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- Nexuiz clients who join *should* no longer have their menus crashing
[divverent/nexuiz.git] / TeamNexuiz / game / gamec / cl_client.c
1 void info_player_start (void)\r
2 {\r
3         if (self.allowteams != "")\r
4         {\r
5                 if (self.allowteams == "blue")\r
6                         self.team_no = 1;\r
7                 if (self.allowteams == "red")\r
8                         self.team_no = 2;\r
9                 if (!self.goal_state)\r
10                         self.goal_state = 1;\r
11                 if (!self.group_no)\r
12                         self.group_no = 1;\r
13                 i_p_t();\r
14                 return;\r
15         }\r
16         else\r
17         {\r
18                 self.classname = "info_player_deathmatch";\r
19         }\r
20 };\r
21 \r
22 void info_player_deathmatch (void)\r
23 {\r
24 }\r
25 /*\r
26 ===============\r
27  Find Team Spawn Point (NexTF!)\r
28                                  ===============\r
29 */\r
30 entity (float team_num) FindTeamSpawnPoint =\r
31 {\r
32         local entity spot;\r
33         local entity at_spot;\r
34         local float spot_found;\r
35         local float attempts;\r
36 \r
37         if ((team_num == 1))\r
38         {\r
39                 spot = lastspawn_team1;\r
40                 attempts = 0;\r
41                 while (1)\r
42                 {\r
43                         attempts = (attempts + 1);\r
44                         spot = find (spot, team_str_home, "ts1");\r
45                         if ((spot == world))\r
46                         {\r
47                                 spot = find (world, team_str_home, "ts1");\r
48                         }\r
49                         if ((spot == world))\r
50                         {\r
51                                 return (world);\r
52                         }\r
53                         at_spot = findradius (spot.origin, 40);\r
54                         spot_found = 1;\r
55                         while ((at_spot != world))\r
56                         {\r
57                                 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
58                                 {\r
59                                         spot_found = 0;\r
60                                 }\r
61                                 at_spot = at_spot.chain;\r
62                         }\r
63                         if (!Activated (spot, self))\r
64                         {\r
65                                 spot_found = 0;\r
66                         }\r
67                         if ((spot_found || (attempts >= 30)))\r
68                         {\r
69                                 lastspawn_team1 = spot;\r
70                                 return (spot);\r
71                         }\r
72                 }\r
73         }\r
74         else\r
75         {\r
76                 if ((team_num == 2))\r
77                 {\r
78                         spot = lastspawn_team2;\r
79                         attempts = 0;\r
80                         while (1)\r
81                         {\r
82                                 attempts = (attempts + 1);\r
83                                 spot = find (spot, team_str_home, "ts2");\r
84                                 if ((spot == world))\r
85                                 {\r
86                                         spot = find (world, team_str_home, "ts2");\r
87                                 }\r
88                                 if ((spot == world))\r
89                                 {\r
90                                         return (world);\r
91                                 }\r
92                                 at_spot = findradius (spot.origin, 40);\r
93                                 spot_found = 1;\r
94                                 while ((at_spot != world))\r
95                                 {\r
96                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
97                                         {\r
98                                                 spot_found = 0;\r
99                                         }\r
100                                         at_spot = at_spot.chain;\r
101                                 }\r
102                                 if (!Activated (spot, self))\r
103                                 {\r
104                                         spot_found = 0;\r
105                                 }\r
106                                 if ((spot_found || (attempts >= 30)))\r
107                                 {\r
108                                         lastspawn_team2 = spot;\r
109                                         return (spot);\r
110                                 }\r
111                         }\r
112                 }\r
113                 else\r
