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 if (!cvar("g_teamnexuiz_version"))
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215 self.current_menu = MENU_NEED_TN;
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218 stuffcmd(self, "alias menu_showteamselect \"set scmenu_directmenu TeamSelect; togglemenu\"\n");
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219 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");
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220 stuffcmd(self, "alias classmenu \"impulse 73\"\n");
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221 stuffcmd(self, "cl_bobmodel 0\n"); // So the HUD items dont bob around
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223 // spot = find (world, classname, "item_tfgoal");
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226 self.is_dead = 0; //TEMP
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228 if ((self.team_no != 0))
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230 spot = FindTeamSpawnPoint (self.team_no);
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231 if ((spot != world))
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238 lastspawn = find (lastspawn, classname, "info_player_coop");
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239 if ((lastspawn == world))
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241 lastspawn = find (world, classname, "info_player_coop");
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243 if ((lastspawn != world))
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245 return (lastspawn);
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252 spot = find (lastspawn, classname, "info_player_deathmatch");
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253 if ((spot == world))
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255 spot = find (world, classname, "info_player_deathmatch");
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258 while (((spot != world) && (attempts < 100)))
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260 attempts = (attempts + 1);
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261 at_spot = findradius (spot.origin, 40);
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265 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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269 at_spot = at_spot.chain;
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271 if ((spot_found || (attempts >= 10)))
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276 spot = find (spot, classname, "info_player_deathmatch");
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277 if ((spot == world))
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279 spot = find (world, classname, "info_player_deathmatch");
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286 spot = find (world, classname, "info_player_start2");
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292 spot = find (world, classname, "info_player_start");
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295 spot = find (world, is_converted_goal, "yes");
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297 spot = find(world, classname, "info_player_start");
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300 spot = find (world, classname, "info_player_intermission");
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304 spot = find (world, classname, "info_tfgoal");
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308 error ("PutClientInServer: no info_player_start on level\n");
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313 /*entity SelectSpawnPoint (void) // Old, non-tf code
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315 local entity spot, thing;
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316 local float pcount;
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318 spot = find (world, classname, "testplayerstart");
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325 spot = find(spot, classname, "info_player_deathmatch");
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328 if (spot == lastspawn)
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331 thing = findradius(spot.origin, 70);
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334 if (thing.classname == "player")
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335 pcount = pcount + 1;
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336 thing = thing.chain;
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346 spot = find (world, classname, "info_player_start");
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348 error ("PutClientInServer: no info_player_start on level");
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357 Checks if the argument string can be a valid playermodel.
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358 Returns a valid one in doubt.
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361 string CheckPlayerModel(string playermodel) {
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362 if( substring(playermodel,0,13) != "models/class/") playermodel = "models/class/scout.zym";
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364 /* Possible Fixme: Check if server can open the model?
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365 This would kill custom models, however. */
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367 return playermodel;
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375 Called when a client spawns in the server
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378 void PutClientInServer (void)
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382 if (self.team_no < 1)
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386 self.flags = FL_CLIENT;
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387 self.takedamage = DAMAGE_AIM;
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389 self.health = cvar("g_balance_health_start");
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390 self.max_health = cvar("g_balance_health_stable");
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391 self.armorvalue = cvar("g_balance_armor_start");
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392 self.max_armor = self.armorvalue;
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393 self.damageforcescale = 2;
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394 self.death_time = 0;
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395 self.dead_time = 0;
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396 self.dead_frame = 0;
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397 self.die_frame = 0;
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400 self.fade_time = 0;
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401 self.pain_frame = 0;
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402 self.pain_finished = 0;
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403 self.strength_finished = 0;
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404 self.invincible_finished = 0;
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405 //self.speed_finished = 0;
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406 //self.slowmo_finished = 0;
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407 // players have no think function
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408 self.think = SUB_Null;
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409 self.nextthink = 0;
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412 spot = SelectSpawnPoint();
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413 // setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z + 24));
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414 // setorigin (self, spot.origin + '-2 0 4' * (1 - self.mins_z + 24));
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415 // self.angles_y = self.angles_y + 180;
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418 if (self.playerclass < 1)
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420 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");
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424 // fixme: are these the right teams & colors?
