mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-25 13:21:30 +00:00
1745 lines
35 KiB
C++
1745 lines
35 KiB
C++
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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.float uwmuffle; // under water muffle sound timeout
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.float onwsound; // on water sound timeout
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.float outwsound; // head out of water sound flag
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.float inwsound; // head back in water sound flag
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.float cshift_finished;
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.float cshift_off;
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.float armor_rot;
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/*
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=============================================================================
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LEVEL CHANGING / INTERMISSION
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=============================================================================
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*/
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// POX v1.1 moved to weapons.qc
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//float intermission_running;
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float intermission_exittime;
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void() info_intermission =
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{
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};
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//POX v1.2
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.float configed;
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void() SetChangeParms =
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{
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//POX v1.1 - fresh start for everyone on changelevel
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//POX v1.2 - parms are used to store the Target ID toggle
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parm1 = self.target_id_toggle;
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};
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void() SetNewParms =
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{
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// Quake Complains if this function isn't defined
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};
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void() DecodeLevelParms =
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{
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//POX v1.2 - parms are used to store the Taget ID toggle
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if(!self.target_id_toggle && !self.target_id_temp)
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self.target_id_toggle = parm1;
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};
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/*
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============
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FindIntermission
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Returns the entity to view from
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============
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*/
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entity() FindIntermission =
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{
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local entity spot;
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local float cyc;
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// look for info_intermission first
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spot = find (world, classname, "info_intermission");
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if (spot)
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{ // pick a random one
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cyc = random() * 4;
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while (cyc > 1)
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{
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spot = find (spot, classname, "info_intermission");
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if (!spot)
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spot = find (spot, classname, "info_intermission");
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cyc = cyc - 1;
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}
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return spot;
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}
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// then look for the start position
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spot = find (world, classname, "info_player_start");
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if (spot)
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return spot;
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// testinfo_player_start is only found in regioned levels
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spot = find (world, classname, "testplayerstart");
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if (spot)
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return spot;
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objerror ("FindIntermission: no spot");
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};
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string nextmap;
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void() GotoNextMap =
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{
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if (cvar("samelevel")) // if samelevel is set, stay on same level
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changelevel (mapname);
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else
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changelevel (nextmap);
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};
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void() ExitIntermission =
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{
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// skip any text in deathmatch
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if (deathmatch)
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{
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GotoNextMap ();
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return;
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}
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intermission_exittime = time + 1;
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intermission_running = intermission_running + 1;
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GotoNextMap();
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};
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/*
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============
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IntermissionThink
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When the player presses attack or jump, change to the next level
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============
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*/
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void() IntermissionThink =
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{
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if (time < intermission_exittime)
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return;
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if (!self.button0 && !self.button1 && !self.button2)
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return;
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ExitIntermission ();
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};
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void() execute_changelevel =
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{
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local entity pos;
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intermission_running = 1;
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// enforce a wait time before allowing changelevel
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if (deathmatch)
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intermission_exittime = time + 5;
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else
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intermission_exittime = time + 2;
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, 3);
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pos = FindIntermission ();
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other = find (world, classname, "player");
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while (other != world)
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{
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other.view_ofs = '0 0 0';
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other.angles = other.v_angle = pos.mangle;
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other.fixangle = TRUE; // turn this way immediately
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other.nextthink = time + 0.5;
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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setorigin (other, pos.origin);
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other = find (other, classname, "player");
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}
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WriteByte (MSG_ALL, SVC_INTERMISSION);
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};
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void() changelevel_touch =
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{
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local entity pos;
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if (other.classname != "player")
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return;
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if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
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{
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T_Damage (other, self, self, 50000);
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return;
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}
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if (coop || deathmatch)
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{
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bprint (other.netname);
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bprint (" exited the level\n");
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}
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nextmap = self.map;
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SUB_UseTargets ();
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if ( (self.spawnflags & 1) && (deathmatch == 0) )
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{ // NO_INTERMISSION
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GotoNextMap();
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return;
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}
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self.touch = SUB_Null;
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// we can't move people right now, because touch functions are called
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// in the middle of C movement code, so set a think time to do it
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self.think = execute_changelevel;
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self.nextthink = time + 0.1;
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};
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/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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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.
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*/
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void() trigger_changelevel =
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{
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if (!self.map)
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objerror ("chagnelevel trigger doesn't have map");
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InitTrigger ();
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self.touch = changelevel_touch;
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};
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/*
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=============================================================================
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PLAYER GAME EDGE FUNCTIONS
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=============================================================================
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*/
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void() set_suicide_frame;
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// called by ClientKill and DeadThink
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void() respawn =
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{
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/*POX v1.1 no coop...
