game-source/paroxysm/quake/player.qc
2002-02-17 03:18:55 +00:00

1072 lines
27 KiB
C++

void() bubble_bob;
/*
==============================================================================
PLAYER
==============================================================================
*/
//POX - Frame macros deleted (frames are now called by absolute values to simplify visible weapon animations)
//POX - added entity discrimination for bot support
void(float weap, entity me) getmodel =
{
if(me.health <= 0)
return;
if (weap == IT_TSHOT)
me.modelindex = modelindex_tshot_p;
else if (weap == IT_COMBOGUN)
me.modelindex = modelindex_combo_p;
else if (weap == IT_PLASMAGUN)
me.modelindex = modelindex_plasma_p;
else if (weap == IT_SUPER_NAILGUN)
me.modelindex = modelindex_nail_p;
else if (weap == IT_GRENADE_LAUNCHER)
me.modelindex = modelindex_gren_p;
else if (weap == IT_ROCKET_LAUNCHER)
me.modelindex = modelindex_rock_p;
else
me.modelindex = modelindex_saw_p;
};
/*
==============================================================================
PLAYER
==============================================================================
*/
void() player_run;
void() player_stand1 =[ 6, player_stand1 ]
{
//self.weaponframe=0;
if (self.velocity_x || self.velocity_y)
{
self.walkframe=0;
player_run();
return;
}
if (self.weapon == IT_BONESAW)
{
self.weaponframe = self.weaponframe + 1;
if(self.weaponframe >= 3)
{
self.weaponframe = 0;
if (self.view_ofs != '0 0 0')
sound (self, CHAN_AUTO, "weapons/sawidle.wav", 1, ATTN_NORM);
}
}
else
self.weaponframe=0;
if (self.walkframe >= 4)
self.walkframe = 0;
self.frame = 6 + self.walkframe;
self.walkframe = self.walkframe + 1;
};
void() player_run =[0, player_run ]
{
//self.weaponframe=0;
if (!self.velocity_x && !self.velocity_y)
{
self.walkframe=0;
player_stand1();
return;
}
if (self.weapon == IT_BONESAW)
{
self.weaponframe = self.weaponframe + 1;
if(self.weaponframe >= 3)
{
self.weaponframe = 0;
if (self.view_ofs != '0 0 0')
sound (self, CHAN_AUTO, "weapons/sawidle.wav", 1, ATTN_NORM);
}
}
else
self.weaponframe=0;
if (self.walkframe == 6)
self.walkframe = 0;
self.frame = self.walkframe;
//POX v1.1 - changed to include water sounds for swimming and walking in shallow water
// strat footstep routine (modified from Hipnotic's QW source code)
self.spawnsilent = self.spawnsilent + vlen(self.origin - self.old_velocity);
self.old_velocity = self.origin;
if (self.waterlevel < 3 && self.classname == "player") // no footsteps underwater, for observers
{
if (self.spawnsilent > 95)
{
local float r;
if (self.spawnsilent > 190)
self.spawnsilent = 0;
else
self.spawnsilent = 0.5*(self.spawnsilent - 95);
r = random();
if (self.waterlevel)
{
if (r < 0.25)
sound (self, CHAN_AUTO, "misc/water1.wav", 1, ATTN_NORM);
else if (r < 0.5)
sound (self, CHAN_AUTO, "misc/water2.wav", 1, ATTN_NORM);
else if (r < 0.75)
sound (self, CHAN_AUTO, "misc/owater2.wav", 0.75, ATTN_NORM);
}
else if (self.flags & FL_ONGROUND)
{
if (r < 0.25)
sound (self, CHAN_AUTO, "misc/foot1.wav", 0.75, ATTN_NORM);
else if (r < 0.5)
sound (self, CHAN_AUTO, "misc/foot2.wav", 0.75, ATTN_NORM);
else if (r < 0.75)
sound (self, CHAN_AUTO, "misc/foot3.wav", 0.75, ATTN_NORM);
else
sound (self, CHAN_AUTO, "misc/foot4.wav", 0.75, ATTN_NORM);
}
}
}
self.walkframe = self.walkframe + 1;
};
/*
//used for PulseGun fire
void() player_pulse1 = [$shotatt1, player_pulse2 ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_pulse2 = [$shotatt2, player_pulse3 ] {self.weaponframe=2;};
void() player_pulse3 = [$shotatt3, player_pulse4 ] {self.weaponframe=3;};
void() player_pulse4 = [$shotatt4, player_pulse5 ] {self.weaponframe=4;};
