mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-26 22:01:31 +00:00
1499 lines
32 KiB
C++
1499 lines
32 KiB
C++
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// prototypes
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void () W_WeaponFrame;
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void() W_SetCurrentAmmo;
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void() player_pain;
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void() player_stand1;
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void (vector org) spawn_tfog;
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void (vector org, entity death_owner) spawn_tdeath;
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float modelindex_eyes, modelindex_player;
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/*
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=============================================================================
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LEVEL CHANGING / INTERMISSION
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=============================================================================
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*/
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string nextmap;
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float intermission_running;
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float intermission_exittime;
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is the camera point for the intermission.
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Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
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*/
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void() info_intermission =
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{
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self.angles = self.mangle; // so C can get at it
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};
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void() SetChangeParms =
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{
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if (self.health <= 0)
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{
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SetNewParms ();
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return;
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}
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// remove items
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self.items = self.items - (self.items &
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(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
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// cap super health
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if (self.health > 100)
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self.health = 100;
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if (self.health < 50)
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self.health = 50;
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parm1 = self.items;
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parm2 = self.health;
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parm3 = self.armorvalue;
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if (self.ammo_shells < 25)
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parm4 = 25;
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else
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parm4 = self.ammo_shells;
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parm5 = self.ammo_nails;
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parm6 = self.ammo_rockets;
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype * 100;
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};
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void() SetNewParms =
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{
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parm1 = IT_SHOTGUN | IT_AXE;
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parm2 = 100;
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parm3 = 0;
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parm4 = 25;
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parm5 = 0;
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parm6 = 0;
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parm7 = 0;
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parm8 = 1;
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parm9 = 0;
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};
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void() DecodeLevelParms =
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{
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if (serverflags)
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{
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if (world.model == "maps/start.bsp")
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SetNewParms (); // take away all stuff on starting new episode
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}
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self.items = parm1;
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self.health = parm2;
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self.armorvalue = parm3;
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self.ammo_shells = parm4;
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self.ammo_nails = parm5;
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self.ammo_rockets = parm6;
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9 * 0.01;
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};
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/*
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============
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FindIntermission
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Returns the entity to view from
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============
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*/
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entity() FindIntermission =
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{
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local entity spot;
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local float cyc;
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// look for info_intermission first
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spot = find (world, classname, "info_intermission");
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if (spot)
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{ // pick a random one
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cyc = random() * 4;
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while (cyc > 1)
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{
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spot = find (spot, classname, "info_intermission");
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if (!spot)
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spot = find (spot, classname, "info_intermission");
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cyc = cyc - 1;
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}
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return spot;
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}
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// then look for the start position
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spot = find (world, classname, "info_player_start");
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if (spot)
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return spot;
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objerror ("FindIntermission: no spot");
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};
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void() GotoNextMap =
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{
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local string newmap;
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//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
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if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
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changelevel (mapname);
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else {
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// configurable map lists, see if the current map exists as a
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// serverinfo/localinfo var
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newmap = infokey(world, mapname);
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if (newmap != "")
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changelevel (newmap);
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else
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changelevel (nextmap);
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}
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};
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/*
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============
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IntermissionThink
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When the player presses attack or jump, change to the next level
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============
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*/
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void() IntermissionThink =
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{
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if (time < intermission_exittime)
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return;
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if (!self.button0 && !self.button1 && !self.button2)
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return;
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GotoNextMap ();
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};
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/*
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============
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execute_changelevel
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The global "nextmap" has been set previously.
