/*====================================================== CLIENT.QC Custom TeamFortress v3.2 (c) TeamFortress Software Pty Ltd 29/2/97 (c) William Kerney 16/9/00 (c) Craig Hauser 19/3/00 ======================================================== Handles obituaries, what happens when a client dies, respawns, connects & disconnects, and when a map changes levels ======================================================*/ #include "defs.qh" // prototypes void () W_WeaponFrame; void() W_SetCurrentAmmo; void(entity attacker, float damage) player_pain; void() player_stand1; void (vector org) spawn_tfog; void (vector org, entity death_owner) spawn_tdeath; float modelindex_eyes, modelindex_player, modelindex_null; float(float v) anglemod; //void () SetUpChrisRound;//- void () PrematchBegin; void () TeamAllPlayers; //void (float winner) RoundStop;//- //void () UpdateScores; //void () roundtimer_think;//- //void () EndRound;//- // TeamFortress prototypes void() TeamFortress_MOTD; void() TeamFortress_CheckTeamCheats; //float(float tno) TeamGetColor; //- OfN - not used here void(entity Viewer, float pc, float rpc) TeamFortress_PrintClassName; void(entity Viewer, float pc) TeamFortress_PrintJobName; void() TeamFortress_RemoveTimers; void(float Suicided) TeamFortress_SetupRespawn; void() TeamFortress_ShowTF; float(float pc) IsLegalClass; void() SetupTeamEqualiser; void(entity p) SetTeamName; void (float number) decrement_team_ammoboxes; void() TeamFortress_DetonatePipebombs; void(float f) decrement_team_pipebombs; void () PlayerObserverMode; // Hook prototypes void () Service_Grapple; // TeamFortressMap prototypes void(entity AD) ParseTFDetect; entity(float ino) Finditem; void(entity Item, entity AP, entity Goal) tfgoalitem_GiveToPlayer; void(entity Goal, entity AP, entity ActivatingGoal) AttemptToActivate; void() CTF_FlagCheck; //WK void() DropToCustomClassGen; void(entity p) TeamFortress_SetSpeed; void () kill_my_demon; void () DetonateAllGuns; // SB void () Boot_Flamer_stream_touch; void (entity foo,float bar) makeImmune; // SB Extern void (entity targ) GetRank; //void() SwitchFromCamera; //==============// ofn void(entity mine_owner) DetonateMines; void(entity player) RemoveHolo; string(entity thebuilding) GetBuildingName; string(entity themonster) GetMonsterName; void(entity attacker) MonsterKill; void() DetonateAllGunsForced; void(float mapnum) SetNextMapNum; /* ============================================================================= LEVEL CHANGING / INTERMISSION ============================================================================= */ #define MAP_NO 0 #define MAP_YES 1 #define MAP_LOADCYCLE 2 #define MAP_LOADCONFIG 3 string nextmap; 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 = { if (CheckExistence() == FALSE) { dremove(self); return; } }; void() SetChangeParms = { if (self.health <= 0) { SetNewParms (); return; } // remove items self.items = self.items & ~(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD); // cap super health if (self.health > 100) self.health = 100; if (self.health < 50) self.health = 50; parm1 = self.items; parm2 = self.health; parm3 = self.armorvalue; if (self.ammo_shells < 25) parm4 = 25; else parm4 = self.ammo_shells; parm5 = self.ammo_nails; parm6 = self.ammo_rockets; parm7 = self.ammo_cells; parm8 = self.current_weapon; parm9 = self.armortype * 100; // TeamFortress Parameters parm10 = toggleflags; // Store the global ToggleFlag settings parm11 = 0; // Random Playerclass parm12 = 0; #ifdef COOP_MODE if (toggleflags & TFLAG_CLASS_PERSIST) { if (self.tfstate & TFSTATE_RANDOMPC) { parm11 = (parm11 | TFSTATE_RANDOMPC); self.playerclass = 1 + floor(random() * (PC_RANDOM - 1)); while(!IsLegalClass(self.playerclass)) self.playerclass = 1 + floor(random() * (PC_RANDOM - 1)); } parm12 = self.playerclass; // save the playerclass between levels in parm12 } // if the toggleflag CLASS_PERSIST is set #endif #ifdef STATUSBAR parm13 = self.StatusBarRes; parm14 = self.StatusBarSize; #endif parm15 = self.admin_flag; //CH Pass along admin status :) }; void() SetNewParms = { parm1 = 0; parm2 = 100; parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm6 = 0; parm8 = 1; parm9 = 0; // TeamFortress Parameters parm10 = 0; parm11 = 0; parm12 = 0; parm13 = 0; parm14 = 0; parm15 = 0; }; // This think kicks in 30 seconds into the map to // turn autoteam on. void() autoteam_think = { // if (chris) // SetUpChrisRound(); // if (!chris) PrematchBegin(); toggleflags = toggleflags | TFLAG_AUTOTEAM; dremove(self); }; void () PrematchBegin = { if (prematch) { bprint(PRINT_HIGH,"œ The game has now started! œ\n"); other = find(NIL, classname, "player"); while (other) { other.is_abouttodie = TRUE; other.items = other.items & ~IT_INVULNERABILITY; other.invincible_time = 0; other.invincible_finished = 0; other.effects &= ~EF_ANYGLOW; TF_T_Damage(other, NIL, NIL, other.health + 20, TF_TD_IGNOREARMOUR, TF_TD_OTHER); other.real_frags = 0; other.frags = 0; other = find(other, classname, "player"); } // - OfN - wtf /*other = find(NIL, classname, "grunty"); while (other) { other.is_abouttodie = TRUE; other.items = other.items & ~IT_INVULNERABILITY; other.invincible_time = 0; other.invincible_finished = 0; other.effects &= ~EF_ANYGLOW; TF_T_Damage(other, NIL, NIL, other.health + 20, TF_TD_IGNOREARMOUR, TF_TD_OTHER); other = find(other, classname, "grunty"); }*/ } /* if (chris) { if (self.classname == "prematch_timer") dremove(self); else SetUpChrisRound(); }*/ }; /*void () SetUpChrisRound = { local entity other, oself; // Make sure everyone is on a team TeamAllPlayers(); // Clean up team player counts team1total = 0; team2total = 0; team3total = 0; team4total = 0; oself = self; other = find(NIL, classname, "player"); while (other) { if (livesperguy > 0) { if (other.team_no == 1) team1total = team1total + livesperguy; if (other.team_no == 2) team2total = team2total + livesperguy; if (other.team_no == 3) team3total = team3total + livesperguy; if (other.team_no == 4) team4total = team4total + livesperguy; other.lives = livesperguy; } self = other; kill_my_demon(); DetonateAllGuns(); TF_T_Damage(other, NIL, NIL, other.health + 20, TF_TD_IGNOREARMOUR, TF_TD_OTHER); other = find(other, classname, "player"); } newmis = spawn(); newmis.classname = "chris_round_timer"; newmis.nextthink = time + roundtime; newmis.think = roundtimer_think; };*/ /*void() roundtimer_think = { RoundStop(0); dremove(self); };*/ void () TeamAllPlayers = { local entity other, oself; other = find(NIL, classname, "player"); while (other) { if (other.team_no <= 0 && !other.has_disconnected) { oself = self; self = other; Menu_Team_Input(5); self = oself; } other = find(other, classname, "player"); } }; /*void (float winner) RoundStop = { if (winner == 0) bprint(PRINT_MEDIUM, "The round has ended due to time.\n"); else { if (winner == 1) { team1rounds = team1rounds + 1; bprint(PRINT_MEDIUM, "The blue team wins the round.\n"); } if (winner == 2) { team2rounds = team2rounds + 1; bprint(PRINT_MEDIUM, "This round goes to the red team.\n"); } if (winner == 3) { team3rounds = team3rounds + 1; bprint(PRINT_MEDIUM, "The yellow team are sponsored by SB-1 Tech and have won this round.\n"); } if (winner == 4) { team4rounds = team4rounds + 1; bprint(PRINT_MEDIUM, "The green team are the winners of this round.\n"); } } UpdateScores(); newmis = spawn(); newmis.nextthink = time + 1; newmis.think = EndRound; };*/ /*void() UpdateScores = { local entity guy; guy = find(other, classname, "player"); while (guy) { if (guy.team_no == 1) { guy.frags = team1rounds * 10; guy.real_frags = team1rounds * 10; } else if (guy.team_no == 2) { guy.frags = team2rounds * 10; guy.real_frags = team2rounds * 10; } else if (guy.team_no == 3) { guy.frags = team3rounds * 10; guy.real_frags = team3rounds * 10; } else if (guy.team_no == 4) { guy.frags = team4rounds * 10; guy.real_frags = team4rounds * 10; } guy = find(guy, classname, "other"); } };*/ /////////////??