game-source/klik/act/act_dead.qc
2003-10-27 22:27:29 +00:00

120 lines
2.6 KiB
C++

#include "common.qh"
#include "client.qh"
#include "server.qh"
#include "equip.qh"
#include "misc.qh"
#include "weapon.qh"
#include "damage.qh"
#include "act.qh"
#include "act_dead.qh"
#include "override.qh"
#define STOP_EPSILON 0.1
void() dead_prethink = {
if (vlen(self.movedir) > vlen(self.velocity)) {
self.velocity = '0 0 0';
} else {
/* FIXME: Use e, decay per frame. */
if (time >= self.pain_finished) {
self.velocity *= 0.9;
self.pain_finished = time + 0.1;
}
if (self.velocity_x > -STOP_EPSILON && self.velocity_x < STOP_EPSILON)
self.velocity_x = 0;
if (self.velocity_y > -STOP_EPSILON && self.velocity_y < STOP_EPSILON)
self.velocity_y = 0;
if (self.velocity_z > -STOP_EPSILON && self.velocity_z < STOP_EPSILON)
self.velocity_z = 0;
}
if (time >= self.air_finished) {
if (self.button0 || self.button2 || self.impulse) {
self.button0 = self.button1 = self.button2 = 0;
self.impulse = 0;
PutClientInGame();
return;
}
}
self.movedir = self.velocity;
};
void() dead_postthink = {
local vector vieworg;
self.dmg_take = 0;
self.dmg_save = 0;
vieworg = vieworigin(self);
if (pointcontents(vieworg + self.velocity*sv_maxtic) != pointcontents(vieworg)) {
self.movetype = MOVETYPE_NONE;
self.velocity = '0 0 0';
setorigin(self, self.origin);
}
};
float() dead_takeitem = { return FALSE; };
float(float d) dead_takedamage = { return FALSE; };
void() act_setup_dead = {
act_setup();
weapon_select_by_impulse(0);
self.solid = SOLID_NOT;
self.takedamage = DAMAGE_NO;
self.movetype = MOVETYPE_NOCLIP;
self.deadflag = DEAD_NONLIVING;
self.impulse = 0;
self.button0 = self.button1 = self.button2 = 0;
self.flags &= ~FL_JUMPRELEASED;
/* Dead people don't have stuff. */
self.items = 0;
self.effects = 0;
self.ammo_shells = 0;
self.ammo_nails = 0;
self.ammo_rockets = 0;
self.ammo_cells = 0;
self.currentammo = 0;
self.itemfield_1 = 0;
self.itemfield_2 = 0;
self.itemfield_3 = 0;
self.itemfield_4 = 0;
/* May need to change these if clients don't act the same. */
self.armorvalue = 0;
self.health = 0.001; // Avoid stupid death roll.
self.gravity = 0;
self.maxspeed = 0;
self.mass = 0;
self.movedir = self.velocity;
self.movedir_z -= sv_gravity * sv_maxtic; /* Gravity hack. */
self.pain_finished = time + 0.1;
self.air_finished = time + 2;
override_set_th_takeitem(self, dead_takeitem);
override_set_th_takedamage(self, dead_takedamage);
override_set_prethink(self, dead_prethink);
override_set_actthink(self, NOTHING_function);
override_set_postthink(self, dead_postthink);
dead_postthink(); /* make sure we don't noclip when near walls */
};