hexen2/H2MP/hcode/Client.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /H2 Mission Pack/HCode/Client.hc 72 3/23/98 1:08p Mgummelt $
*/
// prototypes
void () W_WeaponFrame;
void() W_SetCurrentAmmo;
void(entity attacker,float total_damage) player_pain;
void (vector org, entity death_owner) spawn_tdeath;
void() DecrementSuperHealth;
void CheckRings (void);
void FreezeAllEntities(void)
{
entity search;
search = nextent(world);
while(search != world)
{
if (search.classname != "player")
{
thinktime search : 99999;
}
search = nextent(search);
}
}
/*
=============================================================================
LEVEL CHANGING / INTERMISSION
=============================================================================
*/
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'
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
void info_intermission(void)
{
}
/*
============
FindIntermission
Returns the entity to view from
============
*/
/*
entity FindIntermission(void)
{
entity spot;
float cyc;
// look for info_intermission first
spot = find (world, classname, "info_intermission");
if (spot)
{ // pick a random one
cyc = random(4);
while (cyc > 1)
{
spot = find (spot, classname, "info_intermission");
if (!spot)
spot = find (spot, classname, "info_intermission");
cyc = cyc - 1;
}
return spot;
}
// then look for the start position
spot = find (world, classname, "info_player_start");
if (spot)
return spot;
}
*/
string nextmap;
string nextstartspot;
void GotoNextMap(void)
{
if (cvar("samelevel")) // if samelevel is set, stay on same level
{
changelevel (mapname, startspot);
}
else
{
changelevel (nextmap, nextstartspot);
}
}
void ExitIntermission(void)
{
// skip any text in deathmatch
if (deathmatch)
{
intermission_exittime =
intermission_running = 0;
}
other = find (world, classname, "player");
while (other != world)
{
stuffcmd(other, "-showdm\n");
other.frags=0;//reset frags
other.takedamage = DAMAGE_YES;
other.solid = SOLID_BBOX;
other.movetype = MOVETYPE_WALK;
other.flags(-)FL_NOTARGET;
other.effects=FALSE;
other.weaponmodel=other.lastweapon;
other = find (other, classname, "player");
}
if (deathmatch)
{
gameover = FALSE;
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)
GotoNextMap();
}
/*
============
IntermissionThink
When the player presses attack or jump, change to the next level
============
*/
void IntermissionThink(void)
{
if (time < intermission_exittime)
return;
if (!self.button0 && !self.button1 && !self.button2)
return;
ExitIntermission ();
}
void() execute_changelevel =
{
intermission_running = 1;
// enforce a wait time before allowing changelevel
if (deathmatch)
intermission_exittime = time + 5;
else
intermission_exittime = time + 2;
other = find (world, classname, "player");
while (other != world)
{
// other.sv_flags=serverflags;
dprint("Other model = ");
dprint(other.model);
dprint("\n");
if(other.model=="models/sheep.mdl")
unsheep(other);
thinktime other : 0.5;
other.takedamage = DAMAGE_NO;
other.solid = SOLID_NOT;
other.movetype = MOVETYPE_NONE;
other.flags(+)FL_NOTARGET;
other.effects=EF_NODRAW|EF_LIGHT;
other.lastweapon=other.weaponmodel;
stuffcmd(other,"+showdm\n");
other = find (other, classname, "player");
}
};
void FindDMLevel(void)
{
serverflags (+) SFL_NEW_UNIT;
nextmap = string_null;
if (cvar("registered") != 0 || cvar("oem") != 0)
{
if (mapname == "demo1")
nextmap = "demo2";
else if (mapname == "demo2")
nextmap = "demo3";
else if (mapname == "demo3")
nextmap = "village1";
else if (mapname == "village1")
nextmap = "village2";
else if (mapname == "village2")
nextmap = "village3";
else if (mapname == "village3")
nextmap = "village4";
else if (mapname == "village4")
nextmap = "village5";
else if (mapname == "village5")
nextmap = "rider1a";
else if (mapname == "rider1a")
nextmap = "demo1";
else if (mapname == "meso1")
nextmap = "meso2";
else if (mapname == "meso2")
nextmap = "meso3";
else if (mapname == "meso3")
nextmap = "meso4";
else if (mapname == "meso4")
nextmap = "meso5";
else if (mapname == "meso5")
nextmap = "meso6";
else if (mapname == "meso6")
nextmap = "meso8";
else if (mapname == "meso8")
nextmap = "meso9";
else if (mapname == "meso9")
nextmap = "meso1";
else if (mapname == "egypt1")
nextmap = "egypt2";
else if (mapname == "egypt2")
nextmap = "egypt3";
else if (mapname == "egypt3")
nextmap = "egypt4";
else if (mapname == "egypt4")
nextmap = "egypt5";
else if (mapname == "egypt5")
nextmap = "egypt6";
else if (mapname == "egypt6")
nextmap = "egypt7";
else if (mapname == "egypt7")
nextmap = "rider2c";
else if (mapname == "rider2c")
nextmap = "egypt1";
else if (mapname == "romeric1")
nextmap = "romeric2";
else if (mapname == "romeric2")
nextmap = "romeric3";
else if (mapname == "romeric3")
nextmap = "romeric4";
else if (mapname == "romeric4")
nextmap = "romeric5";
else if (mapname == "romeric5")
nextmap = "romeric6";
else if (mapname == "romeric6")
nextmap = "romeric7";
else if (mapname == "romeric7")
nextmap = "romeric1";
else if (mapname == "cath")
nextmap = "tower";
else if (mapname == "tower")
nextmap = "castle4";
else if (mapname == "castle4")
nextmap = "castle5";
else if (mapname == "castle5")
nextmap = "eidolon";
else if (mapname == "eidolon")
nextmap = "cath";
else if (mapname == "ravdm1")
nextmap = "ravdm2";
else if (mapname == "ravdm2")
nextmap = "ravdm3";
else if (mapname == "ravdm3")
nextmap = "ravdm4";
else if (mapname == "ravdm4")
nextmap = "ravdm5";
else if (mapname == "ravdm5")
nextmap = "ravdm1";
else if (mapname == "keep1")
nextmap = "keep2";
else if (mapname == "keep2")
nextmap = "keep3";
else if (mapname == "keep3")
nextmap = "keep4";
else if (mapname == "keep4")
nextmap = "keep5";
else if (mapname == "keep5")
nextmap = "keep1";
else if (mapname == "tibet1")
nextmap = "tibet2";
else if (mapname == "tibet2")
nextmap = "tibet3";
else if (mapname == "tibet3")
nextmap = "tibet4";
else if (mapname == "tibet4")
nextmap = "tibet5";
else if (mapname == "tibet5")
nextmap = "tibet6";
else if (mapname == "tibet6")
nextmap = "tibet7";
else if (mapname == "tibet7")
nextmap = "tibet8";
else if (mapname == "tibet8")
nextmap = "tibet9";
else if (mapname == "tibet9")
nextmap = "tibet10";
else if (mapname == "tibet10")
nextmap = "tibet1";
}
else
{
if (mapname == "demo1")
nextmap = "demo2";
else if (mapname == "demo2")
nextmap = "ravdm1";
else if (mapname == "ravdm1")
nextmap = "demo1";
}
}
void() changelevel_touch =
{
entity found;
if (other.classname != "player")//||(!infront_of_ent(self,other)))
return;
if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
{
// rjr quake2 change T_Damage (other, self, self, 50000, 1000, TRUE);
T_Damage (other, self, self, 50000);
return;
}
if (self.movedir != '0 0 0')
{
makevectors (other.angles);
if (v_forward * self.movedir < 0)
return; // not facing the right way
}
found = find(world,classname,"cube_of_force");
while(found)
{
stopSound(found,0);
remove(found);
found = find(found,classname,"cube_of_force");
}
found = find (world, classname, "player");
while (found != world)
{
if(found.model=="models/sheep.mdl")
unsheep(found);
found = find (found, classname, "player");
}
//FIXME: temp server flags fix
// other.sv_flags=serverflags;
if (coop || deathmatch)
{
bprint (other.netname);
bprint (" exited the level\n");
}
if (deathmatch)
FindDMLevel();
else
{
nextmap = self.map;
nextstartspot = self.target;
}
SUB_UseTargets ();
if (cvar("registered") == 0 && cvar("oem") == 0 && nextmap == "village1")
{
remove(self);
intermission_running = 2;
intermission_exittime = time + 20;
WriteByte (MSG_ALL, SVC_INTERMISSION);
WriteByte (MSG_ALL, 5);
FreezeAllEntities();
return;
}
/* if (self.spawnflags & 2)
{
serverflags (+) SFL_NEW_UNIT;
serverflags (-) SFL_CROSS_TRIGGERS;
}
else
serverflags (-) SFL_NEW_UNIT;
if (self.spawnflags & 4)
{
serverflags (+) SFL_NEW_EPISODE;
serverflags (-) SFL_CROSS_TRIGGERS;
}
else
serverflags (-) SFL_NEW_EPISODE; */
// rjr spawnflag 1 use to be "no intermission" - removed the option completely
// if ( (self.spawnflags & 1) && (deathmatch == 0) )
if ( (deathmatch == 0) )
{ // NO_INTERMISSION
GotoNextMap();
return;
}
self.touch = SUB_Null;
// we can't move people right now, because touch functions are called
// in the middle of C movement code, so set a think time to do it
self.think = execute_changelevel;
thinktime self : 0.1;
};
void() changelevel_use =
{
dprint("Changing level\n");
local entity saveOther;
saveOther = other;
other = activator;
changelevel_touch ();
other = saveOther;
};
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? x END_OF_UNIT END_OF_EPISODE
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.
Those spawnflags are from Quake- do nothing.
*/
void() trigger_changelevel =
{
if (!self.map)
objerror ("changelevel trigger doesn't have map");
InitTrigger ();
self.touch = changelevel_touch;
self.use = changelevel_use;
};
/*
=============================================================================
PLAYER GAME EDGE FUNCTIONS
=============================================================================
*/
//void() set_suicide_frame;
void()GibPlayer;
// called by ClientKill and DeadThink
void() respawn =
{
if (coop)
{
// make a copy of the dead body for appearances sake
SolidPlayer();
// get the spawn parms as they were at level start
setspawnparms (self);
// respawn
PutClientInServer ();
}
else if (deathmatch)
{
// make a copy of the dead body for appearances sake
SolidPlayer();
PutClientInServer ();
}
else
{ // restart the entire server
if(parm7)
changelevel (mapname, startspot);
else
localcmd ("restart restore\n");
}
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill =
{
entity lastleader,newking;
bprint (self.netname);
bprint (" suicides\n");
self.model=self.init_model;
GibPlayer();
self.frags -= 2; // extra penalty
lastleader=FindExpLeader();
drop_level(self,2);
newking=FindExpLeader();
if(newking!=lastleader)
{//Tell everyone if the king of the hill has changed
sound (world, CHAN_BODY, "misc/comm.wav", 1, ATTN_NONE);
bprint(newking.netname);
bprint(" is the NEW King of the Hill!\n");
WriteByte(MSG_ALL, SVC_UPDATE_KINGOFHILL);
WriteEntity (MSG_ALL, newking);
}
respawn ();
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
//@@ TODO: not fixed order!!!