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Take the players to the intermission spot
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============
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*/
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void() execute_changelevel =
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{
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local entity pos;
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intermission_running = 1;
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// enforce a wait time before allowing changelevel
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intermission_exittime = time + 5;
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pos = FindIntermission ();
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// play intermission music
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WriteByte (MSG_ALL, SVC_CDTRACK);
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WriteByte (MSG_ALL, 3);
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WriteByte (MSG_ALL, SVC_INTERMISSION);
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WriteCoord (MSG_ALL, pos.origin_x);
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WriteCoord (MSG_ALL, pos.origin_y);
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WriteCoord (MSG_ALL, pos.origin_z);
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WriteAngle (MSG_ALL, pos.mangle_x);
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WriteAngle (MSG_ALL, pos.mangle_y);
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WriteAngle (MSG_ALL, pos.mangle_z);
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other = find (world, classname, "player");
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while (other != world)
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{
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other.takedamage = DAMAGE_NO;
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other.solid = SOLID_NOT;
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other.movetype = MOVETYPE_NONE;
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other.modelindex = 0;
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other = find (other, classname, "player");
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}
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};
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void() changelevel_touch =
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{
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local entity pos;
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if (other.classname != "player")
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return;
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// if "noexit" is set, blow up the player trying to leave
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//ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
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// if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
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if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start")))
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{
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T_Damage (other, self, self, 50000);
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return;
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}
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bprint (PRINT_HIGH, other.netname);
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bprint (PRINT_HIGH," exited the level\n");
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nextmap = self.map;
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SUB_UseTargets ();
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self.touch = SUB_Null;
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// we can't move people right now, because touch functions are called
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// in the middle of C movement code, so set a think time to do it
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self.think = execute_changelevel;
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self.nextthink = time + 0.1;
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};
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/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
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*/
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void() trigger_changelevel =
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{
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if (!self.map)
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objerror ("chagnelevel trigger doesn't have map");
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InitTrigger ();
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self.touch = changelevel_touch;
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};
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/*
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=============================================================================
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PLAYER GAME EDGE FUNCTIONS
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=============================================================================
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*/
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void() set_suicide_frame;
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// called by ClientKill and DeadThink
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void() respawn =
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{
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// make a copy of the dead body for appearances sake
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CopyToBodyQue (self);
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// set default spawn parms
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SetNewParms ();
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// respawn
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PutClientInServer ();
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};
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/*
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============
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ClientKill
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Player entered the suicide command
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============
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*/
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void() ClientKill =
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{
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bprint (PRINT_MEDIUM, self.netname);
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bprint (PRINT_MEDIUM, " suicides\n");
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set_suicide_frame ();
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self.modelindex = modelindex_player;
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logfrag (self, self);
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self.frags = self.frags - 2; // extra penalty
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respawn ();
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};
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float(vector v) CheckSpawnPoint =
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{
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return FALSE;
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};
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/*
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============
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SelectSpawnPoint
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Returns the entity to spawn at
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============
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*/
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entity() SelectSpawnPoint =
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{
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local entity spot, newspot, thing;
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local float numspots, totalspots;
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local float rnum, pcount;
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local float rs;
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local entity spots;
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numspots = 0;
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totalspots = 0;
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// testinfo_player_start is only found in regioned levels
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spot = find (world, classname, "testplayerstart");
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if (spot)
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return spot;
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// choose a info_player_deathmatch point
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// ok, find all spots that don't have players nearby
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spots = world;
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spot = find (world, classname, "info_player_deathmatch");
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while (spot)
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{
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totalspots = totalspots + 1;
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thing=findradius(spot.origin, 84);
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pcount=0;
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while (thing)
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{
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if (thing.classname == "player")
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pcount=pcount + 1;
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thing=thing.chain;
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}
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if (pcount == 0) {
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spot.goalentity = spots;
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spots = spot;
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numspots = numspots + 1;
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}
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// Get the next spot in the chain
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spot = find (spot, classname, "info_player_deathmatch");
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}
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totalspots=totalspots - 1;
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if (!numspots) {
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// ack, they are all full, just pick one at random
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// bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
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totalspots = rint((random() * totalspots));
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spot = find (world, classname, "info_player_deathmatch");
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while (totalspots > 0) {
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totalspots = totalspots - 1;
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spot = find (spot, classname, "info_player_deathmatch");
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}
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return spot;
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}
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// We now have the number of spots available on the map in numspots
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// Generate a random number between 1 and numspots
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numspots = numspots - 1;
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numspots = rint((random() * numspots ) );
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spot = spots;
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while (numspots > 0) {
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spot = spot.goalentity;
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numspots = numspots - 1;
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}
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return spot;
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};
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void() DecodeLevelParms;
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void() PlayerDie;
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/*
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===========
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ValidateUser
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============
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*/
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float(entity e) ValidateUser =
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{
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/*
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local string s;
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local string userclan;
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local float rank, rankmin, rankmax;
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//
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// if the server has set "clan1" and "clan2", then it
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// is a clan match that will allow only those two clans in
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//
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s = serverinfo("clan1");
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if (s)
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{
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userclan = masterinfo(e,"clan");
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if (s == userclan)
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return true;
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s = serverinfo("clan2");
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if (s == userclan)
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return true;
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return false;
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}
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//
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// if the server has set "rankmin" and/or "rankmax" then
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// the users rank must be between those two values
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//
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s = masterinfo (e, "rank");
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rank = stof (s);
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s = serverinfo("rankmin");
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if (s)
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{
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rankmin = stof (s);
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if (rank < rankmin)
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return false;
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}
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s = serverinfo("rankmax");
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if (s)
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{
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rankmax = stof (s);
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if (rankmax < rank)
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return false;
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}
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return true;
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*/
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};
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/*
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||
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===========
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PutClientInServer
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called each time a player enters a new level
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============
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*/
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void() PutClientInServer =
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{
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local entity spot;
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local string s;
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self.classname = "player";
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self.health = 100;
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self.takedamage = DAMAGE_AIM;
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_WALK;
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self.show_hostile = 0;
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self.max_health = 100;
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self.flags = FL_CLIENT;
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self.air_finished = time + 12;
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self.dmg = 2; // initial water damage
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self.super_damage_finished = 0;
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self.radsuit_finished = 0;
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self.invisible_finished = 0;
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self.invincible_finished = 0;
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self.effects = 0;
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self.invincible_time = 0;
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DecodeLevelParms ();
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W_SetCurrentAmmo ();
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self.attack_finished = time;
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self.th_pain = player_pain;
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self.th_die = PlayerDie;
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self.deadflag = DEAD_NO;
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// paustime is set by teleporters to keep the player from moving a while
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self.pausetime = 0;
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spot = SelectSpawnPoint ();
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self.origin = spot.origin + '0 0 1';
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||
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self.angles = spot.angles;
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||
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self.fixangle = TRUE; // turn this way immediately
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||
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||
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// oh, this is a hack!