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425 /*if(self.team == 5) // Wazat -- I'm using TeamFortress_TeamSet for this now
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429 if(self.team == 14)
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437 if(self.team == 13)
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444 // spot = SelectSpawnPoint (); // moved down
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445 self.classname = "player";
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446 self.movetype = MOVETYPE_WALK;
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447 self.solid = SOLID_SLIDEBOX;
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448 self.flags = FL_CLIENT;
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449 self.takedamage = DAMAGE_AIM;
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451 self.health = cvar("g_balance_health_start");
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452 self.max_health = cvar("g_balance_health_stable");
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453 self.armorvalue = cvar("g_balance_armor_start");
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454 self.max_armor = self.armorvalue;
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455 self.damageforcescale = 2;
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456 self.death_time = 0;
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457 self.dead_time = 0;
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458 self.dead_frame = 0;
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459 self.die_frame = 0;
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462 self.fade_time = 0;
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463 self.pain_frame = 0;
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464 self.pain_finished = 0;
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465 self.strength_finished = 0;
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466 self.invincible_finished = 0;
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467 //self.speed_finished = 0;
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468 //self.slowmo_finished = 0;
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469 // players have no think function
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470 self.think = SUB_Null;
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471 self.nextthink = 0;
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474 //self.wpn5 = 0; // not carrying an extra weapon
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475 ResetExtraWeapon(); // not carrying an extra weapon
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477 DelayHealthRegen(self);
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478 DelayArmorRegen(self);
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479 DelayHealthRot(self);
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480 DelayArmorRot(self);
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483 self.special_active = 0;
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484 self.special_time = 0;
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486 self.grenade_time = 0;
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488 if(self.onfire != world)
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489 remove(self.onfire);
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490 self.onfire = world;
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491 self.flame_heat = 0;
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492 self.flame_heat_time = 0;
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494 self.poison_damage = 0;
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495 self.poison_rate = 0;
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497 self.is_feigning = 0;
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498 self.current_menu = 0;
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500 // if the player is supposed to change model (and hence class) on respawn, do it.
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501 if(self.change_mdl_on_respawn != "")
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503 self.playermodel = self.change_mdl_on_respawn;
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504 //strunzone(self.change_mdl_on_respawn); // can't unzone or it'll crash later
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506 // set the class. If he changed classes while dead it will take effect now.
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507 oldcl = self.class;
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508 self.class = GetPlayerClass();
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509 Do_TFClass_Conversion();
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510 ChangeClass((oldcl != self.class), FALSE);
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514 self.deadflag = DEAD_NO;
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516 spot = SelectSpawnPoint (); // maybe temp
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517 self.angles = spot.angles;
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518 self.fixangle = TRUE; // turn this way immediately
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519 self.velocity = '0 0 0';
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520 self.avelocity = '0 0 0';
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521 self.punchangle = '0 0 0';
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522 self.punchvector = '0 0 0';
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524 self.viewzoom = 0.6;
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527 self.playermodel = CheckPlayerModel(self.playermodel);
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529 precache_model (self.playermodel);
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530 setmodel (self, self.playermodel);
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531 self.skin = stof(self.playerskin);
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532 self.mdl = strzone(self.playermodel);
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534 self.crouch = FALSE;
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535 self.view_ofs = PL_VIEW_OFS;
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536 setsize (self, PL_MIN, PL_MAX);
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537 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
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538 // don't reset back to last position, even if new position is stuck in solid
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539 self.oldorigin = self.origin;
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541 // 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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542 // self.weapon = IT_UZI;
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545 // fixme: move this to Become<Class> code
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546 /* self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;
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548 self.switchweapon = IT_WEP2;
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549 self.ammo_shells = 50;
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550 self.ammo_nails = 0;
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551 self.ammo_rockets = 0;
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552 self.ammo_cells = 0;*/
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554 if (cvar("g_fullbrightplayers") == 1)
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555 self.effects = EF_FULLBRIGHT;
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557 self.event_damage = PlayerDamage;
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559 self.statdraintime = time + 5;
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560 self.button0 = self.button1 = self.button2 = self.button3 = 0;
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566 CL_SpawnWeaponentity();
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567 self.weaponentity.alpha = self.exteriorweaponentity.alpha = 0;
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568 self.weaponentity.colormod = '0 0 0';
\r
569 self.weaponentity.scale = 0;
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571 //stuffcmd(self, "chase_active 0");
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579 void SetNewParms (void)
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589 void SetChangeParms (void)
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598 Called when a client types 'kill' in the console
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601 void ClientKill (void)
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603 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
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610 Called when a client connects to the server
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613 void ClientConnect (void)
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615 //ClientInRankings();
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616 bprint ("^4",self.netname);
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617 bprint (" connected\n");
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618 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
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619 // send prediction settings to the client
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620 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
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621 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
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622 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
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623 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
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624 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
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625 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
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626 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
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627 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
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628 // TEMP FOR TESTING PURPOSES!