void() player_pulse5 = [$shotatt5, player_run ] {self.weaponframe=5;};
//used for PulseGun 'flex'
//not called if deathmatch since player will slide
void() player_pflex1 = [$shotatt1, player_pflex2 ] {self.weaponframe=6;};
void() player_pflex2 = [$shotatt2, player_pflex3 ] {self.weaponframe=7;};
void() player_pflex3 = [$shotatt3, player_pflex4 ] {self.weaponframe=8;};
void() player_pflex4 = [$shotatt4, player_pflex5 ] {self.weaponframe=9;};
void() player_pflex5 = [$shotatt5, player_pflex6 ] {self.weaponframe=10;};
void() player_pflex6 = [$shotatt5, player_run ] {self.weaponframe=11;};
*/
//used for t-sht and combo gun
void() player_shot1 = [15, player_shot2 ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_shot2 = [16, player_shot3 ] {self.weaponframe=2;};
void() player_shot3 = [17, player_shot4 ] {self.weaponframe=3;};
void() player_shot4 = [18, player_shot5 ] {self.weaponframe=4;};
void() player_shot5 = [18, player_shot6 ] {self.weaponframe=5;};
void() player_shot6 = [19, player_run ] {self.weaponframe=6;};
// New Frame Macro For T-Shot 3 barrel fire
void() player_tshot1 = [15, player_tshot2 ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_tshot2 = [16, player_tshot3 ] {self.weaponframe=16;};//triple flare frame
void() player_tshot3 = [17, player_tshot4 ] {self.weaponframe=3;};
void() player_tshot4 = [18, player_tshot5 ] {self.weaponframe=4;};
void() player_tshot5 = [18, player_tshot6 ] {self.weaponframe=5;};
void() player_tshot6 = [19, player_run ] {self.weaponframe=6;};
// End 3 barrel fire Macro
// New Frame Macro For T-Shot pump
// DM player may slide a little too much during this animation (?)
void() player_reshot1 = [15, player_reshot2 ] {self.weaponframe=7;};
void() player_reshot2 = [17, player_reshot3 ] {self.weaponframe=8;};
void() player_reshot3 = [18, player_reshot4 ] {self.weaponframe=9;};
void() player_reshot4 = [19, player_reshot5 ] {self.weaponframe=10;};
void() player_reshot5 = [19, player_reshot6 ] {self.weaponframe=11;};
void() player_reshot6 = [18, player_reshot7 ] {self.weaponframe=12;};
void() player_reshot7 = [17, player_reshot8 ] {self.weaponframe=13;};
void() player_reshot8 = [17, player_reshot9 ] {self.weaponframe=14;};
void() player_reshot9 = [15, player_run ] {self.weaponframe=15;};
// End T-shot prime Macro
// New Frame Macro For SuperShotgun Second Trigger (Impact Grenades)
void() player_gshot1 = [15, player_gshot2 ] {self.weaponframe=2;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_gshot2 = [16, player_gshot3 ] {self.weaponframe=3;};
void() player_gshot3 = [17, player_gshot4 ] {self.weaponframe=4;};
void() player_gshot4 = [18, player_gshot5 ] {self.weaponframe=5;};
void() player_gshot5 = [19, player_run ] {self.weaponframe=6;};
// End SuperShotgun Second Trigger Macro
// New Frame Macro For Nailgun Second Trigger (Shrapnel Bomb)
void() player_shrap1 = [15, player_shrap2 ] {
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_shrap2 = [16, player_run ] {};
// End Nailgun Second Trigger Macro
//POX - this plays the saw off animation
void() player_sawoff1 = [15, player_sawoff2] {self.weaponframe=5;sound (self, CHAN_WEAPON, "weapons/sawoff.wav", 1, ATTN_NORM);};
void() player_sawoff2 = [16, player_sawoff3] {self.weaponframe=4;};
void() player_sawoff3 = [15, player_run] {self.weaponframe=3;};
//POX - this sets up the start animation
void() player_bonesaw1 = [15, player_bonesaw2]
{
self.weaponframe = 4;
sound (self, CHAN_WEAPON, "weapons/sawon.wav", 1, ATTN_NORM);
self.saw_on = TRUE;
if (!self.button0)
{player_sawoff1();self.saw_on = FALSE;return;}
};
void() player_bonesaw3; //predeclare
//POX - this cycles the startup animation
void() player_bonesaw2 = [16, player_bonesaw3]