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if (coop)
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQue (self);
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// get the spawn parms as they were at level start
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setspawnparms (self);
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// respawn
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PutClientInServer ();
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}
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else*/ if (deathmatch)
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQue (self);
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// set default spawn parms
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//SetNewParms (); POX v1.1
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// respawn
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PutClientInServer ();
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}
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else
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{ // restart the entire server
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localcmd ("restart\n");
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}
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};
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void() NextLevel;
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void() ClientKill =
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{
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// KasCam ->
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if (self.classname == "KasCam") {
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return;
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}
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// <- KasCam
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bprint (self.netname);
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bprint (" suicides\n");
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set_suicide_frame ();
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//self.modelindex = modelindex_player;
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//getmodel(self.weapon, self);
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self.frags = self.frags - 2; // extra penalty
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//POX v1.12 - forgot about stink'n suidcides
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if ((deathmatch & DM_LMS) && (self.LMS_registered))
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{
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if (self.frags <= 0)
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{
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lms_plrcount = lms_plrcount - 1;
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self.frags = 0;
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bprint(self.netname);
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bprint(" is eliminated!\n");
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sound (self, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
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if (lms_plrcount <= 1) //1 player left so end the game
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NextLevel ();
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}
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}
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respawn ();
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};
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float(vector v) CheckSpawnPoint =
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{
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return FALSE;
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};
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/*
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============
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SelectSpawnPoint
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Returns the entity to spawn at
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============
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*/
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entity() SelectSpawnPoint =
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{
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local entity spot;
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local entity thing;
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local float pcount;
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// testinfo_player_start is only found in regioned levels
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spot = find (world, classname, "testplayerstart");
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if (spot)
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return spot;
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// choose a info_player_deathmatch point
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if (coop)
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{
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lastspawn = find(lastspawn, classname, "info_player_coop");
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if (lastspawn == world)
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lastspawn = find (lastspawn, classname, "info_player_start");
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if (lastspawn != world)
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return lastspawn;
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}
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else if (deathmatch)
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{
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spot = lastspawn;
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while (1)
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{
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spot = find(spot, classname, "info_player_deathmatch");
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if (spot != world)
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{
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if (spot == lastspawn)
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return lastspawn;
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pcount = 0;
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thing = findradius(spot.origin, 32);
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while(thing)
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{
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if (thing.classname == "player")
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pcount = pcount + 1;
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thing = thing.chain;
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}
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if (pcount == 0)
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{
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lastspawn = spot;
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return spot;
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}
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}
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}
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}
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if (serverflags)
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{ // return with a rune to start
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spot = find (world, classname, "info_player_start2");
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if (spot)
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return spot;
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}
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spot = find (world, classname, "info_player_start");
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if (!spot)
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error ("PutClientInServer: no info_player_start on level");
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return spot;
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};
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/*
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===========
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PutClientInServer
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called each time a player is spawned
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============
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*/
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//void() DecodeLevelParms; POX v1.1
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void() PlayerDie;
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void() PutClientInServer =
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{
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local entity spot;
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//spot = SelectSpawnPoint ();
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self.classname = "player";
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self.health = 100;
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self.takedamage = DAMAGE_AIM;
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_WALK;
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//POX v1.2 - remove items
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self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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self.show_hostile = 0;
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self.max_health = 100;
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self.flags = FL_CLIENT;
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self.air_finished = time + 12;
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self.dmg = 2; // initial water damage
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self.super_damage_finished = 0;
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self.radsuit_finished = 0;
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self.invisible_finished = 0;
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self.invincible_finished = 0;
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self.effects = 0;
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self.invincible_time = 0;
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// POX v1.1 - this stuff is nolonger handled by DecodeLevelParms
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self.items = IT_BONESAW | IT_TSHOT;
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self.ammo_shells = 25;
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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.weapon = IT_TSHOT;
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// POX v1.1 - spawn with 50 armour points
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self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1;
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self.armorvalue = 50;
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self.armortype = 0.9;
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//added 12/14/98 to resest reload_rocket after death
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self.reload_rocket = 0;
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//added 12/22/98 to resest triple shot after death
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self.prime_tshot = FALSE;
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DecodeLevelParms (); //POX v1.2 - restore Target ID value
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//W_SetCurrentAmmo ();
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self.attack_finished = time;
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self.th_pain = player_pain;
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self.th_die = PlayerDie;
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self.deadflag = DEAD_NO;
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// paustime is set by teleporters to keep the player from moving a while
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self.pausetime = 0;
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spot = SelectSpawnPoint ();
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self.origin = spot.origin + '0 0 1';
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self.angles = spot.angles;
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self.fixangle = TRUE; // turn this way immediately
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//ChaseCam
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if ( self.aflag )
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CCamChasePlayer ();
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//ChaseCam
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//Put client into the Dm setup menu
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if (deathmatch && world.model == "maps/start.bsp")
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{
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InitMenu();
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return;
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}
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//Predator mode POX v1.11 - back to eyes
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if (deathmatch & DM_PREDATOR)
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{
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sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM);
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stuffcmd (self, "bf\n");
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self.items |= IT_INVISIBILITY;
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self.invisible_time = 1;
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self.invisible_finished = time + 9999999999;
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}
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// oh, this is a hack!