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629 //teamplay = 21?TeamFortress;
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630 DecodeLevelParms ();
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631 //cvar_set ("teamplay", "21?TeamFortress");
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632 // teamplay = cvar ("teamplay");
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634 /* joinorder = joinorder + 1; // old temp autoteam, but now we have a menu instead :P
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635 if (joinorder == 1 || joinorder == 3 || joinorder == 5 || joinorder == 7)
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636 TeamFortress_TeamSet (1);
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638 TeamFortress_TeamSet (2);
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646 Called when a client disconnects from the server
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649 .entity chatbubbleentity;
\r
650 void ClientDisconnect (void)
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652 //ClientDisconnected();
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653 self.has_disconnected = 1;
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654 bprint ("^4",self.netname);
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655 bprint (" disconnected\n");
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657 if (self.chatbubbleentity)
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659 remove (self.chatbubbleentity);
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660 self.chatbubbleentity = world;
\r
663 if (self.teambubble_friendly)
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665 remove (self.teambubble_friendly);
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666 self.teambubble_friendly = world;
\r
668 if (self.teambubble_needhealth)
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670 remove (self.teambubble_needhealth);
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671 self.teambubble_needhealth = world;
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675 .entity chatbubbleentity;
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677 void() ChatBubbleThink =
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679 self.nextthink = time;
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680 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
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685 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
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686 if (self.owner.buttonchat)
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689 self.effects = EF_NODRAW;
\r
692 void() UpdateChatBubble =
\r
694 if (!self.modelindex)
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696 // spawn a chatbubble entity if needed
\r
697 if (!self.chatbubbleentity)
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699 self.chatbubbleentity = spawn();
\r
700 self.chatbubbleentity.owner = self;
\r
701 self.chatbubbleentity.think = ChatBubbleThink;
\r
702 self.chatbubbleentity.nextthink = time;
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703 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
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704 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
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705 self.chatbubbleentity.effects = EF_NODRAW;
\r
709 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
\r
710 // added to the model skins
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711 void() UpdateColorModHack =
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714 c = self.clientcolors & 15;
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715 // LordHavoc: only bothering to support white, green, red, yellow, blue
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716 if (teamplay == 0) self.colormod = '0 0 0';
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717 else if (c == 0) self.colormod = '1.00 1.00 1.00';
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718 else if (c == 3) self.colormod = '0.10 1.73 0.10';
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719 else if (c == 4) self.colormod = '1.73 0.10 0.10';
