ew-progs/client.qc

1390 lines
28 KiB
C++

//ew prototypes
void() pray;
void() terminate_xsniper;
// 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;
float modelindex_eyes, modelindex_player;
//administrator stuff
void() search_for_admin =
{
local entity player;
local float admincount;
//initialize
admincount = 0;
//find clients
player = find(world,classname,"player");
while(player)
{
if (player.admin == 1)
admincount = admincount + 1;
player = find(player,classname,"player");
}
//make a new administrator
if (admincount == 0)
{
self.admin = 1;
//let everyone know who the new admin is
bprint(self.netname);
bprint(" is the new administrator.\n");
}
};
/*
=============================================================================
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 ();
return;
}
// remove items
self.items = self.items - (self.items &
(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
// cap super health
if (self.health > 100)
self.health = 100;
if (self.health < 50)
self.health = 50;
parm1 = self.items;
parm2 = self.health;
parm3 = self.armorvalue;
if (self.ammo_bolts < 25)
parm4 = 25;
else
parm4 = self.ammo_bolts;
parm5 = self.ammo_mana_blue;
parm6 = self.ammo_mana_green;
parm7 = self.ammo_mana_grey;
parm8 = self.weapon;
parm9 = self.armortype * 100;
//testing
parm10 = get_numbots();
};
void() SetNewParms =
{
parm1 = IT_CROSSBOW | IT_DAGGER;
parm2 = 100;
parm3 = 0;
parm4 = 25;
parm5 = 0;
parm6 = 0;
parm7 = 0;
parm8 = 1;
parm9 = 0;
//testing
parm10 = get_numbots();
};
void() DecodeLevelParms =
{
if (serverflags)
{
if (world.model == "maps/start.bsp")
SetNewParms (); // take away all stuff on starting new episode
}
self.items = parm1;
self.health = parm2;
self.armorvalue = parm3;
self.ammo_bolts = parm4;
self.ammo_mana_blue = parm5;
self.ammo_mana_green = parm6;
self.ammo_mana_grey = parm7;
self.weapon = parm8;
self.armortype = parm9 * 0.01;
};
/*
============
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);
changelevel (nextmap);
};
void() ExitIntermission =
{
// skip any text in deathmatch
if (deathmatch)
{
GotoNextMap ();
return;
}
intermission_exittime = time + 1;
intermission_running = intermission_running + 1;
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;
};
/*EWED 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 =
{
local string strtemp;
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 ();
if (cvar("deathmatch") == 1) //Flood Co-op Mode
{
strtemp = strcat("Demon Score: ",ftos(demon_score));
centerprint(self,strtemp);
}
}
else
{ // restart the entire server
localcmd ("restart\n");
}
};
/*
============
ClientKill
Player entered the suicide command
============
*/
void() ClientKill = //Koolio, don't allow suicide
{
sprint(self, "Suicide not allowed\n");
return;
};
float(vector v) CheckSpawnPoint =
{
return FALSE;
};
/*
============
SelectSpawnPoint
Returns the entity to spawn at
============
*/
entity() SelectSpawnPoint =
{
local entity spot;
local entity thing;
local float pcount;
// 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)
{
spot = lastspawn;
while (1)
{
spot = find(spot, classname, "info_player_deathmatch");
if (spot != world)
{
if (spot == lastspawn)
return lastspawn;
pcount = 0;
thing = findradius(spot.origin, 32);
while(thing)
{
if (thing.classname == "player")
pcount = pcount + 1;
thing = thing.chain;
}
if (pcount == 0)
{
lastspawn = spot;
return spot;
}
}
}
}
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() PutClientInServer =
{
local entity spot;
spot = SelectSpawnPoint ();
self.classname = "player";
self.health = 100;
self.movetype = MOVETYPE_WALK;
self.takedamage = DAMAGE_AIM;
self.solid = SOLID_SLIDEBOX;
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;
//a few other things
self.onfire = 0;
self.wmode = set_wmode(1);
StandardGlow(); //Just a white glow
DecodeLevelParms ();
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
// oh, this is a hack!