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||
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setmodel (self, "progs/eyes.mdl");
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||
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modelindex_eyes = self.modelindex;
|
||
|
|
||
|
setmodel (self, "progs/player.mdl");
|
||
|
modelindex_player = self.modelindex;
|
||
|
|
||
|
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
|
||
|
|
||
|
self.view_ofs = '0 0 22';
|
||
|
|
||
|
// Mod - Xian (May.20.97)
|
||
|
// Bug where player would have velocity from their last kill
|
||
|
|
||
|
self.velocity = '0 0 0';
|
||
|
|
||
|
player_stand1 ();
|
||
|
|
||
|
makevectors(self.angles);
|
||
|
spawn_tfog (self.origin + v_forward*20);
|
||
|
|
||
|
spawn_tdeath (self.origin, self);
|
||
|
|
||
|
// Set Rocket Jump Modifiers
|
||
|
if (stof(infokey(world, "rj")) != 0)
|
||
|
{
|
||
|
rj = stof(infokey(world, "rj"));
|
||
|
}
|
||
|
|
||
|
if (deathmatch == 4)
|
||
|
{
|
||
|
self.ammo_shells = 0;
|
||
|
if (stof(infokey(world, "axe")) == 0)
|
||
|
{
|
||
|
self.ammo_nails = 255;
|
||
|
self.ammo_shells = 255;
|
||
|
self.ammo_rockets = 255;
|
||
|
self.ammo_cells = 255;
|
||
|
self.items = self.items | IT_NAILGUN;
|
||
|
self.items = self.items | IT_SUPER_NAILGUN;
|
||
|
self.items = self.items | IT_SUPER_SHOTGUN;
|
||
|
self.items = self.items | IT_ROCKET_LAUNCHER;
|
||
|
// self.items = self.items | IT_GRENADE_LAUNCHER;
|
||
|
self.items = self.items | IT_LIGHTNING;
|
||
|
}
|
||
|
self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
|
||
|
self.armorvalue = 200;
|
||
|
self.armortype = 0.8;
|
||
|
self.health = 250;
|
||
|
self.items = self.items | IT_INVULNERABILITY;
|
||
|
self.invincible_time = 1;
|
||
|
self.invincible_finished = time + 3;
|
||
|
}
|
||
|
|
||
|
if (deathmatch == 5)
|
||
|
{
|
||
|
self.ammo_nails = 80;
|
||
|
self.ammo_shells = 30;
|
||
|
self.ammo_rockets = 10;
|
||
|
self.ammo_cells = 30;
|
||
|
self.items = self.items | IT_NAILGUN;
|
||
|
self.items = self.items | IT_SUPER_NAILGUN;
|
||
|
self.items = self.items | IT_SUPER_SHOTGUN;
|
||
|
self.items = self.items | IT_ROCKET_LAUNCHER;
|
||
|
self.items = self.items | IT_GRENADE_LAUNCHER;
|
||
|
self.items = self.items | IT_LIGHTNING;
|
||
|
self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
|
||
|
self.armorvalue = 200;
|
||
|
self.armortype = 0.8;
|
||
|
self.health = 200;
|
||
|
self.items = self.items | IT_INVULNERABILITY;
|
||
|
self.invincible_time = 1;
|
||
|
self.invincible_finished = time + 3;
|
||
|
}
|
||
|
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
=============================================================================
|
||
|
|
||
|
QUAKED FUNCTIONS
|
||
|
|
||
|
=============================================================================
|
||
|
*/
|
||
|
|
||
|
|
||
|
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
|
||
|
The normal starting point for a level.
|
||
|
*/
|
||
|
void() info_player_start =
|
||
|
{
|
||
|
};
|
||
|
|
||
|
|
||
|
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
|
||
|
Only used on start map for the return point from an episode.
