game-source/ParoxysmII/source/nq/client.qc
2004-02-08 06:50:44 +00:00

1745 lines
35 KiB
C++

// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void() player_pain;
void() player_stand1;
void (vector org) spawn_tfog;
void (vector org, entity death_owner) spawn_tdeath;
.float uwmuffle; // under water muffle sound timeout
.float onwsound; // on water sound timeout
.float outwsound; // head out of water sound flag
.float inwsound; // head back in water sound flag
.float cshift_finished;
.float cshift_off;
.float armor_rot;
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
// POX v1.1 moved to weapons.qc
//float intermission_running;
float intermission_exittime;
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the intermission.
Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
*/
void() info_intermission =
{
};
//POX v1.2
.float configed;
void() SetChangeParms =
{
//POX v1.1 - fresh start for everyone on changelevel
//POX v1.2 - parms are used to store the Target ID toggle
parm1 = self.target_id_toggle;
};
void() SetNewParms =
{
// Quake Complains if this function isn't defined
};
void() DecodeLevelParms =
{
//POX v1.2 - parms are used to store the Taget ID toggle
if(!self.target_id_toggle && !self.target_id_temp)
self.target_id_toggle = parm1;
};
/*
============
FindIntermission
Returns the entity to view from
============
*/
entity() FindIntermission =
{
local entity spot;
local float cyc;
// look for info_intermission first
spot = find (world, classname, "info_intermission");
if (spot)
{ // pick a random one
cyc = random() * 4;
while (cyc > 1)
{
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = cyc - 1;
}
return spot;
}
// then look for the start position
spot = find (world, classname, "info_player_start");
if (spot)
return spot;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
objerror ("FindIntermission: no spot");
};
string nextmap;
void() GotoNextMap =
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
changelevel (mapname);
else
changelevel (nextmap);
};
void() ExitIntermission =
{
// skip any text in deathmatch
if (deathmatch)
{
GotoNextMap ();
return;
}
intermission_exittime = time + 1;
intermission_running = intermission_running + 1;
GotoNextMap();
};
/*
============
IntermissionThink
When the player presses attack or jump, change to the next level
============
*/
void() IntermissionThink =
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
ExitIntermission ();
};
void() execute_changelevel =
{
local entity pos;
intermission_running = 1;
// enforce a wait time before allowing changelevel
if (deathmatch)
intermission_exittime = time + 5;
else
intermission_exittime = time + 2;
WriteByte (MSG_ALL, SVC_CDTRACK);
WriteByte (MSG_ALL, 3);
WriteByte (MSG_ALL, 3);
pos = FindIntermission ();
other = find (world, classname, "player");
while (other != world)
{
other.view_ofs = '0 0 0';
other.angles = other.v_angle = pos.mangle;
other.fixangle = TRUE; // turn this way immediately
other.nextthink = time + 0.5;
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.modelindex = 0;
setorigin (other, pos.origin);
other = find (other, classname, "player");
}
WriteByte (MSG_ALL, SVC_INTERMISSION);
};
void() changelevel_touch =
{
local entity pos;
if (other.classname != "player")
return;
if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
{
T_Damage (other, self, self, 50000);
return;
}
if (coop || deathmatch)
{
bprint (other.netname);
bprint (" exited the level\n");
}
nextmap = self.map;
SUB_UseTargets ();
if ( (self.spawnflags & 1) && (deathmatch == 0) )
{ // NO_INTERMISSION
GotoNextMap();
return;
}
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
self.nextthink = time + 0.1;
};
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("chagnelevel trigger doesn't have map");
InitTrigger ();
self.touch = changelevel_touch;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
void() set_suicide_frame;
// called by ClientKill and DeadThink
void() respawn =
{
/*POX v1.1 no coop...
if (coop)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else*/ if (deathmatch)
{
// make a copy of the dead body for appearances sake
CopyToBodyQue (self);
// set default spawn parms
//SetNewParms (); POX v1.1
// respawn
PutClientInServer ();
}
else
{ // restart the entire server
localcmd ("restart\n");
}
};
void() NextLevel;
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
// KasCam ->
if (self.classname == "KasCam") {
return;
}
// <- KasCam
bprint (self.netname);
bprint (" suicides\n");
set_suicide_frame ();
//self.modelindex = modelindex_player;
//getmodel(self.weapon, self);
self.frags = self.frags - 2; // extra penalty
//POX v1.12 - forgot about stink'n suidcides
if ((deathmatch & DM_LMS) && (self.LMS_registered))
{
if (self.frags <= 0)
{
lms_plrcount = lms_plrcount - 1;
self.frags = 0;
bprint(self.netname);
bprint(" is eliminated!\n");
sound (self, CHAN_BODY, "nar/n_elim.wav", 1, ATTN_NONE);
if (lms_plrcount <= 1) //1 player left so end the game
NextLevel ();
}
}
respawn ();
};
float(vector v) CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
local entity spot;
local entity thing;
local float pcount;
