1 void info_player_start (void)
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3 if (self.allowteams != "")
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5 if (self.allowteams == "blue")
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7 if (self.allowteams == "red")
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9 if (!self.goal_state)
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10 self.goal_state = 1;
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18 self.classname = "info_player_deathmatch";
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22 void info_player_deathmatch (void)
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27 Find Team Spawn Point (NexTF!)
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30 entity (float team_num) FindTeamSpawnPoint =
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33 local entity at_spot;
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34 local float spot_found;
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35 local float attempts;
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37 if ((team_num == 1))
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39 spot = lastspawn_team1;
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43 attempts = (attempts + 1);
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44 spot = find (spot, team_str_home, "ts1");
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45 if ((spot == world))
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47 spot = find (world, team_str_home, "ts1");
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49 if ((spot == world))
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53 at_spot = findradius (spot.origin, 40);
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55 while ((at_spot != world))
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57 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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61 at_spot = at_spot.chain;
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63 if (!Activated (spot, self))
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67 if ((spot_found || (attempts >= 30)))
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69 lastspawn_team1 = spot;
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76 if ((team_num == 2))
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78 spot = lastspawn_team2;
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82 attempts = (attempts + 1);
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83 spot = find (spot, team_str_home, "ts2");
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84 if ((spot == world))
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86 spot = find (world, team_str_home, "ts2");
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88 if ((spot == world))
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92 at_spot = findradius (spot.origin, 40);
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94 while ((at_spot != world))
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96 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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100 at_spot = at_spot.chain;
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102 if (!Activated (spot, self))
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106 if ((spot_found || (attempts >= 30)))
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108 lastspawn_team2 = spot;
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115 if ((team_num == 3))
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117 spot = lastspawn_team3;
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121 attempts = (attempts + 1);
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122 spot = find (spot, team_str_home, "ts3");
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123 if ((spot == world))
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125 spot = find (world, team_str_home, "ts3");
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127 if ((spot == world))
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131 at_spot = findradius (spot.origin, 40);
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133 while ((at_spot != world))
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135 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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139 at_spot = at_spot.chain;
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141 if (!Activated (spot, self))
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145 if ((spot_found || (attempts >= 30)))
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147 lastspawn_team3 = spot;
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154 if ((team_num == 4))
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156 spot = lastspawn_team4;
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160 attempts = (attempts + 1);
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161 spot = find (spot, team_str_home, "ts4");
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162 if ((spot == world))
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164 spot = find (world, team_str_home, "ts4");
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166 if ((spot == world))
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170 at_spot = findradius (spot.origin, 40);
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172 while ((at_spot != world))
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174 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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178 at_spot = at_spot.chain;
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180 if (!Activated (spot, self))
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184 if ((spot_found || (attempts >= 30)))
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186 lastspawn_team4 = spot;
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201 Finds a point to respawn
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204 entity () SelectSpawnPoint =
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207 local entity at_spot;
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208 local float spot_found;
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209 local float attempts;
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211 if (self.team_no < 1)
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213 // self.origin_z = self.origin_z + 30;
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214 stuffcmd(self, "alias menu_showteamselect \"set scmenu_directmenu TeamSelect; togglemenu\"\n");
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215 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");
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217 // spot = find (world, classname, "item_tfgoal");
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220 self.is_dead = 0; //TEMP
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222 if ((self.team_no != 0))
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224 spot = FindTeamSpawnPoint (self.team_no);
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225 if ((spot != world))
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232 lastspawn = find (lastspawn, classname, "info_player_coop");
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233 if ((lastspawn == world))
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235 lastspawn = find (world, classname, "info_player_coop");
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237 if ((lastspawn != world))
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239 return (lastspawn);
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246 spot = find (lastspawn, classname, "info_player_deathmatch");
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247 if ((spot == world))
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249 spot = find (world, classname, "info_player_deathmatch");
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252 while (((spot != world) && (attempts < 100)))
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254 attempts = (attempts + 1);
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255 at_spot = findradius (spot.origin, 40);
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259 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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263 at_spot = at_spot.chain;
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265 if ((spot_found || (attempts >= 10)))
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270 spot = find (spot, classname, "info_player_deathmatch");
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271 if ((spot == world))
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273 spot = find (world, classname, "info_player_deathmatch");
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280 spot = find (world, classname, "info_player_start2");
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286 spot = find (world, classname, "info_player_start");
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289 spot = find (world, is_converted_goal, "yes");
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293 spot = find (world, classname, "info_tfgoal");
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297 error ("PutClientInServer: no info_player_start on level\n");
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302 /*entity SelectSpawnPoint (void) // Old, non-tf code
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304 local entity spot, thing;
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305 local float pcount;
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307 spot = find (world, classname, "testplayerstart");
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314 spot = find(spot, classname, "info_player_deathmatch");
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317 if (spot == lastspawn)
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320 thing = findradius(spot.origin, 70);
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323 if (thing.classname == "player")
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324 pcount = pcount + 1;
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325 thing = thing.chain;
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335 spot = find (world, classname, "info_player_start");
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337 error ("PutClientInServer: no info_player_start on level");
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346 Checks if the argument string can be a valid playermodel.