|
||
|
*/
|
||
|
void() info_player_start2 =
|
||
|
{
|
||
|
};
|
||
|
|
||
|
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
|
||
|
potential spawning position for deathmatch games
|
||
|
*/
|
||
|
void() info_player_deathmatch =
|
||
|
{
|
||
|
};
|
||
|
|
||
|
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
|
||
|
potential spawning position for coop games
|
||
|
*/
|
||
|
void() info_player_coop =
|
||
|
{
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===============================================================================
|
||
|
|
||
|
RULES
|
||
|
|
||
|
===============================================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
go to the next level for deathmatch
|
||
|
*/
|
||
|
void() NextLevel =
|
||
|
{
|
||
|
local entity o;
|
||
|
local string newmap;
|
||
|
|
||
|
if (nextmap != "")
|
||
|
return; // already done
|
||
|
|
||
|
if (mapname == "start")
|
||
|
{
|
||
|
if (!cvar("registered"))
|
||
|
{
|
||
|
mapname = "e1m1";
|
||
|
}
|
||
|
else if (!(serverflags & 1))
|
||
|
{
|
||
|
mapname = "e1m1";
|
||
|
serverflags = serverflags | 1;
|
||
|
}
|
||
|
else if (!(serverflags & 2))
|
||
|
{
|
||
|
mapname = "e2m1";
|
||
|
serverflags = serverflags | 2;
|
||
|
}
|
||
|
else if (!(serverflags & 4))
|
||
|
{
|
||
|
mapname = "e3m1";
|
||
|
serverflags = serverflags | 4;
|
||
|
}
|
||
|
else if (!(serverflags & 8))
|
||
|
{
|
||
|
mapname = "e4m1";
|
||
|
serverflags = serverflags - 7;
|
||
|
}
|
||
|
|
||
|
o = spawn();
|
||
|
o.map = mapname;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// find a trigger changelevel
|
||
|
o = find(world, classname, "trigger_changelevel");
|
||
|
if (!o || mapname == "start")
|
||
|
{ // go back to same map if no trigger_changelevel
|
||
|
o = spawn();
|
||
|
o.map = mapname;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
nextmap = o.map;
|
||
|
|
||
|
if (o.nextthink < time)
|
||
|
{
|
||
|
o.think = execute_changelevel;
|
||
|
o.nextthink = time + 0.1;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
CheckRules
|
||
|
|
||
|
Exit deathmatch games upon conditions
|
||
|
============
|
||
|
*/
|
||
|
void() CheckRules =
|
||
|
{
|
||
|
if (timelimit && time >= timelimit)
|
||
|
NextLevel ();
|
||
|
|
||
|
if (fraglimit && self.frags >= fraglimit)
|
||
|
NextLevel ();
|
||
|
};
|
||
|
|
||
|
//============================================================================
|
||
|
|
||
|
void() PlayerDeathThink =
|
||
|
{
|
||
|
local entity old_self;
|
||
|
local float forward;
|
||
|
|
||
|
if ((self.flags & FL_ONGROUND))
|
||
|
{
|
||
|
forward = vlen (self.velocity);
|
||
|
forward = forward - 20;
|
||
|
if (forward <= 0)
|
||
|
self.velocity = '0 0 0';
|
||
|
else
|
||
|
self.velocity = forward * normalize(self.velocity);
|
||
|
}
|
||
|
|
||
|
// wait for all buttons released
|
||
|
if (self.deadflag == DEAD_DEAD)
|
||
|
{
|
||
|
if (self.button2 || self.button1 || self.button0)
|
||
|
return;
|
||
|
self.deadflag = DEAD_RESPAWNABLE;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// wait for any button down
|
||
|
if (!self.button2 && !self.button1 && !self.button0)
|
||
|
return;
|
||
|
|
||
|
self.button0 = 0;
|
||
|
self.button1 = 0;
|
||
|
self.button2 = 0;
|
||
|
respawn();
|
||
|
};
|
||
|
|
||
|
|
||
|
void() PlayerJump =
|
||
|
{
|
||
|
local vector start, end;
|
||
|
|
||
|
if (self.flags & FL_WATERJUMP)
|
||
|
return;
|
||
|
|
||
|
if (self.waterlevel >= 2)
|
||
|
{
|
||
|
// play swiming sound
|
||
|
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))
|
||
|
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
|
||
|
sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
WaterMove
|
||
|
|
||
|
============
|
||
|
*/
|
||
|
.float dmgtime;
|
||
|
|
||
|
void() WaterMove =
|
||
|
{
|
||
|
//dprint (ftos(self.waterlevel));
|
||
|
if (self.movetype == MOVETYPE_NOCLIP)
|
||
|
return;
|
||
|
if (self.health < 0)
|
||
|
return;
|
||
|
|
||
|
if (self.waterlevel != 3)
|
||
|
{
|
||
|
if (self.air_finished < time)
|
||
|
sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
|
||
|
else if (self.air_finished < time + 9)
|
||
|
sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
|
||
|
self.air_finished = time + 12;
|
||
|
self.dmg = 2;
|
||
|
}
|
||
|
else if (self.air_finished < time)
|
||
|
{ // drown!
