// 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; /* ============================================================================= LEVEL CHANGING / INTERMISSION ============================================================================= */ /*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_shells < 25) parm4 = 25; else parm4 = self.ammo_shells; parm5 = self.ammo_nails; parm6 = self.ammo_rockets; parm7 = self.ammo_cells; parm8 = self.weapon; parm9 = self.armortype * 100; parm10 = self.weapon_parts; }; void() SetNewParms = { if (deathmatch == DM_SPECIAL_POWERS) parm1 = IT_AXE; else parm1 = IT_SHOTGUN | IT_AXE | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER | IT_LIGHTNING; parm2 = 100; parm3 = 0; parm5 = 0; parm6 = 0; parm7 = 0; if (deathmatch == DM_SPECIAL_POWERS) { parm4 = 0; parm8 = IT_AXE; } else { parm4 = 25; parm8 = IT_SHOTGUN; } parm9 = 0; parm10 = 0; }; void() DecodeLevelParms = { if (serverflags) { if (world.model == "maps/start.bsp") SetNewParms (); // take away all stuff on starting new episode } self.items = parm1; if (deathmatch != 10) { self.items = self.items | IT_SHOTGUN | IT_AXE | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER | IT_LIGHTNING; self.weapon = parm8; } else { self.weapon = IT_AXE; } self.health = parm2; self.armorvalue = parm3; self.ammo_shells = parm4; self.ammo_nails = parm5; self.ammo_rockets = parm6; self.ammo_cells = parm7; self.armortype = parm9 * 0.01; self.weapon_parts = parm10; }; /* ============ 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); }; float finale_index; // used to show multiple finale stories 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/x1end.bsp") { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Acknowledging defeat, Apocalypse tells\nyou that although you have defeated\nhim, there is another to carry on his\nwork. Indeed, without Apocalypse to\nkeep him in check, this sinister\ncharacter will undoubtedly increase\nhis determination to destroy and take\nover the world.\n\nYou have done well to destroy\nApocalypse's cloning factory, but there\nis still the matter of the clones that\nhave already been dispatched. Critical\nlocations must be contained in an\nattempt to lessen the damage caused to\nthe world as a whole.\n\nYou must defeat this evil genius before\nthe world falls before him..."); serverflags = serverflags - (serverflags & 15); /* Acknowledging defeat, Apocalypse tells\n you that although you have defeated\n him, there is another to carry on his\n work. Indeed, without Apocalypse to\n keep him in check, this sinister\n character will undoubtedly increase\n his determination to destroy and take\n over the world.\n\n You have done well to destroy\n Apocalypse's cloning factory, but there\n is still the matter of the clones that\n have already been dispatched. Critical\n locations must be contained in an\n attempt to lessen the damage caused to\n the world as a whole.\n\n You must defeat this evil genius before\n the world falls before him..."); */ return; } else if (world.model == "maps/x2end.bsp") { WriteByte (MSG_ALL, SVC_FINALE); WriteString (MSG_ALL, "Sinister, realizing that his demise is\nat hand, teleports away to places\nunknown. You have thwarted his evil\nplans, and although he lives to see\nanother day, it will take a long time\nfor him to create such devious and\ndestructive ways of conquering the\nEarth again.\n\nMagneto now has the upper hand, and can\nensure the quick and ruthless\ntermination of any other such plans,\nfor in his self-deluded superiority, he\nalone is worthy of world domination.