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setmodel (self, "progs/eyes.mdl");
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modelindex_eyes = self.modelindex;
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//TEMPORARY!!!
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//setmodel (self, "progs/player.mdl");
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//modelindex_player = self.modelindex;
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// Sine we're hack'n...
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setmodel (self, "progs/death_p.mdl");
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modelindex_death = self.modelindex;
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setmodel (self, "progs/bsaw_p.mdl");
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modelindex_saw_p = self.modelindex;
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setmodel (self, "progs/tshot_p.mdl");
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modelindex_tshot_p = self.modelindex;
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setmodel (self, "progs/combo_p.mdl");
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modelindex_combo_p = self.modelindex;
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setmodel (self, "progs/plasma_p.mdl");
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modelindex_plasma_p = self.modelindex;
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setmodel (self, "progs/nail_p.mdl");
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modelindex_nail_p = self.modelindex;
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setmodel (self, "progs/gren_p.mdl");
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modelindex_gren_p = self.modelindex;
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setmodel (self, "progs/rhino_p.mdl");
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modelindex_rock_p = self.modelindex;
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// setmodel (self, "progs/flame_p.mdl");
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// modelindex_flame_p = self.modelindex;
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setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
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self.view_ofs = '0 0 22';
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// Mod - Xian (May.20.97)
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// Bug where player would have velocity from their last kill
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// Modified by numb (Nov, 98)
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self.velocity = '0 0 0';
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self.velocity = normalize(self.velocity);
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//Dark Mode
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if (deathmatch & DM_DARK)
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{
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//pOx 1.4 - reset flashlight (always start on)
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//self.flash_flag = FALSE;
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//stuffcmd (self, "impulse 21\n");
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if (cvar("gl_cull") == 1)
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stuffcmd (self, "gl_flashblend 0\n");
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}
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else if (cvar("gl_cull") == 1)
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stuffcmd (self, "gl_flashblend 1\n");
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//Last Man Standing Rules
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if (time < 30 && (deathmatch & DM_LMS) && !self.LMS_registered)
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{
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if (fraglimit_LMS == 0)
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self.frags = 5;
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else
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self.frags = fraglimit_LMS;
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self.LMS_registered = TRUE;
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lms_plrcount = lms_plrcount + 1;
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}
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player_stand1 ();
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//Check if dead in LMS mode
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if ((deathmatch & DM_LMS) && self.frags <= 0)
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{
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self.frags = 0;
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self.impulse = 250;
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//CamClientInit ();
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}
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// + POX v1.1 changed the way this is handled - DM_FFA
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if (deathmatch & DM_FFA)
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{
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self.ammo_nails = 200;
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self.ammo_shells = 200;
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self.ammo_rockets = 100;
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self.ammo_cells = 200;
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self.items |= IT_PLASMAGUN;
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self.items |= IT_SUPER_NAILGUN;
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self.items |= IT_COMBOGUN;
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self.items |= IT_ROCKET_LAUNCHER;
|
|
self.items |= IT_GRENADE_LAUNCHER;
|
|
|
|
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
|
|
self.armorvalue = 250;
|
|
self.armortype = 0.9;
|
|
self.health = 200;
|
|
self.items |= IT_INVULNERABILITY;
|
|
self.invincible_time = 1;
|
|
self.invincible_finished = time + 3;
|
|
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rhino.mdl";
|
|
self.weaponframe = 0;
|
|
self.items |= IT_ROCKETS;
|
|
|
|
self.max_health = 200;
|
|
sound (self, CHAN_AUTO, "items/protect.wav", 1, ATTN_NORM);
|
|
stuffcmd (self, "bf\n");
|
|
}
|
|
|
|
if (deathmatch || coop)
|
|
{
|
|
makevectors(self.angles);
|
|
spawn_tfog (self.origin + v_forward*20);
|
|
stuffcmd (self, "tele_zoom\n");
|
|
}
|
|
|
|
spawn_tdeath (self.origin, self);
|
|
|
|
W_SetCurrentAmmo (); // VisWeap MOD: I moved this to the end so it will set the right model.
