228 lines
4.6 KiB
C
228 lines
4.6 KiB
C
/***
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*
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* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
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*
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* See the file LICENSE attached with the sources for usage details.
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*
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****/
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string sPainSounds[5] = {
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"player/pl_pain2.wav",
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"player/pl_pain4.wav",
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"player/pl_pain5.wav",
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"player/pl_pain6.wav",
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"player/pl_pain7.wav"
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};
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/*
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=================
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Player_SendEntity
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=================
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*/
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float Player_SendEntity(entity ePEnt, float fChanged)
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{
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if (self.health <= 0 && ePEnt != self) {
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return FALSE;
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}
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WriteByte(MSG_ENTITY, ENT_PLAYER);
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WriteShort(MSG_ENTITY, self.modelindex);
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WriteCoord(MSG_ENTITY, self.origin[0]);
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WriteCoord(MSG_ENTITY, self.origin[1]);
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WriteCoord(MSG_ENTITY, self.origin[2]);
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WriteCoord(MSG_ENTITY, self.v_angle[0]);
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WriteCoord(MSG_ENTITY, self.angles[1]);
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WriteCoord(MSG_ENTITY, self.angles[2]);
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WriteCoord(MSG_ENTITY, self.velocity[0]);
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WriteCoord(MSG_ENTITY, self.velocity[1]);
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WriteCoord(MSG_ENTITY, self.velocity[2]);
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WriteFloat(MSG_ENTITY, self.flags);
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WriteFloat(MSG_ENTITY, self.pmove_flags);
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WriteByte(MSG_ENTITY, self.weapon);
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WriteByte(MSG_ENTITY, self.health);
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WriteFloat(MSG_ENTITY, self.movetype);
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WriteFloat(MSG_ENTITY, self.view_ofs[2]);
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WriteFloat(MSG_ENTITY, self.viewzoom);
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return TRUE;
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}
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/*
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=================
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Player_Pain
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=================
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*/
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void Player_Pain(int iHitBody)
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{
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/*
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if (iHitBody == BODY_HEAD) {
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Animation_PlayerTopTemp(ANIM_HEAD_FLINCH, 0.25f);
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} else {
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Animation_PlayerTopTemp(ANIM_GUT_FLINCH, 0.25f);
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}*/
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sound(self, CHAN_VOICE, sPainSounds[ floor(random() * 5) ], 1, ATTN_IDLE);
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self.velocity = '0 0 0';
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}
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/*
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=================
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Player_Death
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=================
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*/
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void Player_Death(int iHitBody)
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{
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if (iHitBody == BODY_HEAD) {
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sound(self, CHAN_VOICE, sprintf("player/headshot%d.wav", floor((random() * 3) + 1)), 1, ATTN_NORM);
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} else {
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sound(self, CHAN_VOICE, sprintf("player/die%d.wav", floor((random() * 3) + 1)), 1, ATTN_NORM);
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}
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// Drop a corpse
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entity eCorpse = spawn();
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eCorpse.classname = "remove_me";
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setorigin(eCorpse, self.origin);
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setmodel(eCorpse, self.model);
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setsize(eCorpse, self.mins, self.maxs);
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eCorpse.angles = [ 0, self.angles[1], 0 ];
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eCorpse.movetype = MOVETYPE_BOUNCE;
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// Drop primary weapon as well as the bomb if present
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if (self.fSlotPrimary) {
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Weapon_DropWeapon(SLOT_PRIMARY);
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} else {
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if (self.fSlotSecondary) {
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Weapon_DropWeapon(SLOT_SECONDARY);
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}
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}
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if (self.fSlotGrenade) {
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Weapon_DropWeapon(SLOT_GRENADE);
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}
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// Make ourselves disappear
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self.modelindex = 0;
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if (self.flags & FL_CROUCHING) {
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eCorpse.frame = ANIM_CROUCH_DIE;
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} else {
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switch (iHitBody) {
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case BODY_HEAD:
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eCorpse.frame = ANIM_DIE_HEAD;
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break;
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case BODY_STOMACH:
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eCorpse.frame = ANIM_DIE_GUT;
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break;
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case BODY_LEGLEFT:
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case BODY_ARMLEFT:
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eCorpse.frame = ANIM_DIE_LEFT;
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break;
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case BODY_LEGRIGHT:
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case BODY_ARMRIGHT:
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eCorpse.frame = ANIM_DIE_RIGHT;
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break;
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default:
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eCorpse.frame = ANIM_DEATH1 + floor(random() * 3);
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break;
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}
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}
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Spawn_MakeSpectator();
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self.classname = "player";
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self.health = 0;
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forceinfokey(self, "*dead", "1");
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forceinfokey(self, "*team", ftos(self.team));
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Rules_CountPlayers();
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if (self.team == TEAM_VIP) {
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Rules_RoundOver(TEAM_T, 2500, FALSE);
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return;
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}
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Rules_DeathCheck();
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}
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/*
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====================
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UseWorkaround
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====================
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*/
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void UseWorkaround(entity eTarget)
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{
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eActivator = self;
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entity eOldSelf = self;
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self = eTarget;
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self.PlayerUse();
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self = eOldSelf;
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}
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/*
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====================
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Player_UseDown
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====================
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*/
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void Player_UseDown(void)
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{
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if (self.health <= 0) {
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return;
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} else if (!(self.flags & FL_USERELEASED)) {
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return;
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}
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vector vSource;
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makevectors(self.v_angle);
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vSource = self.origin + self.view_ofs;
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traceline (vSource, vSource + (v_forward * 64), FALSE, self);
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if (trace_ent.PlayerUse) {
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if ((trace_ent.classname != "c4bomb") && (trace_ent.classname != "func_pushable")) {
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self.flags = (self.flags - FL_USERELEASED);
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sound(self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE);
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}
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UseWorkaround(trace_ent);
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} else {
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sound(self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE);
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self.flags = (self.flags - FL_USERELEASED);
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}
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}
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/*
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====================
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Player_UseUp
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====================
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*/
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void Player_UseUp(void)
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{
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if (!(self.frags & FL_USERELEASED)) {
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self.flags = self.flags | FL_USERELEASED;
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self.fProgressBar = 0;
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}
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}
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/*
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=================
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PlayerPreThink
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Run before physics
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=================
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*/
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void Game_PlayerPreThink(void)
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{
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BaseGun_ShotMultiplierUpdate();
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}
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/*
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=================
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PlayerPreThink
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Run after physics
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=================
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*/
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void Game_PlayerPostThink(void)
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{
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Animation_PlayerUpdate();
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Footsteps_Update();
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self.SendFlags = 1;
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}
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