entity() SelectSpawnPoint =
{//FIXME: if start on 2nd - 5th hubs, fill in correct startspot string
entity spot;
entity thing;
float pcount;
float ok;
// choose a info_player_deathmatch point
if(self.newclass)
{
dprint("newclass start\n");
spot = find(world, classname, "classchangespot");
if(spot)
{
spot.think=SUB_Remove;
thinktime spot : 1;
return spot;
}
}
if (coop)
{
dprint("Coop start\n");
spot = lastspawn;
pcount = 1;
while (pcount < 3)
{
spot = find(spot, classname, "info_player_coop");
/* if(spot.playerclass)
dprintf("Spot has a playerclass %s\n",spot.playerclass);
if(spot.playerclass>0&&spot.playerclass!=self.playerclass)
dprint("Skipping spawn spot\n");
else*/
if (spot != world && ((spot.targetname == startspot) ||
(startspot == string_null && spot.spawnflags & 1)))
{
/* self.scale=1.5;
self.proj_ofs_z*=1.5;
self.drawflags(+)SCALE_ORIGIN_BOTTOM;*/
// dprint(spot.targetname);
// dprint(" checking Spot at");
// dprintv("%s\n",spot.origin);
thing = findradius(spot.origin, 64);
ok = TRUE;
while (thing)
{
if (thing.classname == "player")
{
thing = world;
ok = FALSE;
}
else
thing = thing.chain;
}
if (ok)
{
// dprint("found spot at");
// dprintv("%s\n",spot.origin);
lastspawn = spot;
return lastspawn;
}
}
if (spot == world)
pcount += 1;
}
/* dprint("Resorting to info_player_start\n");
lastspawn = find (lastspawn, classname, "info_player_start");
if (lastspawn != world)
return lastspawn;*/
}
else if (deathmatch)
{
dprint("dmatch start\n");
spot = lastspawn;
while (1)
{
spot = find(spot, classname, "info_player_deathmatch");
if (spot != world&&random()<0.5)//add some randomness
{
if (spot == lastspawn)
return lastspawn;
pcount = 0;
thing = findradius(spot.origin, 64);
while(thing)
{
if (thing.classname == "player")
pcount = pcount + 1;
thing = thing.chain;
}
if (pcount == 0)
{
lastspawn = spot;
return spot;
}
}
}
}
if (startspot)
{
dprint("Searching for info_player_start with targetname\n");
spot = world;
pcount = 1;
while(pcount)
{
spot = find (spot, classname, "info_player_start");
if (!spot)
pcount = 0;
else if (spot.targetname == startspot)
pcount = 0;
}
}
if (!spot)
{
dprint("Resorting to info_player_start\n");
spot = find (world, classname, "info_player_start");
if (!spot)
error ("PutClientInServer: no info_player_start on level");
}
return spot;
};
/*
===========
PutClientInServer
called each time a player is spawned
============
*/
void() PlayerDie;
void() PutClientInServer =
{
entity spot;
float pclass;
spot = SelectSpawnPoint ();
if(deathmatch)
{
self.items(-)IT_WEAPON4|IT_WEAPON3|IT_WEAPON4_1|IT_WEAPON4_2|IT_WEAPON2;
self.skin=0;
}
// else if(self.sv_flags)
// serverflags=self.sv_flags;
self.classname = "player";
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_WALK;
self.deathtype="";
self.viewentity=self;
self.wallspot='0 0 0';
// self.scale=1.5;
self.scale=1;
self.skin=0;
// self.drawflags= self.abslight=self.effects=0;
self.abslight=self.effects=0;
self.flags(+)FL_CLIENT;
self.flags2(+)FL_ALIVE;
self.air_finished = time + 12;
self.dmg = 2; // initial water damage
self.thingtype=THINGTYPE_FLESH;
self.adjust_velocity = '-999 -999 -999';
//Reset all time-based fields
self.dflags=
self.act_state =
self.show_hostile =
self.onfire=
self.invisible_time=
self.camptime=
self.last_attack=
self.torchtime=
self.healthtime=
self.catapult_time=
self.safe_time=
self.absorb_time=
self.last_impact=
self.sheep_sound_time=
self.still_time=
self.last_onground=
self.invisible_finished=
self.invincible_time=
self.splash_time=
self.ring_regen_time=
self.rings_low=
self.pausetime =
self.teleport_time =
self.sheep_time =
self.attack_finished =
self.super_damage_time=
self.haste_time =
self.tome_time =
self.camera_time=
self.ring_regen_time=
self.ring_flight_time=
self.ring_water_time=
self.ring_turning_time=
self.super_damage=
self.super_damage_low=
self.hasted=
self.decap=
self.frozen=
self.plaqueflg = 0;
self.raven_cnt = 0;
self.friction=self.gravity=self.standard_grav = 1;
self.artifact_active(-)ARTFLAG_FROZEN|ARTFLAG_STONED;
/* if(spot.playerclass)
{
self.playerclass=spot.playerclass;
setclass(self,self.playerclass);
stats_NewClass(self);
self.newclass=FALSE;
}
else
{*/
if(self.newclass)
{
bprint(self.netname);
bprint(" becomes a ");
switch(self.newclass)
{
case CLASS_PALADIN:
bprint("Paladin!\n");
break;
case CLASS_CRUSADER:
bprint("Crusader!\n");
break;
case CLASS_NECROMANCER:
bprint("Necromancer!\n");
break;
case CLASS_SUCCUBUS:
bprint("Demoness!\n");
break;
default:
bprint("Assassin!\n");
break;
}
self.playerclass=self.newclass;
setclass(self,self.playerclass);
stats_NewClass(self);
self.newclass=FALSE;
}
if(deathmatch&&randomclass)
self.playerclass=CLASS_NONE;
if (self.playerclass == CLASS_NONE)
{ // Default it to the paladin if not selected
if (cvar("registered") != 0 || cvar("oem") != 0)
{//not sure what rint was doing to the results, threw
//in this bad temp hack for now
pclass=random(0,5);
switch(pclass)
{
case 0..1:
setclass(self,1);
break;
case 1..2:
setclass(self,2);
break;
case 2..3:
setclass(self,3);
break;
case 3..4:
setclass(self,4);
break;
default:
setclass(self,5);
break;
}
}
else
{
if (random() < 0.5)
setclass(self,CLASS_PALADIN);
else
setclass(self,CLASS_ASSASSIN);
}
}
// }
if(self.max_health<=0)
stats_NewPlayer(self);
else
self.health = self.max_health;
if(self.max_health<=0||self.health<=0)
{
dprint("ERROR: Respawned Dead!\n");
dprintf("Class: %s\n",self.playerclass);
dprint("Map: ");
dprint(mapname);
dprint("\n");
dprintf("Max: %s\n",self.max_health);
dprintf("Health: %s\n",self.health);
dprint("Autofix: health default to 100\n");
self.health=self.max_health=100;
}
self.deadflag = DEAD_NO;
setorigin(self, spot.origin + '0 0 1');
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
if(!self.weapon)
{
self.items=IT_WEAPON1;
self.weapon=IT_WEAPON1;
self.oldweapon=IT_WEAPON1;
}
if(deathmatch)
self.weapon=IT_WEAPON1;
if(coop)
{//Need more mana in coop, especially if you die
if(self.bluemana<25)
self.bluemana=25;
if(self.greenmana<25)
self.greenmana=25;
}
W_SetCurrentAmmo ();
SetModelAndThinks();
PlayerSpeed_Calc();
if(deathmatch)
{
self.effects=0;
self.artifact_active=ART_INVINCIBILITY;
self.invincible_time = time + 3;
self.artifact_low(+)ART_INVINCIBILITY;
switch(self.playerclass)
{
case CLASS_PALADIN:
self.effects(+)EF_BRIGHTLIGHT;
break;
case CLASS_CRUSADER:
self.skin = GLOBAL_SKIN_STONE;
break;
case CLASS_NECROMANCER:
self.effects(+)EF_DARKLIGHT;
break;
case CLASS_SUCCUBUS:
self.drawflags(+)MLS_ABSLIGHT|DRF_TRANSLUCENT;
self.effects(+)EF_BRIGHTFIELD;
self.abslight=1;
break;
default: //assassin
self.colormap=140;
break;
}
}
self.ring_regen_time = 0;
self.ring_flight_time=0;
self.ring_water_time=0;
self.ring_turning_time=0;
self.ring_flight=0; // Health of rings 0 - 100
self.ring_water=0; //
self.ring_turning=0; //
self.ring_regeneration=0; //
self.rings = 0;
self.view_ofs = '0 0 50';
self.proj_ofs=' 0 0 44';
self.hull=HULL_PLAYER;
self.idealpitch = cvar("sv_walkpitch");
self.button0 = self.button1 = self.button2 = 0;
self.attack_finished=time+0.5;//so no respawn fire
// self.th_stand();
player_frames();
if (deathmatch || coop)
{
makevectors(self.angles);
GenerateTeleportEffect(self.origin,0);
}
spawn_tdeath (self.origin, self);
if (self.artifact_flags & AFL_CUBE_LEFT)
{
self.cnt_cubeofforce+=1;
self.artifact_flags(-)AFL_CUBE_LEFT;
UseCubeOfForce(TRUE);
}
if (self.artifact_flags & AFL_CUBE_RIGHT)
{
self.cnt_cubeofforce+=1;
self.artifact_flags(-)AFL_CUBE_RIGHT;
UseCubeOfForce(TRUE);
}
};
void ClientReEnter(float TimeDiff)
{
/*
Called for living players entering a level
(except for first starting a game)
or when you die any time other than on the
first level you started playing on.
*/
entity spot;
//string tempmodel;
if(!self.flags2&FL_ALIVE||self.health<1||(self.newclass&&!deathmatch&&!coop))
{//If dead, put them in the right spot.
self.weapon=IT_WEAPON1;
PutClientInServer();
return;
}
// Need to reset these because they could still point to entities in the previous map
self.enemy = self.groundentity = self.chain = self.goalentity = self.dmg_inflictor =
self.owner = world;
//RESET TIMERS:
if(deathmatch)
{
self.items(-)IT_WEAPON4|IT_WEAPON2|IT_WEAPON3|IT_WEAPON4_1|IT_WEAPON4_2;
self.skin=0;
}
// else if(self.sv_flags)
// serverflags=self.sv_flags;
self.movetype=MOVETYPE_WALK;
self.viewentity=self;
self.wallspot='0 0 0';
self.deathtype="";
self.act_state =
self.onfire=
self.healthtime=
self.splash_time=
self.decap=
self.frozen=
self.plaqueflg = 0;
self.raven_cnt = 0;
self.friction=self.gravity=self.standard_grav = 1;
self.artifact_active(-)ARTFLAG_FROZEN|ARTFLAG_STONED;
self.ring_flight_time = 0;
self.ring_flight = 0;
self.rings (-) RING_FLIGHT;
self.rings_active (-) RING_FLIGHT;
self.air_finished = time + 6;//+= TimeDiff;
self.pain_finished = time + 6;//+= TimeDiff;
self.ring_regen_time += TimeDiff;
self.ring_water_time += TimeDiff;
self.ring_turning_time += TimeDiff;
self.dflags+=TimeDiff;
self.super_damage_time += TimeDiff;
self.haste_time += TimeDiff;
self.tome_time += TimeDiff;
self.camera_time += TimeDiff;
self.torchtime += TimeDiff;
self.pausetime += TimeDiff;
self.teleport_time += TimeDiff;
self.sheep_time += TimeDiff;
self.attack_finished += TimeDiff;
self.catapult_time+= TimeDiff;
self.safe_time+= TimeDiff;
self.absorb_time+= TimeDiff;
self.last_impact+= TimeDiff;
self.sheep_sound_time+= TimeDiff;
self.still_time+= TimeDiff;
self.last_onground+= TimeDiff;
self.invincible_time+= TimeDiff;
self.show_hostile+= TimeDiff;
self.invisible_time+= TimeDiff;
self.camptime+= TimeDiff;
self.last_attack= self.attack_finished=0;
self.light_level = 128; // So the assassin doesn't go invisible coming out of the teleporter
self.dmg = 2; // initial water damage
setsize (self, '-16 -16 0', '16 16 56');
self.hull=HULL_PLAYER;
self.view_ofs = '0 0 50';
self.proj_ofs='0 0 44';
spot = SelectSpawnPoint ();
setorigin(self, spot.origin + '0 0 1');
self.angles = spot.angles;
self.fixangle = TRUE; // turn this way immediately
self.velocity = '0 0 0';
self.avelocity = '0 0 0';
self.adjust_velocity = '-999 -999 -999';
if (deathmatch || coop)
{
makevectors(self.angles);
GenerateTeleportEffect(self.origin,0);
}
spawn_tdeath (self.origin, self);
SetModelAndThinks();
PlayerSpeed_Calc();
W_SetCurrentAmmo ();
force_retouch = 2; // make sure even still objects get hit
self.think=player_frames;
thinktime self : 0;
if (self.artifact_flags & AFL_CUBE_LEFT)
{
self.cnt_cubeofforce+=1;
self.artifact_flags(-)AFL_CUBE_LEFT;
UseCubeOfForce(TRUE);
}
if (self.artifact_flags & AFL_CUBE_RIGHT)
{
self.cnt_cubeofforce+=1;
self.artifact_flags(-)AFL_CUBE_RIGHT;
UseCubeOfForce(TRUE);
}
}
/*
=============================================================================
QUAKED FUNCTIONS
=============================================================================
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 0) (16 16 56)
The normal starting point for a level.
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
void() info_player_start =
{
};
/*QUAKED info_player_start2 (1 0 0) (-16 -16 0) (16 16 56)
Only used on start map for the return point from an episode.