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
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 =
|
|
{
|
|
};
|
|
|
|
|
|
/*
|
|
saved out by quaked in region mode
|
|
*/
|
|
void() testplayerstart =
|
|
{
|
|
};
|
|
|
|
/*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
|
|
only called if a time or frag limit has expired
|
|
*/
|
|
void() NextLevel =
|
|
{
|
|
local entity o;
|
|
|
|
if (mapname == "start")
|
|
{
|
|
if (!cvar("registered"))
|
|
{
|
|
mapname = "e1m1";
|
|
}
|
|
else if (!(serverflags & 1))
|
|
{
|
|
mapname = "e1m1";
|
|
serverflags |= 1;
|
|
}
|
|
else if (!(serverflags & 2))
|
|
{
|
|
mapname = "e2m1";
|
|
serverflags |= 2;
|
|
}
|
|
else if (!(serverflags & 4))
|
|
{
|
|
mapname = "e3m1";
|
|
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");
|
|
|
|
// go back to start if no trigger_changelevel
|
|
if (!o)
|
|
{
|
|
mapname = "start";
|
|
o = spawn();
|
|
o.map = mapname;
|
|
}
|
|
}
|
|
|
|
nextmap = o.map;
|
|
gameover = TRUE;
|
|
|
|
if (o.nextthink < time)
|
|
{
|
|
o.think = execute_changelevel;
|
|
o.nextthink = time + 0.1;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheckRules
|
|
|
|
Exit deathmatch games upon conditions
|
|
============
|
|
*/
|
|
void() CheckRules =
|
|
{
|
|
local float timelimit;
|
|
local float fraglimit;
|
|
|
|
if (gameover) // someone else quit the game already
|
|
return;
|
|
|
|
timelimit = cvar("timelimit") * 60;
|
|
fraglimit = cvar("fraglimit");
|
|
|
|
if (timelimit && time >= timelimit)
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
|
|
if (fraglimit && self.frags >= fraglimit && !(deathmatch & DM_LMS))
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
|
|
if (lms_gameover == TRUE)
|
|
{
|
|
NextLevel ();
|
|
return;
|
|
}
|
|
|
|
};
|
|
|
|
//============================================================================
|
|
|
|
void() PlayerDeathThink =
|
|
{
|
|
local entity old_self;
|
|
local float forward;
|
|
|
|
if ((self.flags & FL_ONGROUND))
|
|
{
|
|
forward = vlen (self.velocity);
|
|
forward = forward - 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;
|
|
}
|
|
|
|
//POX - don't let players lay around as dead guys during LMS
|
|
if (!self.button2 && !self.button1 && !self.button0 && !(deathmatch & DM_LMS))
|
|
return;
|
|
|
|
// wait for any button down
|
|
|
|
self.button0 = 0;
|
|
self.button1 = 0;
|
|
self.button2 = 0;
|
|
respawn();
|
|
};
|
|
|
|
|
|
void() PlayerJump =
|
|
{
|
|
local vector start, end;
|
|
|
|
if (self.flags & FL_WATERJUMP)
|
|
return;
|
|
|
|
if (self.waterlevel >= 2)
|
|
{
|
|
if (self.watertype == CONTENT_WATER)
|
|
self.velocity_z = 100;
|
|
else if (self.watertype == CONTENT_SLIME)
|
|
self.velocity_z = 80;
|
|
else
|
|
self.velocity_z = 50;
|
|
|
|
return;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
return;
|
|
|
|
if ( !(self.flags & FL_JUMPRELEASED) )
|
|
return; // don't pogo stick
|
|
|
|
self.flags &= ~FL_JUMPRELEASED);
|
|
|
|
self.flags = self.flags - FL_ONGROUND; // don't stairwalk
|
|
|
|
self.button2 = 0;
|
|
// player jumping sound
|
|
sound (self, CHAN_VOICE, "player/plyrjmp8.wav", 1, ATTN_NORM);
|
|
self.velocity_z = self.velocity_z + 270;
|
|
};
|
|
|
|
|
|
/*
|
|
==========
|
|
WaterMove
|
|
|
|
|
|
==========
|
|
*/
|
|
.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 = 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_AUTO, "misc/outwater.wav", 1, ATTN_NORM);
|
|
self.flags = self.flags - FL_INWATER;
|
|
|
|
//POX v1.2 - fixed rare cases of underwater sound not cancelling out
|
|
if (self.outwsound == 1)
|
|
{
|
|
sound (self, CHAN_BODY, "misc/owater2.wav", 0.5, ATTN_NORM);
|
|
self.outwsound = 0;
|
|
self.inwsound = 1;
|
|
self.uwmuffle = time;
|
|
}
|
|
|
|
}
|
|
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
|
|
|
|
if (self.watertype == CONTENT_LAVA)
|
|
sound (self, CHAN_AUTO, "player/inlava.wav", 1, ATTN_NORM);
|
|
if (self.watertype == CONTENT_WATER)
|
|
sound (self, CHAN_AUTO, "player/inh2o.wav", 1, ATTN_NORM);
|
|
if (self.watertype == CONTENT_SLIME)
|
|
sound (self, CHAN_AUTO, "player/slimbrn2.wav", 1, ATTN_NORM);
|
|
|
|
self.flags = self.flags + FL_INWATER;
|
|
self.dmgtime = 0;
|
|
}
|
|
|
|
if (! (self.flags & FL_WATERJUMP) )