\n\nIt will take time for the population to\nrebuild their shattered lives, but you\nhave done your part in ensuring the\nworld's safety... for now.."); serverflags = serverflags - (serverflags & 15); /* Sinister, realizing that his demise is\n at hand, teleports away to places\n unknown. You have thwarted his evil\n plans, and although he lives to see\n another day, it will take a long time\n for him to create such devious and\n destructive ways of conquering the\n Earth again.\n\n Magneto now has the upper hand, and can\n ensure the quick and ruthless\n termination of any other such plans,\n for in his self-deluded superiority, he\n alone is worthy of world domination.\n\n It will take time for the population to\n rebuild their shattered lives, but you\n have done your part in ensuring the\n world's safety...\n\n ..for now.. */ 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 tremendous invisible forces moving to unseal ancient barriers. Shub-Niggurath had hoped to use the Runes Herself to clear off the Earth, but now instead, you will use them to enter her home and confront her as an avatar of avenging Earth-life. If you defeat her, you will be remembered forever as the savior of the planet. If she conquers, it will be as 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 + 3; 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, magneto; if (other.classname != "player") return; if (cvar("noexit")) { T_Damage (other, self, self, 50000); return; } bprint (other.netname); bprint (" exited the level\n"); magneto = find(world, classname, "magneto_sprite"); if (magneto != world) remove(magneto); 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 ("changelevel trigger doesn't have map"); InitTrigger (); self.touch = changelevel_touch; }; // XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX void() gateway_teleport_think = { self.frame = self.frame + 1; if (self.frame > 5) self.frame = 1; self.nextthink = time + 0.1; }; void() WhipThink = { local vector vect; self.skin = self.skin + 1; if (self.skin > 7) self.skin = 0; self.frame = self.frame + 1; if (self.frame > 2) self.frame = 0; makevectors(self.owner.angles); setorigin(self, self.owner.origin + v_forward * 40 + v_up * 30 - v_right * 13); if (self.last_flame < (time - self.last_flame_sound)) { // shoot out some random lightning makevectors(self.angles); vect = (v_right * (random() * -4)) + (v_up * random() * 4); vect = normalize(vect); traceline(self.origin, self.origin + vect * 512, FALSE, self); sound (self, CHAN_AUTO, "storm/l_attack.wav", 0.2, 1); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LIGHTNING3); WriteEntity (MSG_BROADCAST, self); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); self.last_flame_sound = 0.3 + random() * 0.8; self.last_flame = time; } self.nextthink = time + 0.1; }; void() SpawnGatewayWhip = { local entity whip; whip = spawn(); whip.classname = "gateway_whip"; whip.owner = self; whip.angles = self.angles; setmodel(whip, "progs/whip.mdl"); makevectors(self.angles); setorigin(whip, self.origin + v_forward * 40 + v_up * 30 - v_right * 13); whip.think = WhipThink; whip.nextthink = time + 0.1; }; void() xmen_teleport = { local vector o; local string str; if (!self.map) objerror ("changelevel trigger (xmen_teleport) doesn't have map"); setsize(self, VEC_HULL2_MIN + '0 0 8', VEC_HULL2_MAX); if (!droptofloor()) { bprint("xmen_teleport fell out of level at "); str = vtos(self.origin); bprint(str); bprint(" "); remove(self); return; } precache_model("progs/gateway2.mdl"); precache_model("progs/whip.mdl"); setmodel(self, "progs/gateway2.mdl"); SpawnGatewayWhip(); self.solid = SOLID_TRIGGER; setorigin(self, self.origin + '0 0 1'); self.touch = changelevel_touch; self.think = gateway_teleport_think; self.nextthink = time + 0.05; }; // XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX /* ============================================================================= PLAYER GAME EDGE FUNCTIONS ============================================================================= */ void() set_suicide_frame; // called by ClientKill and DeadThink void() respawn = { if ((coop) && (num_clients > 1)) { // 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 (); } else { // restart the entire server localcmd ("restart\n"); } }; void(entity plyr) KillFlameEntities = { if (plyr.flame_ent1 == world) return; remove(plyr.flame_ent1); remove(plyr.flame_ent2); remove(plyr.flame_ent3); plyr.flame_ent1 = world; plyr.flame_ent2 = world; plyr.flame_ent3 = world; }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { bprint (self.netname); bprint (" suicides\n"); KillFlameEntities(self); set_suicide_frame (); self.modelindex = self.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 vector oldorg; local float nospot, i; //spot = spawn(); //spot.classname = "info_player_start"; //spot.origin = '0 0 0'; // 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) { i = 0; oldorg = self.origin; nospot = FALSE; while (!nospot && (i < 16)) { lastspawn = find(lastspawn, classname, "info_player_deathmatch"); if (lastspawn == world) { lastspawn = find (lastspawn, classname, "info_player_deathmatch"); } if (lastspawn != world) { setorigin(self, lastspawn.origin + '0 0 1'); if (droptofloor()) { setorigin(self, oldorg); return lastspawn; } } else { nospot = TRUE; } i = i + 1; } } 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; }; entity() spawn_flame_ent = { local entity new_flame_ent; new_flame_ent = spawn(); new_flame_ent.owner = self; setorigin(new_flame_ent, self.origin); // setmodel(new_flame_ent, "progs/eyes.mdl"); new_flame_ent.think = flame_ent_think; new_flame_ent.nextthink = -1; return new_flame_ent; }; void() MirrorThink = { makevectors(self.owner.angles); setorigin(self, self.owner.origin + v_forward * 64); self.angles = self.owner.angles; self.angles_y = anglemod(self.owner.angles_y + 180); self.frame = self.owner.frame; self.nextthink = time + 0.01; }; void() SpawnMirrorPlayer = { local entity ent; ent = spawn(); ent.classname = "player_mirror"; setmodel(ent, self.model); makevectors(self.angles); setorigin(ent, self.origin + v_forward * 64); ent.owner = self; ent.think = MirrorThink; ent.nextthink = time + 0.05; }; void() SetDeathmatchModel = { if (self.team == CHAR_WOLVERINE) { setmodel(self, "progs/dmwolvy.mdl"); self.char_type = CT_MALE_NORMAL; } else if (self.team == CHAR_STORM) { setmodel(self, "progs/dmstorm2.mdl"); self.char_type = CT_FEMALE; } else if (self.team == CHAR_ICEMAN) { setmodel(self, "progs/dmice.mdl"); self.char_type = CT_MALE_NORMAL; } else if (self.team == CHAR_CYCLOPS) { setmodel(self, "progs/dmcyclop.mdl"); self.char_type = CT_MALE_NORMAL; } else if (self.team == CHAR_PSYLOCKE) { setmodel(self, "progs/dmpsy.mdl"); self.char_type = CT_FEMALE; } else if (self.team == CHAR_ANGEL) { setmodel(self, "progs/dmangel.mdl"); self.char_type = CT_MALE_NORMAL; } else if (self.team == CHAR_BEAST) { setmodel(self, "progs/dmbeast.mdl"); self.char_type = CT_MALE_LARGE; } else if (self.team == CHAR_GAMBIT) { setmodel(self, "progs/dmgambit.mdl"); self.char_type = CT_MALE_NORMAL; } else if (self.team == CHAR_BISHOP) { setmodel(self, "progs/dmbishop.mdl"); self.char_type = CT_MALE_LARGE; } else if (self.team == CHAR_ROGUE) { setmodel(self, "progs/dmrogue.mdl"); self.char_type = CT_FEMALE; } else if (self.team == CHAR_CANNONBALL) { setmodel(self, "progs/dmcannon.mdl"); self.char_type = CT_MALE_NORMAL; } else if (self.team == CHAR_PHOENIX) { setmodel(self, "progs/dmphoen.mdl"); self.char_type = CT_FEMALE; } else { // select a random character self.team = rint(random() * CHAR_PHOENIX); self.character = self.team; SetDeathmatchModel(); } }; /* ---------------- ClientMessagesThink Used to send Clear V_CSHIFT messages, etc to client upon start a level ---------------- */ void() ClientMessagesThink = { stuffcmd(self.owner, "cl\n"); stuffcmd(self.owner, "host_framerate 0\n"); // if user quits while in slow-motion in X1END, this will put it back stuffcmd(self.owner, "bf\n"); // this is a hack, but fixes Lava Death, screen stays red upon respawn if (self.owner.chasecam == world) { stuffcmd(self.owner, "cl_bobup 1\n"); stuffcmd(self.owner, "r_drawviewmodel 1\n"); } else { stuffcmd(self.owner, "cl_bobup 0\n"); stuffcmd(self.owner, "r_drawviewmodel 0\n"); } if (executable == "glQuake") stuffcmd(self.owner, "r_wateralpha 0.5\n"); remove(self); }; /* =========== PutClientInServer called each time a player is spawned ============ */ void() DecodeLevelParms; void() PlayerDie; void() PutClientInServer = { local entity spot, thinker; self.classname = "player"; self.health = self.start_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.x_flags = 0; 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; serverflags = serverflags | (cvar("temp1") / 2); self.spawn_time = time; setmodel (self, "progs/eyes.mdl"); self.modelindex_eyes = self.modelindex; if (self.character == 0) { if (deathmatch || coop) { setmodel(self, "progs/dmskel.mdl"); index_skeleton = self.modelindex; self.character = self.team; SetDeathmatchModel(); } else { setmodel (self, "progs/cyborg.mdl"); } self.modelindex_player = self.modelindex; } DecodeLevelParms (); if (self.weapon != IT_AXE) { if (self.weapon == IT_LIGHTNING) self.weapon_idleframe = 2; else self.weapon_idleframe = 5; } else self.weapon_idleframe = 6; 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; setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); spot = SelectSpawnPoint (); self.origin = spot.origin + '0 0 1'; // setorigin(self, spot.origin + '0 0 1'); self.angles = spot.angles; self.fixangle = TRUE; // turn this way immediately /* bprint("Player spawned at: "); bprint(vtos(self.origin)); bprint("\n"); */ setsize (self, VEC_HULL_MIN, VEC_HULL_MAX); self.view_ofs = '0 0 22'; if (self.character == CHAR_STORM) self.view_ofs_z = self.view_ofs_z + STORM_VOFS_Z; player_stand1 (); if (deathmatch || coop) { makevectors(self.angles); spawn_tfog (self.origin + v_forward*20); } spawn_tdeath (self.origin, self); self.weapon_flags = self.weapon_flags - (self.weapon_flags & W_RELOADING); self.change_weapon_status = 0; if (self.flame_ent1 == world) { // create flamethrower entities self.flame_ent1 = spawn_flame_ent(); self.flame_ent2 = spawn_flame_ent(); self.flame_ent3 = spawn_flame_ent(); } // create laser beam junctions // self.beam_ent = spawn(); // self.beam_ent.beam_ent = spawn(); // Morph into current weapon self.change_weapon_status = CW_FADEIN; self.weaponframe = 0; self.fadein_endframe = 5; // Create a thinker that sends client messages out after 0.5 seconds thinker = spawn(); thinker.owner = self; thinker.think = ClientMessagesThink; thinker.nextthink = time + 0.5; if (deathmatch == 69) { // Spawn a mirror image of the player for testing SpawnMirrorPlayer(); } // Chase_cam_level_start(); // Start_chase_cam(self); }; /* ============================================================================= QUAKED FUNCTIONS ============================================================================= */ void() shootrockets = { self.currentammo = self.ammo_rockets = 50; W_FireGuidedRockets(); self.nextthink = time + 5; }; /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) The normal starting point for a level. */ void() info_player_start = { // self.v_angle = self.angles; // self.think = shootrockets; // self.nextthink = time + 5; }; /*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 =============================================================================== */ /* go to the next level for deathmatch only called if a time or frag limit has expired */ 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 + 8; } else { mapname = "start"; serverflags = serverflags - 15; } 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; } }; //============================================================================ 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() RandomFlapSound; 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) && (self.character != CHAR_ANGEL)) return; if ( !