void() bubble_bob; /* ============================================================================== PLAYER ============================================================================== */ $cd id1/models/player_4 $origin 0 -6 24 $base base $skin skin //Won't be using this anymore // // running // $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 // // standing // $frame stand1 stand2 stand3 stand4 stand5 $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 // // pain // $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 $frame pain1 pain2 pain3 pain4 pain5 pain6 // // death // $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 $frame axdeth7 axdeth8 axdeth9 $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 $frame deatha9 deatha10 deatha11 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 $frame deathd8 deathd9 $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 $frame deathe8 deathe9 // // attacks // $frame nailatt1 nailatt2 $frame light1 light2 $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 /* ============================================================================== PLAYER ============================================================================== */ void() player_run; void() player_stand1 =[ 0, player_stand1 ] { if (self.classname == "observer") //koolio, don't allow observers return; if (self.weapon == IT_DAGGER || self.weapon == IT_SMITE) //Fixme: This should probably be done in a neater way self.weaponframe=5; else if (self.weapon == IT_CROSSBOW) self.weaponframe = 4; else if (self.weapon == IT_SWORD) //Sword self.weaponframe = 7; else self.weaponframe=0; if (self.velocity_x || self.velocity_y) { self.walkframe=74; player_run(); return; } if (self.walkframe >= 73) self.walkframe = 0; self.frame = 0 + self.walkframe; self.walkframe = self.walkframe + 1; }; void() FootSteps = { if (self.walkframe == 75 || self.walkframe == 78) { if (self.velocity) { { if (self.flags & FL_ONGROUND) { if (self.waterlevel == 0) { local float rand0m; rand0m = random()*4; if (rand0m <= 3) { sound (self, CHAN_AUTO, "player/foot1.wav", 0.5, ATTN_NORM); //centerprint(self, "walkin' on rand0m 3"); } else if (rand0m <= 2) { sound (self, CHAN_AUTO, "player/foot2.wav", 0.5, ATTN_NORM); //centerprint(self, "walkin' on rand0m 2"); } else if (rand0m <= 1) sound (self, CHAN_AUTO, "player/foot3.wav", 0.5, ATTN_NORM); else sound (self, CHAN_AUTO, "player/foot4.wav", 0.5, ATTN_NORM); } } } } } }; void() player_run =[ 74, player_run ] { if (self.classname == "observer") //koolio, don't allow observers return; FootSteps(); if (self.weapon == IT_DAGGER || self.weapon == IT_SMITE) //Fixme: This should probably be done in a neater way self.weaponframe=5; else if (self.weapon == IT_CROSSBOW) self.weaponframe = 4; else if (self.weapon == IT_SWORD) //Sword self.weaponframe = 7; else self.weaponframe=0; if (!self.velocity_x && !self.velocity_y) { self.walkframe=0; player_stand1(); return; } if (self.walkframe >= 5) self.walkframe = 0; self.frame = self.frame + self.walkframe; self.walkframe = self.walkframe + 1; }; //============================================================================ void(float num_bubbles) DeathBubbles; void() PainSound = { local float rs; if (self.health < 0) return; if (damage_attacker.classname == "teledeath") { sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); return; } // water pain sounds if (self.watertype == CONTENT_WATER && self.waterlevel == 3) { DeathBubbles(1); if (random() > 0.5) sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); return; } // slime pain sounds if (self.watertype == CONTENT_SLIME) { // FIX ME put in some steam here if (random() > 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.watertype == CONTENT_LAVA) { if (random() > 