|
|
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
|
|
|
|
//POX v1.1 - New water movement sounds - moved from PreThink (same as QW src)
|
|
if (self.waterlevel >= 3)
|
|
{
|
|
self.onwsound = time;
|
|
self.outwsound = 1;
|
|
|
|
if (self.inwsound == 1)
|
|
{
|
|
sound (self, CHAN_VOICE, "misc/inh2ob.wav", 1, ATTN_NORM);
|
|
self.inwsound = 0;
|
|
}
|
|
|
|
if (self.uwmuffle < time)
|
|
{
|
|
sound (self, CHAN_BODY, "misc/uwater.wav", 1, ATTN_STATIC);
|
|
self.uwmuffle = time + 3.58;
|
|
}
|
|
}
|
|
|
|
if (self.waterlevel == 2)
|
|
{
|
|
if (self.outwsound == 1)
|
|
{
|
|
sound (self, CHAN_BODY, "misc/owater2.wav", 1, ATTN_NORM);
|
|
self.outwsound = 0;
|
|
self.inwsound = 1;
|
|
//POX v1.1 - not needed, see footstep routine in player.qc
|
|
//self.onwsound = time + 1.9;
|
|
}
|
|
|
|
self.uwmuffle = time;
|
|
|
|
/* POX v1.1 - now done in footstep routine
|
|
if (self.onwsound < time)
|
|
{
|
|
if (random() < 0.5)
|
|
sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
|
|
|
|
self.onwsound = time + random()*2;
|
|
}
|
|
*/
|
|
}
|
|
|
|
};
|
|
|
|
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 =
|
|
{
|
|
|
|
local float mspeed, aspeed;
|
|
local float r;
|
|
|
|
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
|
|
|
|
|
|
//ChaseCam
|
|
if ( self.aflag )
|
|
CCamChasePlayer ();
|
|
//ChaseCam
|
|
|
|
makevectors (self.v_angle); // is this still used
|
|
|
|
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 |= FL_JUMPRELEASED;
|
|
|
|
// teleporters can force a non-moving pause time
|
|
if (time < self.pausetime)
|
|
self.velocity = '0 0 0';
|
|
|
|
/* BEST WEAPON MARKER */
|
|
if (deathmatch & DM_AUTOSWITCH)
|
|
{
|
|
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_BONESAW)
|
|
{
|
|
self.weapon = W_BestWeapon ();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
}
|
|
/* BEST WEAPON MARKER */
|
|
};
|
|
|
|
/*
|
|
================
|
|
CheckPowerups
|
|
|
|
Check for turning off powerups
|
|
================
|
|
*/
|
|
|
|
void() CheckPowerups =
|
|
{
|
|
|
|
if (self.health <= 0)
|
|
return;
|
|
|
|
//POX - 1.01b - Rot armour down to 150
|
|
//Armour Rot
|
|
if (self.armorvalue > 150 && self.armor_rot < time)
|
|
{
|
|
self.armorvalue = self.armorvalue - 1;
|
|
self.armor_rot = time + 1;
|
|
|
|
//POX v1.1 - change armour to Yellow
|
|
if (self.armorvalue == 150)
|
|
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR2;
|
|
}
|
|
|
|
// 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 + ((random() * 3) + 1);
|
|
}
|
|
|
|
|
|
if (self.invisible_finished < time + 3)
|
|
{
|
|
if (self.invisible_time == 1)
|
|
{
|
|
sprint (self, "Cloak is failing...\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 = 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
|
|
getmodel(self.weapon, self);
|
|
|
|
|
|
// 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, "MegaShields are 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 = self.items - IT_INVULNERABILITY;
|
|
self.invincible_time = 0;
|
|
self.invincible_finished = 0;
|
|
}
|
|
|
|
//POX - ignore light effects in Dark Mode
|
|
if (!(deathmatch & DM_DARK))
|
|
{
|
|
if (self.invincible_finished > time)
|
|
self.effects |= EF_DIMLIGHT;
|
|
else
|
|
self.effects &= ~EF_DIMLIGHT);
|
|
}
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
sprint (self, "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 = self.items - IT_QUAD;
|
|
self.super_damage_finished = 0;
|
|
self.super_time = 0;
|
|
}
|
|
|
|
//POX - ignore light effects in Dark Mode
|
|
if (!(deathmatch & DM_DARK))
|
|
{
|
|
if (self.super_damage_finished > time)
|
|
self.effects |= EF_DIMLIGHT;
|
|
else
|
|
self.effects &= ~EF_DIMLIGHT);
|
|
}
|
|
}
|
|
|
|
// 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, "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 = self.items - IT_SUIT;
|
|
self.rad_time = 0;
|
|
self.radsuit_finished = 0;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
PlayerPostThink
|
|
|
|
Called every frame after physics are run
|
|
================
|
|
*/
|
|
void() PlayerPostThink =
|
|
{
|
|
|
|
local float mspeed, aspeed;
|
|
local float r;
|
|
|
|
if (time < 1.5)
|
|
stuffcmd (self, "bf\n");//POX v1.2 - clear overrun v_cshifts!