|
||
|
if (self.pain_finished < time)
|
||
|
{
|
||
|
self.dmg = self.dmg + 2;
|
||
|
if (self.dmg > 15)
|
||
|
self.dmg = 10;
|
||
|
T_Damage (self, world, world, self.dmg);
|
||
|
self.pain_finished = time + 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (!self.waterlevel)
|
||
|
{
|
||
|
if (self.flags & FL_INWATER)
|
||
|
{
|
||
|
// play leave water sound
|
||
|
sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
|
||
|
self.flags = self.flags - FL_INWATER;
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (self.watertype == CONTENT_LAVA)
|
||
|
{ // do damage
|
||
|
if (self.dmgtime < time)
|
||
|
{
|
||
|
if (self.radsuit_finished > time)
|
||
|
self.dmgtime = time + 1;
|
||
|
else
|
||
|
self.dmgtime = time + 0.2;
|
||
|
|
||
|
T_Damage (self, world, world, 10*self.waterlevel);
|
||
|
}
|
||
|
}
|
||
|
else if (self.watertype == CONTENT_SLIME)
|
||
|
{ // do damage
|
||
|
if (self.dmgtime < time && self.radsuit_finished < time)
|
||
|
{
|
||
|
self.dmgtime = time + 1;
|
||
|
T_Damage (self, world, world, 4*self.waterlevel);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !(self.flags & FL_INWATER) )
|
||
|
{
|
||
|
|
||
|
// player enter water sound
|
||
|
|
||
|
if (self.watertype == CONTENT_LAVA)
|
||
|
sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
|
||
|
if (self.watertype == CONTENT_WATER)
|
||
|
sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
|
||
|
if (self.watertype == CONTENT_SLIME)
|
||
|
sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
|
||
|
|
||
|
self.flags = self.flags + FL_INWATER;
|
||
|
self.dmgtime = 0;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
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 float mspeed, aspeed;
|
||
|
local float r;
|
||
|
|
||
|
if (intermission_running)
|
||
|
{
|
||
|
IntermissionThink (); // otherwise a button could be missed between
|
||
|
return; // the think tics
|
||
|
}
|
||
|
|
||
|
if (self.view_ofs == '0 0 0')
|
||
|
return; // intermission or finale
|
||
|
|
||
|
makevectors (self.v_angle); // is this still used
|
||
|
|
||
|
self.deathtype = "";
|
||
|
|
||
|
CheckRules ();
|
||
|
WaterMove ();
|
||
|
/*
|
||
|
if (self.waterlevel == 2)
|
||
|
CheckWaterJump ();
|
||
|
*/
|
||
|
|
||
|
if (self.deadflag >= DEAD_DEAD)
|
||
|
{
|
||
|
PlayerDeathThink ();
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (self.deadflag == DEAD_DYING)
|
||
|
return; // dying, so do nothing
|
||
|
|
||
|
if (self.button2)
|
||
|
{
|
||
|
PlayerJump ();
|
||
|
}
|
||
|
else
|
||
|
self.flags = self.flags | FL_JUMPRELEASED;
|
||
|
|
||
|
// 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 != IT_AXE)
|
||
|
{
|
||
|
self.weapon = W_BestWeapon ();
|
||
|
W_SetCurrentAmmo ();
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
CheckPowerups
|
||
|
|
||
|
Check for turning off powerups
|
||
|
================
|
||
|
*/
|
||
|
void() CheckPowerups =
|
||
|
{
|
||
|
if (self.health <= 0)
|
||
|
return;
|
||
|
|
||
|
// invisibility
|
||
|
if (self.invisible_finished)
|
||
|
{
|
||
|
// sound and screen flash when items starts to run out
|
||
|
if (self.invisible_sound < time)
|
||
|
{
|
||
|
sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
|
||
|
self.invisible_sound = time + ((random() * 3) + 1);
|
||
|
}
|
||
|
|
||
|
|
||
|
if (self.invisible_finished < time + 3)
|
||
|
{
|
||
|
if (self.invisible_time == 1)
|
||
|
{
|
||
|
sprint (self, 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)
|
||
|
{
|
||
|
// 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;
|
||
|
}
|
||
|
if (self.invincible_finished > time)
|
||
|
{
|
||
|
self.effects = self.effects | EF_DIMLIGHT;
|
||
|
self.effects = self.effects | EF_RED;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
||
|
self.effects = self.effects - (self.effects & EF_RED);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// super damage
|
||
|
if (self.super_damage_finished)
|
||
|
{
|
||
|
|
||
|
// sound and screen flash when items starts to run out
|
||