setmodel (self, "progs/eyes.mdl");
modelindex_eyes = self.modelindex;
// setmodel (self, "progs/player.mdl");
setmodel (self, "models/players/mike/player.md2"); //Koolio, Mike! Whee
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);
}
spawn_tdeath (self.origin, self);
// reset game speed
reset_speed();
Init_Protection();
if (gamemode == ((FILE_WRITE + FILE_APPEND) * 2))
CheckMap999();
// search for administrator
search_for_admin();
// setup weapon mode
self.wmode = set_wmode(1);
};
/*
=============================================================================
QUAKED FUNCTIONS
=============================================================================
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
*/
void() info_player_start =
{
};
/*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 =
{
};
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
potential spawning position for coop games
*/
void() info_player_coop =
{
};
/*
===============================================================================
RULES
===============================================================================
*/
/*
===================
GetNextLevel
Function used to return the next map in the default multiplayer map list.
===================
*/
string() GetNextLevel =
{
string oldmapname, tempmap;
float r;
//intialize tempmap
tempmap = mapname;
//remember the map we were on
oldmapname = mapname;
//keep choosing map until we are on a different one than current map
while(tempmap == oldmapname)
{
//set up random variable
r = random();
//pick map at random
if (r <= 0.14)
tempmap = "floodmp1";
else if (r <= 0.28)
tempmap = "floodmp2";
else if (r <= 0.42)
tempmap = "floodmp3";
else if (r <= 0.56)
tempmap = "floodmp4";
else if (r <= 0.70)
tempmap = "floodmp5";
else if (r <= 0.84)
tempmap = "floodmp6";
else
tempmap = "floodmp7";
}
return tempmap;
};
/*
go to the next level for deathmatch
only called if a time or frag limit has expired
*/
void() NextLevel =
{
local entity o;
// find a trigger changelevel
o = find(world, classname, "trigger_changelevel");
// pick a random map if no trigger_changelevel
if (!o)
{
mapname = GetNextLevel();
o = spawn();
o.map = mapname;
}
nextmap = o.map;
gameover = TRUE;
if (o.nextthink < time)
{
o.think = execute_changelevel;
o.nextthink = time + 0.1;
}
};
/*
================
FloodMsg
Prints an appropriate msg at the end of a Flood Co-op
game telling which side has won.
================
*/
void(float vtype) FloodMsg =
{
local entity player;
player = find(world, classname, "player");
if (vtype == 0) //Angels Win
{
while(player)
{
centerprint(player,"Angels Win!\n");
sound (player, CHAN_WEAPON, "misc/win.wav", 1, ATTN_NORM);
player = find(player, classname, "player");
}
}
else if (vtype == 1)
{
while(player)
{
centerprint(player,"Demons Defeat The Angels!\n");
sound (player, CHAN_WEAPON, "misc/lose.wav", 1, ATTN_NORM);
player = find(player, classname, "player");
}
}
else
{
while(player)
{
centerprint(player,"Time Limit Reached!\n");
sound (player, CHAN_WEAPON, "misc/draw.wav", 1, ATTN_NORM);
player = find(player, classname, "player");
}
}
};
void() DelayNextLevelThink =
{
//go to next level
NextLevel();
//remove ourself
remove(self);
};
/*
=================================
DelayNextLevel
Delays the change to nextlevel by numdelay seconds.
