game-source/ParoxysmII/source/observe.r

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#include "config.rh"
#include "paroxysm.rh"
/*
POX - Last Man Standing Observer Code
This was written to support Last Man Standing Rules, it is a crude form of Spectate that allows
observes to stay connected as players so they can play the next game.
An LMS observer is counted as a player, so you can still have the max amount of true Spectors connected
*/
//POX v1.12 - sets fov for observer (impulses 1 and 2)
/*------------------
SetObserverFOV
-------------------*/
void() SetObserverFOV =
{
local string ob_fov;
ob_fov = ftos(@self.LMS_observer_fov);
stuffcmd (@self, "fov ");
stuffcmd (@self, ob_fov);
stuffcmd (@self, "\n");
};
//POX v1.12 - Allows observers to use teleporters
/*------------------
ObserverTeleportTouch
-------------------*/
void (string destination) ObserverTeleportTouch =
{
local entity t;
if (@self.teleport_time > time)
return;
t = find (world, targetname, destination);
if (!t)
objerror ("couldn't find target");
setorigin (@self, t.origin);
@self.angles = t.mangle;
@self.fixangle = 1; // turn this way immediately
@self.teleport_time = time + 1.7;//POX v1.2 increased this
if (@self.flags & FL_ONGROUND)
@self.flags = @self.flags - FL_ONGROUND;
@self.velocity = v_forward * 300;
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@self.flags &= ~FL_ONGROUND;
};
/*------------------
ObserverImpulses
Handels observer controls
-------------------*/
void() ObserverImpulses =
{
//Jump to a dm start point (Fire Button)
if (@self.button0)
{
@self.goalentity = find(@self.goalentity, classname, "info_player_deathmatch");
if (@self.goalentity == world)
@self.goalentity = find(@self.goalentity, classname, "info_player_deathmatch");
if (@self.goalentity != world)
{
setorigin(@self, @self.goalentity.origin);
@self.angles = @self.goalentity.angles;
@self.fixangle = TRUE; // turn this way immediately
}
}
//Jump into a player's position (Jump Button)
if (@self.button2)
{
@self.goalentity = find(@self.goalentity, classname, "player");
if (@self.goalentity == world)
@self.goalentity = find(@self.goalentity, classname, "player");
if (@self.goalentity != world)
{
setorigin(@self, @self.goalentity.origin + '0 0 1');
@self.angles = @self.goalentity.angles;
@self.fixangle = TRUE; // turn this way immediately
}
}
// POX v1.2 - added auto fov increase/decrease and reset impulses
if (@self.impulse == 1)
{
if (@self.LMS_zoom == 1)
@self.LMS_zoom = FALSE;
else
@self.LMS_zoom = 1;
}
if (@self.impulse == 2)
{
if (@self.LMS_zoom == 2)
@self.LMS_zoom = FALSE;
else
@self.LMS_zoom = 2;
}
if (@self.impulse == 3)
{
@self.LMS_observer_fov = 90;
@self.LMS_zoom = FALSE;
SetObserverFOV ();
}
//Allow TargetId to be turned off
if (@self.impulse == 16)
{
if (@self.target_id_toggle)
{
@self.target_id_toggle = FALSE;
//POX v1.12 - don't centerprint if a message is up
if (@self.target_id_finished < time)
centerprint (@self, "Target Identifier OFF\n");
else
sprint (@self, PRINT_HIGH, "Target Identifier OFF\n");
}
else
{
@self.target_id_toggle = TRUE;
//POX v1.12 - don't centerprint if a message is up
if (@self.target_id_finished < time)
centerprint (@self, "Target Identifier ON\n");
else
sprint (@self, PRINT_HIGH, "Target Identifier ON\n");
@self.target_id_finished = time + 3;
}
}
@self.impulse = 0;
@self.button0 = 0;
@self.button1 = 0;
};
/*------------------
ObserverThink
Rerouted from PlayerPostThink
-------------------*/
void() ObserverThink =
{
local entity tele; //POX v1.12
// POX v1.12 - display observer control instructions
if (@self.LMS_observer_time > time)
{
if (@self.LMS_observer == 1)
centerprint(@self, "Last Man Standing game in progress...\n\nObserving till next round.");
else //was eliminated
centerprint (@self, "You have been eliminated!\n\nObserving till next round.");
@self.target_id_finished = time + 0.1;
}
else if (@self.LMS_observer_time + 7 > time)
{
centerprint(@self, "[FIRE] cycles through spawn points\n\n[JUMP] cycles through players\n\n[1] [2] zooms in/out, [3] resets zoom.");
@self.target_id_finished = time + 0.1;
}
//POX v1.12 if touching a teleporter, go through it...
tele = findradius(@self.origin, 80);
while(tele)
{
if (tele.touch == teleport_touch)
ObserverTeleportTouch (tele.target);
tele = tele.chain;
}
//Update target identifier
if (@self.target_id_toggle && (time > @self.target_id_finished))
ID_CheckTarget ();
//POX v1.2 - Better fov control - first impulse starts to zoom, second stops it
if (@self.LMS_zoom == 1)
{
@self.LMS_observer_fov = @self.LMS_observer_fov - 1;
if (@self.LMS_observer_fov < 30)
{
@self.LMS_zoom = FALSE;
@self.LMS_observer_fov = 30;
}
SetObserverFOV ();
}
else if (@self.LMS_zoom == 2)
{
@self.LMS_observer_fov = @self.LMS_observer_fov + 1;
if (@self.LMS_observer_fov > 135)
{
@self.LMS_zoom = FALSE;
@self.LMS_observer_fov = 135;
}
SetObserverFOV ();
}
ObserverImpulses ();
};
/*------------------
SpawnObserver
-------------------*/
void() SpawnObserver =
{
local entity spot;
@self.classname = "LMSobserver";
@self.health = 111;
@self.takedamage = DAMAGE_NO;
@self.solid = SOLID_NOT;
@self.movetype = MOVETYPE_NOCLIP; //I think this is cheat protected....
//@self.flags = FL_CLIENT;
@self.super_damage_finished = 0;
@self.radsuit_finished = 0;
@self.invisible_finished = 0;
@self.invincible_finished = 0;
@self.effects = 0;
@self.invincible_time = 0;
@self.items = 0;
@self.ammo_shells = 0;
@self.ammo_nails = 0;
@self.ammo_rockets = 0;
@self.ammo_cells = 0;
@self.weapon = 0;
@self.armorvalue = 0;
@self.armortype = 0;
@self.deadflag = DEAD_NO;
spot = SelectSpawnPoint ();
@self.origin = spot.origin + '0 0 1';
@self.angles = spot.angles;
@self.fixangle = TRUE; // turn this way immediately
setmodel (@self, string_null);
@self.weaponmodel = string_null;
setsize (@self, VEC_HULL_MIN, VEC_HULL_MAX);
@self.view_ofs = '0 0 22';
@self.velocity = '0 0 0';
//POX v1.2 - had this as '==' (worked anyway :P)
@self.goalentity = world;
//POX v1.12
if (@self.LMS_registered) //This shouldn't happen but...
{
@self.LMS_registered = 0;
lms_plrcount = lms_plrcount - 1;
}
@self.LMS_observer_time = time + 3;
@self.LMS_observer_fov = 100;
stuffcmd (@self, "fov 100\n");
@self.target_id_toggle = TRUE; //POX v1.12 default to on
};