{
if (!self.button0)
{player_sawoff1();self.saw_on = FALSE;return;}
self.weaponframe = 5;
W_FireSaw();
SuperDamageSound();
};
//POX - these two play the firing animation
void() player_bonesaw3 = [15, player_bonesaw4]
{
if (!self.button0)
{player_sawoff1();self.saw_on = FALSE;return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 12)
self.weaponframe = 6;
};
void() player_bonesaw4 = [16, player_bonesaw3]
{
sound (self, CHAN_WEAPON, "weapons/sawatck.wav", 1, ATTN_NORM);
if (!self.button0)
{player_sawoff1();self.saw_on = FALSE;return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 12)
self.weaponframe = 6;
W_FireSaw();
SuperDamageSound();
};
//============================================================================
/* Bye-bye Quake Axe
void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;};
void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;};
void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();};
void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;};
void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;};
void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;};
void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();};
void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;};
void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;};
void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;};
void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();};
void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;};
void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;};
void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;};
void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();};
void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;};
*/
//============================================================================
//POX - 102b - A really stupid overlook caused the nailgun and plasmagun to ignore attack_finshed (st_nailgun and st_plasma)
//This has now been fixed, and will hopefully prevent packet errors
void() player_nail1 =[15, player_nail2 ]
{
if (self.st_nailgun > time)
return;
if (self.ammo_nails < 1)
{
sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
self.st_nailgun = time + 0.4;
player_run ();return;
}
else
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireNails (3);
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward*-20;
self.st_nailgun = time + 0.1;
}
};
void() player_nail2 =[16, player_nail1 ]
{
if (self.st_nailgun > time)
return;
if (self.ammo_nails < 1)
{
sound (self, CHAN_WEAPON, "weapons/mfire1.wav", 1, ATTN_NORM);
self.st_nailgun = time + 0.4;
player_run ();return;
}
else
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe == 9)
self.weaponframe = 1;
SuperDamageSound();
W_FireNails (-3);
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward*-20;
self.st_nailgun = time + 0.1;
}
};
//============================================================================
//============================================================================
void() player_plasma1 =[15, player_plasma2 ]
{
if (self.st_plasma > time)
return;
if (self.ammo_cells < 1)
{
sound (self, CHAN_WEAPON, "weapons/mfire2.wav", 1, ATTN_NORM);
player_run ();
self.st_plasma = time + 0.4;
return;
}
else
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = 1;
self.LorR = 1;
SuperDamageSound();
W_FirePlasma (6);
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward*-20;
self.st_plasma = time + 0.1;
}
};
void() player_plasma2 =[16, player_plasma1 ]
{
if (self.st_plasma > time)
return;
if (self.ammo_cells < 1)
{
sound (self, CHAN_WEAPON, "weapons/mfire2.wav", 1, ATTN_NORM);
player_run ();
self.st_plasma = time + 0.4;