|
|
||
|
if (self.super_damage_finished < time + 3)
|
||
|
{
|
||
|
if (self.super_time == 1)
|
||
|
{
|
||
|
if (deathmatch == 4)
|
||
|
sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
|
||
|
else
|
||
|
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;
|
||
|
if (deathmatch == 4)
|
||
|
{
|
||
|
self.ammo_cells = 255;
|
||
|
self.armorvalue = 1;
|
||
|
self.armortype = 0.8;
|
||
|
self.health = 100;
|
||
|
}
|
||
|
self.super_damage_finished = 0;
|
||
|
self.super_time = 0;
|
||
|
}
|
||
|
if (self.super_damage_finished > time)
|
||
|
{
|
||
|
self.effects = self.effects | EF_DIMLIGHT;
|
||
|
self.effects = self.effects | EF_BLUE;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
self.effects = self.effects - (self.effects & EF_DIMLIGHT);
|
||
|
self.effects = self.effects - (self.effects & EF_BLUE);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// suit
|
||
|
if (self.radsuit_finished)
|
||
|
{
|
||
|
self.air_finished = time + 12; // don't drown
|
||
|
|
||
|
// sound and screen flash when items starts to run out
|
||
|
if (self.radsuit_finished < time + 3)
|
||
|
{
|
||
|
if (self.rad_time == 1)
|
||
|
{
|
||
|
sprint (self, 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;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
PlayerPostThink
|
||
|
|
||
|
Called every frame after physics are run
|
||
|
================
|
||
|
*/
|
||
|
void() PlayerPostThink =
|
||
|
{
|
||
|
local float mspeed, aspeed;
|
||
|
local float r;
|
||
|
|
||
|
//dprint ("post think\n");
|
||
|
if (self.view_ofs == '0 0 0')
|
||
|
return; // intermission or finale
|
||
|
if (self.deadflag)
|
||
|
return;
|
||
|
|
||
|
// check to see if player landed and play landing sound
|
||
|
if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) )
|
||
|
{
|
||
|
if (self.watertype == CONTENT_WATER)
|
||
|
sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
|
||
|
else if (self.jump_flag < -650)
|
||
|
{
|
||
|
self.deathtype = "falling";
|
||
|
T_Damage (self, world, world, 5);
|
||
|
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
|
||
|
}
|
||
|
else
|
||
|
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
|
||
|
}
|
||
|
|
||
|
self.jump_flag = self.velocity_z;
|
||
|
|
||
|
CheckPowerups ();
|
||
|
|
||
|
W_WeaponFrame ();
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
ClientConnect
|
||
|
|
||
|
called when a player connects to a server
|
||
|
============
|
||
|
*/
|
||
|
void() ClientConnect =
|
||
|
{
|
||
|
bprint (PRINT_HIGH, self.netname);
|
||
|
bprint (PRINT_HIGH, " entered the game\n");
|
||
|
|
||
|
// a client connecting during an intermission can cause problems
|
||
|
if (intermission_running)
|
||
|
GotoNextMap ();
|
||
|
};
|
||
|
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
ClientDisconnect
|
||
|
|
||
|
called when a player disconnects from a server
|
||
|
============
|
||
|
*/
|
||
|
void() ClientDisconnect =
|
||
|
{
|
||
|
// let everyone else know
|
||
|
bprint (PRINT_HIGH, self.netname);
|
||
|
bprint (PRINT_HIGH, " left the game with ");
|
||
|
bprint (PRINT_HIGH, ftos(self.frags));
|
||
|
bprint (PRINT_HIGH, " frags\n");
|
||
|
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
|
||
|
set_suicide_frame ();
|
||
|
};
|
||
|
|
||
|
/*
|
||
|
===========
|
||
|
ClientObituary
|
||
|
|
||
|
called when a player dies
|
||
|
============
|
||
|
*/
|
||
|
|
||
|
void(entity targ, entity attacker) ClientObituary =
|
||
|
{
|
||
|
local float rnum;
|
||
|
local string deathstring, deathstring2;
|
||
|
local string s;
|
||
|
local string attackerteam, targteam;
|
||
|
|
||
|
rnum = random();
|
||
|
//ZOID 12-13-96: self.team doesn't work in QW. Use keys
|
||
|
attackerteam = infokey(attacker, "team");
|
||
|
targteam = infokey(targ, "team");
|
||
|
|
||
|
if (targ.classname == "player")
|
||
|
{
|
||
|
|
||
|
if (deathmatch > 3)
|
||
|
{
|
||
|
if (targ.deathtype == "selfwater")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM, targ.netname);
|
||
|