|
|
|
|
|
|
//POX v1.2 - cshift fix (colour_light)
|
|
if (self.cshift_finished < time)
|
|
{
|
|
if (!self.cshift_off)
|
|
{
|
|
stuffcmd (self, "v_cshift 0 0 0 0\n");
|
|
self.cshift_off = TRUE;
|
|
}
|
|
}
|
|
|
|
// KasCam ->
|
|
if ((self.classname == "KasCam") && !intermission_running)
|
|
{
|
|
CamThink();
|
|
return;
|
|
}
|
|
// <- KasCam
|
|
|
|
|
|
//POX - Menu System
|
|
if (deathmatch && world.model == "maps/start.bsp" && !intermission_running)
|
|
{
|
|
MenuThink();
|
|
return;
|
|
}
|
|
|
|
if (self.view_ofs == '0 0 0')
|
|
return; // intermission or finale
|
|
|
|
|
|
if (self.deadflag)
|
|
return;
|
|
|
|
// do weapon stuff
|
|
|
|
W_WeaponFrame ();
|
|
|
|
// check to see if player landed and play landing sound
|
|
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
|
|
{
|
|
//DISABLED since additions to PlayerPreThink() now handle ALL water sounds
|
|
|
|
//if (self.watertype == CONTENT_WATER)
|
|
// sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
|
|
//else
|
|
|
|
if (self.jump_flag < -650)
|
|
{
|
|
T_Damage (self, world, world, 5);
|
|
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
|
|
self.deathtype = "falling";
|
|
}
|
|
else
|
|
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
|
|
|
|
self.jump_flag = 0;
|
|
}
|
|
|
|
if (!(self.flags & FL_ONGROUND))
|
|
self.jump_flag = self.velocity_z;
|
|
|
|
CheckPowerups ();
|
|
|
|
if (time < 15 && (!deathmatch))
|
|
centerprint(self, "Paroxysm is Deathmatch Only.\nSelect Multiplayer in the main menu\n");
|
|
//else if (time < 3)
|
|
// centerprint(self, "Paroxysm v1.3\n");
|
|
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientConnect
|
|
|
|
called when a player connects to a server
|
|
============
|
|
*/
|
|
void() ClientConnect =
|
|
{
|
|
//local float cno;
|
|
|
|
// KasCam ->
|
|
if ((self.netname == "CamClient") || (self.netname == ""))
|
|
{
|
|
stuffcmd (self, "autocam\n");
|
|
//self.impulse = 250;
|
|
}
|
|
else
|
|
{
|
|
// <- KasCam
|
|
|
|
//POX - v1.3 - default TargetID to on
|
|
self.target_id_temp = TRUE;
|
|
self.target_id_toggle = TRUE;
|
|
|
|
//POX v.11 FINALLY nailed this one
|
|
//Players have 30 seconds to join an LMS game, or they are put into observer till changelevel
|
|
if (!deathmatch & DM_LMS)
|
|
{
|
|
bprint (self.netname);
|
|
bprint (" entered the game\n");
|
|
centerprint(self, "Paroxysm v1.3\n");
|
|
self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
|
|
}
|
|
else if ((time < 30) && (deathmatch & DM_LMS)) //POX 1.21
|
|
{
|
|
bprint (self.netname);
|
|
bprint (" entered the game\n");
|
|
centerprint(self, "Paroxysm v1.3\nLast Man Standing Rules Apply.");
|
|
self.target_id_finished = time + 4;//POX v1.12 don't let TargetID override centerprints
|
|
}
|
|
else
|
|
{
|
|
bprint (self.netname);
|
|
bprint (" entered the game late! Observing till next round.\n");
|
|
|
|
self.LMS_late = TRUE;
|
|
stuffcmd (self, "autocam\n");
|
|
//self.impulse = 250;
|
|
}
|
|
}
|
|
|
|
// a client connecting during an intermission can cause problems
|
|
if (intermission_running)
|
|
ExitIntermission ();
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
===========
|
|
ClientDisconnect
|
|
|
|
called when a player disconnects from a server
|
|
============
|
|
*/
|
|
void() ClientDisconnect =
|
|
{
|
|
if (gameover)