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347 Returns a valid one in doubt.
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350 string CheckPlayerModel(string playermodel) {
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351 if( substring(playermodel,0,13) != "models/class/") playermodel = "models/class/scout.zym";
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353 /* Possible Fixme: Check if server can open the model?
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354 This would kill custom models, however. */
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356 return playermodel;
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364 Called when a client spawns in the server
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367 void PutClientInServer (void)
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371 if (self.team_no < 1)
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375 self.flags = FL_CLIENT;
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376 self.takedamage = DAMAGE_AIM;
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378 self.health = cvar("g_balance_health_start");
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379 self.max_health = cvar("g_balance_health_stable");
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380 self.armorvalue = cvar("g_balance_armor_start");
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381 self.max_armor = self.armorvalue;
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382 self.damageforcescale = 2;
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383 self.death_time = 0;
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384 self.dead_time = 0;
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385 self.dead_frame = 0;
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386 self.die_frame = 0;
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389 self.fade_time = 0;
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390 self.pain_frame = 0;
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391 self.pain_finished = 0;
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392 self.strength_finished = 0;
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393 self.invincible_finished = 0;
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394 //self.speed_finished = 0;
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395 //self.slowmo_finished = 0;
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396 // players have no think function
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397 self.think = SUB_Null;
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398 self.nextthink = 0;
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401 spot = SelectSpawnPoint();
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402 // setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z + 24));
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403 setorigin (self, spot.origin + '-2 0 4' * (1 - self.mins_z + 24));
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404 self.angles_y = self.angles_y + 180;
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407 // fixme: are these the right teams & colors?
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408 /*if(self.team == 5) // Wazat -- I'm using TeamFortress_TeamSet for this now
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412 if(self.team == 14)
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420 if(self.team == 13)
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427 // spot = SelectSpawnPoint (); // moved down
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428 self.classname = "player";
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429 self.movetype = MOVETYPE_WALK;
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430 self.solid = SOLID_SLIDEBOX;
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431 self.flags = FL_CLIENT;
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432 self.takedamage = DAMAGE_AIM;
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434 self.health = cvar("g_balance_health_start");
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435 self.max_health = cvar("g_balance_health_stable");
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436 self.armorvalue = cvar("g_balance_armor_start");
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437 self.max_armor = self.armorvalue;
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438 self.damageforcescale = 2;
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439 self.death_time = 0;
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440 self.dead_time = 0;
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441 self.dead_frame = 0;
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442 self.die_frame = 0;
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445 self.fade_time = 0;
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446 self.pain_frame = 0;
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447 self.pain_finished = 0;
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448 self.strength_finished = 0;
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449 self.invincible_finished = 0;
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450 //self.speed_finished = 0;
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451 //self.slowmo_finished = 0;
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452 // players have no think function
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453 self.think = SUB_Null;
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454 self.nextthink = 0;
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457 //self.wpn5 = 0; // not carrying an extra weapon
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458 ResetExtraWeapon(); // not carrying an extra weapon
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460 DelayHealthRegen(self);
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461 DelayArmorRegen(self);
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462 DelayHealthRot(self);
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463 DelayArmorRot(self);
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466 self.special_active = 0;
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467 self.special_time = 0;
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469 self.grenade_time = 0;
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471 if(self.onfire != world)
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472 remove(self.onfire);
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473 self.onfire = world;
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474 self.flame_heat = 0;
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475 self.flame_heat_time = 0;
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477 self.poison_damage = 0;
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478 self.poison_rate = 0;
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480 // if the player is supposed to change model (and hence class) on respawn, do it.
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481 if(self.change_mdl_on_respawn != "")
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483 self.playermodel = self.change_mdl_on_respawn;
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484 //strunzone(self.change_mdl_on_respawn); // can't unzone or it'll crash later
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486 // set the class. If he changed classes while dead it will take effect now.
