/*====================================================== PLAYER.QC Custom TeamFortress v3.1 (c) TeamFortress Software Pty Ltd 29/2/97 (c) William Kerney 5/21/00 (c) Craig Hauser 19/3/00 ======================================================== Handles all player animations, death and etc. Most weapon firings get shunted through here. ======================================================*/ /* Heavily Modified for TeamFortress V1.21 TeamFortress Software Robin Walker, John Cook, Ian Caughley */ // Prototypes void() bubble_bob; void() W_FireAssaultCannon; void() W_FireLightAssault; void() Throw_Grapple; // TeamFortress Prototypes void() BioInfection_Decay; void() TeamFortress_RemoveTimers; void() T_Dispenser; void() Headless_Think; /* ============================================================================== PLAYER ============================================================================== */ $cd /raid/quake/id1/models/player_4 $origin 0 -6 24 $base base $skin skin // // running // $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 // // standing // $frame stand1 stand2 stand3 stand4 stand5 $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 // // pain // $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 $frame pain1 pain2 pain3 pain4 pain5 pain6 // // death // $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 $frame axdeth7 axdeth8 axdeth9 $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 $frame deatha9 deatha10 deatha11 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 $frame deathd8 deathd9 $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 $frame deathe8 deathe9 // // attacks // $frame nailatt1 nailatt2 $frame light1 light2 $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 /* ============================================================================== PLAYER ============================================================================== */ void() player_touch = { local entity Bio; local entity te; local float v1, v2; // Spies and Scouts can uncloak enemy spies // WK Or those with Spy kits & Scanners if (invis_only == #FALSE && (self.cutf_items & #CUTF_SPY_KIT || other.cutf_items & #CUTF_SPY_KIT)) { if (other.classname == "player") { if (self.undercover_team != 0 || self.undercover_skin != 0) { if ((other.cutf_items & #CUTF_SPY_KIT || other.tf_items & #NIT_SCANNER) && !Teammate(self.team_no,other.team_no)) { sprint(other, #PRINT_HIGH, "Wait a minute... he's a Spy!\n"); sprint(self, #PRINT_HIGH, "The enemy sees through your disguise!\n"); Spy_RemoveDisguise(self); } } if (other.undercover_team != 0 || other.undercover_skin != 0) { if ((self.cutf_items & #CUTF_SPY_KIT || self.tf_items & #NIT_SCANNER) && !Teammate(other.team_no,self.team_no)) { sprint(self, #PRINT_HIGH, "Wait a minute... he's a Spy!\n"); sprint(other, #PRINT_HIGH, "The enemy sees through your disguise!\n"); Spy_RemoveDisguise(other); } } } } // Pass on infections if (self.tfstate & #TFSTATE_INFECTED) { //WK Melee armor stops infections from spreading if (other.classname == "player" && !(other.invincible_finished) && !(other.armorclass & #AT_SAVEMELEE)) { // may sure other player is not already infected if (!(other.tfstate & #TFSTATE_INFECTED)) { // can't infect the medic if (!(other.weapons_carried & #WEAP_MEDIKIT)) //WK { // infect 'em Bio = spawn (); Bio.nextthink = 2; Bio.think = BioInfection_Decay; /* WK Why doesn't this work??? Causes occasional program crashes... //WK The owner is the original medic if spreading to friend if (self.team_no == other.team_no) { te = find(world, netname, "biotimer"); while ((te.owner != self) && (te != world)) te = find(te, netname, "biotimer"); if (te != world) Bio.enemy = te.enemy; //Person infecting else RPrint("CustomTF: Odd Behavior in infection spreading"); } else */ Bio.enemy = self; //Person causing infection Bio.owner = other; //Person getting hurt Bio.classname = "timer"; Bio.netname = "biotimer"; other.tfstate = other.tfstate | #TFSTATE_INFECTED; other.infection_team_no = self.infection_team_no; sprint(other, #PRINT_MEDIUM, "You have been infected by "); sprint(other, #PRINT_MEDIUM, self.netname); sprint(other, #PRINT_MEDIUM, "!\n"); sprint(self, #PRINT_MEDIUM, "You have infected "); sprint(self, #PRINT_MEDIUM, other.netname); sprint(self, #PRINT_MEDIUM, "!\n"); //-OfN teamprefixsprint(other.team_no,other); teamsprint(other.team_no,other, other.netname); teamsprint(other.team_no,other, " has been infected!