/////////////7 /*void() EndRound = { local entity roundtimer, prematchtimer; local float winner, prematchtime; local string st; // Kill the round timer other = find(NIL, classname, "chris_round_timer"); // I deliberately don't do a contingency check here - if it screws up I wanna know about it dremove(other); st = infokey(NIL, "pm"); if (!st) // if 'pm' isn't set, try 'prematch' st = infokey(NIL, "prematch"); if (st == "on") // if it reads 'on', do a 30 second prematch prematchtime = time + 30; else // if it doesn't read 'on'... prematchtime = stof(st); // turn the string into a float if (prematchtime) // if we have prematch { prematch = time + prematchtime; // set it } else prematch = FALSE; // otherwise, no prematch // Kill everyone /* other = find(NIL, classname, "player"); while (other) { TF_T_Damage(other, NIL, NIL, other.health + 20, TF_TD_IGNOREARMOUR, TF_TD_OTHER); other = find(other, classname, "player"); } Don't kill everyone here or it drops the flag */ // Set up the timer /*- if (team1rounds < roundstowin && team2rounds < roundstowin && team3rounds < roundstowin && team4rounds < roundstowin) { roundtimer = spawn(); roundtimer.think = SetUpChrisRound; roundtimer.nextthink = time + 5; prematchtimer = spawn(); prematchtimer.classname == "prematch_timer"; prematchtimer.nextthink = time + prematch; prematchtimer.think = PrematchBegin; } else { newmis = spawn(); newmis.nextthink = time + 5; newmis.think = execute_changelevel; } };*/ void() SetToggleFlags = { local entity ent; local string st; local float prematchtime; allow_hook = 0; invis_only = SPY_INVIS_ONLY; if (coop || !deathmatch) toggleflags = toggleflags | TFLAG_CLASS_PERSIST; nextmap = mapname; #ifdef GRAPPLING_HOOK allow_hook = TRUE; #endif // Is this a FortressMap? ent = find(NIL, classname, "info_tfdetect"); if (ent) { // Turn on Teamplay if (teamplay == 0) { cvar_set("teamplay","21?TeamFortress"); teamplay = 21; } // Parse the rest of the Detection details ParseTFDetect(ent); // If the number_of_teams wasn't set, then there's not TF // spawnpoints on this lvl... so guess at 4 teams. if (number_of_teams <= 0 || number_of_teams >= 5) number_of_teams = 4; } else { // Is this a CTF map? ent = find(NIL, classname, "info_player_team1"); if ((ent) || (CTF_Map == TRUE)) { // Turn on CTF MAP CTF_Map = TRUE; // Turn on Teamplay if (teamplay == 0) { cvar_set("teamplay","21?TeamFortress"); teamplay = 21; } // Setup the CTF FlagCheck Timer ent = spawn(); ent.nextthink = time + 30; ent.think = CTF_FlagCheck; number_of_teams = 2; } else // Normal map { number_of_teams = 4; } // set aiming level #ifndef NET_SERVER cvar_set("sv_aim", "1"); #endif // Set life limits team1lives = -1; team2lives = -1; team3lives = -1; team4lives = -1; // WK Clear our nextspam counters team1nextspam = -1; team2nextspam = -1; team3nextspam = -1; team4nextspam = -1; // Set illegal playerclasses illegalclasses1 = 0; illegalclasses2 = 0; illegalclasses3 = 0; illegalclasses4 = 0; // Set Team Limits team1maxplayers = 100; team2maxplayers = 100; team3maxplayers = 100; team4maxplayers = 100; civilianteams = 0; } bprint (PRINT_HIGH, "Ναπ Ξανε: "); bprint (PRINT_HIGH, mapname); bprint (PRINT_HIGH, "\n"); SetupTeamEqualiser(); if (NEVER_TEAMFRAGS) { toggleflags = toggleflags - (toggleflags & TFLAG_TEAMFRAGS); } if (ALWAYS_TEAMFRAGS) { toggleflags = toggleflags | TFLAG_TEAMFRAGS; } if (CHECK_SPEEDS) { toggleflags = toggleflags | TFLAG_CHEATCHECK; } st = infokey(NIL, "temp1"); toggleflags = (toggleflags | TFLAG_FIRSTENTRY | stof(st)); local float autoteam_time; autoteam_time = 30; // check all serverinfo settings, to set the appropriate toggleflags // AUTOTEAM st = infokey(NIL, "a"); if (!st) st = infokey(NIL, "autoteam"); if (st == "on") toggleflags = toggleflags | TFLAG_AUTOTEAM; else if (st == "off") toggleflags = toggleflags - (toggleflags & TFLAG_AUTOTEAM); else if (stof(st) != 0) { toggleflags = toggleflags | TFLAG_AUTOTEAM; autoteam_time = stof(st); } // TEAMFRAGS st = infokey(NIL, "t"); if (!st) st = infokey(NIL, "teamfrags"); if (st == "on") toggleflags = toggleflags | TFLAG_TEAMFRAGS; else if (st == "off") toggleflags = toggleflags - (toggleflags & TFLAG_TEAMFRAGS); //WK JELLO WATER st = infokey(NIL, "j"); if (!st) st = infokey(NIL, "jello"); if (st == "on") jello = TRUE; else { local float numba; numba = stof(st); if (numba) jello = numba; else jello = FALSE; } //WK JELLO WATER light_damage = FALSE; st = infokey(NIL, "ld"); if (!st) st = infokey(NIL, "lightdamage"); if (st == "on") light_damage = TRUE; // SB New, improved TF 2.9 fake prematch mode! // We can make a class, come in, run around, play tag the flag, but can't do anything // useful until the prematch is over! st = infokey(NIL, "pm"); if (!st) // if 'pm' isn't set, try 'prematch' st = infokey(NIL, "prematch"); if (st == "on") // if it reads 'on', do a 30 second prematch prematchtime = time + 30; else // if it doesn't read 'on'... prematchtime = stof(st); // turn the string into a float if (prematchtime) // if we have prematch { prematch = time + prematchtime; // set it autoteam_time = prematchtime; toggleflags = toggleflags | TFLAG_AUTOTEAM; } else prematch = FALSE; // otherwise, no prematch //WK Bounty System st = infokey(NIL, "bounty"); if (!st) st = infokey(NIL, "moola"); if (st == "on") bounty = TRUE; else bounty = FALSE; //CH Sets the starting amount of money :) st = infokey(NIL, "m"); if (!st) st = infokey(NIL, "money"); local float numba; numba = stof(st); if (numba) custom_money = numba; else custom_money = SPENDING_LIMIT; // GRAPPLING HOOK st = infokey(NIL, "g"); if (!st) st = infokey(NIL, "grapple"); if (st == "off") allow_hook = FALSE; if (!(toggleflags & TFLAG_GRAPPLE) && st != "on") allow_hook = FALSE; // SPY OFF st = infokey(NIL, "spy"); if (st == "off") spy_off = TRUE; // SPY INVIS ONLY st = infokey(NIL, "s"); if (!st) st = infokey(NIL, "spyinvis"); if (st == "on" || toggleflags & TFLAG_SPYINVIS) invis_only = TRUE; else if (st == "off") invis_only = FALSE; if (!teamplay) invis_only = TRUE; // RespawnDelay st = infokey(NIL, "rd"); if (!st) st = infokey(NIL, "respawn_delay"); respawn_delay_time = stof(st); if (respawn_delay_time) toggleflags = toggleflags | TFLAG_RESPAWNDELAY; // If no Respawndelay has been specified, set the default if (toggleflags & TFLAG_RESPAWNDELAY && respawn_delay_time == 0) respawn_delay_time = RESPAWN_DELAY_TIME; // Prevent autoteam from kicking in for 30 seconds. // Allows restructuring of the teams from the last map nicely. if (toggleflags & TFLAG_AUTOTEAM) { toggleflags = toggleflags - (toggleflags & TFLAG_AUTOTEAM); ent = spawn(); ent.nextthink = time + autoteam_time; ent.think = autoteam_think; } st = infokey (NIL, "improve_respawns"); if (st == "1" || st == "on") { local entity ent = NIL; while ((ent = find (ent, classname, "info_tfgoal"))) { if (ent.ammo_shells && ent.ammo_nails && ent.ammo_rockets && ent.ammo_cells && ent.armorvalue && ent.health) { if (ent.ammo_shells < 200) ent.ammo_shells = 200; if (ent.ammo_nails < 200) ent.ammo_nails = 200; if (ent.ammo_rockets < 200) ent.ammo_rockets = 200; if (ent.ammo_cells < 200) ent.ammo_cells = 200; if (ent.ammo_medikit < 100) ent.ammo_medikit = 100; if (ent.ammo_detpack < 2) ent.ammo_detpack = 2; if (ent.armortype < 0.8) ent.armortype = 0.8; if (ent.armorvalue < 300) ent.armorvalue = 300; if (ent.health < 200) ent.health = 200; if (ent.wait > 0) ent.wait = 0.5; if (ent.no_grenades_1 < 2) ent.no_grenades_1 = 2; if (ent.no_grenades_2 < 2) ent.no_grenades_2 = 2; } } } st = infokey(NIL, "ir"); if (!st) st = infokey(NIL, "instant_repair"); if (st == "1" || st == "on") instant_repair = TRUE; else instant_repair = FALSE; st = infokey(NIL, "fe"); if (!st) st = infokey(NIL, "flag_emu"); if (st == "1" || st == "on") toggleflags |= TFLAG_FLAGEMU; else if (st == "0" || st == "off") toggleflags &= ~TFLAG_FLAGEMU; st = infokey(NIL, "ws"); if (!st) st = infokey(NIL, "use_standard"); if (st == "1" || st == "on") toggleflags |= TFLAG_WARSTANDARD; else toggleflags &= ~TFLAG_WARSTANDARD; }; void() DecodeLevelParms = { if (serverflags) { if (world.model == "maps/start.bsp") SetNewParms (); // take away all stuff on starting new episode } self.items = parm1; self.health = parm2; self.armorvalue = parm3; self.ammo_shells = parm4; self.ammo_nails = parm5; self.ammo_rockets = parm6; self.ammo_cells = parm7; self.current_weapon = parm8; self.armortype = parm9 * 0.01; SetTeamName (self); // SetPlayerColor (self, TeamGetNiceColor (self.team_no), TeamGetColor (self.team_no) - 1); // TeamFortress Parameters // Detect whether this is the first entrance into