=================================
*/
void(float numdelay) DelayNextLevel =
{
local entity dlevel;
dlevel = spawn();
dlevel. think = DelayNextLevelThink;
dlevel.nextthink = time + numdelay;
};
/*
============
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)
{
DelayNextLevel(5);
FloodMsg(2);
return;
}
if (fraglimit && self.frags >= fraglimit)
{
DelayNextLevel(5);
FloodMsg(0);
return;
}
if (fraglimit && demon_score >= fraglimit)
{
DelayNextLevel(5);
FloodMsg(1);
return;
}
};
//============================================================================
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, tvar;
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
//Updating the clients viewpoint when there's no model set. Fix by Raymond Martineau, found on QIP
if (self.modelindex == 0)
{
local float bits;
msg_entity = self;
bits = 128 + 32 + 1024 + 2 + 4 + 8; // U_SIGNAL + U_NOLERP + U_MODEL + U_ORIGIN1 + U_ORIGIN2 + U_ORIGIN3
WriteByte (MSG_ONE,bits);
WriteByte (MSG_ONE,1); // The model
WriteCoord (MSG_ONE, self.origin_x);
WriteCoord (MSG_ONE, self.origin_y);
WriteCoord (MSG_ONE, self.origin_z);
}
//update our engine ammo variables
ammo_update();
makevectors (self.v_angle); // is this still used
CheckRules ();
WaterMove ();
if (self.waterlevel == 2)
CheckWaterJump ();
if (self.deadflag >= DEAD_DEAD)
{
PlayerDeathThink ();
return;
}
if (self.deadflag == DEAD_DYING)
return; // dying, so do nothing
if (self.button2)
{
PlayerJump ();
}
else
self.flags = self.flags | FL_JUMPRELEASED;
// teleporters can force a non-moving pause time
if (time < self.pausetime)
self.velocity = '0 0 0';
if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_DAGGER && self.weapon != IT_SWORD) //Koolio, don't look for cells
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
}
if (gamemode != IT_DAGGER / IT_SMITE)
{
if (cvar("deathmatch") >= 1)
{
stuffcmd(self,"deathmatch 0\n");
stuffcmd (self,"restart\n");
}
}
// see if we are on fire
AmBurning();
};
/*
================
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, "Your Cloak Is Fading Away!\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, "Power Artifact Is Nearly Drained!\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, "The Eternal Breath Is About To Wear Off!\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;
}
}
};
/*
===================
JumpDamage
Checks how far we are falling and does different levels of damage based on this number.
===================
*/
void() JumpDamage =
{
float jumptemp, jumpdamage;
//set up our testing variable
jumptemp = self.jump_flag;
//do 5 damage plus 3% of the height
jumpdamage = 5 + (jumptemp * -0.03);
//if falling distance is over 900 then do another 30 damage
if (jumptemp < -900)
jumpdamage = jumpdamage + 30;
//do the damage
T_Damage (self, world, world, jumpdamage);
//make some noise
sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
//debug
//DebugMsg(3,"jumptemp = ",ftos(jumptemp),"\n","");
//DebugMsg(3,"jumpdamage = ",ftos(jumpdamage),"\n","");
};
/*
================
PlayerPostThink
Called every frame after physics are run
================
*/
void() PlayerPostThink =
{
local float mspeed, aspeed;
local float r;
if (self.view_ofs == '0 0 0')
return; // intermission or finale
if (self.deadflag)
return;
// 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 < -500) //was -650
{
JumpDamage();
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 ();
// check to see if we are praying
pray();
// check MOTD
CheckMOTD();
// check Play Mode
CheckPlayMode();
// Precache Debug
// bprint(ftos(num_mon_types));
// bprint(" monster types.\n");
};
/*
===========
ClientConnect
called when a player connects to a server
============
*/
void() ClientConnect =
{
bprint (self.netname);
bprint (" entered the game\n");
// 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 (" banishes\n");
sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
set_suicide_frame ();
};
/*
=====================================
give_frags
Will give numfrags number of frags to entity with
classname targ.
Hint: If you use a negative number it will subtract
that many frags.
=====================================
*/
void(string targ, float numfrags) give_frags =
{
local entity findme;
findme = find(world, classname, targ);
if (findme != world)
findme.frags = findme.frags + numfrags;
};
/*
===========
ClientObituary
called when a player dies
============
*/
void(entity targ, entity attacker) ClientObituary =
{
local float rnum;
local string deathstring, deathstring2;
rnum = random();
//player or bot dies
if (targ.classname == "player" || targ.classname == "xsniperbot")
{
targ.frags = targ.frags - 1;
// killed by a montser?
if (attacker.flags & FL_MONSTER)
{
//if we are playing Flood Co-op then give demon portal our frags
demon_score = demon_score + 1;
return;
}
}
};