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487 oldcl = self.class;
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488 self.class = GetPlayerClass();
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489 ChangeClass((oldcl != self.class), FALSE);
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493 self.deadflag = DEAD_NO;
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495 spot = SelectSpawnPoint (); // maybe temp
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496 self.angles = spot.angles;
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497 self.fixangle = TRUE; // turn this way immediately
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498 self.velocity = '0 0 0';
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499 self.avelocity = '0 0 0';
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500 self.punchangle = '0 0 0';
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501 self.punchvector = '0 0 0';
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503 self.viewzoom = 0.6;
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506 self.playermodel = CheckPlayerModel(self.playermodel);
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508 precache_model (self.playermodel);
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509 setmodel (self, self.playermodel);
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510 self.skin = stof(self.playerskin);
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511 self.mdl = strzone(self.playermodel);
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513 self.crouch = FALSE;
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514 self.view_ofs = PL_VIEW_OFS;
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515 setsize (self, PL_MIN, PL_MAX);
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516 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
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517 // don't reset back to last position, even if new position is stuck in solid
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518 self.oldorigin = self.origin;
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520 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
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521 // self.weapon = IT_UZI;
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524 // fixme: move this to Become<Class> code
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525 /* self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;
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527 self.switchweapon = IT_WEP2;
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528 self.ammo_shells = 50;
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529 self.ammo_nails = 0;
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530 self.ammo_rockets = 0;
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531 self.ammo_cells = 0;*/
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533 if (cvar("g_fullbrightplayers") == 1)
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534 self.effects = EF_FULLBRIGHT;
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536 self.event_damage = PlayerDamage;
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538 self.statdraintime = time + 5;
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539 self.button0 = self.button1 = self.button2 = self.button3 = 0;
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545 CL_SpawnWeaponentity();
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546 self.weaponentity.alpha = self.exteriorweaponentity.alpha = 0;
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547 self.weaponentity.colormod = '0 0 0';
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548 self.weaponentity.scale = 0;
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550 //stuffcmd(self, "chase_active 0");
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558 void SetNewParms (void)
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568 void SetChangeParms (void)
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577 Called when a client types 'kill' in the console
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580 void ClientKill (void)
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582 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
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589 Called when a client connects to the server
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592 void ClientConnect (void)
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594 //ClientInRankings();
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595 bprint ("^4",self.netname);
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596 bprint (" connected\n");
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597 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
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598 // send prediction settings to the client
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599 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
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600 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
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601 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
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602 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
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603 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
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604 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
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605 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
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606 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
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607 // TEMP FOR TESTING PURPOSES!
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608 //teamplay = 21?TeamFortress;
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609 DecodeLevelParms ();
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610 //cvar_set ("teamplay", "21?TeamFortress");
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611 // teamplay = cvar ("teamplay");
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613 /* joinorder = joinorder + 1; // old temp autoteam, but now we have a menu instead :P
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614 if (joinorder == 1 || joinorder == 3 || joinorder == 5 || joinorder == 7)
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615 TeamFortress_TeamSet (1);
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617 TeamFortress_TeamSet (2);