(self.flags & FL_JUMPRELEASED) ) { // still holding jump if ((self.character != CHAR_ANGEL) || ((self.origin_z > self.last_jump_z) || (self.velocity_z > 0))) return; // don't pogo stick } else { // just pressed jump self.last_jump_z = self.origin_z; } self.flags = self.flags - (self.flags & FL_JUMPRELEASED); if (self.character != CHAR_ANGEL) self.flags = self.flags - (self.flags & FL_ONGROUND); // don't stairwalk else if (self.last_jump > (time - 0.5)) { // prevent flapping too fast return; } self.last_jump = time; self.button2 = 0; // player jumping sound if (self.character != CHAR_ANGEL) { // sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); self.velocity_z = self.velocity_z + 270; self.x_flags = self.x_flags | X_JUMP_PRESSED; } else { RandomFlapSound(); self.velocity_z = self.velocity_z + 380; if (self.velocity_z > 500) self.velocity_z = 500; /* start = self.velocity; start_z = 0; if (vlen(start) < 200) { if (vlen(start) > 20) start = normalize(start) * 200; } // if (vlen(start) > 200) { // start = normalize(start) * 200; // } self.velocity_x = start_x; self.velocity_y = start_y; */ } }; /* =========== 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/h2ojump.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; local string str; //bprint(ftos(self.weaponframe)); //bprint(" "); //bprint("> "); //bprint(vtos(self.origin)); //bprint("\n"); 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 ((self.modelindex == index_skeleton) && (self.health >= 100)) { self.modelindex = self.modelindex_player; if (self.chasecam == world) stuffcmd(self, "r_drawviewmodel 1\n"); } // check beast power view shake if ((self.view_ofs != '0 0 22') && (find(world, classname, "beast_power") == world) && (self.health > 0)) { self.view_ofs = '0 0 22'; } // check for GOD mode cheating if (!deathmatch && !coop && (self.flags & FL_GODMODE) && !(self.x_flags & X_GODCHEAT)) { self.flags = self.flags - FL_GODMODE; sprint(self, "Sinister has changed the cheat codes\n"); sound(self, CHAN_BODY, "misc/snicker1.wav", 1, ATTN_NORM); // T_Damage(self, world, world, self.health - 1); } if (self.x_flags & X_FLYING) self.velocity = self.old_velocity; /* else if ((self.x_flags & X_ANGEL_DEFENSE) && !(self.x_flags & X_TRACTOR_BEAM_HOLD)) { if (vlen(self.old_velocity) > ((320 * frametime) + 50)) self.velocity = self.old_velocity - (normalize(self.old_velocity) * 320 * frametime); else self.velocity = '0 0 0'; } */ if ((self.character == CHAR_WOLVERINE) && (self.health < 100) && (self.health > 0) && (self.last_health_regen < (time - 2))) { self.health = self.health + 1; if (self.health > 100) self.health = 100; self.last_health_regen = time; } if ((self.x_flags & X_RAPID_FIRE) && (self.rapid_time < time)) { self.x_flags = self.x_flags - X_RAPID_FIRE; self.items = self.items - (self.items & IT_INVISIBILITY); self.x_flags = self.x_flags - (self.x_flags & X_RAPID_WARNING); } else if ((self.x_flags & X_RAPID_FIRE) && !(self.x_flags & X_RAPID_WARNING) && (self.rapid_time < (time + 3))) { self.x_flags = self.x_flags | X_RAPID_WARNING; sound(self, CHAN_ITEM, "misc/rapidout.wav", 1, ATTN_NORM); sprint(self, "Rapid Fire is running out!\n"); } 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) && (self.health > 0) && (self.parallize_time < time) && !