114                 {\r
115                         if ((team_num == 3))\r
116                         {\r
117                                 spot = lastspawn_team3;\r
118                                 attempts = 0;\r
119                                 while (1)\r
120                                 {\r
121                                         attempts = (attempts + 1);\r
122                                         spot = find (spot, team_str_home, "ts3");\r
123                                         if ((spot == world))\r
124                                         {\r
125                                                 spot = find (world, team_str_home, "ts3");\r
126                                         }\r
127                                         if ((spot == world))\r
128                                         {\r
129                                                 return (world);\r
130                                         }\r
131                                         at_spot = findradius (spot.origin, 40);\r
132                                         spot_found = 1;\r
133                                         while ((at_spot != world))\r
134                                         {\r
135                                                 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
136                                                 {\r
137                                                         spot_found = 0;\r
138                                                 }\r
139                                                 at_spot = at_spot.chain;\r
140                                         }\r
141                                         if (!Activated (spot, self))\r
142                                         {\r
143                                                 spot_found = 0;\r
144                                         }\r
145                                         if ((spot_found || (attempts >= 30)))\r
146                                         {\r
147                                                 lastspawn_team3 = spot;\r
148                                                 return (spot);\r
149                                         }\r
150                                 }\r
151                         }\r
152                         else\r
153                         {\r
154                                 if ((team_num == 4))\r
155                                 {\r
156                                         spot = lastspawn_team4;\r
157                                         attempts = 0;\r
158                                         while (1)\r
159                                         {\r
160                                                 attempts = (attempts + 1);\r
161                                                 spot = find (spot, team_str_home, "ts4");\r
162                                                 if ((spot == world))\r
163                                                 {\r
164                                                         spot = find (world, team_str_home, "ts4");\r
165                                                 }\r
166                                                 if ((spot == world))\r
167                                                 {\r
168                                                         return (world);\r
169                                                 }\r
170                                                 at_spot = findradius (spot.origin, 40);\r
171                                                 spot_found = 1;\r
172                                                 while ((at_spot != world))\r
173                                                 {\r
174                                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
175                                                         {\r
176                                                                 spot_found = 0;\r
177                                                         }\r
178                                                         at_spot = at_spot.chain;\r
179                                                 }\r
180                                                 if (!Activated (spot, self))\r
181                                                 {\r
182                                                         spot_found = 0;\r
183                                                 }\r
184                                                 if ((spot_found || (attempts >= 30)))\r
185                                                 {\r
186                                                         lastspawn_team4 = spot;\r
187                                                         return (spot);\r
188                                                 }\r
189                                         }\r