\n"); } } } } #ifdef PLAYER_PUSHING if (other.classname == "player") { if (Teammate(self.team_no, other.team_no)) { v1 = vlen(other.velocity); if (v1 < 50) { v2 = vlen(self.velocity); if (v2 > 55 || (self.items & (#IT_KEY1 | #IT_KEY2))) { makevectors(self.angles); traceline (self.origin, self.origin + v_forward*32, #FALSE, self); if (trace_ent == other) { if (self.items & (#IT_KEY1 | #IT_KEY2)) other.velocity = other.velocity + (normalize(self.velocity) * 120); else if (!(other.items & (#IT_KEY1 | #IT_KEY2))) other.velocity = other.velocity + (normalize(self.velocity) * 30); } } } } } #endif }; void() player_run; void() player_stand1 =[ $axstnd1, player_stand1 ] { self.weaponframe=0; if (self.velocity_x || self.velocity_y) { self.walkframe=0; player_run(); return; } if (self.current_weapon <= #WEAP_AXE) { if (self.walkframe >= 12) self.walkframe = 0; self.frame = $axstnd1 + self.walkframe; } else { if (self.walkframe >= 5) self.walkframe = 0; self.frame = $stand1 + self.walkframe; } self.walkframe = self.walkframe + 1; }; void() player_run =[ $rockrun1, player_run ] { self.weaponframe=0; if (!self.velocity_x && !self.velocity_y) { self.walkframe=0; player_stand1(); return; } if (self.current_weapon <= #WEAP_AXE) { if (self.walkframe >= 6) self.walkframe = 0; self.frame = $axrun1 + self.walkframe; } else { if (self.walkframe >= 6) self.walkframe = 0; self.frame = self.frame + self.walkframe; } self.walkframe = self.walkframe + 1; }; void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();}; void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;}; void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;}; void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;}; void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;}; void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;}; void() player_autorifle1 = [$shotatt1, player_autorifle2 ] {self.weaponframe=1; muzzleflash(); }; void() player_autorifle2 = [$shotatt2, player_autorifle3 ] {self.weaponframe=2;}; void() player_autorifle3 = [$shotatt6, player_run ] {self.weaponframe=6;}; void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;}; void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;}; void() player_axe3 = [$axatt3, player_axe4 ] { self.weaponframe=3; if (self.current_weapon == #WEAP_AXE) W_FireAxe(); else // if (self.current_weapon == #WEAP_SPANNER) W_FireSpanner(); }; void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;}; void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;}; void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;}; void() player_axeb3 = [$axattb3, player_axeb4 ] { self.weaponframe=7; if (self.current_weapon == #WEAP_AXE) W_FireAxe(); else // if (self.current_weapon == #WEAP_SPANNER) W_FireSpanner(); }; void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;}; void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;}; void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;}; void() player_axec3 = [$axattc3, player_axec4 ] { self.weaponframe=3; if (self.current_weapon == #WEAP_AXE) W_FireAxe(); else // if (self.current_weapon == #WEAP_SPANNER) W_FireSpanner(); }; void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;}; void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;}; void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;}; void() player_axed3 = [$axattd3, player_axed4 ] { self.weaponframe=7; if (self.current_weapon == #WEAP_AXE) W_FireAxe(); else // if (self.current_weapon == #WEAP_SPANNER) W_FireSpanner(); }; void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;}; //========================= // QW Grappling hook frames void() player_chain1= [$axattd1, player_chain1a] {self.weaponframe=1;Throw_Grapple();}; void() player_chain1a= [$axattd1, player_chain2 ] {self.weaponframe=2;}; void() player_chain2= [$axattd2, player_chain2a] {self.weaponframe=3;}; void() player_chain2a= [$axattd2, player_chain3 ] {self.weaponframe=4;}; void() player_chain3= [$axattd3, player_chain3 ] { self.weaponframe=6; if (!self.hook_out) { player_chain5(); return; } if (vlen(self.velocity) >= 750) { player_chain4(); return; } }; void() player_chain4= [$deathc4, player_chain4 ] { self.weaponframe=6; if (!self.hook_out) { player_chain5(); return; } if (vlen(self.velocity) < 750) { player_chain3(); return; } }; void() player_chain5= [$axattd4, player_run ] {self.weaponframe=0;}; // newstuff void() player_medikit1 = [$axatt1, player_medikit2 ] {self.weaponframe=1;}; void() player_medikit2 = [$axatt2, player_medikit3 ] {self.weaponframe=2;}; void() player_medikit3 = [$axatt3, player_medikit4 ] {self.weaponframe=3;W_FireMedikit(#FALSE);}; void() player_medikit4 = [$axatt4, player_run ] {self.weaponframe=4;}; void() player_medikitb1 = [$axattb1, player_medikitb2 ] {self.weaponframe=5;}; void() player_medikitb2 = [$axattb2, player_medikitb3 ] {self.weaponframe=6;}; void() player_medikitb3 = [$axattb3, player_medikitb4 ] {self.weaponframe=7;W_FireMedikit(#FALSE);}; void() player_medikitb4 = [$axattb4, player_run ] {self.weaponframe=8;}; void() player_medikitc1 = [$axattc1, player_medikitc2 ] {self.weaponframe=1;}; void() player_medikitc2 = [$axattc2, player_medikitc3 ] {self.weaponframe=2;}; void() player_medikitc3 = [$axattc3, player_medikitc4 ] {self.weaponframe=3;W_FireMedikit(#FALSE);}; void() player_medikitc4 = [$axattc4, player_run ] {self.weaponframe=4;}; void() player_medikitd1 = [$axattd1, player_medikitd2 ] {self.weaponframe=5;}; void() player_medikitd2 = [$axattd2, player_medikitd3 ] {self.weaponframe=6;}; void() player_medikitd3 = [$axattd3, player_medikitd4 ] {self.weaponframe=7;W_FireMedikit(#FALSE);}; void() player_medikitd4 = [$axattd4, player_run ] {self.weaponframe=8;}; void() player_bioweapon1 = [$axatt1, player_bioweapon2 ] {self.weaponframe=1;}; void() player_bioweapon2 = [$axatt2, player_bioweapon3 ] {self.weaponframe=2;}; void() player_bioweapon3 = [$axatt3, player_bioweapon4 ] {self.weaponframe=3;W_FireBioweapon();}; void() player_bioweapon4 = [$axatt4, player_run ] {self.weaponframe=4;}; void() player_bioweaponb1 = [$axattb1, player_bioweaponb2 ] {self.weaponframe=5;}; void() player_bioweaponb2 = [$axattb2, player_bioweaponb3 ] {self.weaponframe=6;}; void() player_bioweaponb3 = [$axattb3, player_bioweaponb4 ] {self.weaponframe=7;W_FireBioweapon();}; void() player_bioweaponb4 = [$axattb4, player_run ] {self.weaponframe=8;}; void() player_bioweaponc1 = [$axattc1, player_bioweaponc2 ] {self.weaponframe=1;}; void() player_bioweaponc2 = [$axattc2, player_bioweaponc3 ] {self.weaponframe=2;}; void() player_bioweaponc3 = [$axattc3, player_bioweaponc4 ] {self.weaponframe=3;W_FireBioweapon();}; void() player_bioweaponc4 = [$axattc4, player_run ] {self.weaponframe=4;}; void() player_bioweapond1 = [$axattd1, player_bioweapond2 ] {self.weaponframe=5;}; void() player_bioweapond2 = [$axattd2, player_bioweapond3 ] {self.weaponframe=6;}; void() player_bioweapond3 = [$axattd3, player_bioweapond4 ] {self.weaponframe=7;W_FireBioweapon();}; void() player_bioweapond4 = [$axattd4, player_run ] {self.weaponframe=8;}; //============================================================================ void() player_snail1 =[ $nailatt1, player_snail2 ] { if (!self.button0 || intermission_running) {player_run ();return;} //WK self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; if (self.attack_finished > time) return; muzzleflash(); /*self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1;*/ SuperDamageSound(); W_FireSpikes (4); //Attack_Finished(0.1); Attack_Finished(0.2); }; //- OfN - void() player_snail2 =[ $nailatt2, player_snail1 ] { /*if (!self.button0 || intermission_running) {player_run ();return;}*/ //WK self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; /*if (self.attack_finished > time) return;*/ /*self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1;*/ //SuperDamageSound(); // if (random() < 0.5) W_FireSpikes (4); //Attack_Finished(0.2); //Attack_Finished(0.1); }; void() player_nail1 =[ $nailatt1, player_nail2 ] { if (!self.button0 || intermission_running) {player_run ();return;} //WK self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; if (self.attack_finished > time) return; muzzleflash(); /*self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1;*/ SuperDamageSound(); W_FireSpikes (4); //Attack_Finished(0.1); Attack_Finished(0.2); }; //- OfN - void() player_nail2 =[ $nailatt2, player_nail3 ] { /*if (!self.button0 || intermission_running) {player_run ();return;}*/ //WK self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; /*if (self.attack_finished > time) return;*/ /*self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1;*/ //SuperDamageSound(); // if (random() < 0.5) W_FireSpikes (4); //Attack_Finished(0.2); //Attack_Finished(0.1); }; void() player_nail3 =[ $nailatt1, player_nail4 ] { if (!self.button0 || intermission_running) {player_run ();return;} //WK self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; if (self.attack_finished > time) return; /*self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1;*/ muzzleflash(); SuperDamageSound(); W_FireSpikes (-4); //Attack_Finished(0.2); Attack_Finished(0.2); }; void() player_nail4 =[ $nailatt2, player_nail1 ] { /*if (!self.button0 || intermission_running) {player_run ();return;}*/ //WK self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; /*if (self.attack_finished > time) return;*/ /*self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1;*/ //SuperDamageSound(); // if (random() < 0.5) W_FireSpikes (-4); //Attack_Finished(0.2); //Attack_Finished(0.1); }; //============================================================================ // ASSAULT CANNON FRAMES // Cannon powering up void() player_assaultcannonup1 =[$nailatt1, player_assaultcannonup2 ] { if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) { // Let him/her walk again //if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() //{ self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE); TeamFortress_SetSpeed(self); //} self.count = 1; self.heat = 0; player_assaultcannondown1(); return; } self.fire_held_down = #TRUE; if (self.heat == 1) sound (self, #CHAN_WEAPON, "weapons/asscan1.wav", 1, #ATTN_NORM); SuperDamageSound(); Attack_Finished(0.1); if (self.heat != 2 && self.heat != 4) { if (self.weaponframe >= 3) self.weaponframe = 0; else self.weaponframe = self.weaponframe + 1; } self.heat = self.heat + 1; if (self.heat >= 7) { self.heat = 0; player_assaultcannon1(); } }; // Cannon powering up 2 void() player_assaultcannonup2 =[$nailatt1, player_assaultcannonup1 ] { if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) { // Let him/her walk again //if (!self.is_haxxxoring) //- OfN already checked on TeamFortress_SetSpeed() //{ self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE); TeamFortress_SetSpeed(self); //} self.count = 1; self.heat = 0; player_assaultcannondown1(); return; } SuperDamageSound(); Attack_Finished(0.1); if (self.heat != 2 && self.heat != 4 && self.heat != 7) { if (self.weaponframe == 2 && self.heat >= 9) self.weaponframe = 0; else if (self.weaponframe >= 3) self.weaponframe = 0; else self.weaponframe = self.weaponframe + 1; } self.heat = self.heat + 1; if (self.heat >= 13) { self.heat = 0; player_assaultcannon1(); } }; // Cannon Firing void() player_assaultcannon1 =[$nailatt1, player_assaultcannon2 ] { local string st; muzzleflash(); sound (self, #CHAN_WEAPON, "weapons/asscan2.wav", 1, #ATTN_NORM); if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) { stuffcmd(self, "v_idlescale 0\n"); // Let him/her walk again self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE); TeamFortress_SetSpeed(self); self.weaponframe = 0; self.count = 1; player_assaultcannondown1(); return; } if (self.weaponframe == 2) self.weaponframe = 4; else self.weaponframe = 2; SuperDamageSound(); W_FireAssaultCannon(); // Shake the screen stuffcmd(self, "v_idlescale "); if (self.heat < 5) st = ftos(self.heat * 4); else st = "20"; stuffcmd(self, st); stuffcmd(self, "\n"); Attack_Finished(0.1); }; // Cannon Firing 2 void() player_assaultcannon2 =[$nailatt2, player_assaultcannon1 ] { local string st; if ((!self.button0) || (self.ammo_shells < 1) || intermission_running) { stuffcmd(self, "v_idlescale 0\n"); // Let him/her walk again self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE); TeamFortress_SetSpeed(self); self.weaponframe = 0; self.count = 1; player_assaultcannondown1(); return; } if (self.weaponframe == 2) self.weaponframe = 4; else self.weaponframe = 2; SuperDamageSound(); W_FireAssaultCannon(); // increase the heat of the cannon self.heat = self.heat + 0.1; // Shake the screen stuffcmd(self, "v_idlescale 0\n"); stuffcmd(self, "bf\n"); Attack_Finished(0.1); }; // Cannon powering down void() player_assaultcannondown1 =[$nailatt1, player_assaultcannondown1 ] { local entity tcool; if (self.count == 1) sound (self, #CHAN_WEAPON, "weapons/asscan3.wav", 1, #ATTN_NORM); if (self.count >= 15) { self.heat = 0; self.fire_held_down = #FALSE; // Let him/her walk again self.tfstate = self.tfstate - (self.tfstate & #TFSTATE_CANT_MOVE); TeamFortress_SetSpeed(self); if (self.ammo_shells < 1 || self.ammo_cells < 6) { self.current_weapon = W_BestWeapon(); W_SetCurrentAmmo(); W_PrintWeaponMessage(); return; } player_run (); return; } if (self.count != 8 && self.count != 10 && self.count != 12 && self.count != 14) { if (self.weaponframe == 3) self.weaponframe = 0; else self.weaponframe = self.weaponframe + 1; } self.count = self.count + 1; Attack_Finished(0.1); }; //============================================================================ void() player_light1 =[$light1, player_light2 ] { muzzleflash(); if (!self.button0 || intermission_running) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 1; SuperDamageSound(); W_FireLightning(); Attack_Finished(0.2); }; void() player_light2 =[$light2, player_light1 ] { if (!self.button0 || intermission_running) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 