(self.x_flags & X_ANGEL_DEFENSE)) { PlayerJump (); } else self.flags = self.flags | FL_JUMPRELEASED; // X-Men: Phoenix Tractor Beam if (self.x_flags & X_TRACTOR_BEAM_HOLD) { // if (self.start_tractor_time < (time - 4)) // self.x_flags = self.x_flags - X_TRACTOR_BEAM_HOLD; // else self.velocity = self.tractor_vel; } // done // teleporters can force a non-moving pause time if (time < self.pausetime) self.velocity = '0 0 0'; if (self.x_flags & X_PARALLIZED) { self.button0 = FALSE; if (self.flags & FL_ONGROUND) { // set velocity self.velocity = self.parallized_velocity; } } else { if ((deathmatch || coop) && (self.skin != 0)) self.skin = 0; if (self.last_clear < (time - 2)) { // make sure the screen doesn't stay v_cshift'ed stuffcmd(self, "cl\n"); self.last_clear = time; } } if ((deathmatch || coop) && ((self.character == CHAR_ANGEL) || (self.character == CHAR_STORM))) { if (self.velocity_z < 0) { if ((self.old_velocity_z - self.velocity_z) > (cvar("sv_gravity") * frametime * 0.25)) self.velocity_z = self.old_velocity_z - (cvar("sv_gravity") * frametime * 0.25); } } self.old_velocity = self.velocity; if ((capture) && (last_capture <= (time - 0.05))) { if (capture_count >= 100) { capture_count = 0; capture_index = capture_index + 1; return; } str = ftos(capture_index); stuffcmd(self, "ss"); stuffcmd(self, str); stuffcmd(self, "\n"); last_capture = time; capture_count = capture_count + 1; } }; /* ================ CheckPowerups Check for turning off powerups ================ */ void() CheckPowerups = { if (self.health <= 0) return; if (self.modelindex == index_skeleton) 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 = self.modelindex_eyes; } else self.modelindex = self.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, "Ruby of Cyttorak is almost worn 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 - (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, "Superpower 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; } } }; /* ================ PlayerPostThink Called every frame after physics are run ================ */ void() PlayerPostThink = { local float mspeed, aspeed; local float r, vol; if (self.view_ofs == '0 0 0') return; // intermission or finale if (self.deadflag) return; if (self.colormap != 0) { self.colormap = 0; // if (deathmatch && (self.spawn_time < (time - 2))) // sprint(self, "You must re-connect to use the new character\n"); } /* if ((self.parallize_time > time) && (self.flags & FL_ONGROUND)) { setorigin(self, self.oldorigin); } else */ if ((self.parallize_time < time) && (self.x_flags & X_PARALLIZED)) { self.x_flags = self.x_flags - X_PARALLIZED; stuffcmd(self, "cl\n"); stuffcmd(self, "bf\n"); } // do weapon stuff if (!(self.x_flags & X_PARALLIZED)) W_WeaponFrame (); // check to see if player landed and play landing sound if ((self.jump_flag < -100) && (self.flags & FL_ONGROUND) && (self.health > 0)) { if ((self.modelindex == index_skeleton) && (self.jump_flag < -500)) { T_Damage (self, world, world, self.health + 20); } 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); if (!deathmatch && !coop) { r = random() * 4; if (r < 1) sound (self, CHAN_VOICE, "player/land1.wav", 1, ATTN_NORM); else if (r < 3) sound (self, CHAN_VOICE, "player/land3.wav", 1, ATTN_NORM); else if (r < 4) sound (self, CHAN_VOICE, "player/land4.wav", 1, ATTN_NORM); } self.deathtype = "falling"; } else { if (!deathmatch && !coop) { vol = ((-1 * self.jump_flag) - 100) / 550; vol = vol * vol; // reduce sound somewhat if (vol < 0.1) vol = 0.1; r = random() * 4; if (r < 1) sound (self, CHAN_VOICE, "player/land1.wav", vol, ATTN_NORM); else if (r < 3) sound (self, CHAN_VOICE, "player/land3.wav", vol, ATTN_NORM); else if (r < 4) sound (self, CHAN_VOICE, "player/land4.wav", vol, ATTN_NORM); } } self.jump_flag = 0; } if (!