190                                 }\r
191                         }\r
192                 }\r
193         }\r
194         return (world);\r
195 };\r
196 \r
197 /*\r
198 =============\r
199 SelectSpawnPoint\r
200 \r
201 Finds a point to respawn\r
202 =============\r
203 */\r
204 entity () SelectSpawnPoint =\r
205 {\r
206         local entity spot;\r
207         local entity at_spot;\r
208         local float spot_found;\r
209         local float attempts;\r
210 \r
211         if (self.team_no < 1)\r
212         {\r
213 //              self.origin_z = self.origin_z + 30;\r
214                 if (!cvar("g_teamnexuiz_version"))\r
215                         self.current_menu = MENU_NEED_TN;\r
216                 else\r
217                 {\r
218                         stuffcmd(self, "alias menu_showteamselect \"set scmenu_directmenu TeamSelect; togglemenu\"\n");\r
219                         stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");\r
220                         stuffcmd(self, "alias classmenu \"impulse 73\"\n");\r
221                         stuffcmd(self, "cl_bobmodel 0\n");              // So the HUD items dont bob around\r
222                 }\r
223 //              spot = find (world, classname, "item_tfgoal");\r
224 //              return (spot);\r
225         }\r
226         self.is_dead = 0;               //TEMP\r
227 \r
228         if ((self.team_no != 0))\r
229         {\r
230                 spot = FindTeamSpawnPoint (self.team_no);\r
231                 if ((spot != world))\r
232                 {\r
233                         return (spot);\r
234                 }\r
235         }\r
236         if (coop)\r
237         {\r
238                 lastspawn = find (lastspawn, classname, "info_player_coop");\r
239                 if ((lastspawn == world))\r
240                 {\r
241                         lastspawn = find (world, classname, "info_player_coop");\r
242                 }\r
243                 if ((lastspawn != world))\r
244                 {\r
245                         return (lastspawn);\r
246                 }\r
247         }\r
248         else\r
249         {\r
250                 if (deathmatch)\r
251                 {\r
252                         spot = find (lastspawn, classname, "info_player_deathmatch");\r
253                         if ((spot == world))\r
254                         {\r
255                                 spot = find (world, classname, "info_player_deathmatch");\r
256                         }\r
257                         attempts = 0;\r
258                         while (((spot != world) && (attempts < 100)))\r
259                         {\r
260                                 attempts = (attempts + 1);\r
261                                 at_spot = findradius (spot.origin, 40);\r
262                                 spot_found = 1;\r
263                                 while (at_spot)\r
264                                 {\r
265                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
266                                         {\r
267                                                 spot_found = 0;\r
268                                         }\r
269                                         at_spot = at_spot.chain;\r
270                                 }\r
271                                 if ((spot_found || (attempts >= 10)))\r
272                                 {\r
273                                         lastspawn = spot;\r
274                                         return (spot);\r
275                                 }\r
276                                 spot = find (spot, classname, "info_player_deathmatch");\r
277                                 if ((spot == world))\r
278                                 {\r
279                                         spot = find (world, classname, "info_player_deathmatch");\r
280                                 }\r
281                         }\r
282                 }\r
283         }\r
284         if (serverflags)\r
285         {\r
286                 spot = find (world, classname, "info_player_start2");\r
287                 if (spot)\r
288                 {\r
289                         return (spot);\r
290                 }\r
291         }\r
292         spot = find (world, classname, "info_player_start");\r
293         /*if (!spot)\r
294         {\r
295                 spot = find (world, is_converted_goal, "yes");\r
296         }*/\r
297         spot = find(world, classname, "info_player_start");\r
298         if (!spot)\r
299         {\r
300                 spot = find (world, classname, "info_player_intermission");\r
301         }\r
302         if (!spot)\r
303         {\r
304                 spot = find (world, classname, "info_tfgoal");\r
305         }\r
306         if (!spot)\r
307         {\r
308                 error ("PutClientInServer: no info_player_start on level\n");\r
