// updated to quake v1.06 10/8/96 // prototypes void () W_WeaponFrame; void() W_SetCurrentAmmo; void() player_pain; void() player_stand1; void (vector org) spawn_tfog; void (vector org, entity death_owner) spawn_tdeath; void(entity targ, entity attacker) dmatch_score; float modelindex_eyes, modelindex_player; /* ============================================================================= 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' */ void() info_intermission = { }; void() SetChangeParms = { if (self.health <= 0) { SetNewParms (); parm14 = self.steam; // Save the current team of the player return; } // remove items self.items = self.items - (self.items & (IT_KEY1 | IT_KEY2 | IT_INVULNERABILITY | IT_SUIT | IT_QUAD | IT_INVISIBILITY) ); self.items2 = self.items2 - (self.items2 & (IT2_ANTIGRAV | IT2_SHIELD | IT2_SUPERHEALTH)); self.gravity = 1.0; // cap super health if (self.health > 100) self.health = 100; if (self.health < 50) self.health = 50; teamplay = cvar ( "teamplay" ); if (teamplay >= TEAM_CTF) // don't carry items between levels in CTF SetNewParms(); else { parm1 = self.items; parm2 = self.health; parm3 = self.armorvalue; if (self.ammo_shells1 < 25) parm4 = 25; else parm4 = self.ammo_shells1; parm5 = self.ammo_nails1; parm6 = self.ammo_rockets1; parm7 = self.ammo_cells1; parm8 = self.weapon; parm9 = self.armortype * 100; parm10 = self.items2; parm11 = self.ammo_lava_nails; parm12 = self.ammo_multi_rockets; parm13 = self.ammo_plasma; } parm14 = self.steam; // save team setting }; void() SetNewParms = { //ZOID-- if (deathmatch && teamplay >= TEAM_CTF) { parm1 = IT_SHOTGUN | IT_AXE | IT_GRAPPLE; parm10 = IT2_ARMOR1; parm3 = 50; parm9 = 30; } else { parm1 = IT_SHOTGUN | IT_AXE; parm3 = 0; parm9 = 0; parm10 = 0; } //--ZOID parm2 = 100; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = 1; parm11 = 0; parm12 = 0; parm13 = 0; //ZOID-- parm14 = -1; // CTF: reset current team selection //--ZOID }; void() DecodeLevelParms = { if (serverflags) { if (world.model == "maps/start.bsp") SetNewParms (); // take away all stuff on starting new episode } if (world.model == "maps/r2m1.bsp" && !deathmatch) SetNewParms (); // PGM - 01/29 change to have level 8 reset all your stuff. self.items = parm1; self.health = parm2; self.armorvalue = parm3; self.ammo_shells1 = parm4; self.ammo_nails1 = parm5; self.ammo_rockets1 = parm6; self.ammo_cells1 = parm7; // cute bug, if grapple was selected, it still will be on level change if (parm8 == IT_GRAPPLE && teamplay < TEAM_CTF) self.weapon = IT_AXE; else self.weapon = parm8; self.armortype = parm9 * 0.01; self.items2 = parm10; self.ammo_lava_nails = parm11; self.ammo_multi_rockets = parm12; self.ammo_plasma = parm13; //ZOID-- if (TeamColorIsLegal(parm14)) { self.steam = parm14; TeamSetSkin(); } //--ZOID }; /* ============ FindIntermission Returns the entity to view from ============ */ entity() FindIntermission = { local entity spot; local 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; // testinfo_player_start is only found in regioned levels spot = find (world, classname, "testplayerstart"); if (spot) return spot; objerror ("FindIntermission: no spot"); }; string nextmap; void() GotoNextMap = { if (cvar("samelevel")) // if samelevel is set, stay on same level changelevel (mapname); else changelevel (nextmap); }; void() ExitIntermission = { // skip any text in deathmatch if (deathmatch) { GotoNextMap (); return; } intermission_exittime = time + 1; intermission_running = intermission_running + 1; // // run some text if at the end of an episode // if (intermission_running == 2) { if (world.model == "maps/e1m7.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); if (!cvar("registered")) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!"); } else { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!"); } return; } else if (world.model == "maps/e2m6.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral."); return; } else if (world.model == "maps/e3m6.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth."); return; } else if (world.model == "maps/e4m7.bsp") { WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 2); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person."); return; } else if (world.model == "maps/r1m7.bsp") { WriteByte (MSG_ALL, SVC_FINALE); //------------------------------------- end here WriteString (MSG_ALL, "Victory! The Overlord's mangled\nremains are the evidence. His evil\nWrath army? Cast out to wander\naimlessly throughout time.