return;
}
else
{
self.effects = self.effects | EF_MUZZLEFLASH;
if (!self.button0)
{player_run ();return;}
self.weaponframe = 2;
self.LorR = 0;
SuperDamageSound();
W_FirePlasma (-7);
if (self.flags & FL_ONGROUND)
self.velocity = self.velocity + v_forward*-20;
self.st_plasma = time + 0.1;
}
};
//Had to seperate Grenade Macro from Anihilator
//to make room for new rhino animations
void() player_grenade1 =[15, player_grenade2 ] {self.weaponframe=1;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_grenade2 =[16, player_grenade3 ] {self.weaponframe=2;};
void() player_grenade3 =[17, player_grenade4 ] {self.weaponframe=3;};
void() player_grenade4 =[18, player_grenade5 ] {self.weaponframe=4;};
void() player_grenade5 =[18, player_grenade6 ] {self.weaponframe=5;};
void() player_grenade6 =[19, player_run ] {self.weaponframe=6;};
//MegaPlasma Burst
void() player_mplasma1 =[15, player_mplasma2 ] {self.weaponframe=0;};
void() player_mplasma2 =[16, player_run ] {};
// rhino fire sequence
void() player_rocket1 =[14, player_rocket2 ] {self.weaponframe=1;
W_FireRocket('0 0 16');
//sound is timed for double shot (two single shot sounds had inconsistant results)
sound (self, CHAN_WEAPON, "weapons/rhino.wav", 1, ATTN_NORM);
if (self.flags & FL_ONGROUND)
self.velocity = v_forward* -25;
self.punchangle_x = -3;
self.effects = self.effects | EF_MUZZLEFLASH;};
void() player_rocket2 =[15, player_rocket3 ] {self.weaponframe=2;
W_FireRocket('0 0 24');};
void() player_rocket3 =[16, player_run ] {self.weaponframe=3;};
//rhino Reload sequence
void() player_rocketload1 =[6, player_rocketload2 ] {self.weaponframe=4;};
void() player_rocketload2 =[17, player_rocketload3 ] {self.weaponframe=5;};
void() player_rocketload3 =[18, player_rocketload4 ] {self.weaponframe=6;};
void() player_rocketload4 =[18, player_rocketload5 ] {self.weaponframe=7;};
void() player_rocketload5 =[19, player_rocketload6 ] {self.weaponframe=8;};
void() player_rocketload6 =[17, player_run ] {self.weaponframe=9;};
void(float num_bubbles) DeathBubbles;
void() PainSound =
{
local float rs;
if (self.health < 0)
return;
if (damage_attacker.classname == "teledeath")
{
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
// water pain sounds
if (self.watertype == CONTENT_WATER && self.waterlevel == 3)
{
DeathBubbles(1);
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
return;
}
// slime pain sounds
if (self.watertype == CONTENT_SLIME)
{
// FIX ME put in some steam here
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
}
if (self.watertype == CONTENT_LAVA)
{
if (random() > 0.5)
sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM);
return;
}
/*
if (self.pain_finished > time)
{
self.axhitme = 0;
return;
}
self.pain_finished = time + 0.5;
// don't make multiple pain sounds right after each other
// ax pain sound
if (self.axhitme == 1)
{
self.axhitme = 0;
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
return;
}
*/
rs = rint((random() * 5) + 1);
self.noise = "";
if (rs == 1)
self.noise = "player/pain1.wav";
else if (rs == 2)
self.noise = "player/pain2.wav";
else if (rs == 3)
self.noise = "player/pain3.wav";
else if (rs == 4)
self.noise = "player/pain4.wav";
else if (rs == 5)
self.noise = "player/pain5.wav";
else
self.noise = "player/pain6.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
return;
};
void() player_pain1 = [10, player_pain2 ] {PainSound();self.weaponframe=0;};
void() player_pain2 = [11, player_pain3 ] {};
void() player_pain3 = [12, player_pain4 ] {};
void() player_pain4 = [13, player_pain5 ] {};
void() player_pain5 = [14, player_run ] {};
void() player_painb1 = [10, player_painb2 ] {PainSound();self.weaponframe=0;};
