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' */ void () info_intermission = { self.angles = self.mangle; // so C can get at it }; 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; }; void () SetNewParms = { parm1 = IT_SHOTGUN | IT_AXE; parm2 = 100; parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 1; parm9 = 0; }; 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 ============ */ 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"); }; void () GotoNextMap = { local string newmap; // 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 ============ */ 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 ============ */ 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"); } }; void () changelevel_touch = { if (other.classname != "player") return; // 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. */ 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 = { // 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 (); }; float (vector v) CheckSpawnPoint = { return FALSE; }; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ 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; }; 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; */ }; 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 ============ */ 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); 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. */ 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 = { }; /*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 void () NextLevel = { local entity o; if (nextmap != "") return; // already done if (mapname == "start") { if (!cvar ("registered")) { mapname = "e1m1"; } else if (!(serverflags & 1)) { mapname = "e1m1"; serverflags = serverflags | 1; } else if (!(serverflags & 2)) { mapname = "e2m1"; serverflags = serverflags | 2; } else if (!(serverflags & 4)) { mapname = "e3m1"; serverflags = serverflags | 4; } 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"); 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 ============ */ void () CheckRules = { if (timelimit && time >= timelimit) NextLevel (); if (fraglimit && self.frags >= fraglimit) NextLevel (); }; //============================================================================ 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 (); }; 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; 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; } }; 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 ================ */ 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 self.flags = 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 ================ */ 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; } } }; void () W_WeaponFrame; /* ================ PlayerPostThink Called every frame after physics are run ================ */ 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 ============ */ 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 ============ */ 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 ============ */ 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; } } 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; 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; 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") { 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 { 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) { 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) { switch (targ.watertype) { case CONTENT_SLIME: bprint (PRINT_MEDIUM," discharges into the slime\n"); break; case CONTENT_LAVA: bprint (PRINT_MEDIUM," discharges into the lava\n"); break; default: bprint (PRINT_MEDIUM," discharges into the water.\n"); 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); attacker.frags--; //ZOID 12-13-96: killing a teammate logs as suicide logfrag (attacker, attacker); return; } else { attacker.frags++; logfrag (attacker, targ); deathstring = deathstring2 = "'s quad rocket\n"; switch (targ.deathtype) { case "nail": deathstring = " was nailed by "; deathstring2 = "\n"; break; case "supernail": deathstring = " was punctured by "; deathstring2 = "\n"; break; case "grenade": deathstring = " eats "; deathstring2 = "'s pineapple\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s grenade\n"; } 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" ; } } 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); 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; 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; case -5: if (targ.health < -15) { bprint (PRINT_MEDIUM, " burst into flames\n"); return; } if (random () < 0.5) bprint (PRINT_MEDIUM, " turned into hot slag\n"); else bprint (PRINT_MEDIUM, " visits the Volcano God\n"); return; default: break; } if (attacker.classname == "explo_box") { bprint (PRINT_MEDIUM, " blew up\n"); return; } switch (targ.deathtype) { case "falling": bprint (PRINT_MEDIUM, " fell to his death\n"); return; case "nail": case "supernail": bprint (PRINT_MEDIUM, " was spiked\n"); return; case "laser": bprint (PRINT_MEDIUM, " was zapped\n"); return; case "fireball": bprint (PRINT_MEDIUM, " ate a lavaball\n"); return; case "trigger_changelevel": bprint (PRINT_MEDIUM, " tried to leave\n"); return; default: break; } bprint (PRINT_MEDIUM, " died\n"); } } };