a map if (toggleflags == 0) { toggleflags = parm10; SetToggleFlags (); } if (parm11) self.tfstate = parm11; if (self.playerclass == 0) self.playerclass = parm12; #ifdef STATUSBAR if (parm13) self.StatusBarRes = parm13; if (parm14) self.StatusBarSize = parm14; #endif if (parm15) self.admin_flag = parm15; //CH Admin status :) }; /* ============ FindIntermission Returns the entity to view from ============ */ entity() FindIntermission = { local entity spot; local float cyc; // look for info_intermission first spot = find (NIL, classname, "info_intermission"); if (spot) { // pick a random one cyc = random() * 1; // Following removed for the observer code /*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 (NIL, classname, "info_player_start"); if (spot) return spot; // then look through the deathmatch starts spot = find (NIL, classname, "info_player_deathmatch"); if (spot) { // pick a random one cyc = random() * 6; while (cyc > 1) { spot = find (spot, classname, "info_player_deathmatch"); if (!spot) spot = find (spot, classname, "info_player_deathmatch"); cyc = cyc - 1; } return spot; } objerror ("FindIntermission: no spot"); }; /*=========================== FindNextIntermission returns the next intermission point ===========================*/ entity (entity start_point) FindNextIntermission = { local entity spot; if (deathmatch) { // look through info_intermission first if (start_point.classname == "info_intermission" || !start_point) { spot = find (start_point, classname, "info_intermission"); if (spot) return spot; else start_point = NIL; } // then look through the deathmatch starts if (start_point.classname == "info_player_deathmatch" || !start_point) { spot = find (start_point, classname, "info_player_deathmatch"); if (spot) return spot; } // at the end of the list spot = find (NIL, classname, "info_intermission"); if (spot) return spot; spot = find (NIL, classname, "info_player_deathmatch"); if (spot) return spot; } else // do not cycle though in co-op or single { spot = find (NIL, classname, "info_player_start"); if (spot) return spot; } // it should never reach this point return FindIntermission(); }; /*================================================== TF_MovePlayer Moves the player to another intermission viewpoint ====================================================*/ void() TF_MovePlayer = { local entity place; place = FindNextIntermission(self.observer_list); self.observer_list = place; setorigin(self, place.origin + '0 0 1'); self.angles = place.angles; self.fixangle = TRUE; // turn this way immediately }; float() GetNoPlayers; #define CYCLED 2 float() DoExtraCycle = { //-------------------------------------------------// //- OfN - I tried to make this work like in tf2.8 -// local string nmap, temp; nmap = infokey(NIL, "nmap"); if (nmap) { local float minplayers, maxplayers, itsok, currentpl; if (infokey(NIL,"minp")!="") minplayers = stof(infokey(NIL,"minp")); else minplayers = 0; if (infokey(NIL,"maxp")!="") maxplayers = stof(infokey(NIL,"maxp")); else maxplayers = 32; itsok = TRUE; currentpl = GetNoPlayers(); //check conditions if (minplayers > currentpl) { bprint(PRINT_HIGH,"Map "); nmap = infokey(NIL, "nmap"); bprint(PRINT_HIGH, nmap); bprint(PRINT_HIGH," skipped - minimum players "); temp = ftos(minplayers); bprint(PRINT_HIGH, temp); bprint(PRINT_HIGH," (currently "); temp = ftos(currentpl); bprint(PRINT_HIGH, temp); bprint(PRINT_HIGH,")\n"); itsok = FALSE; } else { if (maxplayers < currentpl) { bprint(PRINT_HIGH,"Map "); nmap = infokey(NIL, "nmap"); bprint(PRINT_HIGH, nmap); bprint(PRINT_HIGH," skipped - maximum players "); temp = ftos(maxplayers); bprint(PRINT_HIGH,temp); bprint(PRINT_HIGH," (currently "); temp = ftos(currentpl); bprint(PRINT_HIGH,temp); bprint(PRINT_HIGH,")\n"); itsok = FALSE; } } //cleanup.. localcmd("localinfo minp \"\"\n"); localcmd("localinfo maxp \"\"\n"); //locals clean //execute map conditions ok if (itsok) { nmap = infokey(NIL, "nmap"); bprint(PRINT_HIGH,"\nLoading "); bprint(PRINT_HIGH,nmap); bprint(PRINT_HIGH," map file...\n"); localcmd("localinfo nmap \"\"\n"); localcmd("map "); localcmd(nmap); localcmd("\n"); return TRUE; } else { //conditions not passed... localcmd("localinfo nmap \"\"\n"); return FALSE; } } else if (already_chosen_map == MAP_LOADCYCLE) { local string st = infokey (NIL, "loopcycle"); if (st != "0" && st != "off") { RPrint ("No map loaded, restarting map cycle\n"); SetNextMapNum (0); } } return FALSE; }; void() GotoNextMap; void() cycle_timer_think = { GotoNextMap(); dremove(self); }; void() SetCycleTimer = { newmis = spawn(); newmis.classname = "cyclemap_timer"; newmis.nextthink = time + 0.1; newmis.think = cycle_timer_think; }; float() GetNextMapNum = { local float desc; local string st; local string infostring; local float num; local string maxmapnum; infostring = infokey (NIL, "n"); num = stof (infostring); maxmapnum = infokey (NIL, "maxmapnum"); if (!infostring) { // always use info when available if (cvar ("crudefile_quota") >= 0) { desc = cfopen ("nextmapnum", "r"); if (desc >= 0) { st = cfread (desc); if (st) num = stof (st); cfclose (desc); } } } if (!maxmapnum) return num; if (num > stof (maxmapnum)) return 0; else return num; }; void(float mapnum) SetNextMapNum = { local float desc; local string mapstring; mapstring = ftos (mapnum); if (cvar("crudefile_quota") >= 0) { desc = cfopen ("nextmapnum", "w"); // if nextmapnum has a num in it, but we can't modify it.. stuck in a loop if (desc >= 0) { cfwrite (desc, mapstring); cfclose (desc); } } localcmd("serverinfo n \"\"\n"); // use localinfo instead localcmd("localinfo n "); localcmd(mapstring); localcmd("\n"); setinfokey (NIL, "n", mapstring); }; void() LoadNextMap = { local float nextlevel; local string cyc; local float desc; local float mapcount; local string map = ""; nextlevel = GetNextMapNum(); nextlevel = nextlevel + 1; // next level SetNextMapNum(nextlevel); // get count of maps mapcount = 0; desc = cfopen ("mapcycle", "r"); while (cfread(desc) != "") mapcount = mapcount + 1; cfclose (desc); if (mapcount > 0) { if (nextlevel > mapcount) { while (nextlevel > mapcount) nextlevel = nextlevel - mapcount; SetNextMapNum (nextlevel); } desc = cfopen ("mapcycle", "r"); local float i; i = 0; while (i < nextlevel) { i = i + 1; map = cfread(desc); } if (map == "") mapcount = 0; // fall back to old mapcycle method else localcmd ("map " + map + "\n"); } if (mapcount == 0) { cyc = infokey(NIL, "cycledir"); if (!cyc) cyc = "qwmcycle"; localcmd("exec "); localcmd(cyc); localcmd("/map"); localcmd(ftos(nextlevel)); localcmd(".cfg\n"); already_chosen_map = MAP_LOADCYCLE; } }; void() GotoNextMap = { if (nextmap != mapname) { changelevel(nextmap); already_chosen_map = MAP_YES; } if (already_chosen_map != MAP_YES) { local string nmap = infokey (NIL, "nmap"); if (already_chosen_map == MAP_LOADCYCLE && nmap) { // load up the map config localcmd ("exec \"mapcfg.cfg\"\n"); localcmd ("exec \"mapcfg/" + nmap + ".cfg\"\n"); already_chosen_map = MAP_LOADCONFIG; } else if (DoExtraCycle()) already_chosen_map = MAP_LOADCYCLE; else already_chosen_map = MAP_NO; } //- OfN - super new map cycling code :) if (already_chosen_map == MAP_NO) LoadNextMap(); if (GetNextMapNum() == 0) already_chosen_map = MAP_NO; if (already_chosen_map == MAP_NO) // nothing was done yet, so set the damn timer.. { SetCycleTimer(); return; } // if we executed a mapx.cfg if (already_chosen_map == MAP_LOADCYCLE || already_chosen_map == MAP_LOADCONFIG) SetCycleTimer(); // set the timer to check the real map afte 0.1 seconds }; void() ExitIntermission = { RPrint("Exiting intermission...\n"); // skip any text in deathmatch if (deathmatch) { RPrint("Exit Intermission in Deathmatch.\n"); GotoNextMap (); return; } intermission_exittime = time + 1; intermission_running = intermission_running + 1; // // run some text if at the end of an episode // if (intermission_running == 2) { if (world.model == "maps/e1m7.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); if (!cvar("registered")) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!"); } else { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!"); } return; } else if (world.model == "maps/e2m6.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral."); return; } else if (world.model == "maps/e3m6.