309         }\r
310         return (spot);\r
311 };\r
312 \r
313 /*entity SelectSpawnPoint (void)                // Old, non-tf code\r
314 {\r
315         local entity spot, thing;\r
316         local float pcount;\r
317 \r
318         spot = find (world, classname, "testplayerstart");\r
319         if (spot)\r
320                 return spot;\r
321 \r
322         spot = lastspawn;\r
323         while (1)\r
324         {\r
325                 spot = find(spot, classname, "info_player_deathmatch");\r
326                 if (spot != world)\r
327                 {\r
328                         if (spot == lastspawn)\r
329                                 return lastspawn;\r
330                         pcount = 0;\r
331                         thing = findradius(spot.origin, 70);\r
332                         while(thing)\r
333                         {\r
334                                 if (thing.classname == "player")\r
335                                         pcount = pcount + 1;\r
336                                 thing = thing.chain;\r
337                         }\r
338                         if (pcount == 0)\r
339                         {\r
340                                 lastspawn = spot;\r
341                                 return spot;\r
342                         }\r
343                 }\r
344         }\r
345 \r
346         spot = find (world, classname, "info_player_start");\r
347         if (!spot)\r
348                 error ("PutClientInServer: no info_player_start on level");\r
349 \r
350         return spot;\r
351 }*/\r
352 \r
353 /*\r
354 =============\r
355 CheckPlayerModel\r
356 \r
357 Checks if the argument string can be a valid playermodel.\r
358 Returns a valid one in doubt.\r
359 =============\r
360 */\r
361 string CheckPlayerModel(string playermodel) {\r
362         if( substring(playermodel,0,13) != "models/class/") playermodel = "models/class/scout.zym";\r
363 \r
364         /* Possible Fixme: Check if server can open the model?\r
365            This would kill custom models, however. */\r
366 \r
367         return playermodel;\r
368 }\r
369 \r
370 \r
371 /*\r
372 =============\r
373 PutClientInServer\r
374 \r
375 Called when a client spawns in the server\r
376 =============\r
377 */\r
378 void PutClientInServer (void)\r
379 {\r
380         entity  spot;\r
381         float oldcl;\r
382         if (self.team_no < 1)\r
383         {\r
384         self.movetype = 0;\r
385         self.solid = 0;\r
386         self.flags = FL_CLIENT;\r
387         self.takedamage = DAMAGE_AIM;\r
388         self.effects = 0;\r
389         self.health = cvar("g_balance_health_start");\r
390         self.max_health = cvar("g_balance_health_stable");\r
391         self.armorvalue = cvar("g_balance_armor_start");\r
392         self.max_armor = self.armorvalue;\r
393         self.damageforcescale = 2;\r
394         self.death_time = 0;\r
395         self.dead_time = 0;\r
396         self.dead_frame = 0;\r
397         self.die_frame = 0;\r
398         self.alpha = 0;\r
399         self.scale = 0;\r
400         self.fade_time = 0;\r
401         self.pain_frame = 0;\r
402         self.pain_finished = 0;\r
403         self.strength_finished = 0;\r
404         self.invincible_finished = 0;\r
405         //self.speed_finished = 0;\r
406         //self.slowmo_finished = 0;\r
407         // players have no think function\r
408         self.think = SUB_Null;\r
409         self.nextthink = 0;\r
410         self.speed = -1;\r
411         self.jump_pad = 0;\r
412         spot = SelectSpawnPoint();\r
413 //      setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z + 24));\r
414 //      setorigin (self, spot.origin + '-2 0 4' * (1 - self.mins_z + 24));\r
415 //      self.angles_y = self.angles_y + 180;\r
416         return;\r
417         }\r
418         if (self.playerclass < 1)\r
419         {\r
420                 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");\r
421                 return;\r
422         }\r
423 \r
424         // fixme: are these the right teams & colors?\r
425         /*if(self.team == 5)            // Wazat -- I'm using TeamFortress_TeamSet for this now\r
426         {\r
427                 self.team_no = 1;\r
428         }\r
429         if(self.team == 14)\r
430         {\r
431                 self.team_no = 2;\r
432         }\r
433         if(self.team == 4)\r
434         {\r
435                 self.team_no = 3;\r
436         }\r
437         if(self.team == 13)\r
438         {\r
439                 self.team_no = 4;\r
440         }*/\r
441 \r
442         DoTFAliases ();\r
443 \r
444 //      spot = SelectSpawnPoint ();             // moved down\r
445         self.classname = "player";\r
446         self.movetype = MOVETYPE_WALK;\r
447         self.solid = SOLID_SLIDEBOX;\r
448         self.flags = FL_CLIENT;\r