(self.flags & FL_ONGROUND)) self.jump_flag = self.velocity_z; CheckPowerups (); /* if (self.chasecam != world) { self = self.chasecam; self.think(); self = self.owner; } */ if (self.character == CHAR_ANGEL) self.flags = self.flags | FL_ONGROUND; if (self.chasecam != world) { self = self.chasecam; CamThink(); self = self.owner; } }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { bprint (self.netname); bprint (" entered the game as "); bprint(GetCharacterString(self.team)); bprint ("\n"); num_clients = num_clients + 1; // 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 KillFlameEntities(self); // attempt to clear the screen of any c_shift stuff (doesn't work very well, but worth a shot) stuffcmd(self, "cl\n"); // let everyone else know bprint (self.netname); bprint (" left the game with "); bprint (ftos(self.frags)); bprint (" frags\n"); sound (self, CHAN_BODY, "skeleton/crunch.wav", 1, ATTN_NONE); 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") { 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"); 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 { attacker.frags = attacker.frags + 1; rnum = attacker.weapon; if (rnum == IT_AXE) { deathstring = " was killed by "; deathstring2 = "\n"; } if (rnum == IT_SHOTGUN) { deathstring = " was blasted by "; deathstring2 = "'s shotgun\n"; } if (rnum == IT_SUPER_SHOTGUN) { deathstring = " was mowed down by "; deathstring2 = "'s chaingun\n"; } if (rnum == IT_NAILGUN) { deathstring = " was burnt by "; deathstring2 = "'s flameball\n"; } if (rnum == IT_SUPER_NAILGUN) { deathstring = " sucked down "; deathstring2 = "'s flamethrower\n"; } if (rnum == IT_GRENADE_LAUNCHER) { deathstring = " ate "; deathstring2 = "'s orb\n"; } if (rnum == IT_ROCKET_LAUNCHER) { deathstring = " couldn't avoid "; deathstring2 = "'s smart rocket\n"; } if (rnum == IT_LIGHTNING) { deathstring = " was obliterated by "; deathstring2 = "'s energy ball\n"; } bprint (targ.netname); bprint (deathstring); bprint (attacker.netname); bprint (deathstring2); } return; } else { // killed by a montser? if (attacker.flags & FL_MONSTER) { bprint(self.netname); if (attacker.classname == "xmen_bishop") bprint (" was shot by a Bishop X-Clone\n"); if (attacker.classname == "xmen_wolverine") bprint (" was clawed by a Wolverine X-Clone\n"); if (attacker.classname == "xmen_beast") bprint (" was thumped by a Beast X-Clone\n"); if (attacker.classname == "xmen_cyclops") bprint (" was blasted by a Cyclops X-Clone\n"); if (attacker.classname == "xmen_gambit") bprint (" was slain by a Gambit X-Clone\n"); if (attacker.classname == "xmen_psylocke") bprint (" succumbed to a Psylocke X-Clone's martial artistry\n"); if (attacker.classname == "xmen_rogue") bprint (" was killed by a Rogue X-Clone\n"); if (attacker.classname == "xmen_phoenix") bprint (" was killed by a Phoenix X-Clone\n"); if (attacker.classname == "xmen_storm") bprint (" was fried by a Storm X-Clone's bolt\n"); if (attacker.classname == "xmen_angel") bprint (" was feathered by an Arch-Angel X-Clone\n"); if (attacker.classname == "xmen_iceman") bprint (" was iced by an Iceman X-Clone\n"); if (attacker.classname == "xmen_cannonball") bprint (" was killed by a Cannonball X-Clone\n"); if (attacker.classname == "xmen_apocalypse") bprint (" was killed by Apocalypse\n"); if (attacker.classname == "apocalypse_small") bprint (" was killed by Apocalypse\n"); if (attacker.classname == "xmen_sinister") bprint (" was killed by Sinister\n"); return; } targ.frags = targ.frags - 1; bprint (targ.netname); // tricks and traps // Begin Xmen (cl2) if (attacker.classname == "tripwire_endpoint" || attacker.classname == "tripwire_startpoint") { bprint (" was blown to pieces\n"); return; } if (attacker.classname == "info_lightning") { bprint (" was fried by a lightning bolt\n"); return; } // End Xmen 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; } // 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 their death\n"); return; } // hell if I know; he's just dead!!! bprint (" died\n"); } } };