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720 else if (c == 12) self.colormod = '1.22 1.22 0.10';
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721 else if (c == 13) self.colormod = '0.10 0.10 1.73';
\r
722 else self.colormod = '1 1 1';
\r
729 When you press the jump key
\r
732 void PlayerJump (void)
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734 if (self.waterlevel >= 2)
\r
736 if (self.watertype == CONTENT_WATER)
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737 self.velocity_z = 200;
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738 else if (self.watertype == CONTENT_SLIME)
\r
739 self.velocity_z = 80;
\r
741 self.velocity_z = 50;
\r
748 // self.jump_pad = 0;
\r
749 CapPlayerVelocity(self, self.speed);
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752 if (!(self.flags & FL_ONGROUND))
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755 if (!(self.flags & FL_JUMPRELEASED))
\r
758 self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
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760 self.flags = self.flags - FL_ONGROUND;
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761 self.flags = self.flags - FL_JUMPRELEASED;
\r
764 .float watersound_finished;
\r
767 if (self.movetype == MOVETYPE_NOCLIP)
\r
769 if (self.health < 0)
\r
772 if (self.waterlevel != 3)
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774 self.air_finished = time + 12;
\r
777 else if (self.air_finished < time)
\r
779 if (self.pain_finished < time)
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781 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
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782 self.pain_finished = time + 0.5;
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786 if (!self.waterlevel)
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788 if (self.flags & FL_INWATER)
\r
790 // play leave water sound
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791 self.flags = self.flags - FL_INWATER;
\r
796 if (self.watersound_finished < time)
\r
798 self.watersound_finished = time + 0.5;
\r
799 if (self.watertype == CONTENT_LAVA)
\r
800 sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
\r
801 if (self.watertype == CONTENT_SLIME)
\r
802 sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
\r
803 //if (self.watertype == CONTENT_WATER)
\r
804 // sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);
\r
807 if (self.watertype == CONTENT_LAVA)
\r
810 // lava sets me to the maximum heat level, so I'll catch fire easily
\r
811 self.flame_heat = cvar("g_balance_maxheat");
\r
813 if (self.dmgtime < time)
\r
815 self.dmgtime = time + 0.1;
\r
816 Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
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819 else if (self.watertype == CONTENT_SLIME)
\r
823 self.flame_heat = 0;
\r
825 if (self.dmgtime < time)
\r
827 self.dmgtime = time + 0.1;
\r
828 Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
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831 else if (self.watertype == CONTENT_WATER)
\r
834 self.flame_heat = 0;
\r
837 if ( !(self.flags & FL_INWATER) )
\r
840 //if (self.watertype == CONTENT_LAVA)
\r
841 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
\r
842 //if (self.watertype == CONTENT_WATER)
\r
843 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
\r
844 //if (self.watertype == CONTENT_SLIME)
\r
845 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
\r
847 self.flags = self.flags + FL_INWATER;
\r
852 void() CheckWaterJump =
\r
854 local vector start, end;
\r
856 // check for a jump-out-of-water
\r
857 makevectors (self.angles);
\r
858 start = self.origin;
\r
859 start_z = start_z + 8;
\r
861 normalize(v_forward);
\r
862 end = start + v_forward*24;
\r
863 traceline (start, end, TRUE, self);
\r
864 if (trace_fraction < 1)
\r
865 { // solid at waist
\r
866 start_z = start_z + self.maxs_z - 8;
\r
867 end = start + v_forward*24;
\r
868 self.movedir = trace_plane_normal * -50;
\r
869 traceline (start, end, TRUE, self);
\r
870 if (trace_fraction == 1)
\r
871 { // open at eye level
\r
872 self.flags = self.flags | FL_WATERJUMP;
\r
873 self.velocity_z = 225;
\r
