mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-22 20:11:49 +00:00
120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
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#include "common.qh"
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#include "client.qh"
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#include "server.qh"
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#include "equip.qh"
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#include "misc.qh"
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#include "weapon.qh"
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#include "damage.qh"
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#include "act.qh"
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#include "act_dead.qh"
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#include "override.qh"
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#define STOP_EPSILON 0.1
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void() dead_prethink = {
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if (vlen(self.movedir) > vlen(self.velocity)) {
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self.velocity = '0 0 0';
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} else {
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/* FIXME: Use e, decay per frame. */
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if (time >= self.pain_finished) {
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self.velocity *= 0.9;
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self.pain_finished = time + 0.1;
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}
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if (self.velocity_x > -STOP_EPSILON && self.velocity_x < STOP_EPSILON)
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self.velocity_x = 0;
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if (self.velocity_y > -STOP_EPSILON && self.velocity_y < STOP_EPSILON)
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self.velocity_y = 0;
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if (self.velocity_z > -STOP_EPSILON && self.velocity_z < STOP_EPSILON)
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self.velocity_z = 0;
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}
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if (time >= self.air_finished) {
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if (self.button0 || self.button2 || self.impulse) {
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self.button0 = self.button1 = self.button2 = 0;
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self.impulse = 0;
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PutClientInGame();
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return;
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}
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}
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self.movedir = self.velocity;
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};
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void() dead_postthink = {
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local vector vieworg;
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self.dmg_take = 0;
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self.dmg_save = 0;
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vieworg = vieworigin(self);
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if (pointcontents(vieworg + self.velocity*sv_maxtic) != pointcontents(vieworg)) {
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self.movetype = MOVETYPE_NONE;
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self.velocity = '0 0 0';
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setorigin(self, self.origin);
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}
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};
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float() dead_takeitem = { return FALSE; };
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float(float d) dead_takedamage = { return FALSE; };
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void() act_setup_dead = {
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act_setup();
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weapon_select_by_impulse(0);
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self.solid = SOLID_NOT;
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self.takedamage = DAMAGE_NO;
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self.movetype = MOVETYPE_NOCLIP;
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self.deadflag = DEAD_NONLIVING;
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self.impulse = 0;
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self.button0 = self.button1 = self.button2 = 0;
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self.flags &= ~FL_JUMPRELEASED;
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/* Dead people don't have stuff. */
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self.items = 0;
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self.effects = 0;
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self.ammo_shells = 0;
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self.ammo_nails = 0;
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self.ammo_rockets = 0;
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self.ammo_cells = 0;
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self.currentammo = 0;
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self.itemfield_1 = 0;
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self.itemfield_2 = 0;
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self.itemfield_3 = 0;
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self.itemfield_4 = 0;
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/* May need to change these if clients don't act the same. */
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self.armorvalue = 0;
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self.health = 0.001; // Avoid stupid death roll.
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self.gravity = 0;
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self.maxspeed = 0;
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self.mass = 0;
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self.movedir = self.velocity;
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self.movedir_z -= sv_gravity * sv_maxtic; /* Gravity hack. */
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self.pain_finished = time + 0.1;
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self.air_finished = time + 2;
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override_set_th_takeitem(self, dead_takeitem);
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override_set_th_takedamage(self, dead_takedamage);
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override_set_prethink(self, dead_prethink);
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override_set_actthink(self, NOTHING_function);
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override_set_postthink(self, dead_postthink);
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dead_postthink(); /* make sure we don't noclip when near walls */
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};
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