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth."); return; } else if (world.model == "maps/e4m7.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our NIL! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person."); return; } GotoNextMap(); } if (intermission_running == 3) { if (!cvar("registered")) { // shareware episode has been completed, go to sell screen WriteByte (MSG_ALL, SVC_SELLSCREEN); return; } if ( (serverflags&15) == 15) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born."); return; } } RPrint("Exit Intermission.\n"); 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; if (!triggered_cycle) { RPrint("Intermission think.\n"); triggered_cycle = TRUE; GotoNextMap(); } }; void() PrintResults; void() execute_changelevel = { local entity pos; RPrint("execute_changelevel()\n"); PrintResults(); intermission_running = 1; // enforce a wait time before allowing changelevel intermission_exittime = time + 5; pos = FindIntermission (); // play intermission music WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_INTERMISSION); WriteCoord (MSG_ALL, pos.origin_x); WriteCoord (MSG_ALL, pos.origin_y); WriteCoord (MSG_ALL, pos.origin_z); WriteAngle (MSG_ALL, pos.mangle_x); WriteAngle (MSG_ALL, pos.mangle_y); WriteAngle (MSG_ALL, pos.mangle_z); other = find (NIL, classname, "player"); while (other) { other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; other = find (other, classname, "player"); } }; void() changelevel_touch = { if (other.classname != "player") return; if (cvar("samelevel") == 2 || (cvar("samelevel") == 3 && mapname != "start")) return; bprint (PRINT_HIGH, other.netname); bprint (PRINT_HIGH, " exited the level\n"); nextmap = self.map; SUB_UseTargets (); if ( (self.spawnflags & 1) && (deathmatch == 0) ) { // NO_INTERMISSION GotoNextMap(); return; } self.touch = NIL; // 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 (CheckExistence() == FALSE) { dremove(self); return; } if (!self.map) objerror ("changelevel 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 = { /* if (!(self.done_custom == 0 || (self.done_custom & CUSTOM_ON_SPAWN))) // do not spawn in prematch if (prematch < time) { sprint(self, PRINT_HIGH, "Sorry, there are still "); sprint(self, PRINT_HIGH, prematch - time); sprint(self, PRINT_HIGH, " seconds of prematch remaining. Type custom to recreate your class.\n"); return; } */ 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 (); TeamFortress_SetSpeed (self); } else if (deathmatch) { // make a copy of the dead body for appearances sake CopyToBodyQue (self); // set default spawn parms SetNewParms (); // respawn PutClientInServer (); TeamFortress_SetSpeed (self); } else { // restart the entire server localcmd ("restart\n"); } }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { local float finished; local entity te; //WK Stop music sound (self, CHAN_MUSIC, "items/r_item1.wav", 0.1, ATTN_NORM); if (self.suicide_time > time) return; if (self.deadflag) return; // players can't suicide again for 10 seconds self.suicide_time = time + 5 + (random() * 5); //WK If building class, remove flag and start over if (self.playerclass == PC_CUSTOM && (self.done_custom & CUSTOM_BUILDING)) { sprint(self, PRINT_HIGH,"You can type 'custom' again to start over!\n"); return; //WK self.done_custom = CUSTOM_ON_SPAWN | CUSTOM_FINISHED; } if (self.playerclass == PC_UNDEFINED) { sprint(self, PRINT_HIGH,"You aren't alive!\n"); return; } if (prematch < time) { bprint (PRINT_MEDIUM, self.netname); bprint (PRINT_MEDIUM, " suicides\n"); } set_suicide_frame(); self.modelindex = modelindex_player; // If infected, give the medic a frag if (self.tfstate & TFSTATE_INFECTED) { finished = FALSE; te = find(NIL, classname, "timer"); while (te) { if (te.owner == self && te.think == BioInfection_Decay) { logfrag(te, self); te.enemy.real_frags = te.enemy.real_frags + 1; if (!(toggleflags & TFLAG_TEAMFRAGS)) te.enemy.frags = te.enemy.real_frags; finished = TRUE; //Thanks lostman } te = find(te, classname, "timer"); if (finished) te = NIL; } } else logfrag (self, self); self.real_frags = self.real_frags - 1; if (teamplay & TEAMPLAY_VAMPIRE) //WK self.real_frags = self.real_frags - 1; if (!(toggleflags & TFLAG_TEAMFRAGS)) self.frags = self.real_frags; self.weaponmodel= ""; self.view_ofs = '0 0 -8'; self.movetype = MOVETYPE_NONE; //WK If building class, remove flag and start over if (self.playerclass == PC_CUSTOM && (self.done_custom & CUSTOM_BUILDING)) { sprint(self, PRINT_HIGH,"You can type 'custom' again to start over!\n"); self.done_custom = CUSTOM_ON_SPAWN | CUSTOM_FINISHED; return; //ch } // Remove all timers for this player TeamFortress_RemoveTimers(); TeamFortress_SetupRespawn(TRUE); self.health = -1; self.th_die(); self.deadflag = DEAD_RESPAWNABLE; self.tfstate = self.tfstate | TFSTATE_RESPAWN_READY; // self.respawn_time = time; }; //////////////////////////////////// // FindTeamSpawnPoint ////////// entity lastspawn_team1; entity lastspawn_team2; entity lastspawn_team3; entity lastspawn_team4; entity(float team_num) FindTeamSpawnPoint = { local entity spot; local entity at_spot; local float spot_found; local float attempts; if (team_num == 1) { spot = lastspawn_team1; attempts = 0; // search through until found or end-of-list while (1) { attempts = attempts + 1; spot = find(spot, team_str_home, "ts1"); if (!spot) spot = find(NIL, team_str_home, "ts1"); if (!spot) return NIL; at_spot = findradius(spot.origin, 40); spot_found = TRUE; while (at_spot) { if (at_spot.classname == "player" && at_spot.deadflag == DEAD_NO) { spot_found = FALSE; } at_spot = at_spot.chain; } // Check the Criteria of the spawnpoint if (!Activated(spot, self)) spot_found = FALSE; if ((spot_found) || (attempts >= 30)) { lastspawn_team1 = spot; return spot; } } } else if (team_num == 2) { spot = lastspawn_team2; attempts = 0; // search through until found or end-of-list while (1) { attempts = attempts + 1; spot = find(spot, team_str_home, "ts2"); if (!spot) spot = find(NIL, team_str_home, "ts2"); if (!spot) return NIL; at_spot = findradius(spot.origin, 40); spot_found = TRUE; while (at_spot) { if (at_spot.classname == "player" && at_spot.deadflag == DEAD_NO) { spot_found = FALSE; } at_spot = at_spot.chain; } // Check the Criteria of the spawnpoint if (!Activated(spot, self)) spot_found = FALSE; if ((spot_found) || (attempts >= 30)) { lastspawn_team2 = spot; return spot; } } } else if (team_num == 3) { spot = lastspawn_team3; attempts = 0; // search through until found or end-of-list while (1) { attempts = attempts + 1; spot = find(spot, team_str_home, "ts3"); if (!spot) spot = find(NIL, team_str_home, "ts3"); if (!spot) return NIL; at_spot = findradius(spot.origin, 40); spot_found = TRUE; while (at_spot) { if (at_spot.classname == "player" && at_spot.deadflag == DEAD_NO) { spot_found = FALSE; } at_spot = at_spot.chain; } // Check the Criteria of the spawnpoint if (!Activated(spot, self)) spot_found = FALSE; if ((spot_found) || (attempts >= 30)) { lastspawn_team3 = spot; return spot; } } } else if (team_num == 4) { spot = lastspawn_team4; attempts = 0; // search through until found or end-of-list while (1) { attempts = attempts + 1; spot = find(spot, team_str_home, "ts4"); if (!spot) spot = find(NIL, team_str_home, "ts4"); if (!spot) return NIL; at_spot = findradius(spot.origin, 40); spot_found = TRUE; while (at_spot) { if (at_spot.classname == "player" && at_spot.deadflag == DEAD_NO) { spot_found = FALSE; } at_spot = at_spot.chain; } // Check the Criteria of the spawnpoint if (!Activated(spot, self)) spot_found = FALSE; if ((spot_found) || (attempts >= 30)) { lastspawn_team4 = spot; return spot; } } } // failure return NIL; }; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ entity() SelectSpawnPoint = { local entity spot; local entity at_spot; local float spot_found; local float attempts; // testinfo_player_start is only found in regioned levels /* spot = find (NIL, classname, "testplayerstart"); if (spot) return spot; */ // If FortressMap option is on, we want to make the player spawn on a // spawnpoint marked as being one for his/her team. // The team that owns a spawnpoint is kept in the spawnpoints's teamno if (self.team_no != 0) { spot = FindTeamSpawnPoint(self.team_no); if (spot) return spot; // failure to find a team spawn point for that player // just move on } // choose a info_player_deathmatch point if (coop) { lastspawn = find(lastspawn, classname, "info_player_coop"); if (!lastspawn) lastspawn = find (NIL, classname, "info_player_coop"); if (lastspawn) return lastspawn; } else if (deathmatch) { // search through spot = find(lastspawn, classname, "info_player_deathmatch"); if (!spot) spot = find(NIL, classname, "info_player_deathmatch"); attempts = 0; while (spot && attempts < 100) { attempts = attempts + 1; // reject spot if other players are found at point at_spot = findradius(spot.origin, 40); spot_found = TRUE; while (at_spot) { if (at_spot.classname == "player" && at_spot.deadflag == DEAD_NO) { spot_found = FALSE; } at_spot = at_spot.chain; } // Make sure we don't get locked by people standing on all // the spawnpoints. if ((spot_found) || (attempts >= 10)) { lastspawn = spot; return spot; } spot = find(spot, classname, "info_player_deathmatch"); if (!spot) spot = find(NIL, classname, "info_player_deathmatch"); } } if (serverflags) { // return with a rune to start spot = find (NIL, classname, "info_player_start2"); if (spot) return spot; } spot = find (NIL, classname, "info_player_start"); if (!spot) error ("PutClientInServer: no info_player_start on level\n"); return spot; }; /* =========== PutClientInServer called each time a player is spawned ============ */ void() DecodeLevelParms; void() PlayerDie; void() TeamFortress_SetHealth; void() TeamFortress_SetEquipment; void() player_touch; void(entity p) TeamFortress_SetSpeed; void(entity p) TeamFortress_SetSkin; void() PutClientInServer = { #ifdef MAP_DEBUG local string st; #endif local float iszoom, oldclass; local entity spot, te; local float in_classgen = FALSE; if ((!self.done_custom || (self.done_custom & CUSTOM_ON_SPAWN)) && (self.playerclass == PC_CUSTOM || self.nextpc == PC_CUSTOM)) in_classgen = TRUE; self.fire_held_down = 0; self.touch = player_touch; self.classname = "player"; if (self.playerclass != PC_CUSTOM) { self.max_health = 100; self.health = 100; } //Check_Admin_Password(self); //CH check pass and sets flags self.takedamage = DAMAGE_AIM; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.show_hostile = 0; self.is_malfunctioning = 0; self.is_abouttodie = 0; self.mangle = '0 0 0'; // OfN self.has_holo = 0; self.is_killed = FALSE; ////////////////// /* if (self.is_cameraviewing) SwitchFromCamera();*/ self.FlashTime = 0; self.flags = FL_CLIENT; self.aura = 0; //- OfN self.crusader_inspirator=NIL; // OfN - needed? self.gravity = 1; //WK 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; self.reload_shotgun = 0; self.reload_super_shotgun = 0; self.reload_grenade_launcher = 0; self.reload_rocket_launcher = 0; self.reload_light_assault = 0; self.reload_laser_cannon = 0; self.hover_time = MAX_HOVER_FUEL; //self.is_undercover = 0; //self.undercover_team = 0; self.last_attacked_time = 0; //WK For chaplan healing purposes makeImmune(self,time+5); // grapple stuff if (self.hook_out) Reset_Grapple (self.hook); DecodeLevelParms (); #ifdef COOP_MODE // Force all players to be on the same team in Coop mode if (coop) { teamplay = 21; cvar_set("teamplay", "21?TeamFortress"); TeamFortress_TeamSet(1); } #endif #if 0 if (!teamplay && !self.team_no) { self.team_no = last_team_no; last_team_no++; if (last_team_no >= 1000) //hopefully this will never ever happen last_team_no = 5; } #endif // Set the Civilian Class of anyone in a Civilian Team if (self.playerclass == PC_UNDEFINED) { if (TeamFortress_TeamIsCivilian(self.team_no)) { self.impulse = 1; TeamFortress_ChangeClass(); } } // For players who've changed their classes in deathmatch 3, // their class may be PC_RANDOM, in which case we set the toggleflag if ((deathmatch == 3) && (self.nextpc != 0)) { self.playerclass = self.nextpc; if (self.nextpc == PC_RANDOM) self.tfstate = self.tfstate | TFSTATE_RANDOMPC; else self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RANDOMPC); } // some states are kept iszoom = 0; if (self.tfstate & TFSTATE_ZOOMOFF) iszoom = 1; // Reset all tfstate flags, except for RANDOMPC if (self.tfstate & TFSTATE_RANDOMPC) { oldclass = self.playerclass; self.playerclass = 1 + floor(random() * (PC_RANDOM - 1)); while(!IsLegalClass(self.playerclass) || (self.playerclass == oldclass)) self.playerclass = 1 + floor(random() * (PC_RANDOM - 1)); self.tfstate = TFSTATE_RANDOMPC; } else self.tfstate = 0; if (iszoom == 1) self.tfstate = self.tfstate | TFSTATE_ZOOMOFF; // Display the Player's class if (self.playerclass != PC_CUSTOM) TeamFortress_PrintClassName(self, self.playerclass, (self.tfstate & TFSTATE_RANDOMPC)); else if (!in_classgen) TeamFortress_PrintJobName(self,self.job); // Set the weapons and ammo for the player based on class TeamFortress_SetEquipment(); // Set the health for the player based on class TeamFortress_SetHealth(); // Set the speed for the player based on class self.tfstate |= TFSTATE_CANT_MOVE; TeamFortress_SetSpeed(self); self.tfstate &= ~TFSTATE_CANT_MOVE; // Set the skin for the player based on class TeamFortress_SetSkin(self); stuffcmd(self, "v_idlescale 0\n"); stuffcmd(self, "v_cshift 0 0 0 0\n"); //WK Clear Bastard Rotation stuffcmd(self, "-left;-right;cl_yawspeed 140\n"); //WK Again, since they could lose their sentrygun in SetEquip... if (!in_classgen) { DetonateAllGuns(); if (!(self.job & JOB_WARLOCK)) kill_my_demon(); if (!(self.job & JOB_GUERILLA)) DetonateMines(self); if (!(self.job & JOB_ARMY)) RemoveArmyTimer(); } SetTeamName(self); W_SetCurrentAmmo (); self.attack_finished = time + 0.3; self.th_pain = player_pain; self.th_die = PlayerDie; // make sure that autozoom is reset if (self.height != 0) { self.height = 0; TF_zoom(90); } self.deadflag = DEAD_NO; // pausetime is set by teleporters to keep the player from moving a while self.pausetime = 0; spot = SelectSpawnPoint (); if (self.playerclass != PC_UNDEFINED && !in_classgen) spawn_tdeath (spot.origin, self); self.observer_list = spot; self.origin = spot.origin + '0 0 1'; self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately #ifdef MAP_DEBUG RPrint(self.netname); RPrint(" spawned at a "); RPrint(spot.classname); if (spot.team_no != 0) { RPrint(", team_no of "); st = ftos(spot.team_no); RPrint(st); } RPrint("\n"); #endif // If this is a TeamSpawnpoint, check to see if it // gives out a GoalItem, or displays a message if (spot.classname == "info_player_teamspawn" && self.playerclass != PC_UNDEFINED && !in_classgen) { if (spot.items != 0) { te = Finditem(spot.items); if (te) tfgoalitem_GiveToPlayer(te, self, self); if (!(spot.goal_activation & TFSP_MULTIPLEITEMS)) spot.items = 0; } // Display teamspawn message if (spot.message) { CenterPrint(self, spot.message); if (!(spot.goal_activation & TFSP_MULTIPLEMSGS)) spot.message = ""; } // Activate a Goal if needed if (spot.activate_goal_no != 0) { te = Findgoal(spot.activate_goal_no); if (te) AttemptToActivate(te, self, spot); } // TeamSpawn points can remove themselves after being spawned on if (spot.goal_effects == TFSP_REMOVESELF) { spot.classname = "deadpoint"; spot.team_str_home = ""; spot.nextthink = time + 1; spot.think = SUB_Remove; } } setmodel (self, ""); modelindex_null = self.modelindex; setmodel (self, "progs/eyes.mdl"); modelindex_eyes = self.modelindex; setmodel (self, "progs/player.mdl"); modelindex_player = self.modelindex; if (self.playerclass == PC_UNDEFINED) { self.modelindex = modelindex_null; self.current_menu = 1; self.gravity = 0; } //WK DropIntoCustomClassGeneration if (self.playerclass == PC_CUSTOM) { //WK Done_custom is initialized to 0, hackish yes. //There are two entries, unintialized 0, or a person having issued a 'custom' command //which sets the CUSTOM_ON_SPAWN flag if (in_classgen) { DropToCustomClassGen(); } else { self.maxspeed = self.custom_speed; //Reset our speed } } else { self.done_custom = 0; //Unitialize this. Maybe set to ON_SPAWN... } setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.view_ofs = '0 0 22'; player_stand1 (); if (deathmatch || coop) { makevectors(self.angles); if (self.playerclass != PC_UNDEFINED && !in_classgen) spawn_tfog (self.origin + v_forward*10); } // Set Rocket Jump Modifiers if (stof(infokey(NIL, "rj")) != 0) rj = stof(infokey(NIL, "rj")); else rj = 1; //This code is in three places. client,custom & tfort.qc //WK Give them invincibility if they are a normal class or bought it if ((self.playerclass >= PC_SCOUT && self.playerclass <= PC_RANDOM) || self.tf_items & NIT_RESPAWN_GUARD) { self.items = self.items & IT_INVULNERABILITY; self.invincible_time = 1; self.invincible_finished = time + RESPAWN_GUARD_TIME; if (self.custom_speed > 300) self.invincible_finished = self.invincible_finished - 1; if (self.custom_speed > 400) self.invincible_finished = self.invincible_finished - 1; } }; /* ============================================================================= 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 = { if (CheckExistence() == FALSE) { dremove(self); return; } }; /*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 = { if (CheckExistence() == FALSE) { dremove(self); return; } }; /* saved out by quaked in region mode */ void() testplayerstart = { if (CheckExistence() == FALSE) { dremove(self); return; } }; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for deathmatch games */ void() info_player_deathmatch = { if (CheckExistence() == FALSE) { dremove(self); return; } }; /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for coop games */ void() info_player_coop = { if (CheckExistence() == FALSE) { dremove(self); return; } }; /* =============================================================================== RULES =============================================================================== */ void(entity c) PrintClientScore = { if (c.frags > -10 && c.frags < 0) bprint (PRINT_MEDIUM, " "); else if (c.frags >= 0) { if (c.frags < 100) bprint (PRINT_MEDIUM, " "); if (c.frags < 10) bprint (PRINT_MEDIUM, " "); } bprint (PRINT_MEDIUM, ftos(c.frags)); bprint (PRINT_MEDIUM, " "); bprint (PRINT_MEDIUM, c.netname); bprint (PRINT_MEDIUM, "\n"); }; void() DumpScore = { local entity e, sort, walk; if (world.chain) error ("DumpScore: world.chain is set"); // build a sorted lis e = find(NIL, classname, "player"); sort = NIL; while (e) { if (!sort) { sort = e; e.chain = NIL; } else { if (e.frags > sort.frags) { e.chain = sort; sort = e; } else { walk = sort; do { if (!walk.chain) { e.chain = NIL; walk.chain = e; } else if (walk.chain.frags < e.frags) { e.chain = walk.chain; walk.chain = e; } else walk = walk.chain; } while (walk.chain != e); } } e = find(e, classname, "player"); } // print the list bprint (PRINT_MEDIUM, "\n"); while (sort) { PrintClientScore (sort); sort = sort.chain; } bprint (PRINT_MEDIUM, "\n"); }; /* go to the next level for deathmatch */ float already_cycled; void() NextLevel = { local entity o; if (already_cycled) return; already_cycled = TRUE; o = spawn(); o.map = nextmap; o.think = execute_changelevel; o.nextthink = time + 0.1; }; float cyclenow; /* ============ CheckRules Exit deathmatch games upon conditions ============ */ void() CheckRules = { local string st; st = infokey (NIL, "cyclenow"); if (!cyclenow && (st == "1" || st == "on")) { cyclenow = 1; localcmd ("serverinfo cyclenow \"\"\n"); localcmd ("localinfo cyclenow \"\"\n"); RPrint ("Cycling Map.\n"); NextLevel (); } else if (cyclenow || (timelimit && time >= timelimit) || (fraglimit && self.frags >= fraglimit)) NextLevel (); }; //============================================================================ void() PlayerDeathThink = { 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; // make sure that respawn flag has not been set self.tfstate = self.tfstate - (self.tfstate & TFSTATE_RESPAWN_READY); return; } // wait for any button down if (!self.button2 && !self.button1 && !self.button0) { // if no buttons, but respawn_ready flag is set, respawn if (self.tfstate & TFSTATE_RESPAWN_READY) { if (self.respawn_time <= time) { self.button0 = 0; self.button1 = 0; self.button2 = 0; respawn(); } } return; } else { // button has been pressed, player is ready to respawn self.tfstate = self.tfstate | TFSTATE_RESPAWN_READY; if (self.respawn_time <= time) { self.button0 = 0; self.button1 = 0; self.button2 = 0; respawn(); } return; } }; void() PlayerJump = { if (self.flags & FL_WATERJUMP) return; if (self.waterlevel >= 2) { if (self.watertype == CONTENTS_WATER) self.velocity_z = 100; else if (self.watertype == CONTENTS_SLIME) self.velocity_z = 80; else self.velocity_z = 50; //WK if (self.tf_items & NIT_SCUBA) self.velocity_z = 250; // play swiming sound if (self.cutf_items & CUTF_STEALTH) // SB no noise if we have stealth return; if (self.swim_flag < time) { self.swim_flag = time + 1; if (random() < 0.5) sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM); } return; } if (!(self.flags & FL_ONGROUND)) { if (no_pogo_stick & 1) self.flags &= ~FL_JUMPRELEASED; return; } if (!(self.flags & FL_JUMPRELEASED) ) return; // don't pogo stick self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.button2 = 0; // player jumping sound if (!(self.cutf_items & CUTF_STEALTH)) // Only play it if we don't have stealth sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); //WK Sprinters jump higher //SB No, people with high jump do if (self.cutf_items & CUTF_HIGHJUMP) self.velocity_z = self.velocity_z + 400; }; /* =========== WaterMove ============ */ .float dmgtime; void() WaterMove = { // RPrint (ftos(self.waterlevel)); if (self.movetype == MOVETYPE_NOCLIP) return; if (self.health < 0) return; //WK Poison attacks if (self.tfstate & (TFSTATE_HALLUCINATING | TFSTATE_TRANQUILISED)) { if (self.air_finished < time) { // drown! if (self.pain_finished < time) { self.dmg = self.dmg + 0.5; if (self.dmg == 2.5) //Initial damage is 2 sprint(self,PRINT_HIGH,"Your lungs are still paralyzed. Try to minimize your exposure to poison\n"); if (self.dmg > 6) self.dmg = 2.2; if (self.dmg < self.health - 1) TF_T_Damage (self, NIL, NIL, self.dmg, TF_TD_IGNOREARMOUR, TF_TD_OTHER); self.pain_finished = time + 1; } } } else 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; TF_T_Damage (self, NIL, NIL, self.dmg, TF_TD_IGNOREARMOUR, TF_TD_OTHER); self.pain_finished = time + 1; } } if (!self.waterlevel) { if (self.flags & FL_INWATER) { // play leave water sound if (!(self.cutf_items & CUTF_STEALTH)) // SB only if no stealth sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM); self.flags = self.flags - FL_INWATER; //WK Setspeed for Scuba commando if (self.tf_items & NIT_SCUBA) TeamFortress_SetSpeed(self); } return; } if (self.watertype == CONTENTS_LAVA) { // do damage if (self.dmgtime < time) { if (self.radsuit_finished > time) self.dmgtime = time + 1; else self.dmgtime = time + 0.2; // Asbestos armor helps against lava, but I doubt it'll save you :) TF_T_Damage (self, NIL, NIL, 10*self.waterlevel, 0, TF_TD_FIRE); } } else if (self.watertype == CONTENTS_SLIME) { // do damage if (self.dmgtime < time && self.radsuit_finished < time) { self.dmgtime = time + 1; //T_Damage (self, NIL, NIL, 4*self.waterlevel); TF_T_Damage (self, NIL, NIL, 4*self.waterlevel, 0, TF_TD_ELECTRICITY); } } if ( !(self.flags & FL_INWATER) ) { // player enter water sound if (!