bprint (PRINT_MEDIUM," electrocutes himself.\n ");
|
||
|
targ.frags = targ.frags - 1;
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (attacker.classname == "teledeath")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
bprint (PRINT_MEDIUM," was telefragged by ");
|
||
|
bprint (PRINT_MEDIUM,attacker.owner.netname);
|
||
|
bprint (PRINT_MEDIUM,"\n");
|
||
|
logfrag (attacker.owner, targ);
|
||
|
|
||
|
attacker.owner.frags = attacker.owner.frags + 1;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (attacker.classname == "teledeath2")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM,"Satan's power deflects ");
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
bprint (PRINT_MEDIUM,"'s telefrag\n");
|
||
|
|
||
|
targ.frags = targ.frags - 1;
|
||
|
logfrag (targ, targ);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// double 666 telefrag (can happen often in deathmatch 4)
|
||
|
if (attacker.classname == "teledeath3")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
bprint (PRINT_MEDIUM," was telefragged by ");
|
||
|
bprint (PRINT_MEDIUM,attacker.owner.netname);
|
||
|
bprint (PRINT_MEDIUM, "'s Satan's power\n");
|
||
|
targ.frags = targ.frags - 1;
|
||
|
logfrag (targ, targ);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
if (targ.deathtype == "squish")
|
||
|
{
|
||
|
if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
|
||
|
{
|
||
|
logfrag (attacker, attacker);
|
||
|
attacker.frags = attacker.frags - 1;
|
||
|
bprint (PRINT_MEDIUM,attacker.netname);
|
||
|
bprint (PRINT_MEDIUM," squished a teammate\n");
|
||
|
return;
|
||
|
}
|
||
|
else if (attacker.classname == "player" && attacker != targ)
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM, attacker.netname);
|
||
|
bprint (PRINT_MEDIUM," squishes ");
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
bprint (PRINT_MEDIUM,"\n");
|
||
|
logfrag (attacker, targ);
|
||
|
attacker.frags = attacker.frags + 1;
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
logfrag (targ, targ);
|
||
|
targ.frags = targ.frags - 1; // killed self
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
bprint (PRINT_MEDIUM," was squished\n");
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (attacker.classname == "player")
|
||
|
{
|
||
|
if (targ == attacker)
|
||
|
{
|
||
|
// killed self
|
||
|
logfrag (attacker, attacker);
|
||
|
attacker.frags = attacker.frags - 1;
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
if (targ.deathtype == "grenade")
|
||
|
bprint (PRINT_MEDIUM," tries to put the pin back in\n");
|
||
|
else if (targ.deathtype == "rocket")
|
||
|
bprint (PRINT_MEDIUM," becomes bored with life\n");
|
||
|
else if (targ.weapon == 64 && targ.waterlevel > 1)
|
||
|
{
|
||
|
if (targ.watertype == CONTENT_SLIME)
|
||
|
bprint (PRINT_MEDIUM," discharges into the slime\n");
|
||
|
else if (targ.watertype == CONTENT_LAVA)
|
||
|
bprint (PRINT_MEDIUM," discharges into the lava\n");
|
||
|
else
|
||
|
bprint (PRINT_MEDIUM," discharges into the water.\n");
|
||
|
}
|
||
|
else
|
||
|
bprint (PRINT_MEDIUM," becomes bored with life\n");
|
||
|
return;
|
||
|
}
|
||
|
else if ( (teamplay == 2) && (targteam == attackerteam) &&
|
||
|
(attackerteam != "") )
|
||
|
{
|
||
|
if (rnum < 0.25)
|
||
|
deathstring = " mows down a teammate\n";
|
||
|
else if (rnum < 0.50)
|
||
|
deathstring = " checks his glasses\n";
|
||
|
else if (rnum < 0.75)
|
||
|
deathstring = " gets a frag for the other team\n";
|
||
|
else
|
||
|
deathstring = " loses another friend\n";
|
||
|
bprint (PRINT_MEDIUM, attacker.netname);
|
||
|
bprint (PRINT_MEDIUM, deathstring);
|
||
|
attacker.frags = attacker.frags - 1;
|
||
|
//ZOID 12-13-96: killing a teammate logs as suicide
|
||
|
logfrag (attacker, attacker);
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
logfrag (attacker, targ);
|
||
|
attacker.frags = attacker.frags + 1;
|
||
|
|
||
|
rnum = attacker.weapon;
|
||
|
if (targ.deathtype == "nail")
|
||
|
{
|
||
|
deathstring = " was nailed by ";
|
||
|