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.pain_finished > time) { self.axhitme = 0; return; } self.pain_finished = time + 0.5; // don't make multiple pain sounds right after each other // ax pain sound if (self.axhitme == 1) { self.axhitme = 0; sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); return; } rs = rint((random() * 5) + 1); self.noise = ""; if (rs == 1) self.noise = "player/pain1.wav"; else if (rs == 2) self.noise = "player/pain2.wav"; else if (rs == 3) self.noise = "player/pain3.wav"; else if (rs == 4) self.noise = "player/pain4.wav"; else if (rs == 5) self.noise = "player/pain5.wav"; else self.noise = "player/pain6.wav"; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); return; }; void() player_pain1 = [ 92, player_pain2 ] {PainSound();/*self.weaponframe=0;*/}; void() player_pain2 = [ 93, player_pain3 ] {}; void() player_pain3 = [ 94, player_pain4 ] {}; void() player_pain4 = [ 95, player_run ] {}; void() player_painb1 = [ 96, player_painb2 ] {PainSound();/*self.weaponframe=0;*/}; void() player_painb2 = [ 97, player_painb3 ] {}; void() player_painb3 = [ 98, player_painb4 ] {}; void() player_painb4 = [ 99, player_run ] {}; void() player_painc1 = [ 100, player_painc2 ] {PainSound();/*self.weaponframe=0;*/}; void() player_painc2 = [ 101, player_painc3 ] {}; void() player_painc3 = [ 102, player_painc4 ] {}; void() player_painc4 = [ 103, player_run ] {}; void() player_pain = { local float which; if (self.weaponframe) return; if (self.invisible_finished > time) return; // eyes don't have pain frames // if (self.weapon == IT_DAGGER) // player_axpain1 (); // else which = rint((random() * 2) + 1); if (which <= 1) player_pain1 (); else if (which <= 2) player_painb1 (); else player_painc1 (); }; void() player_diea1; void() player_dieb1; void() DeathBubblesSpawn = { local entity bubble; if (self.owner.waterlevel != 3) return; bubble = spawn(); setmodel (bubble, "progs/s_bubble.spr"); setorigin (bubble, self.owner.origin + '0 0 24'); bubble.movetype = MOVETYPE_NOCLIP; bubble.solid = SOLID_NOT; bubble.velocity = '0 0 15'; bubble.nextthink = time + 0.5; bubble.think = bubble_bob; bubble.classname = "bubble"; bubble.frame = 0; bubble.cnt = 0; setsize (bubble, '-8 -8 -8', '8 8 8'); self.nextthink = time + 0.1; self.think = DeathBubblesSpawn; self.air_finished = self.air_finished + 1; if (self.air_finished >= self.bubble_count) remove(self); }; void(float num_bubbles) DeathBubbles = { local entity bubble_spawner; bubble_spawner = spawn(); setorigin (bubble_spawner, self.origin); bubble_spawner.movetype = MOVETYPE_NONE; bubble_spawner.solid = SOLID_NOT; bubble_spawner.nextthink = time + 0.1; bubble_spawner.think = DeathBubblesSpawn; bubble_spawner.air_finished = 0; bubble_spawner.owner = self; bubble_spawner.bubble_count = num_bubbles; return; }; void() DeathSound = { local float rs; // water death sounds if (self.waterlevel == 3) { DeathBubbles(20); sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); return; } rs = rint ((random() * 4) + 1); if (rs == 1) self.noise = "player/death1.wav"; if (rs == 2) self.noise = "player/death2.wav"; if (rs == 3) self.noise = "player/death3.wav"; if (rs == 4) self.noise = "player/death4.wav"; if (rs == 5) self.noise = "player/death5.wav"; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE); return; }; void() PlayerDead = { self.nextthink = -1; // allow respawn after a certain time self.deadflag = DEAD_DEAD; }; void() PlayerDie = { local float i; self.items = self.items - (self.items & IT_INVISIBILITY); self.invisible_finished = 0; // don't die as eyes self.invincible_finished = 0; self.super_damage_finished = 0; self.radsuit_finished = 0; self.modelindex = modelindex_player; // don't use eyes /* Koolio, don't drop anything on death if (deathmatch || coop) DropBackpack(); */ self.weaponmodel=""; self.view_ofs = '0 0 -8'; self.deadflag = DEAD_DYING; self.solid = SOLID_NOT; self.flags = self.flags - (self.flags & FL_ONGROUND); self.movetype = MOVETYPE_TOSS; if (self.velocity_z < 10) self.velocity_z = self.velocity_z + random()*300; /* Koolio, no gore if (self.health < -40) { GibPlayer (); return; } */ DeathSound(); self.angles_x = 0; self.angles_z = 0; /* Koolio, no melee-specific death if (self.weapon == IT_DAGGER) { player_die_ax1 (); return; } */ i = cvar("temp1"); if (!i) i = 1 + floor(random()*3); if (i == 1) player_diea1(); else player_dieb1(); GlowOff(); //Koolio, turn off glows //Xsniper, remove glowing field effect if we were praying if (self.effects & EF_BRIGHTFIELD) { self.effects = self.effects - EF_BRIGHTFIELD; self.praying = 0; } //Xsniper, if we are on map "ewend" then disable deathmatch mode if (world.model == "ewend2.bsp") set_deathmatch(0); }; void() set_suicide_frame = { // used by klill command and diconnect command <-- haha iD can't spellz0rz if (self.model != "progs/player.mdl") return; // allready gibbed self.frame = $deatha11; self.solid = SOLID_NOT; self.movetype = MOVETYPE_TOSS; self.deadflag = DEAD_DEAD; self.nextthink = -1; }; void() player_diea1 = [ 104, player_diea2 ] {}; void() player_diea2 = [ 105, player_diea3 ] {}; void() player_diea3 = [ 106, player_diea4 ] {}; void() player_diea4 = [ 107, player_diea5 ] {}; void() player_diea5 = [ 108, player_diea6 ] {}; void() player_diea6 = [ 109, player_diea7 ] {}; void() player_diea7 = [ 110, player_diea7 ] {PlayerDead();}; void() player_dieb1 = [ 111, player_dieb2 ] {}; void() player_dieb2 = [ 112, player_dieb3 ] {}; void() player_dieb3 = [ 113, player_dieb4 ] {}; void() player_dieb4 = [ 114, player_dieb5 ] {}; void() player_dieb5 = [ 115, player_dieb6 ] {}; void() player_dieb6 = [ 116, player_dieb7 ] {}; void() player_dieb7 = [ 117, player_dieb8 ] {}; void() player_dieb8 = [ 118, player_dieb9 ] {}; void() player_dieb9 = [ 119, player_dieb10 ] {}; void() player_dieb10 = [ 120, player_dieb11 ] {}; void() player_dieb11 = [ 121, player_dieb12 ] {}; void() player_dieb12 = [ 122, player_dieb13 ] {}; void() player_dieb13 = [ 123, player_dieb14 ] {}; void() player_dieb14 = [ 124, player_dieb15 ] {}; void() player_dieb15 = [ 125, player_dieb16 ] {}; void() player_dieb16 = [ 126, player_dieb17 ] {}; void() player_dieb17 = [ 127, player_dieb18 ] {}; void() player_dieb18 = [ 128, player_dieb19 ] {}; void() player_dieb19 = [ 129, player_dieb20 ] {}; void() player_dieb20 = [ 130, player_dieb21 ] {}; void() player_dieb21 = [ 131, player_dieb22 ] {}; void() player_dieb22 = [ 132, player_dieb23 ] {}; void() player_dieb23 = [ 133, player_dieb24 ] {}; void() player_dieb24 = [ 134, player_dieb25 ] {}; void() player_dieb25 = [ 135, player_dieb26 ] {}; void() player_dieb26 = [ 136, player_dieb27 ] {}; void() player_dieb27 = [ 137, player_dieb28 ] {}; void() player_dieb28 = [ 138, player_dieb29 ] {}; void() player_dieb29 = [ 139, player_dieb30 ] {}; void() player_dieb30 = [ 140, player_dieb31 ] {}; void() player_dieb31 = [ 141, player_dieb32 ] {}; void() player_dieb32 = [ 141, player_dieb33 ] {}; void() player_dieb33 = [ 143, player_dieb33 ] {PlayerDead();}; //============================================================================ // Player Jumping and Landing //============================================================================ void() player_jump1 = [ 144, player_jump2 ] {}; void() player_jump2 = [ 145, player_jump3 ] {}; void() player_jump3 = [ 146, player_jump3 ] {if ((self.jump_flag < -100) && (self.flags & FL_ONGROUND) && (self.health > 0))player_run();}; void() player_land1 = [ 147, player_land2 ] {}; void() player_land2 = [ 148, player_land3 ] {}; void() player_land3 = [ 149, player_run ] {};