874 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
\r
875 self.teleport_time = time + 2; // safety net
\r
885 PutClientInServer();
\r
888 void player_powerups (void)
\r
890 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
\r
891 if (self.items & IT_STRENGTH)
\r
893 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
\r
894 if (time > self.strength_finished)
\r
896 self.items = self.items - (self.items & IT_STRENGTH);
\r
897 sprint(self, "^3Strength has worn off\n");
\r
902 if (time < self.strength_finished)
\r
904 self.items = self.items | IT_STRENGTH;
\r
905 sprint(self, "^3Strength infuses your weapons with devestating power\n");
\r
908 if (self.items & IT_INVINCIBLE)
\r
910 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
\r
911 if (time > self.invincible_finished)
\r
913 self.items = self.items - (self.items & IT_INVINCIBLE);
\r
914 sprint(self, "^3Shield has worn off\n");
\r
919 if (time < self.invincible_finished)
\r
921 self.items = self.items | IT_INVINCIBLE;
\r
922 sprint(self, "^3Shield surrounds you\n");
\r
927 void player_regen_health (float maxh, float regen_rate_mod)
\r
929 if (self.health < maxh && time > self.health_regen_delay && self.health > 2) // dont regen is HP is 2
\r
930 self.health = bound(0, self.health + regen_rate_mod*(maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
\r
932 void player_rot_health (float maxh, float rot_rate_mod)
\r
934 if (self.health > maxh && time > self.health_rot_delay)
\r
935 self.health = bound(0, self.health + rot_rate_mod*(maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
\r
937 void player_regen_armor (float maxa, float regen_rate_mod)
\r
939 if (self.armorvalue < maxa && time > self.armor_regen_delay)
\r
940 self.armorvalue = bound(0, self.armorvalue + regen_rate_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
\r
942 void player_rot_armor (float maxa, float regen_rot_mod)
\r
944 if (self.armorvalue > maxa && time > self.armor_rot_delay)
\r
945 self.armorvalue = bound(0, self.armorvalue + regen_rot_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
\r
948 void player_clearpoison(entity targ)
\r
950 targ.poison_damage = targ.poison_rate = 0;
\r
953 void DelayHealthRegen(entity e) { e.health_regen_delay = time + cvar("g_balance_regen_wait");}
\r
954 void DelayHealthRot(entity e) { e.health_rot_delay = time + cvar("g_balance_rot_wait");}
\r
955 void DelayArmorRegen(entity e) { e.armor_regen_delay = time + cvar("g_balance_regen_wait");}
\r
956 void DelayArmorRot(entity e) { e.armor_rot_delay = time + cvar("g_balance_rot_wait");}
\r
959 void player_takepoison()
\r
961 float oldhealth, take;
\r
962 if(self.health <= 5)
\r
964 player_clearpoison(self);
\r
967 oldhealth = self.health;
\r
969 take = bound(0, self.poison_rate * frametime, self.health - 5);
\r
972 player_clearpoison(self);
\r
976 DelayHealthRegen(self);
\r
977 self.health = self.health - take;
\r
978 self.poison_damage = self.poison_damage - take;
\r
980 if(self.health <= 5 || self.poison_damage <= 0)
\r
982 player_clearpoison(self);
\r
987 // cool off so you're not so vulnerable to fire
\r
988 void player_cooloff ()
\r
990 if(self.flame_heat_time > time)//heat up
\r
991 self.flame_heat = bound(0, self.flame_heat + self.flame_heat * cvar("g_balance_heatup_rate") * frametime, cvar("g_balance_maxheat"));
\r
993 self.flame_heat = bound(0, self.flame_heat - self.flame_heat * cvar("g_balance_cooloff_rate") * frametime, cvar("g_balance_maxheat"));
\r
996 void player_regen (void)
\r
1000 maxh = self.max_health;//cvar("g_balance_health_stable");
\r
1001 maxa = self.max_armor;//cvar("g_balance_armor_stable");
\r
1003 if(self.poison_damage)
\r
1005 player_takepoison();
\r
1009 if(self.class == CLASS_SPY)
\r
1010 {// don't let spy regenerate if cloaked, but do allow rot if above max
\r
1011 if(self.special_active)
\r
1013 //if(self.health > maxh)
\r
1014 player_rot_health(maxh, 1.0);
\r
1015 //if(self.armorvalue > maxa)
\r
1016 player_rot_armor(maxa, 1.0);
\r
1020 player_regen_health(maxh, 0.1); // spies regenerate slowly, and mostly rely on health packs
\r
1021 player_regen_armor(maxa, 1.0);
\r
1022 player_rot_health(maxh, 1.0);
\r
1023 player_rot_armor(maxa, 1.0);
\r
1028 player_regen_health(maxh, 1.0);
\r
1029 player_regen_armor(maxa, 1.0);
