_HIGH, ftos (self.frags));
bprint (PRINT_HIGH, " frags\n");
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
set_suicide_frame ();
};
/*
===========
ClientObituary
called when a player dies
============
*/
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void (entity targ, entity attacker)
ClientObituary =
{
local float rnum;
local string deathstring, deathstring2, attackerteam, targteam;
rnum = random ();
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
attackerteam = infokey (attacker, "team");
targteam = infokey (targ, "team");
if (targ.classname == "player") {
if (deathmatch > 3) {
if (targ.deathtype == "selfwater") {
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM," electrocutes himself.\n ");
targ.frags = targ.frags - 1;
return;
}
}
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switch (attacker.classname) {
case "teledeath":
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was telefragged by ");
bprint (PRINT_MEDIUM,attacker.owner.netname);
bprint (PRINT_MEDIUM,"\n");
logfrag (attacker.owner, targ);
attacker.owner.frags = attacker.owner.frags + 1;
return;
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case "teledeath2":
bprint (PRINT_MEDIUM,"Satan's power deflects ");
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,"'s telefrag\n");
targ.frags = targ.frags - 1;
logfrag (targ, targ);
return;
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case "teledeath3":
// double 666 telefrag (can happen often in deathmatch 4)
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was telefragged by ");
bprint (PRINT_MEDIUM,attacker.owner.netname);
bprint (PRINT_MEDIUM, "'s Satan's power\n");
targ.frags = targ.frags - 1;
logfrag (targ, targ);
return;
}
if (targ.deathtype == "squish") {
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if (teamplay && targteam == attackerteam && attackerteam != ""
&& targ != attacker) {
logfrag (attacker, attacker);
attacker.frags = attacker.frags - 1;
bprint (PRINT_MEDIUM,attacker.netname);
bprint (PRINT_MEDIUM," squished a teammate\n");
return;
} else if (attacker.classname == "player" && attacker != targ) {
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM," squishes ");
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM,"\n");
logfrag (attacker, targ);
attacker.frags = attacker.frags + 1;
return;
} else {
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targ.frags--; // killed self
logfrag (targ, targ);
bprint (PRINT_MEDIUM,targ.netname);
bprint (PRINT_MEDIUM," was squished\n");
return;
}
}
if (attacker.classname == "player") {
if (targ == attacker) {
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attacker.frags--; // killed self
logfrag (attacker, attacker);
bprint (PRINT_MEDIUM,targ.netname);
if (targ.deathtype == "grenade")
bprint (PRINT_MEDIUM," tries to put the pin back in\n");
else if (targ.deathtype == "rocket")
bprint (PRINT_MEDIUM," becomes bored with life\n");
else if (targ.weapon == 64 && targ.waterlevel > 1) {
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switch (targ.watertype) {
case CONTENT_SLIME:
bprint (PRINT_MEDIUM," discharges into the slime\n");
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break;
case CONTENT_LAVA:
bprint (PRINT_MEDIUM," discharges into the lava\n");
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break;
default:
bprint (PRINT_MEDIUM," discharges into the water.\n");
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break;
}
} else
bprint (PRINT_MEDIUM," becomes bored with life\n");
return;
} else if ((teamplay == 2) && (targteam == attackerteam) &&
(attackerteam != "")) {
if (rnum < 0.25)
deathstring = " mows down a teammate\n";
else if (rnum < 0.50)
deathstring = " checks his glasses\n";
else if (rnum < 0.75)
deathstring = " gets a frag for the other team\n";
else
deathstring = " loses another friend\n";
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, deathstring);
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attacker.frags--;
//ZOID 12-13-96: killing a teammate logs as suicide
logfrag (attacker, attacker);
return;
} else {
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attacker.frags++;
logfrag (attacker, targ);
deathstring = deathstring2 = "'s quad rocket\n";
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switch (targ.deathtype) {
case "nail":
deathstring = " was nailed by ";
deathstring2 = "\n";
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break;
case "supernail":
deathstring = " was punctured by ";
deathstring2 = "\n";
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break;
case "grenade":
deathstring = " eats ";
deathstring2 = "'s pineapple\n";
if (targ.health < -40) {
deathstring = " was gibbed by ";
deathstring2 = "'s grenade\n";
}
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break;
case "rocket":
if (attacker.super_damage_finished > 0 && targ.health
< -40) {
rnum = random ();
if (rnum < 0.3)
deathstring = " was brutalized by ";
else if (rnum < 0.6)
deathstring = " was smeared by ";
else {
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, " rips ");
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, " a new one\n");
return;
}
} else {
deathstring = " rides ";
deathstring2 = "'s rocket\n";
if (targ.health < -40) {
deathstring = " was gibbed by ";
deathstring2 = "'s rocket\n" ;
}
}
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break;
default:
switch (attacker.weapon) {
case IT_AXE:
deathstring = " was ax-murdered by ";
deathstring2 = "\n";
break;
case IT_SHOTGUN:
deathstring = " chewed on ";
deathstring2 = "'s boomstick\n";
break;
case IT_SUPER_SHOTGUN:
deathstring = " ate 2 loads of ";
deathstring2 = "'s buckshot\n";
break;
case IT_LIGHTNING:
deathstring = " accepts ";
if (attacker.waterlevel > 1)
deathstring2 = "'s discharge\n";
else
deathstring2 = "'s shaft\n";
break;
default:
deathstring = " dies mysteriously ";
deathstring2 = " progs bug\n";
break;
}
}
bprint (PRINT_MEDIUM, targ.netname);
bprint (PRINT_MEDIUM, deathstring);
bprint (PRINT_MEDIUM, attacker.netname);
bprint (PRINT_MEDIUM, deathstring2);
}
return;
} else {
logfrag (targ, targ);
targ.frags = targ.frags - 1; // killed self
bprint (PRINT_MEDIUM, targ.netname);
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switch (targ.watertype) {
case -3:
if (random () < 0.5)
bprint (PRINT_MEDIUM, " sleeps with the fishes\n");
else
bprint (PRINT_MEDIUM, " sucks it down\n");
return;
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case -4:
if (random () < 0.5)
bprint (PRINT_MEDIUM, " gulped a load of slime\n");
else
bprint (PRINT_MEDIUM, " can't exist on slime alone\n");
return;
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case -5:
if (targ.health < -15) {
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bprint (PRINT_MEDIUM, " burst into flames\n");
return;
}
if (random () < 0.5)
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bprint (PRINT_MEDIUM, " turned into hot slag\n");
else
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bprint (PRINT_MEDIUM, " visits the Volcano God\n");
return;
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default:
break;
}
if (attacker.classname == "explo_box") {
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bprint (PRINT_MEDIUM, " blew up\n");
return;
}
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switch (targ.deathtype) {
case "falling":
bprint (PRINT_MEDIUM, " fell to his death\n");
return;
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case "nail":
case "supernail":
bprint (PRINT_MEDIUM, " was spiked\n");
return;
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case "laser":
bprint (PRINT_MEDIUM, " was zapped\n");
return;
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case "fireball":
bprint (PRINT_MEDIUM, " ate a lavaball\n");
return;
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case "trigger_changelevel":
bprint (PRINT_MEDIUM, " tried to leave\n");
return;
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default:
break;
}
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bprint (PRINT_MEDIUM, " died\n");
}
}
};