void() player_painb2 = [11, player_painb3 ] {};
void() player_painb3 = [12, player_painb4 ] {};
void() player_painb4 = [14, player_run ] {};
/*
void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;};
void() player_axpain2 = [ $axpain2, player_axpain3 ] {};
void() player_axpain3 = [ $axpain3, player_axpain4 ] {};
void() player_axpain4 = [ $axpain4, player_axpain5 ] {};
void() player_axpain5 = [ $axpain5, player_axpain6 ] {};
void() player_axpain6 = [ $axpain6, player_run ] {};
*/
void() player_pain =
{
if (self.weaponframe)
return;
//if (self.invisible_finished > time)
// return; // eyes don't have pain frames
/*
if (self.weapon == IT_BONESAW)
player_axpain1 ();
else
*/
if (self.weapon == IT_ROCKET_LAUNCHER)
player_painb1 ();
else
player_pain1 ();
};
void() player_diea1;
void() player_dieb1;
void() player_diec1;
void() player_died1;
void() player_diee1;
//void() player_die_ax1;
void() DeathBubblesSpawn =
{
local entity bubble;
if (self.owner.waterlevel != 3)
return;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.owner.origin + '0 0 24');
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + 0.1;
self.think = DeathBubblesSpawn;
self.air_finished = self.air_finished + 1;
if (self.air_finished >= self.bubble_count)
remove(self);
};
void(float num_bubbles) DeathBubbles =
{
local entity bubble_spawner;
bubble_spawner = spawn();
setorigin (bubble_spawner, self.origin);
bubble_spawner.movetype = MOVETYPE_NONE;
bubble_spawner.solid = SOLID_NOT;
bubble_spawner.nextthink = time + 0.1;
bubble_spawner.think = DeathBubblesSpawn;
bubble_spawner.air_finished = 0;
bubble_spawner.owner = self;
bubble_spawner.bubble_count = num_bubbles;
return;
};
void() DeathSound =
{
local float rs;
// water death sounds
if (self.waterlevel == 3)
{
DeathBubbles(20);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
rs = rint ((random() * 4) + 1);
if (rs == 1)
self.noise = "player/death1.wav";
if (rs == 2)
self.noise = "player/death2.wav";
if (rs == 3)
self.noise = "player/death3.wav";
if (rs == 4)
self.noise = "player/death4.wav";
if (rs == 5)
self.noise = "player/death5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
return;
};
void() PlayerDead =
{
self.nextthink = -1;
// allow respawn after a certain time
self.deadflag = DEAD_DEAD;
};
vector(float dm) VelocityForDamage =
{
local vector v;
v_x = 100 * crandom();
v_y = 100 * crandom();
v_z = 200 + 100 * random();
if (dm > -50)
{
// dprint ("level 1\n");
v = v * 0.7;
}
else if (dm > -200)
{
// dprint ("level 3\n");
v = v * 2;
}
else
v = v * 10;
return v;
};
//-------------------------------------------------------------------
//Added this to facilitate the intergration of the Wall Gib code taken
//from Zerstoer without redoing ALL other calls to VelocityForDamage
//-------------------------------------------------------------------
vector(float dm, vector dir) VelocityForRubble =
{
local vector v, gib_dir;
gib_dir = normalize(dir);
v_x = 90 * gib_dir_x + (random() * 70 - 35);
v_y = 90 * gib_dir_y + (random() * 70 - 35);
v_z = 200 + 100 * random();
if (dm > -50)
{
// dprint ("level 1\n");
v = v * 0.9;
}
else if (dm > -200)
{
// dprint ("level 3\n");
v = v * 2;
}
else
v = v * 10;
return v;
};
//----------------------------------
void(string gibname, float dm) ThrowGib =
{
local entity new;
new = spawn();
new.origin = self.origin;
setmodel (new, gibname);
setsize (new, '0 0 0', '0 0 0');
new.velocity = VelocityForDamage (dm);
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
new.avelocity_x = random()*600;
new.avelocity_y = random()*600;
new.avelocity_z = random()*600;
new.think = SUB_Remove;
new.ltime = time;
new.nextthink = time + 10 + random()*10;