449         self.takedamage = DAMAGE_AIM;\r
450         self.effects = 0;\r
451         self.health = cvar("g_balance_health_start");\r
452         self.max_health = cvar("g_balance_health_stable");\r
453         self.armorvalue = cvar("g_balance_armor_start");\r
454         self.max_armor = self.armorvalue;\r
455         self.damageforcescale = 2;\r
456         self.death_time = 0;\r
457         self.dead_time = 0;\r
458         self.dead_frame = 0;\r
459         self.die_frame = 0;\r
460         self.alpha = 0;\r
461         self.scale = 0;\r
462         self.fade_time = 0;\r
463         self.pain_frame = 0;\r
464         self.pain_finished = 0;\r
465         self.strength_finished = 0;\r
466         self.invincible_finished = 0;\r
467         //self.speed_finished = 0;\r
468         //self.slowmo_finished = 0;\r
469         // players have no think function\r
470         self.think = SUB_Null;\r
471         self.nextthink = 0;\r
472         self.speed = -1;\r
473         self.jump_pad = 0;\r
474         //self.wpn5 = 0; // not carrying an extra weapon\r
475         ResetExtraWeapon(); // not carrying an extra weapon\r
476 \r
477         DelayHealthRegen(self);\r
478         DelayArmorRegen(self);\r
479         DelayHealthRot(self);\r
480         DelayArmorRot(self);\r
481 \r
482 \r
483         self.special_active = 0;\r
484         self.special_time = 0;\r
485 \r
486         self.grenade_time = 0;\r
487 \r
488         if(self.onfire != world)\r
489                 remove(self.onfire);\r
490         self.onfire = world;\r
491         self.flame_heat = 0;\r
492         self.flame_heat_time = 0;\r
493 \r
494         self.poison_damage = 0;\r
495         self.poison_rate = 0;\r
496 \r
497         self.is_feigning = 0;\r
498         self.current_menu = 0;\r
499 \r
500         // if the player is supposed to change model (and hence class) on respawn, do it.\r
501         if(self.change_mdl_on_respawn != "")\r
502         {\r
503                 self.playermodel = self.change_mdl_on_respawn;\r
504                 //strunzone(self.change_mdl_on_respawn); // can't unzone or it'll crash later\r
505         }\r
506         // set the class.  If he changed classes while dead it will take effect now.\r
507         oldcl = self.class;\r
508         self.class = GetPlayerClass();\r
509         Do_TFClass_Conversion();\r
510         ChangeClass((oldcl != self.class), FALSE);\r
511 \r
512 \r
513 \r
514         self.deadflag = DEAD_NO;\r
515 \r
516         spot = SelectSpawnPoint ();             // maybe temp\r
517         self.angles = spot.angles;\r
518         self.fixangle = TRUE; // turn this way immediately\r
519         self.velocity = '0 0 0';\r
520         self.avelocity = '0 0 0';\r
521         self.punchangle = '0 0 0';\r
522         self.punchvector = '0 0 0';\r
523 \r
524         self.viewzoom = 0.6;\r
525 \r
526 \r
527         self.playermodel = CheckPlayerModel(self.playermodel);\r
528 \r
529         precache_model (self.playermodel);\r
530         setmodel (self, self.playermodel);\r
531         self.skin = stof(self.playerskin);\r
532         self.mdl = strzone(self.playermodel);\r
533 \r
534         self.crouch = FALSE;\r
535         self.view_ofs = PL_VIEW_OFS;\r
536         setsize (self, PL_MIN, PL_MAX);\r
537         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
538         // don't reset back to last position, even if new position is stuck in solid\r
539         self.oldorigin = self.origin;\r
540 \r
541 //      self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;\r
542 //      self.weapon = IT_UZI;\r
543 \r
544 \r
545         // fixme: move this to Become<Class> code\r
546 /*      self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;\r
547         //self.weapon = 1;\r
548         self.switchweapon = IT_WEP2;\r
549         self.ammo_shells = 50;\r
550         self.ammo_nails = 0;\r
551         self.ammo_rockets = 0;\r
552         self.ammo_cells = 0;*/\r
553 \r
554         if (cvar("g_fullbrightplayers") == 1)\r
555                 self.effects = EF_FULLBRIGHT;\r
556 \r
557         self.event_damage = PlayerDamage;\r
558 \r
559         self.statdraintime = time + 5;\r
560         self.button0 = self.button1 = self.button2 = self.button3 = 0;\r
561 \r
562         /*\r
563         W_UpdateWeapon();\r
564         W_UpdateAmmo();\r
565         */\r
566         CL_SpawnWeaponentity();\r
567         self.weaponentity.alpha = self.exteriorweaponentity.alpha = 0;\r
568         self.weaponentity.colormod = '0 0 0';\r
569         self.weaponentity.scale = 0;\r
570 \r
571         //stuffcmd(self, "chase_active 0");\r
572 }\r
573 \r
574 /*\r
575 =============\r
576 SetNewParms\r
577 =============\r
578 */\r
579 void SetNewParms (void)\r
580 {\r
581 \r
582 }\r
583 \r
584 /*\r
585 =============\r
586 SetChangeParms\r
587 =============\r
588 */\r
