game-source/klik/act/act_dead.qc
Ragnvald Maartmann-Moe IV 1cb1b902f9 Beware. klik of death.
2004-02-09 04:25:00 +00:00

139 lines
2.6 KiB
C++

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