\n\nAs the Slipgate fog surrounds you,\nthoughts rage into your consciousness:\nHas Quake's oppressive reign ended?\nIs it Salvation, or Damnation, which\nwaits beyond the Vortex?\n\nAnother thought, not quite your own,\nrazors through the haze. \"Forgiveness\ncan yet be granted; Our Master remains\nto absolve your sins against his Chosen.\nFall down upon your knees-pray for\nQuake's mercy.\""); return; } GotoNextMap(); } if (intermission_running == 3) { if (!cvar("registered")) { // shareware episode has been completed, go to sell screen WriteByte (MSG_ALL, SVC_SELLSCREEN); return; } if ( (serverflags&15) == 15) { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born."); return; } } GotoNextMap(); }; /* ============ IntermissionThink When the player presses attack or jump, change to the next level ============ */ void() IntermissionThink = { if (time < intermission_exittime) return; if (!self.button0 && !self.button1 && !self.button2) return; ExitIntermission (); }; void() execute_changelevel = { local entity pos; intermission_running = 1; // enforce a wait time before allowing changelevel if (deathmatch) intermission_exittime = time + 5; else intermission_exittime = time + 2; WriteByte (MSG_ALL, SVC_CDTRACK); WriteByte (MSG_ALL, 3); WriteByte (MSG_ALL, 3); pos = FindIntermission (); other = find (world, classname, "player"); while (other != world) { other.view_ofs = '0 0 0'; other.angles = other.v_angle = pos.mangle; other.fixangle = TRUE; // turn this way immediately other.nextthink = time + 0.5; other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; setorigin (other, pos.origin); other = find (other, classname, "player"); } WriteByte (MSG_ALL, SVC_INTERMISSION); }; void() changelevel_touch = { local entity pos; if (other.classname != "player") return; if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start"))) { T_Damage (other, self, self, 50000); return; } if (coop || deathmatch) { bprint (other.netname); bprint (" exited the level\n"); } nextmap = self.map; SUB_UseTargets (); if ( (self.spawnflags & 1) && (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; self.nextthink = time + 0.1; }; /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. */ void() trigger_changelevel = { if (!self.map) objerror ("chagnelevel trigger doesn't have map"); InitTrigger (); self.touch = changelevel_touch; }; /* ============================================================================= PLAYER GAME EDGE FUNCTIONS ============================================================================= */ void() set_suicide_frame; // called by ClientKill and DeadThink void() respawn = { if (coop) { // make a copy of the dead body for appearances sake CopyToBodyQue (self); // get the spawn parms as they were at level start setspawnparms (self); // respawn PutClientInServer (); } else if (deathmatch) { // make a copy of the dead body for appearances sake CopyToBodyQue (self); // set default spawn parms SetNewParms (); // respawn PutClientInServer (); // set the skin correctly. TeamSetSkin(); } else { // restart the entire server localcmd ("restart\n"); } }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { local entity vSphere; // ZOID-- if (self.suicide_count > 3) { sprint(self, "You have suicided too much already.\n"); return; } TeamDropFlagOfPlayer(self); self.suicide_count = self.suicide_count + 1; // --ZOID if ( tag_token_owner == self) { self.health = 0; self.solid = SOLID_NOT; tag_token_drop(); } if ( self.items2 & IT2_V_SPHERE) { vSphere = find ( world, classname, "Vengeance"); while (vSphere) { if ( vSphere.owner == self ) { remove (vSphere); } vSphere = find(vSphere, classname, "Vengeance"); } } bprint (self.netname); bprint (" suicides\n"); set_suicide_frame (); self.modelindex = modelindex_player; self.frags = self.frags - 2; // extra penalty respawn (); }; float(vector v) CheckSpawnPoint = { return FALSE; }; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ entity() SelectSpawnPoint = { local entity spot; local entity thing; local float