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
void() info_player_start2 =
{
};
/*
saved out by quak ed in region mode
*/
/* nope, it sends out a normal player_start
void() testplayerstart =
{
};
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 0) (16 16 56)
potential spawning position for deathmatch games
-----------------------FIELDS-------------------------
--------------------------------------------------------
*/
void() info_player_deathmatch =
{
if(!deathmatch)
remove(self);
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 0) (16 16 56) DEFAULT
potential spawning position for coop games
-----------------------FIELDS-------------------------
'playerclass'
1-Paladin
2-Crusader
3-Necromancer
4-Assassin
5-Succubus
--------------------------------------------------------
*/
void() info_player_coop =
{
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
entity o;
FindDMLevel();
if (nextmap == "")
{
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
// go back to start if no trigger_changelevel
if (!o)
{
o = spawn();
mapname = "demo1";
o.map = mapname;
}
}
else
{
o = spawn();
o.map = nextmap;
}
gameover = TRUE;
if (o.nextthink < time)
{
o.think = execute_changelevel;
thinktime o : 0.1;
}
};
/*
============
CheckRules
Exit deathmatch games upon conditions
============
*/
void() CheckRules =
{
float timelimit;
float fraglimit;
if (gameover) // someone else quit the game already
return;
timelimit = cvar("timelimit") * 60;
fraglimit = cvar("fraglimit");
if (timelimit && time >= timelimit)
{
NextLevel ();
return;
}
if (fraglimit && self.frags >= fraglimit)
{
NextLevel ();
return;
}
};
//============================================================================
void() PlayerDeathThink =
{
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.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 CheckWaterJump()
{
vector start, end;
// check for a climb out of water
makevectors (self.angles);
start = self.origin + self.proj_ofs - '0 0 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
if(self.model=="models/sheep.mdl")
start_z = self.origin_z + self.proj_ofs_z + 26;//was absmax - 8
else
start_z = self.origin_z + self.proj_ofs_z + 6;//was absmax - 8
end = start + v_forward*24;
self.movedir = trace_plane_normal * -50;
traceline (start, end, TRUE, self);
if (trace_fraction == 1)
{ // open at eye level
self.flags(+)FL_WATERJUMP;
self.velocity_z = 225;
self.flags(-)FL_JUMPRELEASED;
self.teleport_time = time + 2; // safety net
return;
}
}
}
void()catapult_fire;
void() PlayerJump =
{
float wall_jump;
if(self.flags&FL_ONGROUND)
{
traceline(self.origin,self.origin-'0 0 3',FALSE,self);
if(trace_ent.classname=="catapult"&&trace_ent.frame==20)
{
trace_ent.think=catapult_fire;
thinktime trace_ent : 0;
}
}
if (self.flags & FL_WATERJUMP)
return;
if (self.movetype==MOVETYPE_FLY)
return;
if (self.waterlevel >= 2)
{
if (self.watertype == CONTENT_WATER)
self.velocity_z = 100*self.scale;
else if (self.watertype == CONTENT_SLIME)
self.velocity_z = 80*self.scale;
else
self.velocity_z = 50*self.scale;
// play swiming sound
if (self.swim_flag < time)
{
self.swim_flag = time + 1;
if (random() < 0.5)
sound (self, CHAN_BODY, "player/swim1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "player/swim2.wav", 1, ATTN_NORM);
}
return;
}
if (!(self.flags & FL_ONGROUND))
{
if(cvar("sv_gravity")>400)//On low-grav levels, allow players to push off walls
return;
makevectors(self.v_angle);
traceline(self.origin+self.proj_ofs,self.origin+self.proj_ofs+v_forward*64,FALSE,self);
if(trace_fraction<1&&trace_ent==world&&trace_plane_normal!='0 0 0')
wall_jump=TRUE;
else
return;
}
if ( !(self.flags & FL_JUMPRELEASED) )
return; // don't pogo stick
self.act_state=ACT_JUMP;
self.flags(-)FL_JUMPRELEASED;
self.flags(-)FL_ONGROUND; // don't stairwalk
self.button2 = 0;
// player jumping sound
if(self.model=="models/sheep.mdl")//self.modelindex==modelindex_sheep)
sheep_sound(1);
else if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
sound (self, CHAN_BODY,"player/assjmp.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY,"player/paljmp.wav", 1, ATTN_NORM);
//Unless can do a flip of angles, this looks weird
if(wall_jump)
self.velocity = v_forward*-270*self.scale;
else
self.velocity_z = self.velocity_z + 270*self.scale;
};
/*
===========
WaterMove
============
*/
void() WaterMove =
{
//dprint (ftos(self.waterlevel));
if (self.movetype == MOVETYPE_NOCLIP)
return;
if (self.health <= 0)
return;
if ((self.flags & FL_INWATER) &&
(self.watertype == CONTENT_WATER) &&
(self.waterlevel == 3) &&
(self.air_finished>=time+11.5))//&&!self.lefty
{//OOPS- no free edicts crash?
// DeathBubbles(10);//was using self.lefty
DeathBubbles(1);
// self.lefty = 1;
}
/* if ((self.flags & FL_INWATER) && (self.splash_time < time))
{
if (((self.velocity_x) || (self.velocity_y) || (self.velocity_z)) && (self.watertype == CONTENT_WATER))
{
if (self.waterlevel == 1)
{
CreateWaterSplash(self.origin + '0 0 10');
}
else if (self.waterlevel == 2)
{
CreateWaterSplash(self.origin + '0 0 20');
}
}
self.splash_time = time + random(HX_FRAME_TIME,HX_FRAME_TIME*2);
}
*/
if (self.waterlevel != 3) // Not up to the eyes
{
if (self.air_finished < time)
{
if (self.model=="models/sheep.mdl")
sheep_sound(1);
else if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
sound (self, CHAN_VOICE, "player/assgasp1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/palgasp1.wav", 1, ATTN_NORM);
}
else if (self.air_finished < time + 7)
{
if (self.model=="models/sheep.mdl")
sheep_sound(1);
else if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
sound (self, CHAN_VOICE, "player/assgasp2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/palgasp2.wav", 1, ATTN_NORM);
}
self.air_finished = time + 12;
self.dmg = 2;
}
// Completely submerged and no air
else
{
// dprintf("time: %s\n",time);
// dprintf("air fin: %s\n",self.air_finished);
if ((self.air_finished < time) && (!self.rings & RING_WATER))
{
// dprint("checking drown\n");
if(self.playerclass==CLASS_PALADIN&&self.flags&FL_SPECIAL_ABILITY1)
{
// dprint("paladin free action\n");
self.air_finished = time + 12;
self.dmg = 2;
}
else if (self.pain_finished < time)
{// Drown
// dprint("drowning\n");
self.dmg = self.dmg + 2;
if (self.dmg > 15)
self.dmg = 10;
T_Damage (self, world, world, self.dmg);
self.pain_finished = time + 1;
}
// else
// dprintf("pain_finished(%s) > time\n",self.pain_finished);
}
}
if (!self.waterlevel)
{ // Getting out of the water
if (self.flags & FL_INWATER)
{ // play leave water sound
sound (self, CHAN_BODY, "raven/outwater.wav", 1, ATTN_NORM);
self.flags(-)FL_INWATER;
self.lefty = 0;
}
return;
}
if (self.watertype == CONTENT_LAVA)
{ // do damage
if (self.dmgtime < time)
{
self.dmgtime = time + 0.5;
if(self.flags2&FL2_FIREHEAL)
self.health=self.health+5*self.waterlevel;
else if(!self.flags2&FL2_FIRERESIST)
T_Damage (self, world, world, 5*self.waterlevel);
else
T_Damage (self, world, world, 2*self.waterlevel);
}
}
else if (self.watertype == CONTENT_SLIME)
{ // do damage
if (self.dmgtime < time)
{
self.dmgtime = time + 1;
T_Damage (self, world, world, 4*self.waterlevel);
}
}
// Just entering fluid
if (!(self.flags & FL_INWATER))
{
self.splash_time = time + .05;
// player enter water sound
if (self.watertype == CONTENT_LAVA)
sound (self, CHAN_BODY, "raven/inlava.wav", 1, ATTN_NORM);
else if (self.watertype == CONTENT_WATER)
{
sound (self, CHAN_BODY, "raven/inh2o.wav", 1, ATTN_NORM);
}
else if (self.watertype == CONTENT_SLIME)
sound (self, CHAN_BODY, "player/slimbrn1.wav", 1, ATTN_NORM);
self.flags(+)FL_INWATER;
self.dmgtime = 0;
}
if (! (self.flags & FL_WATERJUMP) )
self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity;
};
void CheckCrouch (void)
{
if ((self.crouch_time) && (self.crouch_time < time)) // Time to crouch or uncrouch a little
{
if (self.hull==HULL_CROUCH) // Player crouching
{
self.crouch_stuck = 0;
self.view_ofs_z -= 10;
self.proj_ofs_z -= 10;
if (self.view_ofs_z < 24)
{
self.view_ofs_z = 24;
self.proj_ofs_z = 18;
self.crouch_time = 0;
}
else
self.crouch_time = time + HX_FRAME_TIME/4;
}
else
{
self.view_ofs_z += 10;
self.proj_ofs_z += 10;
if (self.view_ofs_z > 50)
{
self.view_ofs_z = 50;
self.proj_ofs_z = 44;
self.crouch_time = 0;
}
else
self.crouch_time = time + HX_FRAME_TIME/4;
}
}
if ((self.flags2 & FL2_CROUCHED||self.model=="models/sheep.mdl"||self.flags2&FL2_CROUCH_TOGGLE) && (self.hull!=HULL_CROUCH))
PlayerCrouching ();
else if (((!self.flags2 & FL2_CROUCHED&&self.model!="models/sheep.mdl"&&!self.flags2&FL2_CROUCH_TOGGLE) && (self.hull==HULL_CROUCH)) ||
(self.crouch_stuck)) // If stuck, constantly try to unstick
PlayerUnCrouching();
}
void CheckIncapacities ()
{
vector dir;
if(self.frozen>0)
if(self.flags2&FL_ALIVE&&self.health)
{
if(self.colormap>144)
{
self.colormap-=0.5;
self.abslight-=0.025;
}
else
{
self.colormap=0;
self.abslight=0.5;
self.skin=GLOBAL_SKIN_ICE;
}
if(self.pausetime<=time)
{
if(self.skin==GLOBAL_SKIN_ICE)
self.skin=self.oldskin;
self.colormap=0;
self.abslight=0;
self.thingtype=THINGTYPE_FLESH;
self.drawflags(-)DRF_TRANSLUCENT|MLS_ABSLIGHT;
self.frozen=FALSE;
self.artifact_active(-)ARTFLAG_FROZEN;
self.touch=PlayerTouch;
}
}
else
self.frozen=self.pausetime=self.teleport_time=0;
if(self.pausetime>time&&self.model!=self.headmodel)
{
if(self.model=="models/flesh1.mdl")
{
dir=normalize(self.wallspot-self.origin+self.view_ofs);
dir=vectoangles(dir);
self.o_angle_x=dir_x*-1;
self.o_angle_y=dir_y;
self.o_angle_z=self.v_angle_z;
}
else if(!self.flags2&FL_ALIVE&&self.enemy.flags2&FL_ALIVE)//&&visible(self.enemy))
{//face enemy
self.o_angle=normalize(self.enemy.origin+self.enemy.proj_ofs-self.origin+self.view_ofs);
self.o_angle=vectoangles(self.o_angle);
self.o_angle_x*=-1;//have to reverse the pitch
if(self.o_angle_y>180)
self.o_angle_y-=360;
else if(self.o_angle_y<-180)
self.o_angle_y+=360;
self.o_angle_z=self.v_angle_z;
self.o_angle-=self.v_angle;
if(self.o_angle_x>7)
self.o_angle_x=7;
else if(self.o_angle_x<-7)
self.o_angle_x=-7;
if(self.o_angle_y>10)
self.o_angle_y=10;
else if(self.o_angle_y<-10)
self.o_angle_y=-10;
self.o_angle+=self.v_angle;
}
msg_entity = self;
WriteByte (MSG_ONE, 10);
WriteAngle (MSG_ONE, self.o_angle_x);
WriteAngle (MSG_ONE, self.o_angle_y);
WriteAngle (MSG_ONE, self.o_angle_z);
if(self.flags&FL_ONGROUND)
self.velocity='0 0 0';
self.button0=0;
self.button2=0;
self.impulse=0;
}
if(self.flags2&FL_CHAINED)
self.button0=self.button1=self.button2=0;
}
/*
================
PlayerPreThink
Called every frame before physics are run
================
*/
void() PlayerPreThink =
{
vector spot1, spot2;
self.friction = 1;
if ((self.health<=0) && (self.movetype!=MOVETYPE_NOCLIP))
{
if(pointcontents(self.origin)==CONTENT_SOLID&&self.origin!='0 0 0')
{
self.velocity='0 0 0';
self.solid=SOLID_NOT;
self.movetype=MOVETYPE_NOCLIP;
setorigin(self,self.oldorigin);
}
}
if (!self.flags & FL_INWATER)
self.aflag = 0;
if (intermission_running)
{
IntermissionThink (); // otherwise a button could be missed between
return; // the think tics
}
if (self.view_ofs == '0 0 0'&&
self.viewentity.classname!="chasecam"&&
!self.button0&&!self.button2)//Causing them to not be able to respawn?