new.frame = 0;
new.flags = 0;
};
void(string gibname, float dm) ThrowHead =
{
setmodel (self, gibname);
self.frame = 0;
self.nextthink = -1;
self.movetype = MOVETYPE_BOUNCE;
self.takedamage = DAMAGE_NO;
self.solid = SOLID_NOT;
self.view_ofs = '0 0 8';
setsize (self, '-16 -16 0', '16 16 56');
self.velocity = VelocityForDamage (dm);
self.origin_z = self.origin_z - 24;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.avelocity = crandom() * '0 600 0';
};
void(float weap) ThrowWeapon =
{
local entity new;
new = spawn();
new.origin = self.origin;
if (weap == IT_TSHOT) setmodel (new, "progs/d_tshot.mdl");
else if (weap == IT_COMBOGUN) setmodel (new, "progs/d_combo.mdl");
else if (weap == IT_PLASMAGUN) setmodel (new, "progs/d_plasma.mdl");
else if (weap == IT_SUPER_NAILGUN) setmodel (new, "progs/d_nail.mdl");
else if (weap == IT_GRENADE_LAUNCHER) setmodel (new, "progs/d_gren.mdl");
else if (weap == IT_ROCKET_LAUNCHER) setmodel (new, "progs/d_rhino.mdl");
else setmodel (new, "progs/d_bsaw.mdl");
//TEMPORARY PATCH!!!
//else
//{
// remove(new);
// return;
//}
setsize (new, '0 0 0', '0 0 0');
new.velocity_x = 150 * crandom();
new.velocity_y = 150 * crandom();
new.velocity_z = 100 + 200 * random();
new.movetype = MOVETYPE_BOUNCE;
new.solid = SOLID_NOT;
new.avelocity_y = random()*600;
new.angles_y = 50 * crandom();
new.angles_y = anglemod(self.angles_y + new.angles_y);
new.frame = 0;
new.flags = 0;
CopyToBodyQue(new);
remove(new);
};
void() GibPlayer =
{
//POX - make a nice gib in Gib mode
if (deathmatch & DM_GIB)
self.health = self.health - 40;
ThrowHead ("progs/h_player.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
self.deadflag = DEAD_DEAD;
if (damage_attacker.classname == "teledeath")
{
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if (damage_attacker.classname == "teledeath2")
{
sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE);
return;
}
if (random() < 0.5)
sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE);
};
void() PlayerDie =
{
local float i;
//self.items = self.items - (self.items & IT_INVISIBILITY);
self.invisible_finished = 0; // don't die as eyes
self.invincible_finished = 0;
self.super_damage_finished = 0;
self.radsuit_finished = 0;
//self.modelindex = modelindex_player; // don't use eyes
self.modelindex = modelindex_death;
self.frame = 44;
//self.skin = 0;
//POX v1.11 - clear the target print so it doesn't obscure the scoreboard
if (self.target_id_toggle)
centerprint (self, "");
ThrowWeapon(self.weapon);
self.weaponmodel="";
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.movetype = MOVETYPE_TOSS;
if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + random()*300;
//POX check for gib mode as well as regular gib
if (self.health < -40 || (deathmatch & DM_GIB))
{
GibPlayer ();
return;
}
if (deathmatch || coop)
DropBackpack();
DeathSound();
self.angles_x = 0;
self.angles_z = 0;
/*
if (self.weapon == IT_AXE)
{
player_die_ax1 ();
return;
}
*/
i = 1 + floor(random()*6);
if (i == 1)
player_diea1();
else if (i == 2)
player_dieb1();
else if (i == 3)
player_diec1();
else if (i == 4)
player_died1();
else
player_diee1();
};
void() set_suicide_frame =
{ // used by klill command and diconnect command
if (self.model == "progs/h_player.mdl")
return; // allready gibbed
//POX - 1.01b - to simplify things, and to correct some errors brought on by the Visible Weapon patch,
//just gib suicides and dissconnects
GibPlayer();
/*
self.modelindex = modelindex_death;
self.frame = 43;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
self.deadflag = DEAD_DEAD;
self.nextthink = -1;
*/
};
// VisWeap MOD: replaced all frame refs with numbers in all death scenes.
