#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 */ entity() SelectSpawnPoint; void() teleport_touch; //POX v1.12 //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; self.flags = self.flags - 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 };