return; // intermission or finale
if (self.adjust_velocity_x != -999)
{
self.velocity_x = self.adjust_velocity_x;
}
if (self.adjust_velocity_y != -999)
{
self.velocity_y = self.adjust_velocity_y;
}
if (self.adjust_velocity_z != -999)
{
self.velocity_z = self.adjust_velocity_z;
}
self.adjust_velocity = '-999 -999 -999';
CheckIncapacities();
if(self.viewentity!=self)
{
CameraViewPort(self,self.viewentity);
if(self.viewentity.classname!="chasecam")//&&self.viewentity.classname!="camera_remote")
{
self.weaponframe=self.viewentity.weaponframe;
self.weaponmodel=self.viewentity.weaponmodel;
CameraViewAngles(self,self.viewentity);
}
else
self.weaponmodel="";
}
makevectors (self.v_angle); // is this still used
if(self.flags2&FL2_TEST_TRACE)
{
traceline(self.origin+self.view_ofs,self.origin+self.view_ofs+v_forward*128,TRUE,self);
if(trace_ent.solid==SOLID_BSP)
{
dprintv("Normal : %s\n",trace_plane_normal);
spawntestmarker(trace_endpos,0.05,1);
}
}
CheckRules ();
CheckRings ();
CheckAbilities ();
WaterMove ();
if (self.waterlevel == 2)
CheckWaterJump ();
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
CheckCrouch ();//don't try to uncrouch when dead
// Turn off plaque if it is on
if (self.plaqueflg)
{ // Is moving or looking around so kill plaque
if (((self.velocity_x) || (self.velocity_y) || (self.velocity_z)) ||
(self.plaqueangle != self.v_angle))
{
makevectors (self.v_angle);
spot1 = self.origin + self.view_ofs;
spot2 = spot1 + (v_forward*25); // Look just a little ahead
traceline (spot1, spot2 , FALSE, self);
if ((trace_fraction == 1.0) || (trace_ent.classname!="plaque"))
{
traceline (spot1, spot2 - (v_up * 30), FALSE, self); // 30 down
if ((trace_fraction == 1.0) || (trace_ent.classname!="plaque"))
{
traceline (spot1, spot2 + v_up * 30, FALSE, self); // 30 up
if ((trace_fraction == 1.0) || (trace_ent.classname!="plaque"))
{
self.plaqueflg=0;
msg_entity = self;
plaque_draw(MSG_ONE,0);
}
}
}
if (self.plaqueflg)
self.plaqueangle = self.v_angle;
}
}
// Twitch every so often if not moving
if ((!self.velocity_x) && (!self.velocity_y) && (!self.velocity_z))
{
// FIXME: needs to be a random number between 5 - 8 minutes or so
if ((self.camptime + 600) < time)
{
if (self.playerclass==CLASS_PALADIN)
{
if (self.weapon==IT_WEAPON1)
gauntlet_twitch();
else if (self.weapon==IT_WEAPON2)
vorpal_twitch();
self.camptime = time + random(840,420);
}
}
}
else
self.camptime = time + random(420,840);
if (self.deadflag == DEAD_DYING)
return; // dying, so do nothing
if (self.button2)
PlayerJump ();
else
self.flags(+)FL_JUMPRELEASED;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
//// TEMP::God Mode Mana Save
if (self.flags & FL_GODMODE)
{
self.bluemana = self.max_mana;
self.greenmana = self.max_mana;
}
// Change weapon
if (time > self.attack_finished && self.weapon != IT_WEAPON1)
{
if (((self.weapon == IT_WEAPON3) && (self.greenmana<1)) ||
((self.weapon == IT_WEAPON4) && (self.bluemana<1) && (self.greenmana<1)))
{
W_BestWeapon ();
W_SetCurrentWeapon ();
}
}
};
void CheckRings (void)
{
entity victim;
vector dir;
float chance;
if (self.health <= 0)
return;
if (self.rings & RING_REGENERATION)
{
if (self.ring_regen_time < time)
{
if (self.health < self.max_health)
{
self.ring_regeneration -= 100/RING_REGENERATION_MAX;
self.health += 1;
self.ring_regen_time = time + 1;
}
if ((self.ring_regeneration < 10) && (!self.rings_low & RING_REGENERATION))
{
self.rings_low (+) RING_REGENERATION;
centerprint (self, "Ring of Regeneration is running low");
sound (self, CHAN_BODY, "misc/comm.wav", 1, ATTN_NORM);
}
if (self.ring_regeneration <=0)
{
self.ring_regeneration = 0;
self.rings (-) RING_REGENERATION;
self.rings_active (-) RING_REGENERATION;
}
}
}
if (self.rings & RING_FLIGHT)
{
if (self.ring_flight_time < time)
{
self.ring_flight -= 100/RING_FLIGHT_MAX;
if ((self.ring_flight < 25) && (!self.rings_low & RING_FLIGHT))
{
self.rings_low (+) RING_FLIGHT;
centerprint (self, "Ring of Flight is running low");
sound (self, CHAN_BODY, "misc/comm.wav", 1, ATTN_NORM);
}
if (self.ring_flight <=0)
{
self.ring_flight = 0;
self.rings (-) RING_FLIGHT;
self.rings_active (-) RING_FLIGHT;
player_stopfly();
if (deathmatch)
self.cnt_flight -= 1;
}
self.ring_flight_time = time + 1;
}
}
if ((self.rings & RING_WATER) && (self.waterlevel == 3) && (self.air_finished < time))
{
self.rings_active (+) RING_WATER;
if (self.ring_water_time < time)
{
self.ring_water -= 100/RING_WATER_MAX;
if ((self.ring_water < 25) && (!self.rings_low & RING_WATER))
{
self.rings_low (+) RING_WATER;
centerprint (self, "Ring of Water Breathing is running low");
sound (self, CHAN_BODY, "misc/comm.wav", 1, ATTN_NORM);
}
if (self.ring_water <=0)
{
self.ring_water = 0;
self.rings (-) RING_WATER;
self.rings_active (-) RING_WATER;
}
self.ring_water_time = time + 1;
}
}
else
self.rings_active (-) RING_WATER;
if (self.rings & RING_TURNING)
{
victim = findradius( self.origin, 100);
while(victim)
{
if ((victim.movetype == MOVETYPE_FLYMISSILE||
victim.movetype == MOVETYPE_BOUNCEMISSILE||
victim.movetype == MOVETYPE_BOUNCE)&&
(victim.owner != self))
{
victim.frags=2;//For client death messages
victim.owner = self;
chance = random();
dir = victim.origin + (v_forward * -1);
CreateLittleWhiteFlash(dir);
sound (self, CHAN_WEAPON, "weapons/vorpturn.wav", 1, ATTN_NORM);
if (chance < 0.9) // Deflect it
{
victim.v_angle = self.v_angle + randomv('0 0 0', '360 360 360');
makevectors (victim.v_angle);
victim.velocity = v_forward * 1000;
}
else // reflect missile
victim.velocity = '0 0 0' - victim.velocity;
if(victim.movedir!='0 0 0')
victim.movedir=normalize(victim.velocity);
if(victim.classname=="pincer")
victim.enemy=victim.owner;
}
victim = victim.chain;
}
if (self.ring_turning_time < time)
{
self.ring_turning -= 100/RING_TURNING_MAX;
if ((self.ring_turning < 10) && (!self.rings_low & RING_TURNING))
{
self.rings_low (+) RING_TURNING;
centerprint (self, "Ring of Reflection is running low");
sound (self, CHAN_BODY, "misc/comm.wav", 1, ATTN_NORM);
}
if (self.ring_turning <=0)
{
self.ring_turning = 0;
self.rings (-) RING_TURNING;
self.rings_active (-) RING_TURNING;
}
self.ring_turning_time = time + 1;
}
}
}
void remove_invincibility(entity loser)
{
loser.artifact_low(-)ART_INVINCIBILITY;
loser.artifact_active (-) ART_INVINCIBILITY;
loser.invincible_time = 0;
loser.air_finished = time + 12;
switch(loser.playerclass)
{
case CLASS_PALADIN:
loser.effects(-)EF_BRIGHTLIGHT;
break;
case CLASS_CRUSADER:
loser.skin = 0;
break;
case CLASS_NECROMANCER:
loser.effects(-)EF_DARKLIGHT;
break;
case CLASS_SUCCUBUS:
loser.abslight=0;
loser.drawflags(-)DRF_TRANSLUCENT|MLS_ABSLIGHT;
loser.effects(-)EF_BRIGHTFIELD;
loser.flags2(-)FL2_FADE_UP;
break;
default: //assassin
loser.colormap=0;
break;
}
}
/*
================
CheckPowerups
Check for turning off powerups
================
*/
void() CheckPowerups =
{
if (self.health <= 0)
return;
if (self.divine_time < time)
self.artifact_active (-) ARTFLAG_DIVINE_INTERVENTION;
// Crusader's special ability to smite
if (self.super_damage)
{
if (self.super_damage_time < time)
{
self.super_damage = 0;
}
else if (((self.super_damage_time - 10) < time) && (!self.super_damage_low))
{
self.super_damage_low = 1;
sprint (self, "Holy Strength begins to wane\n");
stuffcmd (self, "bf\n");
}
}
if (self.artifact_active & ART_HASTE)
{
if (self.haste_time < time)
{
self.artifact_low =self.artifact_low - (self.artifact_low & ART_HASTE);
self.artifact_active =self.artifact_active - (self.artifact_active & ART_HASTE);
self.effects(-)EF_DARKFIELD;
PlayerSpeed_Calc();
self.haste_time = 0;
self.air_finished = time + 12;
}
else if ((self.haste_time - 10) < time)
self.artifact_low = self.artifact_low | ART_HASTE;
}
if (self.artifact_active & ART_INVINCIBILITY)
{
if (self.invincible_time < time)
remove_invincibility(self);
else if ((self.invincible_time - 10) < time)
self.artifact_low = self.artifact_low | ART_INVINCIBILITY;
if(self.playerclass==CLASS_SUCCUBUS)
{
vector vect, v1, v2;
vect='0 0 0';
vect_y=(self.invincible_time - time)*480;
makevectors(vect);
vect = self.origin + self.proj_ofs + v_forward*32;
if (random() < 0.5)
v1 = randomv('-10 -10 25', '10 10 45');
v2 = randomv('-10 -10 25', '10 10 45');
particle2(vect, v1, v2, 416,PARTICLETYPE_FIREBALL,7);
vect = self.origin + self.proj_ofs - v_forward*32;
v1_z=v2_z=0;
particle2(vect,v1, v2, 135,PARTICLETYPE_REDFIRE,3);
/*float add_dir;
if(self.dflags<=time)
{
self.effects(+)EF_BRIGHTFIELD;
self.dflags=time+1;
}
if(self.flags2&FL2_FADE_UP)
add_dir=0.01;
else
add_dir=-0.01;
self.abslight+=add_dir;
if(self.abslight<=0.01)
{//FIXME- stay invis for a short bit
self.flags2(+)FL2_FADE_UP;
self.abslight=0.01;
}
else if(self.abslight>=1)
{
self.flags2(-)FL2_FADE_UP;
self.abslight=1;
}*/
}
}
if (self.artifact_active & ART_TOMEOFPOWER)
self.drawflags(+)MLS_POWERMODE;
// {
// if ((self.drawflags & MLS_MASKIN) != MLS_POWERMODE)
// self.drawflags = (self.drawflags & MLS_MASKOUT)| MLS_POWERMODE;
if (self.tome_time < time)
{
self.artifact_low = self.artifact_low - (self.artifact_low & ART_TOMEOFPOWER);
self.artifact_active = self.artifact_active - (self.artifact_active & ART_TOMEOFPOWER);
self.tome_time = 0;
self.drawflags(-)MLS_POWERMODE;
// self.drawflags = (self.drawflags & MLS_MASKOUT)| 0;
}
else if ((self.tome_time - 10) < time)
self.artifact_low = self.artifact_low | ART_TOMEOFPOWER;
// }
// invisibility
if (self.artifact_active & ART_INVISIBILITY)
{
if (self.invisible_time < time)
{ // just stopped
self.artifact_low = self.artifact_low - (self.artifact_low & ART_INVISIBILITY);
self.artifact_active = self.artifact_active - (self.artifact_active & ART_INVISIBILITY);
self.invisible_time = 0;
msg_entity=self;
WriteByte(MSG_ONE, SVC_CLEAR_VIEW_FLAGS);
WriteByte(MSG_ONE,DRF_TRANSLUCENT);
self.effects(-)EF_NODRAW|EF_LIGHT;
}
else if ((self.invisible_time - 10) < time)
self.artifact_low = self.artifact_low | ART_INVISIBILITY;
}
if (self.sheep_time<time+3&&self.model=="models/sheep.mdl")//self.modelindex==modelindex_sheep)
{
// sound and screen flash when items starts to run out
if (!self.sheep_sound_time)
{
sprint (self, "Polymorph Spell is wearing off...");
stuffcmd (self, "bf\n");
//oops!
// sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
self.sheep_sound_time=TRUE;
}
if (self.sheep_time < time)
{
sound(self,CHAN_VOICE,"misc/sheepfly.wav",1,ATTN_NORM);
particleexplosion((self.absmin+self.absmax)*0.5,random(144,159),self.absmax_z-self.absmin_z,50);
GenerateTeleportEffect(self.origin,1);
// setsize (self, '-16 -16 0', '16 16 56');
// self.hull=HULL_PLAYER;
// self.view_ofs = '0 0 50';
// self.proj_ofs='0 0 44';
self.oldweapon = self.weapon = IT_WEAPON1;
self.attack_finished=self.sheep_time=0;
restore_weapon();
SetModelAndThinks();
// W_SetCurrentAmmo ();
setsize (self, '-16 -16 0', '16 16 28');
self.hull=HULL_CROUCH;
PlayerSpeed_Calc();
self.think=player_frames;
thinktime self : 0;
}
}
if(self.cameramode != world)
{
if(self.cameramode.classname=="player")
{
msg_entity = self;
CameraViewPort(self,self.cameramode);
WriteByte (MSG_ONE, 10); // 10 = SVC_SETVIEWANGLES
WriteAngle (MSG_ONE,self.cameramode.v_angle_x); // pitch
WriteAngle (MSG_ONE,self.cameramode.v_angle_y); // yaw
WriteAngle (MSG_ONE,self.cameramode.v_angle_z); // roll
self.weaponmodel=self.cameramode.weaponmodel;
self.weaponframe=self.cameramode.weaponframe;
}
if(deathmatch)
{
if(self.velocity!='0 0 0'||self.pain_finished>time||self.button0||self.button2)
CameraReturn ();
}
else if (self.camera_time < time)
CameraReturn ();
}
};
/*
================
Player Touch
Mainly used to allow player to climb on top of monsters,
other players, etc.
================
*/
void PlayerTouch (void)
{
if(other.classname=="monster_eidolon")
return;
if(other.dmg==666&&(other.velocity!='0 0 0'||other.avelocity!='0 0 0'))
{
self.decap=TRUE;
T_Damage (self, other, other, self.health+300);
return;
}
if(((vlen(self.velocity)*(self.mass/10)>=100&&self.last_onground+0.3<time)||other.thingtype>=THINGTYPE_WEBS)&&self.last_impact+0.1<=time)
obj_fly_hurt(other);
if(other==world)
return;
if(coop||deathmatch)
if(random()<0.5)
if(other.classname=="player")
if(self.velocity!='0 0 0')//push other players
if(normalize(self.velocity)*normalize(other.origin-self.origin)>0.2)
if(fabs(other.origin_z-self.origin_z)<48)
{
float push_mod;
if(self.flags&FL_ONGROUND)
push_mod=0.33;
else
push_mod=0.77;
if(other.flags&FL_ONGROUND&&self.velocity_z<0)
{
other.velocity_x=(other.velocity_x/push_mod+self.velocity_x*push_mod)*push_mod;
other.velocity_y=(other.velocity_y/push_mod+self.velocity_y*push_mod)*push_mod;
other.flags(-)FL_ONGROUND;
}
else
other.velocity=(other.velocity*(1/push_mod)+self.velocity*push_mod)*push_mod;
}
if(self.flags&FL_ONGROUND)
return;
if((other.classname=="player"||other.flags&FL_ONGROUND||other.health)&&self.origin_z>=(other.absmin_z+other.absmax_z)*0.5&&self.velocity_z<10)
self.flags(+)FL_ONGROUND;
}
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
if (intermission_running)
return;
if (self.deadflag)
return;
// do weapon stuff
W_WeaponFrame ();
if(self.viewentity.classname=="chasecam")
self.weaponmodel="";
// check to see if player landed and play landing sound
if ((self.jump_flag*(self.mass/10) < -300) && (self.flags & FL_ONGROUND) && (self.health > 0))
{
if(self.absorb_time>=time)
self.jump_flag/=2;
if (self.watertype == CONTENT_WATER)
sound (self, CHAN_BODY, "player/h2ojmp.wav", 1, ATTN_NORM);
else if (self.jump_flag*(self.mass/10) < -500)//was -650
{
// T_Damage (self, world, world, 5);
if(self.playerclass==CLASS_ASSASSIN||self.playerclass==CLASS_SUCCUBUS)
sound (self, CHAN_VOICE, "player/asslnd.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/pallnd.wav", 1, ATTN_NORM);
self.deathtype = "falling";
}
else
sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
if(self.scale>1&&self.jump_flag*(self.mass/10) < -500)
MonsterQuake((self.mass/10)*self.jump_flag);
self.jump_flag = 0;
}
if (!(self.flags & FL_ONGROUND))
{
if(self.playerclass==CLASS_SUCCUBUS)
if(self.flags&FL_SPECIAL_ABILITY1)
if(self.button2&&self.velocity_z<=0&&!self.waterlevel)
{
if(self.gravity==self.standard_grav&&self.standard_grav>0.2)
sound (self, CHAN_BODY, "succubus/fwoomp.wav", 1, ATTN_NORM);
self.gravity=0.2;
self.flags(-)FL_JUMPRELEASED;
}
else
self.gravity=self.standard_grav;
self.jump_flag = self.velocity_z;
}
else
self.last_onground=time;
CheckPowerups ();
if ((self.artifact_flags & AFL_TORCH) && (self.torchtime < time))
self.torchthink ();
if ((self.artifact_flags & AFL_SUPERHEALTH) && (self.healthtime < time))
DecrementSuperHealth ();
if(self.movechain!=world)
if(self.movechain.origin!=self.origin)
setorigin(self.movechain,self.origin);
// if(self.friction!=1)
// self.friction=1;
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
bprint (self.netname);
bprint (STR_JOINEDTHEGAME);
// a client connecting during an intermission can cause problems
if (intermission_running)
ExitIntermission ();
};
/*
===========
ClientDisconnect
called when a player disconnects from a server
============
*/
void() ClientDisconnect =
{
entity lastleader,newking;
if (gameover)
return;
// if the level end trigger has been activated, just return
// since they aren't *really* leaving
// let everyone else know
bprint (self.netname);
bprint (STR_LEFTTHEGAMEWITH);
bprint (ftos(self.frags));
bprint (STR_FRAGS);
sound (self, CHAN_BODY, "player/leave.wav", 1, ATTN_NONE);
if(FindExpLeader()==self)
{
lastleader=self;
drop_level(self,self.level);
self.experience=0;
newking=FindExpLeader();
if(newking!=lastleader)
{//Tell everyone if the king of the hill has changed
sound (world, CHAN_BODY, "misc/comm.wav", 1, ATTN_NONE);
bprint(newking.netname);
bprint(" is the NEW King of the Hill!\n");
WriteByte(MSG_ALL, SVC_UPDATE_KINGOFHILL);
WriteEntity (MSG_ALL, newking);
}
}
GibPlayer();
set_suicide_frame ();
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker, entity inflictor) ClientObituary =
{
float rnum,tclass,aclass,reversed,powered_up;
string deathstring, deathstring2,iclass;
// if(inflictor.frags==2)
// dprint("Inflictor was deflected\n");
if (targ.classname != "player")
return;
tclass=targ.playerclass;
aclass=attacker.playerclass;
iclass=inflictor.classname;
powered_up=inflictor.frags;
exp_mult=1;
rnum = random();
if (targ.deathtype == "teledeath")
{
bprint (targ.netname);
bprint (STR_WASTELEFRAGGEDBY);
if(attacker.flags&FL_CLIENT)
{
bprint (attacker.netname);
attacker.frags += 1;
}
else
bprint (attacker.classname);
bprint ("\n");
return;
}
if (targ.deathtype == "teledeath2")
{
bprint ("The power of invincibility reflects ");
bprint (targ.netname);
bprint ("'s telefrag\n");
targ.frags -= 1;
return;
}
if (targ.deathtype == "teledeath3")
{
bprint (attacker.netname);
bprint (" telefragged ");
bprint (targ.netname);
bprint (", his own teammate!\n");
attacker.frags -= 1;
return;
}
if (targ.deathtype == "teledeath4")
{
bprint (attacker.netname);
bprint ("'s invincibility met ");
bprint (targ.netname);
bprint ("'s invincibility and mutual annihilation resulted!\n");
targ.frags -= 1;
return;
}
// Was killed by a player
if (attacker.classname == "player")
{
if (targ == attacker)
{
// killed self
attacker.frags -= 1;
bprint (targ.netname);
if(random()<0.5)
bprint (" must be a masochist!\n");
else
bprint (" becomes bored with life...\n");
return;
}
else if ( (teamplay == 2) && (targ.team > 0)&&(targ.team == attacker.team) )
{
if (rnum < 0.25)
deathstring = " mows down a teammate\n";
else if (rnum < 0.50)
deathstring = " checks their glasses\n";
else if (rnum < 0.75)
deathstring = " gets a frag for the other team\n";
else
deathstring = " loses another friend\n";
bprint (attacker.netname);
bprint (deathstring);
attacker.frags -= 1;
return;
}
else
{
attacker.frags += 1;
rnum = attacker.weapon;
if(attacker.model=="models/sheep.mdl")
{
deathstring = " was nibbled to death by ";
deathstring2 = "the sheep!!\n";
}
else if(targ.decap==1)
{
if(tclass==CLASS_ASSASSIN||tclass==CLASS_SUCCUBUS)
deathstring = " lost her head over ";
else
deathstring = " lost his head over ";
deathstring2 = "!\n";
}
else if (targ.decap==2)
{
if (tclass==CLASS_ASSASSIN||tclass==CLASS_SUCCUBUS)
{
deathstring = " got her head blown clean off by ";
}
else
{
deathstring = " got his head blown clean off by ";
}
deathstring2 = "!\n";
}
else if (iclass=="cube_of_force")
{
deathstring = " was ventilated by ";
deathstring2 = "'s Force Cube!\n";
}
else if(iclass=="tripwire")
{
deathstring = " tripped on ";
deathstring2 = "'s tripwire glyph!\n";
}
else if(iclass=="fireballblast")
{
deathstring = " was blown away by ";
deathstring2 = "'s delayed fireball glyph!\n";
}
else if(iclass=="proximity")
{
deathstring = " got too close for comfort to ";
deathstring2 = "'s proximity glyph!\n";
}
else if(iclass=="timebomb")
{
deathstring = " was in the wrong place at the wrong time thanks to ";
deathstring2 = "'s timebomb glyph!\n";
}
else if(iclass=="poison grenade")
{
deathstring = " choked on ";
deathstring2 = "'s gas!\n";
}
else if(iclass=="tornato")
{
deathstring = " isn't in kansas anymore thanks to ";
deathstring2 = "'s tornado!\n";
}
else if(iclass=="blizzard")
{
deathstring = " was snowed in by ";
deathstring2 = "'s blizzard!\n";
}
else if(targ.deathtype=="hammercrush")
{
deathstring = " was crushed by the righteous might of ";
deathstring2 = "'s Hammer!\n";
}
else if (iclass == "monster_imp_lord")
{
deathstring =" was jacked up by ";
deathstring2 ="'s Summoned Imp Lord!\n";
}
else if(inflictor.frags==2&&iclass!="player")
{
deathstring = " was destroyed by ";
deathstring2 = "'s deflected shot!\n";
}
else
switch (rnum)
{
case IT_WEAPON1:
if(attacker.artifact_active&ART_TOMEOFPOWER)
exp_mult=1.5;
else
exp_mult=2;
switch (aclass)
{
case CLASS_ASSASSIN:
deathstring = " got penetrated by ";
deathstring2 = "'s Katar\n";
break;
case CLASS_CRUSADER:
if(exp_mult==1.5)
{
deathstring = " was fried by the holy lightning of ";
deathstring2 = "'s Mjolnir!\n";
}
else
{
deathstring = " was whalloped by ";
deathstring2 = "'s hammer!\n";
}
break;
case CLASS_PALADIN:
deathstring = " got KO'd by ";
deathstring2 = "'s fists of fury!\n";
break;
case CLASS_SUCCUBUS:
deathstring = " got burned by ";
deathstring2 = "'s BloodFire\n";
break;
default:
deathstring = " was sliced and diced by ";
deathstring2 = "'s sickle!\n";
break;
}
break;
case IT_WEAPON2:
if(powered_up)
exp_mult=1;
else
exp_mult=1.2;
switch (aclass)
{
case CLASS_ASSASSIN:
if(powered_up)
{
deathstring = " was stuck like a pig by ";
deathstring2 = "'s arrows!\n";
}
else
{
deathstring = " took one of ";
deathstring2 = "'s arrows to the heart!\n";
}
break;
case CLASS_CRUSADER:
if(powered_up)
{
deathstring = " befell the subzero temperatures of ";
deathstring2 = "'s blizzard!\n";
}
else
{
deathstring = " gets the cold shoulder from ";
deathstring2 = "!\n";
}
break;
case CLASS_PALADIN:
if(powered_up)