1; SuperDamageSound(); W_FireLightning(); Attack_Finished(0.2); }; //============================================================================ //WK Frames for the new light assault gun //(Using the frames for the lightning gun) void() player_light_assault1 =[$light1, player_light_assault2 ] { //muzzleflash(); if (!self.button0 || intermission_running || self.tfstate & #TFSTATE_RELOADING) {player_run ();return;} muzzleflash(); //- oFn moved self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 1; SuperDamageSound(); W_FireLightAssault(); Attack_Finished(0.2); }; void() player_light_assault2 =[$light2, player_light_assault1 ] { if (!self.button0 || intermission_running || self.tfstate & #TFSTATE_RELOADING) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 1; SuperDamageSound(); W_FireLightAssault(); Attack_Finished(0.2); }; //End WK //============================================================================ void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1; muzzleflash();}; void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;}; void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;}; void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;}; void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;}; void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;}; void(float num_bubbles) DeathBubbles; void() PainSound = { local float rs; if (self.health < 0) return; if (damage_attacker.classname == "teledeath") { sound (self, #CHAN_VOICE, "player/teledth1.wav", 1, #ATTN_NONE); return; } // water pain sounds if (self.watertype == #CONTENT_WATER && self.waterlevel == 3) { DeathBubbles(1); if (random() > 0.5) sound (self, #CHAN_VOICE, "player/drown1.wav", 1, #ATTN_NORM); else sound (self, #CHAN_VOICE, "player/drown2.wav", 1, #ATTN_NORM); return; } // slime pain sounds if (self.watertype == #CONTENT_SLIME) { // FIX ME put in some steam here if (random() > 0.5) sound (self, #CHAN_VOICE, "player/lburn1.wav", 1, #ATTN_NORM); else sound (self, #CHAN_VOICE, "player/lburn2.wav", 1, #ATTN_NORM); return; } if (self.watertype == #CONTENT_LAVA) { if (random() > 0.5) sound (self, #CHAN_VOICE, "player/lburn1.wav", 1, #ATTN_NORM); else sound (self, #CHAN_VOICE, "player/lburn2.wav", 1, #ATTN_NORM); return; } if (self.pain_finished > time) { self.axhitme = 0; return; } self.pain_finished = time + 0.5; // don't make multiple pain sounds right after each other // ax pain sound if (self.axhitme == 1) { self.axhitme = 0; sound (self, #CHAN_VOICE, "player/axhit1.wav", 1, #ATTN_NORM); return; } rs = rint((random() * 5) + 1); self.noise = ""; if (rs == 1) self.noise = "player/pain1.wav"; else if (rs == 2) self.noise = "player/pain2.wav"; else if (rs == 3) self.noise = "player/pain3.wav"; else if (rs == 4) self.noise = "player/pain4.wav"; else if (rs == 5) self.noise = "player/pain5.wav"; else self.noise = "player/pain6.wav"; sound (self, #CHAN_VOICE, self.noise, 1, #ATTN_NORM); return; }; void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;}; void() player_pain2 = [ $pain2, player_pain3 ] {}; void() player_pain3 = [ $pain3, player_pain4 ] {}; void() player_pain4 = [ $pain4, player_pain5 ] {}; void() player_pain5 = [ $pain5, player_pain6 ] {}; void() player_pain6 = [ $pain6, player_run ] {}; void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;}; void() player_axpain2 = [ $axpain2, player_axpain3 ] {}; void() player_axpain3 = [ $axpain3, player_axpain4 ] {}; void() player_axpain4 = [ $axpain4, player_axpain5 ] {}; void() player_axpain5 = [ $axpain5, player_axpain6 ] {}; void() player_axpain6 = [ $axpain6, player_run ] {}; void() player_pain = { if (self.weaponframe) return; // eyes don't have pain frames if (self.invisible_finished > time) return; // feigning players don't have pain frames if (self.is_feigning) { PainSound(); return; } // HvyWeap Guys firing assault cannon don't have pain frames if (self.button0 && self.current_weapon == #WEAP_ASSAULT_CANNON) return; if (self.current_weapon <= #WEAP_AXE) player_axpain1 (); else player_pain1 (); }; void() player_diea1; void() player_dieb1; void() player_diec1; void() player_died1; void() player_diee1; void() player_die_ax1; void() DeathBubblesSpawn = { if (self.owner.waterlevel != 3 && self.has_holo == 0) return; newmis = spawn(); setmodel (newmis, "progs/s_bubble.spr"); setorigin (newmis, self.owner.origin + '0 0 24'); newmis.movetype = #MOVETYPE_NOCLIP; newmis.solid = #SOLID_NOT; newmis.velocity = '0 0 15'; newmis.nextthink = time + 0.5; newmis.think = bubble_bob; newmis.classname = "bubble"; newmis.frame = 0; newmis.cnt = 0; setsize (newmis, '-8 -8 -8', '8 8 8'); self.nextthink = time + 0.1; self.think = DeathBubblesSpawn; self.air_finished = self.air_finished + 1; if (self.air_finished >= self.bubble_count) dremove(self); }; void(float num_bubbles) DeathBubbles = { local entity bubble_spawner; bubble_spawner = spawn(); setorigin (bubble_spawner, self.origin); bubble_spawner.movetype = #MOVETYPE_NONE; bubble_spawner.solid = #SOLID_NOT; bubble_spawner.nextthink = time + 0.1; bubble_spawner.think = DeathBubblesSpawn; bubble_spawner.air_finished = 0; bubble_spawner.owner = self; bubble_spawner.bubble_count = num_bubbles; if (self.classname=="monster_army") bubble_spawner.has_holo = 1; // its a soldier; else bubble_spawner.has_holo = 0; // not a soldier; return; }; void() DeathSound = { local float rs; // water death sounds if (self.waterlevel == 3) { if (self.is_feigning) DeathBubbles(2); else DeathBubbles(10); sound (self, #CHAN_VOICE, "player/h2odeath.wav", 1, #ATTN_NONE); return; } rs = rint ((random() * 4) + 1); if (rs == 1) self.noise = "player/death1.wav"; if (rs == 2) self.noise = "player/death2.wav"; if (rs == 3) self.noise = "player/death3.wav"; if (rs == 4) self.noise = "player/death4.wav"; if (rs == 5) self.noise = "player/death5.wav"; sound (self, #CHAN_VOICE, self.noise, 1, #ATTN_NONE); return; }; void() PlayerDead = { self.nextthink = -1; // allow respawn after a certain time self.deadflag = #DEAD_DEAD; }; vector(float dm) VelocityForDamage = { local vector v; v_x = 100 * crandom(); v_y = 100 * crandom(); v_z = 200 + 100 * random(); if (dm > -50) { // RPrint ("level 1\n"); v = v * 0.7; } else if (dm > -200) { // RPrint ("level 3\n"); v = v * 2; } else v = v * 10; return v; }; void(string gibname, float dm) ThrowGib = { newmis = spawn(); newmis.origin = self.origin; setmodel (newmis, gibname); setsize (newmis, '0 0 0', '0 0 0'); newmis.velocity = VelocityForDamage (dm); newmis.movetype = #MOVETYPE_BOUNCE; newmis.solid = #SOLID_NOT; newmis.avelocity_x = random()*600; newmis.avelocity_y = random()*600; newmis.avelocity_z = random()*600; newmis.think = SUB_Remove; newmis.ltime = time; newmis.nextthink = time + 10 + random()*10; newmis.frame = 0; newmis.flags = 0; if (gibname=="progs/tesgib4.mdl" || gibname=="progs/t2gib4.mdl") { newmis.skin=dm; newmis.velocity = VelocityForDamage (-70); } }; void(string gibname, float dm) ThrowHead = { setmodel (self, gibname); self.skin = 0; self.frame = 0; self.nextthink = -1; self.movetype = #MOVETYPE_BOUNCE; self.takedamage = #DAMAGE_NO; self.solid = #SOLID_NOT; self.view_ofs = '0 0 8'; setsize (self, '-16 -16 0', '16 16 56'); self.velocity = VelocityForDamage (dm); self.origin_z = self.origin_z - 24; self.flags = self.flags - (self.flags & #FL_ONGROUND); self.avelocity = crandom() * '0 600 0'; /* if (self.classname == "player") { self.classname = "player_head"; self.think = SUB_Remove; self.nextthink = time + 20 + 20 * random(); } else { self.classname = "monster_head"; self.think = SUB_Remove; self.nextthink = time + 20 + 20 * random(); } */ //-OfN }; void(string gibname) HeadShotThrowHead = { setmodel (self, gibname); self.frame = 0; self.nextthink = -1; self.movetype = #MOVETYPE_BOUNCE; self.takedamage = #DAMAGE_NO; self.solid = #SOLID_NOT; self.view_ofs = '0 0 8'; setsize (self, '-16 -16 0', '16 16 56'); self.velocity = normalize(self.head_shot_vector) * 600; self.origin_z = self.origin_z + 24; self.flags = self.flags - (self.flags & #FL_ONGROUND); self.avelocity = '0 0 0'; }; void() KillPlayer = { self.owner.deadflag = #DEAD_DEAD; dremove(self); }; void() GibPlayer = { //- OfN now this can be turned on/off with the headless localinfo -// // Decapitation ------------------------------------------------------// if (headless == 1) { if (deathmsg == #DMSG_SNIPERHEADSHOT) //- Ofn - I don't like this: || deathmsg == #DMSG_BACKSTAB) { //if (deathmsg == #DMSG_SNIPERHEADSHOT) HeadShotThrowHead("progs/h_player.mdl"); //else // ThrowHead("progs/h_player.mdl", -60); newmis = spawn(); newmis.solid = #SOLID_NOT; newmis.movetype = #MOVETYPE_STEP; newmis.angles = self.angles; setsize(newmis, '0 0 0', '0 0 0'); setorigin(newmis, self.origin); newmis.colormap = self.colormap; // newmis.color=self.color //newmis.skin = self.skin; setmodel(newmis, "progs/headless.mdl"); newmis.think = Headless_Think; newmis.nextthink = time + 0.1; if (self.current_weapon <= #WEAP_AXE) newmis.frame = 0; else newmis.frame = 8; ThrowGib ("progs/zom_gib.mdl", self.health); //- lol, looks cool } else { ThrowHead ("progs/h_player.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); //-added //ThrowGib ("progs/zom_gib.mdl", self.health); //-added } } else { ThrowHead ("progs/h_player.