(self.cutf_items & CUTF_STEALTH)) if (self.watertype == CONTENTS_LAVA) sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM); else if (self.watertype == CONTENTS_WATER) { if (self.movedir_z > -300) sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM); else sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); } else if (self.watertype == CONTENTS_SLIME) sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM); self.flags = self.flags + FL_INWATER; self.dmgtime = 0; //WK Setspeed for scuba commando if (self.tf_items & NIT_SCUBA) TeamFortress_SetSpeed(self); } }; 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 = self.flags | FL_WATERJUMP; self.velocity_z = 225; self.flags = self.flags - (self.flags & FL_JUMPRELEASED); self.teleport_time = time + 2; // safety net return; } } }; /* ================ PlayerPreThink Called every frame before physics are run ================ */ void() PlayerPreThink = { local vector src; //WK -- For LPB calculation local string foo; local float ping; if (self.is_feigning && self.waterlevel == 1) { self.watertype = CONTENTS_WATER; self.waterlevel = 3; } if (self.cheat_level > 0) self.cheat_level = self.cheat_level - 1; if (self.speed_level > 0) //Cyto self.speed_level = self.speed_level - 1; if (intermission_running) { IntermissionThink (); // otherwise a button could be missed between return; // the think tics } makevectors (self.v_angle); // is this still used? if (infokey(NIL,"ceasefire")=="on") //Cyto { #ifndef ceasefire_allows_to_move if (self.lip) self.origin = self.oldorigin; else { self.velocity_z = -5000; self.velocity_x = 0; self.velocity_y = 0; if (self.flags & FL_ONGROUND) { self.oldorigin = self.origin; self.lip = TRUE; } } #endif CenterPrint(self,"Ceasefire Applies"); self.button0 = 0; self.button1 = 0; self.button2 = 0; } else if (self.lip) { self.lip = FALSE; centerprint(self,""); } // End Cyt0 CheckRules (); //xxxx //WK Supercharged observer mode! if (self.playerclass == PC_UNDEFINED) { if (self.button0) { //WK Nifty code to push through walls only if we really want to if (vlen(self.velocity) < 200) { src = self.origin + normalize(v_forward) * 5; setorigin(self,src); } self.velocity = normalize(v_forward) * 400; } else { foo = infokey(self,"ping"); ping = 200; if (foo) ping = stof(foo); if (ping < 300) { self.velocity_x = floor((3 * self.velocity_x) / 4); self.velocity_y = floor((3 * self.velocity_y) / 4); self.velocity_z = floor((3 * self.velocity_z) / 4); } } if (self.button2) self.velocity = '0 0 0'; return; //WK Removed jump == autoteam //WK Removed all the demo stuff stuff. } if (self.view_ofs == '0 0 0') return; // intermission or finale if (self.playerclass != PC_UNDEFINED) WaterMove(); if (self.deadflag >= DEAD_DEAD) { PlayerDeathThink (); return; } self.v_angle += self.mangle; if (self.undercover_team || self.undercover_skin || self.is_undercover) { if (self.effects & EF_ANYGLOW) { sprint(self, PRINT_MEDIUM, "The glowing removes your disguise.\n"); Spy_RemoveDisguise(self); } } /*if (self.job & JOB_THIEF && self.job & JOB_FULL_HIDE) { if (self.effects & EF_ANYGLOW) { sprint(self, PRINT_MEDIUM, "The glowing removes your full invisibility.\n"); self.job = self.job - (self.job & JOB_FULL_HIDE); self.job = self.job | JOB_ACTIVE; } } */ if (self.deadflag == DEAD_DYING) return; // dying, so do nothing if (!self.is_feigning) { if (self.button2) { PlayerJump (); //WK This just does noises for jumps } else self.flags = self.flags | FL_JUMPRELEASED; } //WK Scuba commando treads water :) if ((self.tf_items & NIT_SCUBA) && self.waterlevel > 1) { if (self.velocity_z >= -25 && self.velocity_z < 0) self.velocity_z = 10; //Tread water if near a stop } //Jello Water :) else if (jello && self.waterlevel > 1) { if (jello == TRUE) //Binary on/off self.velocity_z = 1000; //900 is a better number for 2forts else self.velocity_z = jello; } // teleporters can force a non-moving pause time if (time < self.pausetime) self.velocity = '0 0 0'; if (time > self.attack_finished && self.currentammo == 0 && self.weapon > WEAP_AXE) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); } // Do grapple stuff if I'm on a hook if (self.on_hook) { Service_Grapple (); if (self.button2 && self.velocity_z > 10) self.velocity_z = 10; //WK Allow more creative physics with hook } //WK Add Hover Boot Support if (self.tf_items & NIT_HOVER_BOOTS) { if (self.button2 && self.velocity_z < 0 && self.hover_time > 0 && self.waterlevel == 0) { //Try to hover local vector angle = self.angles; angle_x = -angle_x; makevectors(angle); v_up = '0 0 1'; // angle thing is broken for now self.hover_time = self.hover_time - 0.5; //0.1 == tick time if (self.hover_time <= 0) { if ((self.tf_items & NIT_HOVER_BOOTS_UPGRADE) && (self.ammo_cells > (0 - floor(self.hover_time * 2)))) { self.ammo_cells += floor(self.hover_time * 2); self.ammo_cells--; self.hover_time = 0.5; self.velocity += 80 * v_up; //power running out } else { self.hover_time = -10; //3 second penalty for draining it GR was a lot more than 3! sprint(self,PRINT_HIGH,"Your boots are out of fuel, let them recharge\n"); } } else self.velocity += 100 * v_up; //Spit out fire from them! if (self.search_time < time) { sound (self, CHAN_AUTO, "weapons/flmfire2.wav", 1, ATTN_NORM); local entity flame; flame = spawn(); flame.owner = self;flame.movetype = MOVETYPE_FLYMISSILE; flame.solid = SOLID_BBOX;flame.classname = "flamerflame"; makevectors (self.v_angle); flame.velocity = -600 * v_up; flame.touch = Boot_Flamer_stream_touch;flame.think = s_explode1; flame.nextthink = time + 0.1;setmodel (flame, "progs/s_explod.spr"); setsize (flame, '0 0 0', '0 0 0'); setorigin (flame, self.origin + v_up * -16); self.search_time = time + 0.15; } } else { //Recharger <- That's French for "recharge" self.hover_time = self.hover_time + 0.03; //0.05 is a half-tick if (self.hover_time > MAX_HOVER_FUEL && (!(self.tf_items & NIT_HOVER_BOOTS_UPGRADE))) self.hover_time = MAX_HOVER_FUEL; if (self.tf_items & NIT_HOVER_BOOTS_UPGRADE) { if (self.hover_time > (MAX_HOVER_FUEL * 2)) self.hover_time = (MAX_HOVER_FUEL * 2); if (self.hover_time < (MAX_HOVER_FUEL * 0.5) && self.ammo_cells > (self.maxammo_cells * 0.8)) { self.hover_time++; self.ammo_cells--; } } } } if (self.health > 0 && self.solid != SOLID_NOT) { trace_ent = NIL; // do a quick checkmove checkmove (self.origin, self.mins, self.maxs, self.origin - '0 0 8192', MOVE_NORMAL, self); if (vlen(self.origin) > 16384 || (trace_fraction >= 1 && !trace_startsolid)) // outside the map { deathmsg = DMSG_OUTOFBOUNDS; TF_T_Damage (self, NIL, NIL, self.health + 100, TF_TD_IGNOREARMOUR, TF_TD_OTHER); } #ifdef REALLY_BUGGY_CODE else if (trace_startsolid && trace_ent.classname != "force_field") { deathmsg = DMSG_PHYSICS; if (self.stucktime && self.stucktime < time && (trace_ent.solid == SOLID_BSP || trace_ent.classname == "player")) { #ifdef DEBUG dprint ("Stuck kill, self: \n"); eprint (self); dprint ("trace_ent: \n"); eprint (trace_ent); #endif TF_T_Damage (self, NIL, NIL, self.health + 100, TF_TD_IGNOREARMOUR, TF_TD_OTHER); } else { if (trace_ent.takedamage && trace_ent.classname != "player") { #ifdef DEBUG dprint ("Physics kill, self: \n"); eprint (self); dprint ("trace_ent: "); eprint (trace_ent); #endif TF_T_Damage (trace_ent, NIL, NIL, self.health + 100, TF_TD_IGNOREARMOUR, TF_TD_OTHER); } self.stucktime = time + 2.0; } } else { self.stucktime = 0; } #endif } else { self.stucktime = 0; } }; /* ================ CheckPowerups Check for turning off powerups ================ */ void() CheckPowerups = { if (self.health <= 0) return; // Invisibility //WK Made people invis during building, and during thief's full hide //WK And while being inspired by chaplan if (self.done_custom & CUSTOM_BUILDING //We are building a custom class || self.playerclass == PC_UNDEFINED //Or we're in observer mode || (self.job & JOB_THIEF && self.job & JOB_FULL_HIDE) //Or we are fully hiding thieves // || (self.tfstate & TFSTATE_INSPIRED && !(self.job & JOB_CHAPLAN)) //ofN comented by || self.aura == AURA_INVIS) //- OfN { self.modelindex = modelindex_null; // don't use eyes } else if ((self.is_undercover == 1 && invis_only == TRUE) || (self.job & JOB_THIEF && self.job & JOB_ACTIVE)) { self.frame = 0; self.modelindex = modelindex_eyes; } else if (self.invisible_finished) { // If this is being given by a goalitem, extend the time if (self.tfstate & TFSTATE_INVISIBLE) { if (self.invisible_finished < time + 10) self.invisible_finished = time + 666; } // 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, PRINT_HIGH, "Ring of Shadows magic is fading\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 // invincibility if (self.invincible_finished) { // If this is being given by a goalitem, extend the time if (self.tfstate & TFSTATE_INVINCIBLE) { if (self.invincible_finished < time + 10) self.invincible_finished = time + 666; } // sound and screen flash when items starts to run out if (self.invincible_finished < time + 3) { if (self.invincible_time == 1) { sprint (self, PRINT_HIGH, "Protection is 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; self.effects &= ~EF_ANYGLOW; self.effects |= EF_GlowColor(self); } } // super damage if (self.super_damage_finished) { // If this is being given by a goalitem, extend the time if (self.tfstate & TFSTATE_QUAD) { if (self.super_damage_finished == time + 10) self.super_damage_finished = time + 666; } // sound and screen flash when items starts to run out if (self.super_damage_finished < time + 3 && !