{
deathstring = " took a shock to the system from ";
deathstring2 = "'s Vorpal Shockwave!\n";
}
else
{
deathstring = " was cut to pieces by ";
deathstring2 = "'s vorpal sword!\n";
}
break;
case CLASS_SUCCUBUS:
if(powered_up)
{
deathstring = " was reduced to a pile of bubbling flesh by ";
deathstring2 = "'s Acid Cloud!\n";
}
else
{
deathstring = " was vaporized by ";
deathstring2 = "'s Acid Rune!\n";
}
break;
default:
if(powered_up)
{
deathstring = " was tracked down by ";
}
else
{
deathstring = " was mowed down by ";
}
deathstring2 = "'s Magic Missiles!\n";
break;
}
break;
case IT_WEAPON3:
if(powered_up)
exp_mult=0.8;
else
exp_mult=1;
switch (aclass)
{
case CLASS_ASSASSIN:
if(powered_up)
{
reversed=TRUE;
deathstring = " opened up a nice big can o' whoop-ass on ";
deathstring2 = "!\n";
}
else
{
deathstring = " sucked down ";
deathstring2 = "'s grenade!\n";
}
break;
case CLASS_CRUSADER:
if(powered_up)
{
deathstring = " was whisked away by ";
deathstring2 = "'s tornado!\n";
}
else
{
deathstring = " took a nice hot meteor shower courtesy of ";
deathstring2 = "!\n";
}
break;
case CLASS_PALADIN:
if(powered_up)
{
deathstring = " was cut down by ";
deathstring2 = "'s magic axeblades!\n";
}
else
{
deathstring = " got a nasty papercut from ";
deathstring2 = "'s axeblade!\n";
}
break;
case CLASS_SUCCUBUS:
if(powered_up)
{
deathstring = " was incinerated by ";
deathstring2 = "'s FireStorm!\n";
}
else
{
reversed=TRUE;
deathstring = " made ";
deathstring2 = " burst into flames!\n";
}
break;
default:
if(powered_up)
{
deathstring = " was fragged by ";
deathstring2 = "'s Frag Bones!\n";
}
else
{
reversed=TRUE;
deathstring = " broke ";
deathstring2 = "'s bones with the bone shard spell!\n";
}
break;
}
break;
case IT_WEAPON4:
if(powered_up)
exp_mult=0.5;
else
exp_mult=0.8;
switch (aclass)
{
case CLASS_ASSASSIN:
if(powered_up)
{
deathstring = " got into a little S&M with ";
deathstring2 = "'s chains!\n";
}
else
{
deathstring = " got cored by ";
deathstring2 = "'s Scarab Staff!\n";
}
break;
case CLASS_CRUSADER:
if(attacker.artifact_active&ART_TOMEOFPOWER)
{
exp_mult=0.5;
deathstring = " needs some SPF 5,000,000 to stop ";
deathstring2 = "'s Sunstaff!\n";
}
else
{
deathstring = " smells like fried chicken thanks to ";
deathstring2 = "'s Sunstaff!\n";
}
break;
case CLASS_PALADIN:
if(powered_up)
{
deathstring = " was blown into next week by ";
deathstring2 = "'s Purifier Seeker!\n";
}
else
{
deathstring = "'s evil ways were purified by ";
deathstring2 = "!\n";
}
break;
case CLASS_SUCCUBUS:
if(powered_up)
{
reversed = TRUE;
deathstring = " lit up ";
deathstring2 = "'s life!\n";
}
else
{
deathstring = " got a charge out of ";
deathstring2 = "'s balls... of lightning!\n";
}
break;
default:
if(powered_up)
{
deathstring = " succumbed to the black death of ";
deathstring2 = "'s Ravens!\n";
}
else
{
deathstring = " befell the black magic of ";
deathstring2 = "'s Ravenstaff!\n";
}
break;
}
break;
}
if(reversed)
{
bprint (attacker.netname);
bprint (deathstring);
bprint (targ.netname);
bprint (deathstring2);
}
else
{
bprint (targ.netname);
bprint (deathstring);
bprint (attacker.netname);
bprint (deathstring2);
}
}
return;
}
// was not killed by a player
else
{
targ.frags -= 1;
bprint (targ.netname);
if (attacker.flags & FL_MONSTER)
{
if(attacker.model=="models/sheep.mdl")
if(random()<0.5)
bprint (" was savagely mauled by a sheep!\n");
else
bprint (" says 'HELLO DOLLY!'\n");
if (attacker.netname=="monster_archer_ice")
bprint (" got the cold shoulder from the Tulku Archer!\n");
else if (attacker.classname == "monster_archer")
bprint (" was skewered by an Archer!\n");
if (attacker.classname == "monster_archer_lord")
bprint (" got Horshacked!\n");
if (attacker.classname == "monster_fallen_angel")
bprint (" was felled by the Fallen Angel\n");
if (attacker.classname == "monster_fallen_angel_lord")
bprint (" was decimated by a Fallen Angel Lord!\n");
if (attacker.classname == "monster_golem_bronze")
if(targ.decap==1)
bprint ("'s head was taken as a trophy for the Bronze Golem!\n");
else if(targ.decap==2)
bprint (" became a permanent stain on the wall!\n");
else
bprint (" was squished like an insect by a Bronze Golem!\n");
if (attacker.classname == "monster_golem_iron")
{
if (inflictor.classname == "golem_iron_proj")
bprint(" felt the sting of the Iron Golem's jewel!\n");
else if(targ.decap==2)
bprint ("'s brains make nice wall decorations!\n");
else
bprint (" was crushed by the Iron Golem's fist!\n");
}
if (attacker.classname == "monster_golem_stone")
if(targ.decap==2)
bprint (" is feeling a little light-headed!\n");
else
bprint (" was pummeled by a Stone Golem!\n");
if (attacker.classname == "monster_golem_crystal")
bprint (" was mangled by the Enchanted Crystal Golem!\n");
if (attacker.classname == "monster_hydra")
bprint (" becomes food for the Hydra!\n");
if (attacker.classname == "monster_imp_fire")
bprint (" was roasted by a Fire Imp!\n");
if (attacker.classname == "monster_imp_ice")
bprint (" chills out with the Ice Imps!\n");
if (attacker.classname == "monster_medusa")
if (attacker.skin==1)
bprint (" was stricken by the beauty of the Crimson Medusa!\n");
else
bprint (" is helpless in the face of the Medusa's beauty!\n");
if (attacker.classname == "monster_mezzoman")
if (attacker.strength>=3)
bprint (" was squished like a bug by Siberian WereTiger!\n");
else if (attacker.strength==2)
bprint (" was cut down to size by the Snow WereLeopard!\n");
else if (attacker.strength==1)
bprint (" is not yet worthy of facing the WerePanther!\n");
else
bprint (" is no match for the WereJaguar!\n");
if (attacker.classname == "monster_mummy")
bprint (" got mummified!\n");
if (attacker.classname == "monster_mummy_lord")
bprint (" was escorted to the Underworld by a Mummy Lord!\n");
if (attacker.classname == "monster_scorpion_black")
bprint (" submits to the sting of the Black Scorpion!\n");
if (attacker.classname == "monster_scorpion_yellow")
bprint (" was poisoned by the fatal Golden Scorpion!\n");
if (attacker.classname == "monster_skull_wizard")
bprint (" succumbed to the Skull Wizard's magic!\n");
if (attacker.classname == "monster_skull_wizard_lord")
bprint (" was Skull-duggeried!\n");
if (attacker.classname == "monster_snake")
bprint (" was bitten by the lethal Cobra!\n");
if (attacker.classname == "monster_spider_red_large")
bprint (" was overcome by the Crimson Spiders!\n");
if (attacker.classname == "monster_spider_red_small")
bprint (" was eaten alive by the spiders!\n");
if (attacker.classname == "monster_spider_yellow_large")
bprint (" was overwhelmed by the Golden Spiders!\n");
if (attacker.classname == "monster_spider_yellow_small")
bprint (" is a meal for the spiders!\n");
if (attacker.classname == "monster_yakman")
{
if(targ.frozen>0)
bprint (" was shattered by the Yakman!\n");
else if(inflictor.classname=="snowball")//fixme: you can't pummel someone with a snowball
bprint (" was taken down by the Yakman!\n");
else
bprint (" got gored by the Yakman!\n");
}
if (attacker.classname == "monster_pentacles")
bprint (" was humbled by the pentacles!\n");
if (attacker.classname == "monster_buddha")
{
if (inflictor==attacker)
bprint (" was not mighty enough to defeat Praevus!\n");
else if (inflictor.classname=="buddha_firewalker")
bprint (" was incinerated by Praevus' wall of fire!\n");
else if (inflictor.classname=="buddha_firepillar")
bprint (" couldn't take the heat of Praevus' pillars of fire!\n");
else if (inflictor.classname=="buddha_missile")
bprint (" was tracked down by Praevus' spinning stars of death!\n");
}
if (attacker.classname == "rider_famine")
bprint(" was drained of life-force by Famine!\n");
if (attacker.classname == "rider_death")
if(inflictor==attacker)
bprint(" was snuffed out of existance by Death!\n");
else if(inflictor.netname=="deathbone")
bprint(" had his bones crushed to a fine powder by Death!\n");
else if(iclass=="deathmissile")
bprint(" was shot down by Death's crimson bolts!\n");
else
bprint(" was smitten by Death's unholy fire\n");
if (attacker.classname == "rider_pestilence")
if(targ.deathtype=="poison")
bprint(" was poisoned to death by Pestilence's Crossbow!\n");
else
bprint("'s rotted corpse is the possession of Pestilence!\n");
if (attacker.classname == "rider_war")
bprint(" was taught the true meaning of War!\n");
if (attacker.classname == "monster_eidolon")
if(inflictor==attacker)
bprint(" was squashed like an insect by Eidolon!\n");
else if(inflictor.classname=="eidolon fireball")
bprint(" was obliterated by Eidolon's fireballs!\n");
else if(inflictor.classname=="eidolon spell")
bprint(" was introduced to a new level of pain by Eidolon's Magic!\n");
else if(inflictor.classname=="eidolon flames")
bprint(" was roasted to a crisp by Eidolon's Hellfire!\n");
return;
}
// tricks and traps
if(targ.decap==1)
{
if(targ.playerclass==CLASS_ASSASSIN||targ.playerclass==CLASS_SUCCUBUS)
bprint(" should have quit while she was a head... oh, she IS a head!\n");
else
bprint(" should have quit while he was a head... oh, he IS a head!\n");
return;
}
if(targ.decap==2)
{
if(targ.playerclass==CLASS_ASSASSIN||targ.playerclass==CLASS_SUCCUBUS)
bprint(" got her head blown off!\n");
else
bprint(" got his head blown off!\n");
return;
}
if(attacker.classname=="light_thunderstorm")
{
if(mapname=="eidolon")
bprint(" was smited by Eidolon's unholy lightning!\n");
else
bprint(" shouldn't mess with Mother Nature!\n");
return;
}
if(targ.deathtype=="zap")
{
bprint(" was electrocuted!\n");
return;
}
if(targ.deathtype=="chopped")
{
bprint(" was sliced AND diced!\n");
return;
}
if (attacker.solid == SOLID_BSP && attacker != world)
{
bprint (" was squished\n");
return;
}
if (attacker.classname == "trap_shooter" || attacker.classname == "trap_spikeshooter")
{
bprint (" was spiked");
if (attacker.enemy.classname == "player" && attacker.enemy != targ)
{
bprint(" by ");
bprint(attacker.enemy.netname);
attacker.enemy.frags += 1;
}
bprint("\n");
return;
}
if (attacker.classname == "fireball")
{
bprint (" ate a lavaball\n");
return;
}
if (attacker.classname == "trigger_changelevel")
{
bprint (" tried to leave\n");
return;
}
// in-water deaths
rnum = targ.watertype;
if (rnum == -3)
{
if (random() < 0.5)
bprint (" takes a nice, deep breath of H2O!\n");
else
bprint (" needed gills\n");
return;
}
else if (rnum == -4)
{
if (random() < 0.5)
bprint (" gulped a load of slime\n");
else
bprint (" can't exist on slime alone\n");
return;
}
else if (rnum == -5)
{
if (random() < 0.3)
bprint (" needs a cold shower\n");
else if (random() < 0.5)
bprint (" likes it HOT!\n");
else
bprint (" smells like burnt hair\n");
return;
}
// fell to their death?