void() player_diea1 = [ 33, player_diea2 ] {};
void() player_diea2 = [ 34, player_diea3 ] {};
void() player_diea3 = [ 35, player_diea4 ] {};
void() player_diea4 = [ 36, player_diea5 ] {};
void() player_diea5 = [ 37, player_diea6 ] {};
void() player_diea6 = [ 38, player_diea7 ] {};
void() player_diea7 = [ 39, player_diea8 ] {};
void() player_diea8 = [ 40, player_diea9 ] {};
void() player_diea9 = [ 41, player_diea10 ] {};
void() player_diea10 = [ 42, player_diea11 ] {};
void() player_diea11 = [ 43, player_diea11 ] {PlayerDead();};
void() player_dieb1 = [ 44, player_dieb2 ] {};
void() player_dieb2 = [ 45, player_dieb3 ] {};
void() player_dieb3 = [ 46, player_dieb4 ] {};
void() player_dieb4 = [ 47, player_dieb5 ] {};
void() player_dieb5 = [ 48, player_dieb6 ] {};
void() player_dieb6 = [ 49, player_dieb7 ] {};
void() player_dieb7 = [ 50, player_dieb8 ] {};
void() player_dieb8 = [ 51, player_dieb9 ] {};
void() player_dieb9 = [ 52, player_dieb9 ] {PlayerDead();};
void() player_diec1 = [ 53, player_diec2 ] {};
void() player_diec2 = [ 54, player_diec3 ] {};
void() player_diec3 = [ 55, player_diec4 ] {};
void() player_diec4 = [ 56, player_diec5 ] {};
void() player_diec5 = [ 57, player_diec6 ] {};
void() player_diec6 = [ 58, player_diec7 ] {};
void() player_diec7 = [ 59, player_diec8 ] {};
void() player_diec8 = [ 60, player_diec9 ] {};
void() player_diec9 = [ 61, player_diec10 ] {};
void() player_diec10 = [ 62, player_diec11 ] {};
void() player_diec11 = [ 63, player_diec12 ] {};
void() player_diec12 = [ 64, player_diec13 ] {};
void() player_diec13 = [ 65, player_diec14 ] {};
void() player_diec14 = [ 66, player_diec15 ] {};
void() player_diec15 = [ 67, player_diec15 ] {PlayerDead();};
void() player_died1 = [ 68, player_died2 ] {};
void() player_died2 = [ 69, player_died3 ] {};
void() player_died3 = [ 70, player_died4 ] {};
void() player_died4 = [ 71, player_died5 ] {};
void() player_died5 = [ 72, player_died6 ] {};
void() player_died6 = [ 73, player_died7 ] {};
void() player_died7 = [ 74, player_died8 ] {};
void() player_died8 = [ 75, player_died9 ] {};
void() player_died9 = [ 76, player_died9 ] {PlayerDead();};
void() player_diee1 = [ 77, player_diee2 ] {};
void() player_diee2 = [ 78, player_diee3 ] {};
void() player_diee3 = [ 79, player_diee4 ] {};
void() player_diee4 = [ 80, player_diee5 ] {};
void() player_diee5 = [ 81, player_diee6 ] {};
void() player_diee6 = [ 82, player_diee7 ] {};
void() player_diee7 = [ 83, player_diee8 ] {};
void() player_diee8 = [ 84, player_diee9 ] {};
void() player_diee9 = [ 85, player_diee9 ] {PlayerDead();};
/*
void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {};
void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {};
void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {};
void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {};
void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {};
void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {};
void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {};
void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {};
void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};
*/