deathstring2 = "\n";
|
||
|
}
|
||
|
else if (targ.deathtype == "supernail")
|
||
|
{
|
||
|
deathstring = " was punctured by ";
|
||
|
deathstring2 = "\n";
|
||
|
}
|
||
|
else if (targ.deathtype == "grenade")
|
||
|
{
|
||
|
deathstring = " eats ";
|
||
|
deathstring2 = "'s pineapple\n";
|
||
|
if (targ.health < -40)
|
||
|
{
|
||
|
deathstring = " was gibbed by ";
|
||
|
deathstring2 = "'s grenade\n";
|
||
|
}
|
||
|
}
|
||
|
else if (targ.deathtype == "rocket")
|
||
|
{
|
||
|
if (attacker.super_damage_finished > 0 && targ.health < -40)
|
||
|
{
|
||
|
rnum = random();
|
||
|
if (rnum < 0.3)
|
||
|
deathstring = " was brutalized by ";
|
||
|
else if (rnum < 0.6)
|
||
|
deathstring = " was smeared by ";
|
||
|
else
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM, attacker.netname);
|
||
|
bprint (PRINT_MEDIUM, " rips ");
|
||
|
bprint (PRINT_MEDIUM, targ.netname);
|
||
|
bprint (PRINT_MEDIUM, " a new one\n");
|
||
|
return;
|
||
|
}
|
||
|
deathstring2 = "'s quad rocket\n";
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
deathstring = " rides ";
|
||
|
deathstring2 = "'s rocket\n";
|
||
|
if (targ.health < -40)
|
||
|
{
|
||
|
deathstring = " was gibbed by ";
|
||
|
deathstring2 = "'s rocket\n" ;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (rnum == IT_AXE)
|
||
|
{
|
||
|
deathstring = " was ax-murdered by ";
|
||
|
deathstring2 = "\n";
|
||
|
}
|
||
|
else if (rnum == IT_SHOTGUN)
|
||
|
{
|
||
|
deathstring = " chewed on ";
|
||
|
deathstring2 = "'s boomstick\n";
|
||
|
}
|
||
|
else if (rnum == IT_SUPER_SHOTGUN)
|
||
|
{
|
||
|
deathstring = " ate 2 loads of ";
|
||
|
deathstring2 = "'s buckshot\n";
|
||
|
}
|
||
|
else if (rnum == IT_LIGHTNING)
|
||
|
{
|
||
|
deathstring = " accepts ";
|
||
|
if (attacker.waterlevel > 1)
|
||
|
deathstring2 = "'s discharge\n";
|
||
|
else
|
||
|
deathstring2 = "'s shaft\n";
|
||
|
}
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
bprint (PRINT_MEDIUM,deathstring);
|
||
|
bprint (PRINT_MEDIUM,attacker.netname);
|
||
|
bprint (PRINT_MEDIUM,deathstring2);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
logfrag (targ, targ);
|
||
|
targ.frags = targ.frags - 1; // killed self
|
||
|
rnum = targ.watertype;
|
||
|
|
||
|
bprint (PRINT_MEDIUM,targ.netname);
|
||
|
if (rnum == -3)
|
||
|
{
|
||
|
if (random() < 0.5)
|
||
|
bprint (PRINT_MEDIUM," sleeps with the fishes\n");
|
||
|
else
|
||
|
bprint (PRINT_MEDIUM," sucks it down\n");
|
||
|
return;
|
||
|
}
|
||
|
else if (rnum == -4)
|
||
|
{
|
||
|
if (random() < 0.5)
|
||
|
bprint (PRINT_MEDIUM," gulped a load of slime\n");
|
||
|
else
|
||
|
bprint (PRINT_MEDIUM," can't exist on slime alone\n");
|
||
|
return;
|
||
|
}
|
||
|
else if (rnum == -5)
|
||
|
{
|
||
|
if (targ.health < -15)
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," burst into flames\n");
|
||
|
return;
|
||
|
}
|
||
|
if (random() < 0.5)
|
||
|
bprint (PRINT_MEDIUM," turned into hot slag\n");
|
||
|
else
|
||
|
bprint (PRINT_MEDIUM," visits the Volcano God\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (attacker.classname == "explo_box")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," blew up\n");
|
||
|
return;
|
||
|
}
|
||
|
if (targ.deathtype == "falling")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," fell to his death\n");
|
||
|
return;
|
||
|
}
|
||
|
if (targ.deathtype == "nail" || targ.deathtype == "supernail")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," was spiked\n");
|
||
|
return;
|
||
|
}
|
||
|
if (targ.deathtype == "laser")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," was zapped\n");
|
||
|
return;
|
||
|
}
|
||
|
if (attacker.classname == "fireball")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," ate a lavaball\n");
|
||
|
return;
|
||
|
}
|
||
|
if (attacker.classname == "trigger_changelevel")
|
||
|
{
|
||
|
bprint (PRINT_MEDIUM," tried to leave\n");
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
bprint (PRINT_MEDIUM," died\n");
|
||
|
}
|
||
|
}
|
||
|
};
|