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); //ThrowGib ("progs/gib3.mdl", self.health); //-added } // Why do we need this? What are we doing that's clobbering _something_ // within a second after a trigger_hurt kills the player? if (deathmsg == #DMSG_TRIGGER) { newmis = spawn(); newmis.owner = self; newmis.think = KillPlayer; newmis.nextthink = time + 1; } else { self.deadflag = #DEAD_DEAD; } TeamFortress_SetupRespawn(#FALSE); if (damage_attacker.classname == "teledeath") { sound (self, #CHAN_VOICE, "player/teledth1.wav", 1, #ATTN_NONE); // if telefragged, extend respawn delay to prevent chaining telefrags self.respawn_time = self.respawn_time + 2; return; } if (damage_attacker.classname == "teledeath2") { sound (self, #CHAN_VOICE, "player/teledth1.wav", 1, #ATTN_NONE); // if telefragged, extend respawn delay to prevent chaining telefrags self.respawn_time = self.respawn_time + 2; return; } if (random() < 0.5) sound (self, #CHAN_VOICE, "player/gib.wav", 1, #ATTN_NONE); else sound (self, #CHAN_VOICE, "player/udeath.wav", 1, #ATTN_NONE); }; void() PlayerDie = { local float i,finished; local entity te; //WK Stop orff sound (self, #CHAN_MUSIC, "items/r_item1.wav", 0.1, #ATTN_NORM); //WK Stop glows! self.flags = self.flags - (self.flags & (#EF_BRIGHTLIGHT | #EF_DIMLIGHT)); self.effects = 0; // make dead guy release hook (wedge) if (self.hook_out) { Reset_Grapple (self.hook); Attack_Finished(0.75); self.hook_out = #TRUE; // PutClientInServer will reset this } self.items = self.items - (self.items & (#IT_INVISIBILITY | #IT_INVULNERABILITY | #IT_SUIT | #IT_QUAD) ); self.invisible_finished = 0; // don't die as eyes self.invincible_finished = 0; self.super_damage_finished = 0; self.radsuit_finished = 0; self.modelindex = modelindex_player; // don't use eyes // If infected, give the medic a frag finished = #TRUE; if (self.tfstate & #TFSTATE_INFECTED && self == self.enemy) { te = find(world, classname, "timer"); while (te) { if (te.owner == self && te.think == BioInfection_Decay) { #ifdef QUAKE_WORLD logfrag(te.enemy, self); #endif te.enemy.real_frags = te.enemy.real_frags + 1; if (!(toggleflags & #TFLAG_TEAMFRAGS)) te.enemy.frags = te.enemy.real_frags; finished = #TRUE; } te = find(te, classname, "timer"); if (finished) te = world; } } // Remove all the timer entities for this player TeamFortress_RemoveTimers(); // Restore player's speed #ifdef RESTORE_DEAD_SPEEDS stuffcmd(self,"cl_backspeed 1000\n"); stuffcmd(self,"cl_forwardspeed 1000\n"); stuffcmd(self,"cl_sidespeed 1000\n"); stuffcmd(self,"cl_movespeedkey 2\n"); #endif if (deathmatch || coop) DropBackpack(); self.weaponmodel=""; self.view_ofs = '0 0 -8'; self.deadflag = #DEAD_DYING; self.solid = #SOLID_NOT; self.flags = self.flags - (self.flags & #FL_ONGROUND); self.movetype = #MOVETYPE_TOSS; if (self.velocity_z < 10) self.velocity_z = self.velocity_z + random()*300; if (self.health < -40) { GibPlayer (); return; } DeathSound(); self.angles_x = 0; self.angles_z = 0; if (self.current_weapon <= #WEAP_AXE) { player_die_ax1 (); TeamFortress_SetupRespawn(#FALSE); return; } i = 1 + floor(random()*6); if (i == 1) player_diea1(); else if (i == 2) player_dieb1(); else if (i == 3) player_diec1(); else if (i == 4) player_died1(); else player_diee1(); // get ready to spawn! TeamFortress_SetupRespawn(#FALSE); }; void() set_suicide_frame = { // used by kill command and diconnect command if (self.model != "progs/player.mdl") return; // allready gibbed /* self.frame = $deatha11; self.solid = #SOLID_NOT; self.movetype = #MOVETYPE_TOSS; self.deadflag = #DEAD_DEAD; self.nextthink = -1; */ setmodel(self, string_null); setsize (self, #VEC_HULL_MIN, #VEC_HULL_MAX); }; void() player_diea1 = [ $deatha1, player_diea2 ] {}; void() player_diea2 = [ $deatha2, player_diea3 ] {}; void() player_diea3 = [ $deatha3, player_diea4 ] {}; void() player_diea4 = [ $deatha4, player_diea5 ] {}; void() player_diea5 = [ $deatha5, player_diea6 ] {}; void() player_diea6 = [ $deatha6, player_diea7 ] {}; void() player_diea7 = [ $deatha7, player_diea8 ] {}; void() player_diea8 = [ $deatha8, player_diea9 ] {}; void() player_diea9 = [ $deatha9, player_diea10 ] {}; void() player_diea10 = [ $deatha10, player_diea11 ] {}; void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();}; void() player_dieb1 = [ $deathb1, player_dieb2 ] {}; void() player_dieb2 = [ $deathb2, player_dieb3 ] {}; void() player_dieb3 = [ $deathb3, player_dieb4 ] {}; void() player_dieb4 = [ $deathb4, player_dieb5 ] {}; void() player_dieb5 = [ $deathb5, player_dieb6 ] {}; void() player_dieb6 = [ $deathb6, player_dieb7 ] {}; void() player_dieb7 = [ $deathb7, player_dieb8 ] {}; void() player_dieb8 = [ $deathb8, player_dieb9 ] {}; void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();}; void() player_diec1 = [ $deathc1, player_diec2 ] {}; void() player_diec2 = [ $deathc2, player_diec3 ] {}; void() player_diec3 = [ $deathc3, player_diec4 ] {}; void() player_diec4 = [ $deathc4, player_diec5 ] {}; void() player_diec5 = [ $deathc5, player_diec6 ] {}; void() player_diec6 = [ $deathc6, player_diec7 ] {}; void() player_diec7 = [ $deathc7, player_diec8 ] {}; void() player_diec8 = [ $deathc8, player_diec9 ] {}; void() player_diec9 = [ $deathc9, player_diec10 ] {}; void() player_diec10 = [ $deathc10, player_diec11 ] {}; void() player_diec11 = [ $deathc11, player_diec12 ] {}; void() player_diec12 = [ $deathc12, player_diec13 ] {}; void() player_diec13 = [ $deathc13, player_diec14 ] {}; void() player_diec14 = [ $deathc14, player_diec15 ] {}; void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();}; void() player_died1 = [ $deathd1, player_died2 ] {}; void() player_died2 = [ $deathd2, player_died3 ] {}; void() player_died3 = [ $deathd3, player_died4 ] {}; void() player_died4 = [ $deathd4, player_died5 ] {}; void() player_died5 = [ $deathd5, player_died6 ] {}; void() player_died6 = [ $deathd6, player_died7 ] {}; void() player_died7 = [ $deathd7, player_died8 ] {}; void() player_died8 = [ $deathd8, player_died9 ] {}; void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();}; void() player_diee1 = [ $deathe1, player_diee2 ] {}; void() player_diee2 = [ $deathe2, player_diee3 ] {}; void() player_diee3 = [ $deathe3, player_diee4 ] {}; void() player_diee4 = [ $deathe4, player_diee5 ] {}; void() player_diee5 = [ $deathe5, player_diee6 ] {}; void() player_diee6 = [ $deathe6, player_diee7 ] {}; void() player_diee7 = [ $deathe7, player_diee8 ] {}; void() player_diee8 = [ $deathe8, player_diee9 ] {}; void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();}; void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {}; void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {}; void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {}; void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {}; void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {}; void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {}; void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {}; void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {}; void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();}; void() Headless_Think = { self.frame = self.frame + 1; if (self.frame == 7 || self.frame == 18) { self.nextthink = time + 30 + random()*10; self.think = SUB_Remove; return; } self.nextthink = time + 0.1; }; //=========================================================== // Airgun player stuff void() player_airgun1 =[$rockatt1, player_airgun2 ] {self.weaponframe=1;}; void() player_airgun2 =[$rockatt2, player_airgun3 ] {self.weaponframe=2;}; void() player_airgun3 =[$rockatt3, player_airgun4 ] {self.weaponframe=3;}; void() player_airgun4 =[$rockatt3, player_airgun5 ] {self.weaponframe=4;}; void() player_airgun5 =[$rockatt4, player_airgun6 ] {self.weaponframe=5;}; void() player_airgun6 =[$rockatt4, player_airgun7 ] {self.weaponframe=6;}; void() player_airgun7 =[$rockatt5, player_airgun8 ] {self.weaponframe=7;}; void() player_airgun8 =[$rockatt6, player_run ] {self.weaponframe = 8;}; void() player_failedairgun1 =[$nailatt1, player_failedairgun2 ] {self.weaponframe=6;}; void() player_failedairgun2 =[$nailatt2, player_failedairgun3 ] {self.weaponframe=7;}; void() player_failedairgun3 =[$nailatt2, player_run ] {self.weaponframe=8;}; //================================================================0 // Laser cannon player stuff void() player_laser1 =[$nailatt1, player_laser2 ] { if (!self.button0 || intermission_running || self.tfstate & #TFSTATE_RELOADING) {player_run ();return;} self.attack_finished = time + 0.2; self.weaponframe=1; HIP_FireLaser(0); }; void() player_laser2 =[$nailatt2, player_laser3 ] { if (!self.button0 || intermission_running || self.tfstate & #TFSTATE_RELOADING) {player_run ();return;} self.weaponframe=2; }; void() player_laser3 =[$nailatt2, player_laser4 ] { if (!self.button0 || intermission_running || self.tfstate & #TFSTATE_RELOADING) {player_run ();return;} self.attack_finished = time + 0.2; self.weaponframe=4; HIP_FireLaser(1); }; void() player_laser4 =[$nailatt1, player_laser1 ] { if (!self.button0 || intermission_running || self.tfstate & #TFSTATE_RELOADING) {player_run ();return;} self.weaponframe=5; }; //____________________________________________________//