(self.tfstate & TFSTATE_INSPIRED)) { if (self.super_time == 1) { sprint (self, PRINT_HIGH, "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; //WK If inspired, remove inspiration self.tfstate = self.tfstate - (self.tfstate & TFSTATE_INSPIRED); self.effects &= ~EF_ANYGLOW; self.effects |= EF_GlowColor(self); } } // suit if (self.radsuit_finished) { self.air_finished = time + 12; // don't drown // If this is being given by a goalitem, extend the time if (self.tfstate & TFSTATE_RADSUIT || self.tf_items & NIT_SCUBA) { //WK Do we need this? if (self.radsuit_finished == time + 10) self.radsuit_finished = time + 666; } // sound and screen flash when items starts to run out if (self.radsuit_finished < time + 3) { if (self.rad_time == 1) { sprint (self, PRINT_HIGH, "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; } } if (self.aura == AURA_INVIS) if (self.aura_time < time) { if (self.invisible_finished < time) self.items = self.items & ~IT_INVISIBILITY; self.aura = 0; } }; void() DeadImpulses; /* ================ Called every frame after physics are run ================ */ void() PlayerPostThink = { if (self.view_ofs == '0 0 0') return; // intermission or finale if (self.deadflag) { DeadImpulses(); // check for dead-only commands self.impulse = 0; return; } self.v_angle += self.mangle; // check to see if player landed and play landing sound if (self.takedamage && self.health > 0) { if (self.flags & FL_ONGROUND) { if (self.movedir_z < -650) { if (!(self.cutf_items & CUTF_STEALTH)) { //WK Judo teaches falling... SB ceaf judo self.deathtype = "falling"; T_Damage (self, NIL, NIL, 10); self.leg_damage++; if (self.leg_damage > 5) self.leg_damage = 5; sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); } } else if (self.movedir_z < -300) if (!(self.cutf_items & CUTF_STEALTH)) //WK Judo teaches falling... SB ceaf judo sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); } else #ifdef WALL_HURT if (vlen(self.movedir) - vlen(self.velocity) > 5500 * frametime) { self.deathtype = "wall"; T_Damage (self, NIL, NIL, ((vlen(self.movedir) - vlen(self.velocity)) - 550) / 10); } #endif ; } self.jump_flag = self.velocity_z; self.movedir = self.velocity; CheckPowerups (); W_WeaponFrame (); // Display MOTD // Sync this with tforthlp.qc and menu.qc TeamFortress_MOTD(); if (self.cheat_check == 0) self.cheat_check = time + 10; #ifdef STATUSBAR else if (time > self.StatusRefreshTime && self.StatusBarSize != 0) { if (self.StatusBarScreen == 1) RefreshStatusBar1(self); //Sentry screen else if (self.StatusBarScreen == 2) RefreshStatusBar2(self); //Spy screen else if (self.StatusBarScreen == 3) RefreshStatusBar3(self); //Misc screen else if (self.StatusBarScreen == 4) RefreshStatusBar4(self); //Tesla screen else if (self.StatusBarScreen == 5) RefreshStatusBar5(self); //Scanner screen else RefreshStatusBar(self); //Normal scores and clip } #endif // Check for Team Cheats if (self.cheat_check <= time) { TeamFortress_CheckTeamCheats(); self.cheat_check = time + 5; } }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { local string st; bprint (PRINT_HIGH, self.netname); bprint (PRINT_HIGH, " has joined the server\n"); //- OfN - shouldnt be needed anyway... self.admin_kick = NIL; // Set Default autozoom if (DEFAULT_AUTOZOOM == OFF) self.tfstate = self.tfstate | TFSTATE_ZOOMOFF; // Set the MOTD on self.motd = 0; // Clear the Alias Flag self.got_aliases = 0; self.ff_count = 0; //WK Clear the friendly-fire counter //RJM st = infokey(self, "sbr"); if (!st) //RJM st = infokey(self, "sbar_res"); if (st == "768") self.StatusBarRes = 8; else if (st == "600") self.StatusBarRes = 7; else if (st == "480") self.StatusBarRes = 6; else if (st == "400") self.StatusBarRes = 5; else if (st == "384") self.StatusBarRes = 4; else if (st == "350") self.StatusBarRes = 3; else if (st == "300") self.StatusBarRes = 2; else if (st == "240") self.StatusBarRes = 1; else self.StatusBarRes = 0; //RJM st = infokey(self, "sbs"); if (!st) //RJM st = infokey(self, "sbar_size"); self.StatusBarSize = stof(st); if (self.StatusBarSize > 2 || self.StatusBarSize < 0) self.StatusBarSize = 0; self.has_disconnected = FALSE; //PlayerObserverMode(); //ofn already commented out self.gravity = 0; self.movetype = MOVETYPE_FLY; // a client connecting during an intermission can cause problems if (intermission_running) GotoNextMap(); //- OfN if (mapname == "huntedr") { local float result; result = floor(TeamFortress_TeamGetNoPlayers(2) * HUNTED_YELLOWTEAM_FACTOR); team3maxplayers = result; if (team3maxplayers < 1) team3maxplayers = 1; } }; /* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { local entity te; local string st; st = ftos (floor(self.real_frags)); bprint (PRINT_HIGH, self.netname); bprint (PRINT_HIGH, " has left the game with "); bprint (PRINT_HIGH, st); bprint (PRINT_HIGH, " frags and "); st = ftos (floor(self.ff_count)); bprint (PRINT_HIGH, st); bprint (PRINT_HIGH, " teamkills\n"); //- he got significant score? /*local float temp_scr; local float avr_team_scr; avr_team_scr = (team1score + team2score + team3score + team4score) / number_of_teams; temp_scr = fabs (self.real_frags) + self.ff_count; if ( (temp_scr > time || time > 20) && time < 60*60 && deathmatch == 3) { local float final_score; final_score = self.real_frags - self.ff_count*3 - avr_team_scr/2 ; if ( final_score < -50 ) bprint (PRINT_HIGH, "bad enough to ban him! hehe\n"); else if (final_score < 0) bprint (PRINT_HIGH, "damn newbie!\n"); else if (final_score < 10) bprint (PRINT_HIGH, "he was not doing much\n"); else if (final_score < 30) bprint (PRINT_HIGH, "a regular player\n"); else if (final_score < 50) bprint (PRINT_HIGH, "not bad!\n"); else if (final_score < 75) bprint (PRINT_HIGH, "good score\n"); else if (final_score < 100) bprint (PRINT_HIGH, "cool score!\n"); else if (final_score < 125) bprint (PRINT_HIGH, "he is a real master of customTF!\n"); else bprint (PRINT_HIGH, "omg! did he cheat? awesome score!\n"); }*/ //- OfN if (mapname == "huntedr") { local float result; result = floor(TeamFortress_TeamGetNoPlayers(2) * HUNTED_YELLOWTEAM_FACTOR); team3maxplayers = result; if (team3maxplayers < 1) team3maxplayers = 1; } sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); self.has_disconnected = TRUE; if (debug_target == self) debug_target = NIL; // Remove Timers TeamFortress_RemoveTimers(); // Remove Buildings DetonateAllGunsForced(); /*Find_And_Dmg("building_dispenser", self, 1); Find_And_Dmg("building_sentrygun", self, 1); Find_And_Dmg("building_tesla", self, 1); Find_And_Dmg("building_camera", self, 1); Find_And_Dmg("building_teleporter", self, 1); Find_And_Dmg("building_sensor", self, 1); //sb*/ //WK Added demon cleanup kill_my_demon(); //WK Added ammobox/pipebomb fix te = find(NIL, classname, "ammobox"); while (te) { if (te.enemy == self) { num_world_ammoboxes = num_world_ammoboxes - 1; if (te.enemy.team_no != 0) decrement_team_ammoboxes(self.team_no); } te.think = SUB_Remove; te.nextthink = time + 0.1; te = find(te, classname, "ammobox"); } te = find(NIL, classname, "pipebomb"); while (te) { if (te.owner == self) { num_world_pipebombs = num_world_pipebombs - 1; decrement_team_pipebombs(self.team_no); te.think = SUB_Remove; te.nextthink = time + 0.1; } te = find(te, classname, "pipebomb"); } // OfN - Remove holograph if player disconnects! if (self.has_holo > 0 ) RemoveHolo(self); DetonateMines(self); RemoveArmyTimer(); // Remove Detpacks te = find(NIL, classname, "detpack"); while (te) { if (te.owner == self) { if (te.weaponmode == 1) // Detpack was being disarmed { te.enemy.tfstate = te.enemy.tfstate - (te.enemy.tfstate & TFSTATE_CANT_MOVE); TeamFortress_SetSpeed(te.enemy); dremove(te.oldenemy); // CountDown dremove(te.observer_list); // Disarm timer } dremove(te); te = NIL; } te = find(te, classname, "detpack"); } // Clear anything that thinks he attacked/hacked it local entity mrmartyr; mrmartyr = NIL; do { mrmartyr = nextent (mrmartyr); if (mrmartyr && mrmartyr.martyr_enemy == te) mrmartyr.martyr_enemy = NIL; } while (mrmartyr); set_suicide_frame (); self.netname = ""; self.team_no = 0; self.solid = SOLID_NOT; self.movetype = MOVETYPE_NONE; //WK Stop crashing MOVETYPE_WALK bug? setsize(self, '0 0 0', '0 0 0'); }; string (string s) quotename = { return "\xFF" + s + "\xFF"; };