|
|
return;
|
|
// if the level end trigger has been activated, just return
|
|
// since they aren't *really* leaving
|
|
|
|
|
|
// let everyone else know
|
|
// KasCam ->
|
|
if (CamDisconnect()) {
|
|
// KasCam <-
|
|
bprint (self.netname);
|
|
bprint (" left the game with ");
|
|
bprint (ftos(self.frags));
|
|
bprint (" frags\n");
|
|
|
|
clientSetFree (self.fClientNo);
|
|
|
|
//POX v1.11
|
|
if (deathmatch & DM_LMS && self.classname == "player")
|
|
{
|
|
lms_plrcount = lms_plrcount - 1;
|
|
|
|
if (lms_plrcount <= 1) //1 player left so end the game
|
|
lms_gameover = TRUE;
|
|
}
|
|
|
|
//sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
|
|
set_suicide_frame ();
|
|
// KasCam ->
|
|
}
|
|
// <- KasCam
|
|
};
|
|
|
|
/*
|
|
===========
|
|
ClientObituary
|
|
|
|
called when a player dies
|
|
============
|
|
*/
|
|
void(entity targ, entity attacker) ClientObituary =
|
|
{
|
|
local float rnum;
|
|
local string deathstring, deathstring2;
|
|
local entity nar;
|
|
rnum = random();
|
|
|
|
//POX v1.2 - Changed this so obituary taunts work in DM_LMS
|
|
//Lastman Standing POX v1.11 cleaned this up a bit
|
|
if (deathmatch & DM_LMS)
|
|
{
|
|
if (targ.classname == "player")
|
|
targ.frags = targ.frags - 1;
|
|
|
|
if (targ.frags <= 0 && (targ.classname == "player"))
|
|
{
|
|
bprint(targ.netname);
|
|
bprint(" is eliminated!\n");
|
|
lms_plrcount = lms_plrcount - 1;
|
|
|
|
sound (targ, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
|
|
|
|
if (lms_plrcount <= 1) //1 player left so end the game
|
|
lms_gameover = TRUE;
|
|
|
|
return;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
if (targ.classname == "player")
|
|
{
|
|
if (attacker.classname == "teledeath")
|
|
{
|
|
bprint (targ.netname);
|
|
bprint (" was telefragged by ");
|
|
bprint (attacker.owner.netname);
|
|
bprint ("\n");
|
|
|
|
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
|
|
attacker.owner.frags = attacker.owner.frags + 1;
|
|
|
|
return;
|
|
}
|
|
|
|
if (attacker.classname == "teledeath2")
|
|
{
|
|
bprint ("MegaShields deflect ");
|
|
bprint (targ.netname);
|
|
bprint ("'s telefrag\n");
|
|
|
|
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
|
|
targ.frags = targ.frags - 1;
|
|
|
|
return;
|
|
}
|
|
|
|
if (attacker.classname == "player")
|
|
{
|
|
if (targ == attacker)
|
|
{
|
|
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
|
|
attacker.frags = attacker.frags - 1;// killed self
|
|
|
|
bprint (targ.netname);
|
|
|
|
if (targ.weapon == 64 && targ.waterlevel > 1)
|
|
{
|
|
bprint (" discharges into the water.\n");
|
|
return;
|
|
}
|
|
if (targ.weapon == IT_GRENADE_LAUNCHER)
|
|
bprint (" tries to put the pin back in\n");
|
|
else
|
|
bprint (" becomes bored with life\n");
|
|
|
|
return;
|
|
}
|
|
else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
|
|
{
|
|
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 (attacker.netname);
|
|
bprint (deathstring);
|
|
|
|
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
|
|
attacker.frags = attacker.frags - 1;
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
|
|
attacker.frags = attacker.frags + 1;
|
|
|
|
rnum = attacker.weapon;
|
|
|
|
if (rnum == IT_BONESAW)
|
|
{
|
|
deathstring = " was butchered by ";
|
|
deathstring2 = "\n";
|
|
}
|
|
if (rnum == IT_TSHOT)