pcount; //ZOID-- local entity startspot; local float t; //--ZOID // testinfo_player_start is only found in regioned levels spot = find (world, classname, "testplayerstart"); if (spot) return spot; // choose a info_player_deathmatch point if (coop) { lastspawn = find(lastspawn, classname, "info_player_coop"); if (lastspawn == world) lastspawn = find (lastspawn, classname, "info_player_start"); if (lastspawn != world) return lastspawn; } else if (deathmatch) { startspot = spot = lastspawn; t = 0; if (!self.ctf_killed && teamplay >= TEAM_CTF) { if (self.steam == TEAM1) { startspot = spot = team1_lastspawn; t = TEAM1; } else if (self.steam == TEAM2) { startspot = spot = team2_lastspawn; t = TEAM2; } } while (1) { if (t == TEAM1) spot = find(spot, classname, "info_player_team1"); else if (t == TEAM2) spot = find(spot, classname, "info_player_team2"); else spot = find(spot, classname, "info_player_deathmatch"); if (spot != world) { if (spot == startspot) return startspot; pcount = 0; thing = findradius(spot.origin, 32); while(thing) { if (thing.classname == "player") pcount = pcount + 1; thing = thing.chain; } if (pcount == 0) { if (t == TEAM1) team1_lastspawn = spot; else if (t == TEAM2) team2_lastspawn = spot; else lastspawn = spot; return spot; } } else t = 0; // pgm fix for ctf in levels w/o ctf support } } if (serverflags) { // return with a rune to start spot = find (world, classname, "info_player_start2"); if (spot) return spot; } 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() DecodeLevelParms; void() PlayerDie; void() player_touch; void() PutClientInServer = { local entity spot; self.classname = "player"; self.health = 100; self.takedamage = DAMAGE_AIM; self.solid = SOLID_SLIDEBOX; self.movetype = MOVETYPE_WALK; self.show_hostile = 0; self.max_health = 100; self.flags = FL_CLIENT; self.air_finished = time + 12; self.dmg = 2; // initial water damage self.super_damage_finished = 0; self.radsuit_finished = 0; self.invisible_finished = 0; self.invincible_finished = 0; self.effects = 0; self.invincible_time = 0; self.shield_finished = 0; self.antigrav_finished = 0; //ZOID-- self.ctf_lastreturnedflag = -10; self.ctf_lastfraggedcarrier = -10; self.ctf_flagsince = -10; self.ctf_lasthurtcarrier = -10; //--ZOID DecodeLevelParms (); // spawn selection must be after DecodeLevelParms because of team stuff spot = SelectSpawnPoint (); W_SetCurrentAmmo (); self.attack_finished = time; self.th_pain = player_pain; self.th_die = PlayerDie; self.deadflag = DEAD_NO; // paustime is set by teleporters to keep the player from moving a while self.pausetime = 0; // spot = SelectSpawnPoint (); self.origin = spot.origin + '0 0 1'; self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately self.touch = player_touch; // oh, this is a hack! setmodel (self, "progs/eyes.mdl"); 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'; player_stand1 (); if (deathmatch || coop) { makevectors(self.angles); spawn_tfog (self.origin + v_forward*20); } //Grapple stuff self.on_hook = FALSE; self.hook_out = FALSE; spawn_tdeath (self.origin, self); }; /* ============================================================================= 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 = { }; /* saved out by quaked in region mode */ void() testplayerstart = { }; /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) potential spawning position for deathmatch games */ void() info_player_deathmatch = { SpawnRunes(); }; /*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; 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; } */ // PGM 03/02/97 - make it always go to rogue level1 when in our progs mapname = "r1m1"; o = spawn(); o.map = mapname; } else { // find a trigger changelevel o = find(world, classname, "trigger_changelevel"); // go back to start if no trigger_changelevel if (!o) { mapname = "start"; o = spawn(); o.map = mapname; } } nextmap = o.map; gameover = TRUE; if (o.nextthink < time) { o.think = execute_changelevel; o.nextthink = time + 0.1; } }; /* ============ CheckRules Exit deathmatch games upon conditions ============ */ void() CheckRules = { local float timelimit; local 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; } //ZOID-- // update team scores? TeamCheckUpdate(); //--ZOID }; //============================================================================ 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) { if (self.watertype == CONTENT_WATER) self.velocity_z = 100; else if (self.watertype == CONTENT_SLIME) self.velocity_z = 80; else self.velocity_z = 50; // 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.flags = self.flags - FL_ONGROUND; // don't stairwalk self.button2 = 0; // player jumping sound sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); self.velocity_z = self.velocity_z + 270; }; /* =========== 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; } if (! (self.flags & FL_WATERJUMP) ) self.velocity = self.velocity - 0.8*self.waterlevel*frametime*self.velocity; }; 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 if (earthquake_active) { if ( self.flags & FL_ONGROUND ) { self.velocity_x = self.velocity_x + (random() * earthquake_intensity * 2) - earthquake_intensity; self.velocity_y = self.velocity_y + (random() * earthquake_intensity * 2) - earthquake_intensity; self.velocity_z = self.velocity_z + (random() * earthquake_intensity * 2) - earthquake_intensity; } } makevectors (self.v_angle); // is this still used //ZOID-- // TeamCheckLock performs all necessary teamlock checking, and performs all // actions needed. TeamCheckLock(); //--ZOID CheckMOTD(); 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 (self.items2 & IT2_ANTIGRAV) { if ( time > self.AGping ) { sound ( self, CHAN_AUTO, "belt/use.wav", 0.4, ATTN_NORM); self. AGping = time + 3; if(self. AGping >= (self.antigrav_finished - 3)) self. AGping = self.antigrav_finished + 3; } } RuneApplyElder(self); // regeneration rune // Track the grapple if (self.hook_out) GrappleService(); }; /* ================ 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, "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, "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; else self.effects = self.effects - (self.effects & EF_DIMLIGHT); } // 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) { sprint (self, "Quad Damage is wearing off\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM); self.super_time = time + 1; } if (self.super_time < time) { self.super_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.super_damage_finished < time) { // just stopped self.items = self.items - IT_QUAD; self.super_damage_finished = 0; self.super_time = 0; } if (self.super_damage_finished > time) self.effects = self.effects | EF_DIMLIGHT; else self.effects = self.effects - (self.effects & EF_DIMLIGHT); } // 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, "Air supply in Biosuit expiring\n"); stuffcmd (self, "bf\n"); sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM); self.rad_time = time + 1; } if (self.rad_time < time) { self.rad_time = time + 1; stuffcmd (self, "bf\n"); } } if (self.radsuit_finished < time) { // just stopped self.items = self.items - IT_SUIT; self.rad_time = 0; self.radsuit_finished = 0; } } if(self.shield_finished) { if ( self.shield_finished < time + 3) { if (self.shield_time == 1) { sprint (self, "Shield failing...\n"); sound (self, CHAN_AUTO, "shield/fadeout.wav", 1, ATTN_NORM); self.shield_time = 0; } if (self.shield_time < time) { self.shield_time = time + 1; stuffcmd (self, "bf\n"); } } if ( self.shield_finished < time) { sprint (self, "Shield Lost.\n"); self.shield_finished = 0; self.items2 = self.items2 - IT2_SHIELD; } } if(self.antigrav_finished) { if ( self.antigrav_finished < time + 3) { if (self.antigrav_time == 1) { sprint (self, "Antigrav failing...\n"); self.antigrav_time = 0; sound (self, CHAN_AUTO, "belt/fadeout.wav", 1, ATTN_NORM); } if (self.antigrav_time < time) { self.antigrav_time = time + 1; stuffcmd (self, "bf\n"); } } if ( self.antigrav_finished < time) { sprint (self, "Antigrav Lost.\n"); self.antigrav_finished = 0; self.items2 = self.items2 - IT2_ANTIGRAV; self.gravity = 1.0; } } }; /* ================ PlayerPostThink Called every frame after physics are run ================ */ void() xpackEnding; void() PlayerPostThink = { local float mspeed, aspeed; local float r; if (self.view_ofs == '0 0 0') return; // intermission or finale if (self.deadflag) return; if (cutscene_running) { xpackEnding(); } // do weapon stuff W_WeaponFrame (); // check to see if player landed and play landing sound if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0)) { if (self.watertype == CONTENT_WATER) sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); else if (self.jump_flag < -650) { T_Damage (self, world, world, 5); sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); self.deathtype = "falling"; } else sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); self.jump_flag = 0; } if (!