if (targ.deathtype == "falling")
{
targ.deathtype = "";
bprint (STR_CHUNKYSALSA);
return;
}
// hell if I know; he's just dead!!!
bprint (STR_CEASEDTOFUNCTION);
}
};
/*
* $Log: /H2 Mission Pack/HCode/Client.hc $
*
* 72 3/23/98 1:08p Mgummelt
*
* 71 3/23/98 1:06p Mgummelt
*
* 70 3/20/98 7:42p Mgummelt
*
* 69 3/19/98 12:52p Jmonroe
* fixed select spot
*
* 68 3/19/98 12:17a Mgummelt
* last bug fixes
*
* 67 3/17/98 4:40p Mgummelt
*
* 66 3/17/98 4:15p Jmonroe
*
* 65 3/17/98 4:08p Jmonroe
*
* 64 3/17/98 4:06p Jmonroe
*
* 63 3/16/98 8:31p Mgummelt
*
* 62 3/16/98 8:26p Jweier
*
* 61 3/16/98 6:21p Jweier
*
* 60 3/16/98 6:38a Mgummelt
*
* 59 3/16/98 2:19a Mgummelt
*
* 58 3/14/98 9:24p Mgummelt
*
* 57 3/14/98 6:37p Mgummelt
*
* 56 3/14/98 5:13p Mgummelt
*
* 55 3/13/98 7:44p Mgummelt
*
* 54 3/13/98 6:31p Mgummelt
*
* 53 3/13/98 4:34p Mgummelt
*
* 52 3/13/98 1:51p Mgummelt
* Fixed friction_change entity to work, made checkbottom use the hull
* mins/maxs for it's checks, not the bounding box's.
*
* 51 3/13/98 3:02a Mgummelt
*
* 50 3/11/98 6:20p Mgummelt
*
* 49 3/10/98 12:21a Mgummelt
*
* 48 3/09/98 11:24p Mgummelt
*
* 47 3/09/98 11:09p Jweier
*
* 46 3/09/98 7:06p Mgummelt
*
* 45 3/06/98 4:55p Mgummelt
*
* 44 3/04/98 4:34p Mgummelt
*
* 43 3/04/98 4:24p Mgummelt
*
* 42 3/04/98 3:39p Mgummelt
*
* 41 3/03/98 10:44p Jmonroe
* the air_finished time is not restored after a dead player reloads, so
* this keeps it from going negative.
*
* 40 3/03/98 7:31p Mgummelt
*
* 39 3/02/98 7:57p Mgummelt
*
* 38 3/02/98 5:41p Mgummelt
*
* 37 3/02/98 1:19a Jmonroe
* added dm map cycling for keep and tibet.
* reduced code size by changing to switch
*
* 36 3/01/98 3:30p Mgummelt
*
* 35 3/01/98 3:12p Mgummelt
*
* 34 2/28/98 6:46p Mgummelt
*
* 33 2/27/98 11:52a Mgummelt
*
* 32 2/26/98 12:29p Mgummelt
*
* 31 2/25/98 9:00p Mgummelt
*
* 30 2/25/98 1:49p Jmonroe
* first pass at demoness' obit msgs
*
* 29 2/24/98 6:39p Mgummelt
*
* 28 2/23/98 3:13p Mgummelt
*
* 27 2/20/98 6:46p Mgummelt
*
* 26 2/16/98 11:37a Mgummelt
*
* 25 2/16/98 10:54a Mgummelt
*
* 24 2/13/98 2:49p Mgummelt
*
* 23 2/13/98 11:25a Mgummelt
* Fixing air_finished time when changing levels
*
* 22 2/13/98 11:16a Jmonroe
* changed succubus to demoness, made her water time the same as others
*
* 21 2/12/98 5:55p Jmonroe
* remove unreferenced funcs
*
* 20 2/08/98 4:28p Mgummelt
*
* 19 2/08/98 3:25p Mgummelt
* Fixing player start selection
*
* 18 2/06/98 9:59p Mgummelt
* Implemented Succubus' special abilities.
*
* 17 2/06/98 11:54a Jmonroe
* removed useless code
*
* 16 2/05/98 11:21p Mgummelt
* Making weaps network friendly
*
* 15 2/05/98 8:00p Jmonroe
* fast sqrt is partially in, need to do tests to verify it
*
* 14 1/31/98 10:23p Mgummelt
*
* 13 1/22/98 5:52p Mgummelt
*
* 12 1/19/98 6:20p Mgummelt
*
* 11 1/15/98 12:02p Jmonroe
* added snowflake texture
*
* 292 10/29/97 6:38p Mgummelt
*
* 291 10/28/97 1:46p Mgummelt
*
* 290 10/28/97 1:34p Mgummelt
*
* 289 10/28/97 1:00p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 286 10/23/97 11:34a Mgummelt
*
* 285 9/30/97 11:38a Rlove
*
* 284 9/30/97 9:59a Rjohnson
* OEM Update
*
* 283 9/23/97 4:48p Mgummelt
*
* 282 9/19/97 2:10p Rlove
*
* 281 9/19/97 2:07p Rlove
*
* 280 9/19/97 2:06p Rlove
*
* 279 9/15/97 3:43p Rlove
*
* 278 9/11/97 8:25p Mgummelt
*
* 277 9/11/97 8:13p Mgummelt
*
* 276 9/11/97 7:13p Rjohnson
* Caching Updates
*
* 275 9/11/97 3:41p Mgummelt
*
* 274 9/11/97 2:09p Mgummelt
*
* 273 9/11/97 12:02p Mgummelt
*
* 272 9/10/97 11:39p Mgummelt
*
* 271 9/10/97 7:51p Mgummelt
*
* 270 9/07/97 9:42a Mgummelt
*
* 269 9/05/97 1:54p Rlove
*
* 268 9/04/97 6:27p Mgummelt
*
* 267 9/04/97 1:51p Rlove
*
* 266 9/03/97 9:14p Mgummelt
* Fixing targetting AI
*
* 265 9/03/97 8:07p Mgummelt
*
* 264 9/03/97 8:06p Rjohnson
* Map Fix
*
* 263 9/03/97 2:51a Mgummelt
*
* 262 9/02/97 9:28p Mgummelt
*
* 261 9/02/97 8:03p Mgummelt
*
* 260 9/02/97 7:02p Mgummelt
*
* 259 9/02/97 1:38p Rjohnson
* Default coop points
*
* 258 9/01/97 9:32p Rlove
*
* 257 9/01/97 3:27p Mgummelt
*
* 256 9/01/97 5:13a Mgummelt
*
* 255 9/01/97 1:34a Mgummelt
*
* 254 8/31/97 8:50p Rjohnson
* DM Update
*
* 253 8/31/97 12:12p Jweier
*
* 252 8/31/97 11:39a Mgummelt
*
* 251 8/31/97 11:38a Mgummelt
* To which I say- shove where the sun don't shine- sideways! Yeah!
* How's THAT for paper cut!!!!