// testinfo_player_start is only found in regioned levels
spot = find (world, classname, "testplayerstart");
if (spot)
return spot;
// choose a info_player_deathmatch point
if (coop)
{
lastspawn = find(lastspawn, classname, "info_player_coop");
if (lastspawn == world)
lastspawn = find (lastspawn, classname, "info_player_start");
if (lastspawn != world)
return lastspawn;
}
else if (deathmatch)
{
spot = lastspawn;
while (1)
{
spot = find(spot, classname, "info_player_deathmatch");
if (spot != world)
{
if (spot == lastspawn)
return lastspawn;
pcount = 0;
thing = findradius(spot.origin, 32);
while(thing)
{
if (thing.classname == "player")
pcount = pcount + 1;
thing = thing.chain;
}
if (pcount == 0)
{
lastspawn = spot;
return spot;
}
}
}
}
if (serverflags)
{ // return with a rune to start
spot = find (world, classname, "info_player_start2");
if (spot)
return spot;
}
spot = find (world, classname, "info_player_start");
if (!spot)
error ("PutClientInServer: no info_player_start on level");
return spot;
};
/*
===========
PutClientInServer
called each time a player is spawned
============
*/
//void() DecodeLevelParms; POX v1.1
void() PlayerDie;
void() PutClientInServer =
{
local entity spot;
//spot = SelectSpawnPoint ();
self.classname = "player";
self.health = 100;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
//POX v1.2 - remove items
self.items &= ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
self.show_hostile = 0;
self.max_health = 100;
self.flags = FL_CLIENT;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.super_damage_finished = 0;
self.radsuit_finished = 0;
self.invisible_finished = 0;
self.invincible_finished = 0;
self.effects = 0;
self.invincible_time = 0;
// POX v1.1 - this stuff is nolonger handled by DecodeLevelParms
self.items = IT_BONESAW | IT_TSHOT;
self.ammo_shells = 25;
self.ammo_nails = 0;
self.ammo_rockets = 0;
self.ammo_cells = 0;
self.weapon = IT_TSHOT;
// POX v1.1 - spawn with 50 armour points
self.items &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR1;
self.armorvalue = 50;
self.armortype = 0.9;
//added 12/14/98 to resest reload_rocket after death
self.reload_rocket = 0;
//added 12/22/98 to resest triple shot after death
self.prime_tshot = FALSE;
DecodeLevelParms (); //POX v1.2 - restore Target ID value
//W_SetCurrentAmmo ();
self.attack_finished = time;
self.th_pain = player_pain;
self.th_die = PlayerDie;
self.deadflag = DEAD_NO;
// paustime is set by teleporters to keep the player from moving a while
self.pausetime = 0;
spot = SelectSpawnPoint ();
self.origin = spot.origin + '0 0 1';
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
//ChaseCam
if ( self.aflag )
CCamChasePlayer ();
//ChaseCam
//Put client into the Dm setup menu
if (deathmatch && world.model == "maps/start.bsp")
{
InitMenu();
return;
}
//Predator mode POX v1.11 - back to eyes
if (deathmatch & DM_PREDATOR)
{
sound (self, CHAN_AUTO, "items/inv1.wav", 1, ATTN_NORM);
stuffcmd (self, "bf\n");
self.items |= IT_INVISIBILITY;
self.invisible_time = 1;
self.invisible_finished = time + 9999999999;
}
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
//TEMPORARY!!!
//setmodel (self, "progs/player.mdl");
//modelindex_player = self.modelindex;
// Sine we're hack'n...
setmodel (self, "progs/death_p.mdl");
modelindex_death = self.modelindex;
setmodel (self, "progs/bsaw_p.mdl");
modelindex_saw_p = self.modelindex;
setmodel (self, "progs/tshot_p.mdl");
modelindex_tshot_p = self.modelindex;
setmodel (self, "progs/combo_p.mdl");
modelindex_combo_p = self.modelindex;
setmodel (self, "progs/plasma_p.mdl");
modelindex_plasma_p = self.modelindex;
setmodel (self, "progs/nail_p.mdl");
modelindex_nail_p = self.modelindex;
setmodel (self, "progs/gren_p.mdl");
modelindex_gren_p = self.modelindex;
setmodel (self, "progs/rhino_p.mdl");
modelindex_rock_p = self.modelindex;
// setmodel (self, "progs/flame_p.mdl");
// modelindex_flame_p = self.modelindex;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.view_ofs = '0 0 22';
// Mod - Xian (May.20.97)
// Bug where player would have velocity from their last kill
// Modified by numb (Nov, 98)
self.velocity = '0 0 0';
self.velocity = normalize(self.velocity);
//Dark Mode
if (deathmatch & DM_DARK)
{
//pOx 1.4 - reset flashlight (always start on)
//self.flash_flag = FALSE;
//stuffcmd (self, "impulse 21\n");
if (cvar("gl_cull") == 1)
stuffcmd (self, "gl_flashblend 0\n");
}
else if (cvar("gl_cull") == 1)
stuffcmd (self, "gl_flashblend 1\n");
//Last Man Standing Rules
if (time < 30 && (deathmatch & DM_LMS) && !self.LMS_registered)
{
if (fraglimit_LMS == 0)
self.frags = 5;
else
self.frags = fraglimit_LMS;
self.LMS_registered = TRUE;
lms_plrcount = lms_plrcount + 1;
}
player_stand1 ();
//Check if dead in LMS mode
if ((deathmatch & DM_LMS) && self.frags <= 0)
{
self.frags = 0;
self.impulse = 250;
//CamClientInit ();
}
// + POX v1.1 changed the way this is handled - DM_FFA
if (deathmatch & DM_FFA)
{
self.ammo_nails = 200;
self.ammo_shells = 200;
self.ammo_rockets = 100;
self.ammo_cells = 200;
self.items |= IT_PLASMAGUN;
self.items |= IT_SUPER_NAILGUN;
self.items |= IT_COMBOGUN;
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");
}
}
};