\r
1030 player_rot_health(maxh, 1.0);
\r
1031 player_rot_armor(maxa, 1.0);
\r
1041 Called every frame for each client before the physics are run
\r
1044 .float attack_finished;
\r
1045 void PlayerPreThink (void)
\r
1047 local vector m1, m2;
\r
1049 CheckRules_Player();
\r
1051 if (intermission_running)
\r
1053 IntermissionThink (); // otherwise a button could be missed between
\r
1054 return; // the think tics
\r
1057 if (self.deadflag != DEAD_NO)
\r
1061 if (self.deadflag == DEAD_DYING)
\r
1063 if (time > self.dead_time)
\r
1064 self.deadflag = DEAD_DEAD;
\r
1066 else if (self.deadflag == DEAD_DEAD)
\r
1068 if (!self.button0 && !self.button2 && !self.button3)
\r
1069 self.deadflag = DEAD_RESPAWNABLE;
\r
1071 else if (self.deadflag == DEAD_RESPAWNABLE)
\r
1073 if (self.button0 || self.button2 || self.button3 || self.button4)
\r
1083 self.crouch = TRUE;
\r
1084 self.view_ofs = PL_CROUCH_VIEW_OFS;
\r
1085 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
\r
1092 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
\r
1093 if (!trace_startsolid)
\r
1095 self.crouch = FALSE;
\r
1096 self.view_ofs = PL_VIEW_OFS;
\r
1097 setsize (self, PL_MIN, PL_MAX);
\r
1102 if (self.playermodel != self.mdl)
\r
1104 //bprint("playermodel changed\n");
\r
1105 self.playermodel = CheckPlayerModel(self.playermodel);
\r
1106 if(CheckForClassChange()) // check if we'll allow it
\r
1107 return; // if there's a return value, drop what you're doing and let the player respawn
\r
1109 if(self.playermodel != self.mdl) // if change has been allowed
\r
1113 precache_model (self.playermodel);
\r
1114 if(self.model != "")
\r
1116 setmodel (self, self.playermodel);
\r
1117 setsize (self, m1, m2);
\r
1119 self.mdl = strzone(self.playermodel);
\r
1125 if (self.skin != stof(self.playerskin))
\r
1126 self.skin = stof(self.playerskin);
\r
1128 if(self.class == CLASS_SCOUT)
\r
1129 GrapplingHookFrame();
\r
1133 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
\r
1135 if (self.viewzoom > 0.4)
\r
1136 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
\r
1138 else if (self.viewzoom < 1.0)
\r
1139 self.viewzoom = min (1.0, self.viewzoom + frametime);
\r
1145 self.flags = self.flags | FL_JUMPRELEASED;
\r
1148 player_powerups();
\r
1152 //self.angles_y=self.v_angle_y + 90; // temp
\r
1155 if (self.waterlevel == 2)
\r
1156 CheckWaterJump ();
\r
1158 //if (TetrisPreFrame()) return;
\r
1160 PlayerLasergatePreThink();
\r
1163 // Update weapon colors
\r
1164 void UpdatePlayerColors () {
\r
1165 if(self.weaponentity) {
\r
1166 self.weaponentity.colormap = self.colormap;
\r
1167 self.exteriorweaponentity.colormap = self.colormap;
\r
1175 Called every frame for each client after the physics are run
\r
1178 void PlayerPostThink (void)
\r
1180 float soundrandom;
\r
1181 CheckRules_Player();
\r
1182 UpdateChatBubble();
\r
1183 UpdateColorModHack();
\r
1184 UpdateTeamBubble();
\r
1185 UpdatePlayerColors();
\r
1186 if (self.deadflag == DEAD_NO)
\r
1188 ImpulseCommands ();
\r
1189 if (intermission_running)
\r
1190 return; // intermission or finale
\r
1192 // VorteX: landing on floor, landing damage etc.
\r
1193 // LordHavoc: removed 'big fall' death code that VorteX added
\r
1194 if (self.flags & FL_ONGROUND || (self.waterlevel >= 2 && self.velocity_z <= 0))
\r
1195 self.jump_pad = 0;
\r
1197 if (self.flags & FL_ONGROUND)
\r
1199 CapPlayerVelocity(self, self.speed);
\r
1201 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
\r
1203 soundrandom = random() * 4;
\r
1205 self.air_time = time; //temp BH var
\r
1207 if (soundrandom < 1)
\r
1208 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
\r
1209 else if (soundrandom < 2)
\r
1210 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
\r
1211 else if (soundrandom < 3)
\r
1212 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
\r
1213 else if (soundrandom < 4)
\r
1214 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
\r
1215 if (self.jump_flag < -650) // landing damage
\r
1218 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
\r
1219 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
\r
1221 self.jump_flag = 0;
\r
1225 self.jump_flag = self.velocity_z;
\r
1229 //if (TetrisPostFrame()) return;
\r
1230 PlayerLasergatePostThink();
\r