(self.flags & FL_ONGROUND)) self.jump_flag = self.velocity_z; CheckPowerups (); }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { bprint (self.netname); bprint (" entered the game\n"); //ZOID-- self.suicide_count = 0; self.ctf_killed = 0; SetMOTD(); // If this is our first connection, parm14 is < 0 // Set lastteam negative. if (parm14 < 0 && teamplay > 0) { if (cvar("gamecfg") & GAMECFG_USE_COLOR) self.steam = self.team; // accept joining players color if legal else self.steam = -50; // always reassign TeamCheckLock(); } //--ZOID // a client connecting during an intermission can cause problems if (intermission_running) ExitIntermission (); }; /* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { 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 (" left the game with "); bprint (ftos(self.frags)); bprint (" frags\n"); sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); sphere_remove(self); if ( tag_token_owner == self) tag_token_drop(); //ZOID-- TeamDropFlagOfPlayer(self); self.steam = -50; self.team = 0; //--ZOID set_suicide_frame (); }; /* =========== ClientObituary called when a player dies ============ */ void(entity targ, entity attacker) ClientObituary = { local float rnum; local string deathstring, deathstring2; rnum = random(); if (targ.classname == "player") { // ZOID-- TeamResetCarrier(targ); // --ZOID if (attacker.classname == "teledeath") { bprint (targ.netname); bprint (" was telefragged by "); bprint (attacker.owner.netname); bprint ("\n"); attacker.owner.frags = attacker.owner.frags + 1; return; } if (attacker.classname == "teledeath2") { bprint ("Satan's power deflects "); bprint (targ.netname); bprint ("'s telefrag\n"); targ.frags = targ.frags - 1; return; } if (attacker.classname == "player") { if (targ == attacker) { // killed self attacker.frags = attacker.frags - 1; bprint (targ.netname); if (targ.weapon == 64 && targ.waterlevel > 1) { bprint (" discharges into the water.\n"); return; } if (targ.weapon == IT_GRENADE_LAUNCHER) bprint (" tries to put the pin back in\n"); //ZOID-- //gibbed for changing teams else if (teamplay && (targ.team != targ.steam)) { if (cvar("gamecfg") & GAMECFG_ALLOW_CHG) bprint(" changed teams\n"); else bprint(" tried to change teams\n"); } //--ZOID 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 his 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 = attacker.frags - 1; return; } else { if (teamplay == TEAM_DMATCH_TAG) dmatch_score (targ, attacker); else { attacker.frags = attacker.frags + 1; //ZOID-- TeamAssists(targ, attacker); //--ZOID } rnum = attacker.weapon; if (rnum == IT_AXE) { deathstring = " was ax-murdered by "; deathstring2 = "\n"; } //ZOID-- if (rnum == IT_GRAPPLE) { deathstring = " was grappled by "; deathstring2 = "\n"; } //--ZOID if (rnum == IT_SHOTGUN) { deathstring = " chewed on "; deathstring2 = "'s boomstick\n"; } if (rnum == IT_SUPER_SHOTGUN) { deathstring = " ate 2 loads of "; deathstring2 = "'s buckshot\n"; } if (rnum == IT_NAILGUN) { deathstring = " was nailed by "; deathstring2 = "\n"; } if (rnum == IT_SUPER_NAILGUN) { deathstring = " was punctured by "; deathstring2 = "\n"; } if (rnum == IT_GRENADE_LAUNCHER) { deathstring = " eats "; deathstring2 = "'s pineapple\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s grenade\n"; } } if (rnum == IT_ROCKET_LAUNCHER) { deathstring = " rides "; deathstring2 = "'s rocket\n"; if (targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s rocket\n" ; } } if (rnum == IT_LIGHTNING) { deathstring = " accepts "; if (attacker.waterlevel > 1) deathstring2 = "'s discharge\n"; else deathstring2 = "'s shaft\n"; } if (rnum == IT_LAVA_NAILGUN || rnum == IT_LAVA_SUPER_NAILGUN) { deathstring = " was burned by "; deathstring2 = "\n"; } else if (rnum == IT_PLASMA_GUN) { deathstring = " was fused by "; deathstring2 = "\n"; } else if (rnum == IT_MULTI_GRENADE || rnum == IT_MULTI_ROCKET) { deathstring = " was blasted to bits by "; deathstring2 = "\n"; } bprint (targ.netname); bprint (deathstring); bprint (attacker.netname); bprint (deathstring2); } return; } else { targ.frags = targ.frags - 1; bprint (targ.netname); // killed by a montser? if (attacker.flags & FL_MONSTER) { if (attacker.classname == "monster_army") bprint (" was shot by a Grunt\n"); if (attacker.classname == "monster_demon1") bprint (" was eviscerated by a Fiend\n"); if (attacker.classname == "monster_dog") bprint (" was mauled by a Rottweiler\n"); if (attacker.classname == "monster_dragon") bprint (" was annihilated by the Dragon\n"); if (attacker.classname == "monster_dragon_dead") bprint (" was squashed by the Dragon\n"); if (attacker.classname == "monster_enforcer") bprint (" was blasted by an Enforcer\n"); if (attacker.classname == "monster_fish") bprint (" was fed to the Rotfish\n"); if (attacker.classname == "monster_hell_knight") bprint (" was slain by a Death Knight\n"); if (attacker.classname == "monster_knight") bprint (" was slashed by a Knight\n"); if (attacker.classname == "monster_ogre") bprint (" was destroyed by an Ogre\n"); if (attacker.classname == "monster_oldone") bprint (" became one with Shub-Niggurath\n"); if (attacker.classname == "monster_shalrath") bprint (" was exploded by a Vore\n"); if (attacker.classname == "monster_shambler") bprint (" was smashed by a Shambler\n"); if (attacker.classname == "monster_tarbaby") bprint (" was slimed by a Spawn\n"); if (attacker.classname == "monster_vomit") bprint (" was vomited on by a Vomitus\n"); if (attacker.classname == "monster_wizard") bprint (" was scragged by a Scrag\n"); if (attacker.classname == "monster_zombie") bprint (" joins the Zombies\n"); if (attacker.classname == "monster_eel") bprint (" was electrified by an Eel\n"); if (attacker.classname == "monster_wrath") bprint (" was disintegrated by a Wrath\n"); if (attacker.classname == "monster_super_wrath") bprint (" was obliterated by an Overlord\n"); if (attacker.classname == "monster_sword") bprint (" was slit open by a Phantom Swordsman\n"); if (attacker.classname == "monster_lava_man") bprint (" fries in Hephaestus' fury\n"); if (attacker.classname == "monster_morph") bprint (" was crushed by a Guardian\n"); if (attacker.classname == "monster_mummy") bprint (" was Mummified\n"); return; } // tricks and traps if (attacker.classname == "explo_box") { bprint (" blew up\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\n"); return; } if (attacker.classname == "fireball") { bprint (" ate a lavaball\n"); return; } if (attacker.classname == "trigger_changelevel") { bprint (" tried to leave\n"); return; } if (attacker.classname == "ltrail_start" || attacker.classname == "ltrail_relay") { bprint (" rode the lightning\n"); return; } if (attacker.classname == "pendulum") { bprint (" was cleaved in two\n"); return; } if (attacker.classname == "buzzsaw") { bprint (" was sliced to pieces\n"); return; } if (attacker.classname == "plasma") { bprint ( " was turned to plasma\n"); return; } if (attacker.classname == "Vengeance") { // vengeance sphere doesn't count as a negative frag targ.frags = targ.frags + 1; bprint ( " was purged by the Vengeance Sphere\n"); return; } if (attacker.classname == "power_shield") { // shield attacks should count for frags too.. // shield death doesn't count as a negative frag targ.frags = targ.frags + 1; attacker.owner.frags = attacker.owner.frags + 1; TeamAssists(targ, attacker.owner); //PGM deathstring = " was smashed by "; deathstring2 = "\n"; bprint (deathstring); bprint (attacker.owner.netname); bprint (deathstring2); return; } // in-water deaths rnum = targ.watertype; if (rnum == -3) { if (random() < 0.5) bprint (" sleeps with the fishes\n"); else bprint (" sucks it down\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 (targ.health < -15) { bprint (" burst into flames\n"); return; } if (random() < 0.5) bprint (" turned into hot slag\n"); else bprint (" visits the Volcano God\n"); return; } // fell to their death? if (targ.deathtype == "falling") { targ.deathtype = ""; bprint (" fell to his death\n"); return; } // hell if I know; he's just dead!!! bprint (" died\n"); } } };