*
* 250 8/31/97 8:52a Mgummelt
*
* 249 8/31/97 12:07a Rjohnson
* Freeze all entities in the world
*
* 248 8/31/97 12:01a Mgummelt
*
* 247 8/30/97 6:58p Mgummelt
*
* 246 8/29/97 11:22p Mgummelt
*
* 245 8/29/97 8:26p Mgummelt
*
* 244 8/29/97 4:17p Mgummelt
* Long night
*
* 243 8/29/97 2:30a Mgummelt
*
* 242 8/29/97 12:59a Mgummelt
*
* 241 8/28/97 10:08p Mgummelt
*
* 240 8/28/97 2:42p Mgummelt
*
* 239 8/28/97 12:44a Mgummelt
*
* 238 8/28/97 12:06a Mgummelt
*
* 237 8/27/97 10:52p Mgummelt
*
* 236 8/27/97 10:39p Rjohnson
* Removed debuggings
*
* 235 8/27/97 9:21p Mgummelt
*
* 234 8/27/97 7:59p Mgummelt
*
* 233 8/27/97 7:07p Mgummelt
*
* 232 8/27/97 1:15a Rjohnson
* Fix for deathmatch
*
* 231 8/26/97 10:08p Mgummelt
*
* 230 8/26/97 8:38p Mgummelt
*
* 229 8/26/97 8:31p Mgummelt
*
* 228 8/26/97 6:00p Mgummelt
*
* 227 8/26/97 5:05p Mgummelt
*
* 226 8/26/97 4:21p Rjohnson
* Fixed players spawning with no class
*
* 225 8/26/97 4:18p Rlove
*
* 224 8/26/97 3:12p Rjohnson
* Coop spawn spot
*
* 223 8/26/97 12:02p Rlove
*
* 222 8/26/97 8:15a Mgummelt
*
* 221 8/26/97 7:38a Mgummelt
*
* 219 8/25/97 8:14p Mgummelt
*
* 218 8/25/97 7:27p Rlove
*
* 217 8/25/97 2:30p Mgummelt
*
* 216 8/25/97 1:38p Mgummelt
*
* 215 8/25/97 9:16a Rjohnson
* Worked on preserving stuff for singleplayer
*
* 214 8/25/97 1:09a Mgummelt
*
* 213 8/25/97 1:08a Mgummelt
*
* 212 8/24/97 8:32p Mgummelt
*
* 211 8/24/97 4:35p Rlove
* Working on flight
*
* 210 8/23/97 8:24p Mgummelt
*
* 209 8/21/97 5:04p Mgummelt
*
* 208 8/21/97 1:53p Mgummelt
*
* 207 8/21/97 4:55a Mgummelt
*
* 206 8/21/97 4:29a Mgummelt
*
* 205 8/21/97 3:33a Mgummelt
*
* 204 8/21/97 12:37a Mgummelt
*
* 203 8/20/97 11:56p Mgummelt
*
* 202 8/20/97 8:51p Mgummelt
*
* 201 8/20/97 8:36p Mgummelt
*
* 200 8/20/97 8:06p Rlove
*
* 199 8/20/97 6:32p Rjohnson
* co-op stuff
*
* 198 8/20/97 4:22p Rlove
*
* 197 8/20/97 4:06p Rlove
*
* 196 8/20/97 3:29p Rlove
*
* 195 8/20/97 7:59a Rlove
*
* 194 8/19/97 11:59p Rjohnson
* Updates
*
* 193 8/19/97 8:14p Mgummelt
*
* 192 8/19/97 7:15p Rjohnson
* End of demo update
*
* 191 8/19/97 10:04a Rjohnson
* Removed camera stuff
*
* 190 8/18/97 3:00p Rjohnson
* Fix for camera mode
*
* 189 8/17/97 3:14p Rjohnson
* Removed tinting
*
* 187 8/17/97 1:03p Rjohnson
* Fix for going to next level
*
* 186 8/17/97 3:12a Mgummelt
*
* 185 8/15/97 4:59p Mgummelt
*
* 184 8/15/97 4:26p Rjohnson
* Update
*
* 183 8/15/97 3:23p Rlove
*
* 182 8/15/97 2:53p Rlove
*
* 181 8/15/97 2:51p Rlove
*
* 180 8/15/97 2:50p Rjohnson
* Fix for precache
*
* 179 8/15/97 11:36a Rlove
*
* 178 8/14/97 7:59p Mgummelt
*
* 177 8/14/97 4:54p Mgummelt
*
* 176 8/14/97 3:40p Rlove
*
* 175 8/14/97 11:38a Rjohnson
*
* 174 8/12/97 6:10p Mgummelt
*
* 173 8/11/97 2:52p Rlove
*
* 172 8/11/97 11:30a Mgummelt
*
* 171 8/09/97 1:49a Mgummelt
*
* 170 8/08/97 6:21p Mgummelt
*
* 169 8/08/97 3:33p Mgummelt
*
* 168 8/07/97 10:30p Mgummelt
*
* 167 8/06/97 10:18p Mgummelt
*
* 166 8/05/97 6:47p Mgummelt
*
* 165 8/04/97 4:45p Rjohnson
* Initial work for between hubs
*
* 164 8/01/97 4:38p Rlove
*
* 163 7/30/97 10:42p Mgummelt
*
* 162 7/30/97 3:32p Mgummelt
*
* 161 7/29/97 9:51p Mgummelt
*
* 160 7/28/97 7:50p Mgummelt
*
* 159 7/28/97 1:51p Mgummelt
*
* 158 7/26/97 8:38a Mgummelt
*
* 157 7/25/97 6:34p Rlove
*
* 156 7/25/97 11:26a Mgummelt
*
* 155 7/25/97 11:20a Mgummelt
*
* 154 7/25/97 9:50a Rlove
*
* 153 7/24/97 5:22p Rlove
*
* 152 7/24/97 12:36p Mgummelt
*
* 151 7/24/97 12:35p Mgummelt
*
* 150 7/24/97 12:33p Mgummelt
*
* 149 7/24/97 3:26a Mgummelt
*
* 148 7/21/97 6:42p Rlove
*
* 147 7/21/97 3:03p Rlove
*
* 146 7/21/97 10:50a Mgummelt
*
* 145 7/19/97 10:12p Mgummelt
*
* 140 7/18/97 11:06a Mgummelt
*
* 139 7/17/97 6:53p Mgummelt
*
* 138 7/17/97 4:54p Rlove
*
* 137 7/17/97 4:11p Mgummelt
*
* 136 7/17/97 2:32p Mgummelt
*
* 135 7/17/97 2:17p Mgummelt
*
* 134 7/17/97 11:44a Mgummelt
*
* 133 7/16/97 3:55p Rjohnson
* Fix for plaques
*
* 132 7/16/97 12:44p Mgummelt
*
* 131 7/15/97 8:03p Mgummelt
*
* 130 7/15/97 3:19p Mgummelt
*
* 129 7/15/97 2:31p Mgummelt
*
* 128 7/15/97 11:29a Mgummelt
*
* 127 7/15/97 11:28a Mgummelt
*
* 126 7/15/97 9:49a Rlove
*
* 125 7/14/97 2:11p Mgummelt
*
* 124 7/11/97 12:34p Rjohnson
* Added a puzzle precache, changed puzzle precaching, added a parameter
* to the call back for client reentering a level
*
* 123 7/08/97 6:31p Rjohnson
* Fix for going back to a level
*
* 122 7/08/97 12:19p Rjohnson
* Fix for going back to a level
*
* 121 7/07/97 11:12a Mgummelt
*
* 120 7/03/97 4:46p Mgummelt
*
* 119 7/03/97 4:07p Rjohnson
* Flag was mis-set
*
* 118 7/03/97 1:59p Rlove
*
* 117 7/01/97 5:17p Rjohnson
* Removed water splashes
*
* 116 7/01/97 1:39p Rlove
*
* 115 7/01/97 9:49a Rlove
*
* 114 7/01/97 9:46a Rlove
* Crusader soul sphere is in. It does double damage.
*
* 113 6/30/97 3:23p Mgummelt
*
* 112 6/27/97 5:36p Mgummelt
*
* 111 6/25/97 8:35p Rjohnson
* Made the plaque network friendly
*
* 110 6/25/97 9:48a Rlove
*
* 109 6/25/97 8:28a Rlove
* Added ring of turning
*
* 108 6/24/97 5:44p Rlove
* Rings of Flight and Regeneration are working
*
* 107 6/24/97 3:54p Rlove
* New ring system
*
* 106 6/19/97 2:10p Jweier
*
* 105 6/19/97 1:59p Jweier
*
* 104 6/19/97 12:12p Jweier
*
* 103 6/18/97 6:07p Mgummelt
*
* 102 6/18/97 4:00p Mgummelt
*
* 101 6/18/97 1:51p Mgummelt
*
* 100 6/14/97 5:51p Mgummelt
*
* 99 6/13/97 6:36p Mgummelt
*
* 98 6/13/97 6:08p Rlove
*
* 97 6/12/97 12:43p Jweier
*
* 96 6/11/97 6:48p Jweier
* Added water entry bubbles
*
* 95 6/09/97 11:20a Rlove
*
* 94 6/09/97 7:27a Rlove
* Added water splash to player.
*
* 93 6/07/97 6:50p Bgokey
*
* 92 6/07/97 3:35p Rlove
* Added water splash animation. It ain't done yet.
*
* 91 6/06/97 2:52p Rlove
* Artifact of Super Health now functions properly
*
* 90 6/05/97 4:44p Rlove
* Fly mode is network friendly now.
*
* 89 6/05/97 9:29a Rlove
* Weapons now have deselect animations
*
* 88 6/03/97 10:48p Mgummelt
*
* 87 6/02/97 7:58p Mgummelt
*
* 86 6/01/97 7:32a Mgummelt
*
* 85 6/01/97 5:09a Mgummelt
*
* 84 5/31/97 9:28p Mgummelt
*
* 83 5/31/97 12:18a Mgummelt
*
* 82 5/28/97 1:43p Rlove
* Plaques now activate when you bump into them.
*
* 81 5/27/97 10:57a Rlove
* Took out old Id sound files
*
* 80 5/27/97 9:40a Rlove
* Took out super_damage and radsuit fields
*
* 79 5/24/97 3:31p Mgummelt
*
* 78 5/24/97 2:48p Rlove
* Taking out old Id sounds
*
* 77 5/23/97 11:51p Mgummelt
*
* 76 5/23/97 3:57p Rlove
*
* 75 5/23/97 1:29p Rlove
*
* 74 5/22/97 6:30p Mgummelt
*
* 73 5/22/97 12:00p Rjohnson
* Added a new vector that allows you to adjust the player's velocity for
* circumstances that you wouldn't normally be able to adjust it
*
* 72 5/22/97 2:50a Mgummelt
*
* 71 5/20/97 9:32p Mgummelt
*
* 70 5/19/97 11:36p Mgummelt
*
* 69 5/17/97 8:45p Mgummelt
*
* 68 5/15/97 6:34p Rjohnson
* Code cleanup
*
* 67 5/15/97 11:43a Rjohnson
* Stats updates
*
* 66 5/14/97 3:36p Rjohnson
* Inital stats implementation
*
* 65 5/12/97 11:11p Mgummelt
*
* 64 5/11/97 8:54p Mgummelt
*
* 63 5/11/97 7:30a Mgummelt
*
* 62 5/08/97 5:47p Mgummelt
*
* 61 5/07/97 3:40p Mgummelt
*
* 60 5/06/97 1:29p Mgummelt
*
* 59 5/05/97 10:09p Mgummelt
*
* 58 5/05/97 4:48p Mgummelt
*
* 57 5/01/97 8:52p Mgummelt
*
* 56 4/30/97 5:03p Mgummelt
*
* 55 4/26/97 6:23p Mgummelt
*
* 54 4/26/97 3:52p Mgummelt
*
* 52 4/24/97 8:48p Mgummelt
*
* 51 4/24/97 2:15p Mgummelt
*
* 50 4/23/97 7:02a Rlove
* Player now starts with Weapon 1
*
* 49 4/18/97 8:22p Mgummelt
*
* 48 4/18/97 5:24p Mgummelt
*
* 47 4/18/97 3:22p Rjohnson
* Removed the intermission option from the changelevel trigger - assumes
* no intermission from now on
*
* 46 4/18/97 2:37p Rjohnson
* Fixed start spot problem
*
* 45 4/18/97 1:06p Mgummelt
*
* 44 4/17/97 9:12p Mgummelt
*
* 43 4/17/97 1:44p Mgummelt
*
* 42 4/16/97 7:59a Rlove
* Removed references to ammo_ fields
*
* 41 4/15/97 11:51a Rjohnson
* Modifications from quake2 for multi-level trigger stuff
*
* 40 4/15/97 10:14a Rlove
* Changed cleric to crusader
*
* 39 4/14/96 3:46p Mgummelt
*
* 38 4/14/97 10:36a Rlove
*
* 37 4/13/96 3:30p Mgummelt
*
* 36 4/12/96 8:55p Mgummelt
*
* 35 4/11/96 1:50p Mgummelt
*
* 34 4/11/96 1:03p Mgummelt
*
* 33 4/11/97 12:38a Mgummelt
*
* 32 4/11/97 12:32a Mgummelt
*
* 31 4/10/96 3:29p Mgummelt
*
* 30 4/10/96 2:49p Mgummelt
*
* 29 4/10/97 11:36a Mgummelt
*
* 28 4/09/97 3:43p Rjohnson
* Added code for multi-level triggers
*
* 27 4/07/97 8:49a Rlove
* Changed timing on weapons twitch
*
* 26 4/04/97 5:40p Rlove
*
* 25 4/01/97 11:25a Rjohnson
* Added a builtin to set the player class
*
* 24 3/25/97 11:28a Rlove
* New camera entity
*
* 23 3/21/97 9:38a Rlove
* Created CHUNK.HC and MATH.HC, moved brush_die to chunk_death so others
* can use it.
*
* 22 3/20/97 4:01p Rlove
* Added mummy, medusa for Brian R.
*
* 21 3/18/97 7:37a Rlove
* Added tome of power
*
* 20 3/15/97 3:08p Rlove
* Added COMA console command
*
* 19 3/14/97 9:21a Rlove
* Plaques are done
*
* 18 3/13/97 9:57a Rlove
* Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to
* DAMAGE_NO_GRENADE
*
* 17 3/05/97 4:56p Jweier
* spikeshooter awards frags in DM
*
* 16 2/27/97 2:55p Rlove
* Changed thief to assassin class
*
* 15 2/19/97 10:06a Rlove
* New Pull Object and Plaque Code
*
* 14 2/13/97 4:22p Rlove
*
* 13 2/12/97 3:59p Rlove
* Invincibility is done, changed a few things with ring of water
* breathing and the lava death
*
* 12 2/12/97 10:17a Rlove
*
* 11 2/06/97 3:15p Rjohnson
* Added PlayerAdvanceLevel() function, which is called from the game-c
* side.
*
* 10 2/06/97 2:56p Rlove
* For invulnerability
*
* 9 2/04/97 4:10p Rlove
* Rick leave me alone
*
* 8 2/04/97 3:37p Rlove
* Rewrote super health, made the code tighter
*
* 7 2/04/97 3:05p Rlove
* Rewrote the torch, doesn't use an entity anymore (what was I thinking?)
*
* 6 1/13/97 3:32p Rlove
* Haste has been added, currently doubles speed but amount can be set in
* entity field 'hasted'
*
* 5 12/30/96 8:30a Rlove
* Push objects added
*
* 4 12/26/96 10:02a Rlove
* Ring of Water Breathing is working,
*
* 3 11/11/96 1:12p Rlove
* Added Source Safe stuff
*/