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625 Called when a client disconnects from the server
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628 void ClientDisconnect (void)
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630 //ClientDisconnected();
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631 self.has_disconnected = 1;
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632 bprint ("^4",self.netname);
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633 bprint (" disconnected\n");
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636 .entity chatbubbleentity;
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638 void() ChatBubbleThink =
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640 self.nextthink = time;
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641 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
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646 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
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647 if (self.owner.buttonchat)
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650 self.effects = EF_NODRAW;
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653 void() UpdateChatBubble =
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655 if (!self.modelindex)
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657 // spawn a chatbubble entity if needed
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658 if (!self.chatbubbleentity)
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660 self.chatbubbleentity = spawn();
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661 self.chatbubbleentity.owner = self;
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662 self.chatbubbleentity.think = ChatBubbleThink;
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663 self.chatbubbleentity.nextthink = time;
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664 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
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665 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
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666 self.chatbubbleentity.effects = EF_NODRAW;
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670 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
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671 // added to the model skins
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672 void() UpdateColorModHack =
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675 c = self.clientcolors & 15;
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676 // LordHavoc: only bothering to support white, green, red, yellow, blue
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677 if (teamplay == 0) self.colormod = '0 0 0';
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678 else if (c == 0) self.colormod = '1.00 1.00 1.00';
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679 else if (c == 3) self.colormod = '0.10 1.73 0.10';
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680 else if (c == 4) self.colormod = '1.73 0.10 0.10';
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681 else if (c == 12) self.colormod = '1.22 1.22 0.10';
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682 else if (c == 13) self.colormod = '0.10 0.10 1.73';
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683 else self.colormod = '1 1 1';
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690 When you press the jump key
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693 void PlayerJump (void)
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695 if (self.waterlevel >= 2)
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697 if (self.watertype == CONTENT_WATER)
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698 self.velocity_z = 200;
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699 else if (self.watertype == CONTENT_SLIME)
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700 self.velocity_z = 80;
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702 self.velocity_z = 50;
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709 // self.jump_pad = 0;
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710 CapPlayerVelocity(self, self.speed);
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713 if (!(self.flags & FL_ONGROUND))
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716 if (!(self.flags & FL_JUMPRELEASED))
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719 self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
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721 self.flags = self.flags - FL_ONGROUND;
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722 self.flags = self.flags - FL_JUMPRELEASED;
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725 .float watersound_finished;
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728 if (self.movetype == MOVETYPE_NOCLIP)
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730 if (self.health < 0)
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733 if (self.waterlevel != 3)
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735 self.air_finished = time + 12;
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738 else if (self.air_finished < time)
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740 if (self.pain_finished < time)
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742 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
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743 self.pain_finished = time + 0.5;
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747 if (!self.waterlevel)
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749 if (self.flags & FL_INWATER)
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751 // play leave water sound
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752 self.flags = self.flags - FL_INWATER;
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757 if (self.watersound_finished < time)
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759 self.watersound_finished = time + 0.5;
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760 if (self.watertype == CONTENT_LAVA)
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761 sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
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762 if (self.watertype == CONTENT_SLIME)
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763 sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
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764 //if (self.watertype == CONTENT_WATER)
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765 // sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);
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768 if (self.watertype == CONTENT_LAVA)