|
|
{
|
|
deathstring = " chewed on ";
|
|
deathstring2 = "'s boomstick\n";
|
|
}
|
|
|
|
//Changed Combo Gun blurbs depending on the ammo
|
|
if ((rnum == IT_COMBOGUN) && (attacker.which_ammo == 1))
|
|
{
|
|
deathstring = " swallowed ";
|
|
deathstring2 = "'s pumkin ball\n";
|
|
if (targ.health < -40)
|
|
{
|
|
deathstring = " was gibbed by ";
|
|
deathstring2 = "'s impact grenade\n";
|
|
}
|
|
}
|
|
|
|
if ((rnum == IT_COMBOGUN) && (attacker.which_ammo == 0))
|
|
{
|
|
deathstring = " ate 2 loads of ";
|
|
deathstring2 = "'s buckshot\n";
|
|
}
|
|
|
|
|
|
if (rnum == IT_PLASMAGUN)
|
|
{
|
|
deathstring = " was plugged by ";
|
|
deathstring2 = "\n";
|
|
if (targ.health < -40)
|
|
{
|
|
deathstring = " was discombobulated by ";
|
|
deathstring2 = "'s plasma burst\n";
|
|
}
|
|
}
|
|
if (rnum == IT_SUPER_NAILGUN)
|
|
{
|
|
deathstring = " was nailed by ";
|
|
deathstring2 = "\n";
|
|
}
|
|
if (rnum == IT_GRENADE_LAUNCHER)
|
|
{
|
|
deathstring = " eats ";
|
|
deathstring2 = "'s pineapple\n";
|
|
if (targ.health < -40)
|
|
{
|
|
deathstring = " was gibbed by ";
|
|
deathstring2 = "'s grenade\n";
|
|
}
|
|
}
|
|
if (rnum == IT_ROCKET_LAUNCHER)
|
|
{
|
|
deathstring = " rides ";
|
|
deathstring2 = "'s rocket\n";
|
|
if (targ.health < -40)
|
|
{
|
|
deathstring = " was gibbed by ";
|
|
deathstring2 = "'s rockets\n" ;
|
|
}
|
|
}
|
|
|
|
bprint (targ.netname);
|
|
bprint (deathstring);
|
|
bprint (attacker.netname);
|
|
bprint (deathstring2);
|
|
}
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (!(deathmatch & DM_LMS)) //POX 1.2 - do regular obituary taunts in LMS mode
|
|
targ.frags = targ.frags - 1;
|
|
|
|
bprint (targ.netname);
|
|
|
|
// tricks and traps
|
|
if (attacker.classname == "explo_box")
|
|
{
|
|
bprint (" blew up\n");
|
|
return;
|
|
}
|
|
if (attacker.solid == SOLID_BSP && attacker != world)
|
|
{
|
|
bprint (" was squished\n");
|
|
return;
|
|
}
|
|
if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
|
|
{
|
|
bprint (" was spiked\n");
|
|
return;
|
|
}
|
|
if (attacker.classname == "fireball")
|
|
{
|
|
bprint (" ate a lavaball\n");
|
|
return;
|
|
}
|
|
if (attacker.classname == "trigger_changelevel")
|
|
{
|
|
bprint (" tried to leave\n");
|
|
return;
|
|
}
|
|
//POX - orphaned shrapnel grenade
|
|
if (attacker.classname == "shrapnel" || attacker.classname == "spikenal")
|
|
{
|
|
bprint (" got too close to a shrapnel bomb\n");
|
|
return;
|
|
}
|
|
|
|
// in-water deaths
|
|
|
|
rnum = targ.watertype;
|
|
|
|
if (rnum == -3)
|
|
{
|
|
if (random() < 0.5)
|
|
bprint (" sleeps with the fishes\n");
|
|
else
|
|
bprint (" sucks it down\n");
|
|
return;
|
|
}
|
|
else if (rnum == -4)
|
|
{
|
|
if (random() < 0.5)
|
|
bprint (" gulped a load of slime\n");
|
|
else
|
|
bprint (" can't exist on slime alone\n");
|
|
return;
|
|
}
|
|
else if (rnum == -5)
|
|
{
|
|
if (targ.health < -15)
|
|
{
|
|
bprint (" burst into flames\n");
|
|
return;
|
|
}
|
|
if (random() < 0.5)
|
|
bprint (" turned into hot slag\n");
|
|
else
|
|
bprint (" visits the Volcano God\n");
|
|
return;
|
|
}
|
|
|
|
// fell to their death?
|
|
if (targ.deathtype == "falling")
|
|
{
|
|
targ.deathtype = "";
|
|
bprint (" fell to his death\n");
|
|
return;
|
|
}
|
|
|
|
// hell if I know; he's just dead!!!
|
|
bprint (" died\n");
|
|
}
|
|
}
|
|
};
|