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771 // lava sets me to the maximum heat level, so I'll catch fire easily
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772 self.flame_heat = cvar("g_balance_maxheat");
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774 if (self.dmgtime < time)
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776 self.dmgtime = time + 0.1;
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777 Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
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780 else if (self.watertype == CONTENT_SLIME)
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784 self.flame_heat = 0;
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786 if (self.dmgtime < time)
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788 self.dmgtime = time + 0.1;
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789 Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
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792 else if (self.watertype == CONTENT_WATER)
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795 self.flame_heat = 0;
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798 if ( !(self.flags & FL_INWATER) )
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801 //if (self.watertype == CONTENT_LAVA)
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802 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
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803 //if (self.watertype == CONTENT_WATER)
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804 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
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805 //if (self.watertype == CONTENT_SLIME)
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806 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
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808 self.flags = self.flags + FL_INWATER;
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813 void() CheckWaterJump =
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815 local vector start, end;
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817 // check for a jump-out-of-water
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818 makevectors (self.angles);
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819 start = self.origin;
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820 start_z = start_z + 8;
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822 normalize(v_forward);
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823 end = start + v_forward*24;
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824 traceline (start, end, TRUE, self);
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825 if (trace_fraction < 1)
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826 { // solid at waist
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827 start_z = start_z + self.maxs_z - 8;
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828 end = start + v_forward*24;
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829 self.movedir = trace_plane_normal * -50;
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830 traceline (start, end, TRUE, self);
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831 if (trace_fraction == 1)
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832 { // open at eye level
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833 self.flags = self.flags | FL_WATERJUMP;
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834 self.velocity_z = 225;
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835 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
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836 self.teleport_time = time + 2; // safety net
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846 PutClientInServer();
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849 void player_powerups (void)
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851 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
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852 if (self.items & IT_STRENGTH)
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854 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
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855 if (time > self.strength_finished)
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857 self.items = self.items - (self.items & IT_STRENGTH);
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858 sprint(self, "^3Strength has worn off\n");
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863 if (time < self.strength_finished)
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865 self.items = self.items | IT_STRENGTH;
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866 sprint(self, "^3Strength infuses your weapons with devestating power\n");
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869 if (self.items & IT_INVINCIBLE)
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871 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
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872 if (time > self.invincible_finished)
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874 self.items = self.items - (self.items & IT_INVINCIBLE);
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875 sprint(self, "^3Shield has worn off\n");
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880 if (time < self.invincible_finished)
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882 self.items = self.items | IT_INVINCIBLE;
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883 sprint(self, "^3Shield surrounds you\n");
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888 void player_regen_health (float maxh, float regen_rate_mod)
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890 if (self.health < maxh && time > self.health_regen_delay)
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891 self.health = bound(0, self.health + regen_rate_mod*(maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
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893 void player_rot_health (float maxh, float rot_rate_mod)
\r
895 if (self.health > maxh && time > self.health_rot_delay)
\r
896 self.health = bound(0, self.health + rot_rate_mod*(maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
\r
898 void player_regen_armor (float maxa, float regen_rate_mod)
\r
900 if (self.armorvalue < maxa && time > self.armor_regen_delay)
\r
901 self.armorvalue = bound(0, self.armorvalue + regen_rate_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
\r
903 void player_rot_armor (float maxa, float regen_rot_mod)
\r
905 if (self.armorvalue > maxa && time > self.armor_rot_delay)
\r
906 self.armorvalue = bound(0, self.armorvalue + regen_rot_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
\r
909 void player_clearpoison(entity targ)
\r
911 targ.poison_damage = targ.poison_rate = 0;
\r
914 void DelayHealthRegen(entity e) { e.health_regen_delay = time + cvar("g_balance_regen_wait");}
\r
915 void DelayHealthRot(entity e) { e.health_rot_delay = time + cvar("g_balance_rot_wait");}
\r
916 void DelayArmorRegen(entity e) { e.armor_regen_delay = time + cvar("g_balance_regen_wait");}
\r
917 void DelayArmorRot(entity e) { e.armor_rot_delay = time + cvar("g_balance_rot_wait");}
\r
920 void player_takepoison()
\r
922 float oldhealth, take;
\r
923 if(self.health <= 5)
\r
925 player_clearpoison(self);
\r
928 oldhealth = self.health;
\r
930 take = bound(0, self.poison_rate * frametime, self.health - 5);
\r
933 player_clearpoison(self);
\r
937 DelayHealthRegen(self);
\r
938 self.health = self.health - take;
\r
939 self.poison_damage = self.poison_damage - take;
\r
941 if(self.health <= 5 || self.poison_damage <= 0)
\r
943 player_clearpoison(self);
\r
948 // cool off so you're not so vulnerable to fire
\r
949 void player_cooloff ()
\r
951 if(self.flame_heat_time > time)//heat up
\r
952 self.flame_heat = bound(0, self.flame_heat + self.flame_heat * cvar("g_balance_heatup_rate") * frametime, cvar("g_balance_maxheat"));
\r
954 self.flame_heat = bound(0, self.flame_heat - self.flame_heat * cvar("g_balance_cooloff_rate") * frametime, cvar("g_balance_maxheat"));
\r
957 void player_regen (void)
\r
961 maxh = self.max_health;//cvar("g_balance_health_stable");
\r
962 maxa = self.max_armor;//cvar("g_balance_armor_stable");
\r
964 if(self.poison_damage)
\r
966 player_takepoison();
\r
970 if(self.class == CLASS_SPY)
\r
971 {// don't let spy regenerate if cloaked, but do allow rot if above max
\r
972 if(self.special_active)
\r
974 //if(self.health > maxh)
\r
975 player_rot_health(maxh, 1.0);
\r
976 //if(self.armorvalue > maxa)
\r
977 player_rot_armor(maxa, 1.0);
\r
981 player_regen_health(maxh, 0.1); // spies regenerate slowly, and mostly rely on health packs
\r
982 player_regen_armor(maxa, 1.0);
\r
983 player_rot_health(maxh, 1.0);
\r
984 player_rot_armor(maxa, 1.0);
\r
989 player_regen_health(maxh, 1.0);
\r
990 player_regen_armor(maxa, 1.0);
\r
991 player_rot_health(maxh, 1.0);
\r
992 player_rot_armor(maxa, 1.0);
\r
1002 Called every frame for each client before the physics are run
\r
1005 .float attack_finished;
\r
1006 void PlayerPreThink (void)
\r
1008 local vector m1, m2;
\r
1010 CheckRules_Player();
\r
1012 if (intermission_running)
\r
1014 IntermissionThink (); // otherwise a button could be missed between
\r
1015 return; // the think tics
\r
1018 if (self.deadflag != DEAD_NO)
\r
1022 if (self.deadflag == DEAD_DYING)
\r
1024 if (time > self.dead_time)
\r
1025 self.deadflag = DEAD_DEAD;
\r
1027 else if (self.deadflag == DEAD_DEAD)
\r
1029 if (!self.button0 && !self.button2 && !self.button3)
\r
1030 self.deadflag = DEAD_RESPAWNABLE;
\r
1032 else if (self.deadflag == DEAD_RESPAWNABLE)
\r
1034 if (self.button0 || self.button2 || self.button3 || self.button4)
\r
1044 self.crouch = TRUE;
\r
1045 self.view_ofs = PL_CROUCH_VIEW_OFS;
\r
1046 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
\r
1053 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
\r
1054 if (!trace_startsolid)
\r
1056 self.crouch = FALSE;
\r
1057 self.view_ofs = PL_VIEW_OFS;
\r
1058 setsize (self, PL_MIN, PL_MAX);
\r
1063 if (self.playermodel != self.mdl)
\r
1065 //bprint("playermodel changed\n");
\r
1066 self.playermodel = CheckPlayerModel(self.playermodel);
\r
1067 if(CheckForClassChange()) // check if we'll allow it
\r
1068 return; // if there's a return value, drop what you're doing and let the player respawn
\r
1070 if(self.playermodel != self.mdl) // if change has been allowed
\r
1074 precache_model (self.playermodel);
\r
1075 if(self.model != "")
\r
1077 setmodel (self, self.playermodel);
\r
1078 setsize (self, m1, m2);
\r
1080 self.mdl = strzone(self.playermodel);
\r
1086 if (self.skin != stof(self.playerskin))
\r
1087 self.skin = stof(self.playerskin);
\r
1089 if(self.class == CLASS_SCOUT)
\r
1090 GrapplingHookFrame();
\r
1094 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
\r
1096 if (self.viewzoom > 0.4)
\r
1097 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
\r
1099 else if (self.viewzoom < 1.0)
\r
1100 self.viewzoom = min (1.0, self.viewzoom + frametime);
\r
1106 self.flags = self.flags | FL_JUMPRELEASED;
\r
1109 player_powerups();
\r
1113 //self.angles_y=self.v_angle_y + 90; // temp
\r
1116 if (self.waterlevel == 2)
\r
1117 CheckWaterJump ();
\r
1119 //if (TetrisPreFrame()) return;
\r
1121 PlayerLasergatePreThink();
\r
1128 Called every frame for each client after the physics are run
\r
1131 void PlayerPostThink (void)
\r
1133 float soundrandom;
\r
1134 CheckRules_Player();
\r
1135 UpdateChatBubble();
\r
1136 UpdateColorModHack();
\r
1137 if (self.deadflag == DEAD_NO)
\r
1139 ImpulseCommands ();
\r
1140 if (intermission_running)
\r
1141 return; // intermission or finale
\r
1143 // VorteX: landing on floor, landing damage etc.
\r
1144 // LordHavoc: removed 'big fall' death code that VorteX added
\r
1145 if (self.flags & FL_ONGROUND || (self.waterlevel >= 2 && self.velocity_z <= 0))
\r
1146 self.jump_pad = 0;
\r
1148 if (self.flags & FL_ONGROUND)
\r
1150 CapPlayerVelocity(self, self.speed);
\r
1152 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
\r
1154 soundrandom = random() * 4;
\r
1156 self.air_time = time; //temp BH var
\r
1158 if (soundrandom < 1)
\r
1159 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
\r
1160 else if (soundrandom < 2)
\r
1161 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
\r
1162 else if (soundrandom < 3)
\r
1163 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
\r
1164 else if (soundrandom < 4)
\r
1165 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
\r
1166 if (self.jump_flag < -650) // landing damage
\r
1169 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
\r
1170 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
\r
1172 self.jump_flag = 0;
\r
1176 self.jump_flag = self.velocity_z;
\r
1180 //if (TetrisPostFrame()) return;
\r
1181 PlayerLasergatePostThink();
\r
1184 // Parse team join, class etc.
\r
1185 void SV_ParseClientCommand (string s)
\r
1194 args = tokenize(s);
\r
1205 if (c == "selectteam")
\r
1207 if (self.team_no > 0)
\r
1209 sprint(self, "You are already on a team!\n");
\r
1212 if (d == "auto" || d == "5")
\r
1214 TeamFortress_TeamPutPlayerInTeam();
\r
1215 PutClientInServer ();
\r
1217 if (d == "red" || d == "2")
\r
1219 TeamFortress_TeamSet (2);
\r
1220 PutClientInServer ();
\r
1222 if (d == "blue" || d == "1")
\r
1224 TeamFortress_TeamSet (1);
\r
1225 PutClientInServer ();
\r
1230 clientcommand(self, s);
\r