589 void SetChangeParms (void)\r
590 {\r
591 \r
592 }\r
593 \r
594 /*\r
595 =============\r
596 ClientKill\r
597 \r
598 Called when a client types 'kill' in the console\r
599 =============\r
600 */\r
601 void ClientKill (void)\r
602 {\r
603         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
604 }\r
605 \r
606 /*\r
607 =============\r
608 ClientConnect\r
609 \r
610 Called when a client connects to the server\r
611 =============\r
612 */\r
613 void ClientConnect (void)\r
614 {\r
615         //ClientInRankings();\r
616         bprint ("^4",self.netname);\r
617         bprint (" connected\n");\r
618         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
619         // send prediction settings to the client\r
620         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
621         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
622         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
623         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
624         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
625         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));\r
626         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
627         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));\r
628                         // TEMP FOR TESTING PURPOSES!\r
629         //teamplay = 21?TeamFortress;\r
630         DecodeLevelParms ();\r
631         //cvar_set ("teamplay", "21?TeamFortress");\r
632         //      teamplay = cvar ("teamplay");\r
633 \r
634 /*      joinorder = joinorder + 1;                      // old temp autoteam, but now we have a menu instead :P\r
635         if (joinorder == 1 || joinorder == 3 || joinorder == 5 || joinorder == 7)\r
636                 TeamFortress_TeamSet (1);\r
637         else {\r
638                 TeamFortress_TeamSet (2);\r
639         }*/\r
640 }\r
641 \r
642 /*\r
643 =============\r
644 ClientDisconnect\r
645 \r
646 Called when a client disconnects from the server\r
647 =============\r
648 */\r
649 .entity chatbubbleentity;\r
650 void ClientDisconnect (void)\r
651 {\r
652         //ClientDisconnected();\r
653         self.has_disconnected = 1;\r
654         bprint ("^4",self.netname);\r
655         bprint (" disconnected\n");\r
656 \r
657         if (self.chatbubbleentity)\r
658         {\r
659                 remove (self.chatbubbleentity);\r
660                 self.chatbubbleentity = world;\r
661         }\r
662         \r
663         if (self.teambubble_friendly)\r
664         {\r
665                 remove (self.teambubble_friendly);\r
666                 self.teambubble_friendly = world;\r
667         }\r
668         if (self.teambubble_needhealth)\r
669         {\r
670                 remove (self.teambubble_needhealth);\r
671                 self.teambubble_needhealth = world;\r
672         }\r
673 }\r
674 \r
675 .entity chatbubbleentity;\r
676 .float buttonchat;\r
677 void() ChatBubbleThink =\r
678 {\r
679         self.nextthink = time;\r
680         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
681         {\r
682                 remove(self);\r
683                 return;\r
684         }\r
685         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');\r
686         if (self.owner.buttonchat)\r
687                 self.effects = 0;\r
688         else\r
689                 self.effects = EF_NODRAW;\r
690 };\r
691 \r
692 void() UpdateChatBubble =\r
693 {\r
694         if (!self.modelindex)\r
695                 return;\r
696         // spawn a chatbubble entity if needed\r
697         if (!self.chatbubbleentity)\r
698         {\r
699                 self.chatbubbleentity = spawn();\r
700                 self.chatbubbleentity.owner = self;\r
701                 self.chatbubbleentity.think = ChatBubbleThink;\r
702                 self.chatbubbleentity.nextthink = time;\r
703                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");\r
704                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
705                 self.chatbubbleentity.effects = EF_NODRAW;\r
706         }\r
707 }\r
708 \r
709 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
710 // added to the model skins\r
711 void() UpdateColorModHack =\r
712 {\r
713         local float c;\r
714         c = self.clientcolors & 15;\r
715         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
716              if (teamplay == 0) self.colormod = '0 0 0';\r
717         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
718         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
719         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
720         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
721         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
722         else self.colormod = '1 1 1';\r
723 };\r
724 \r
725 /*\r
726 =============\r
727 PlayerJump\r
728 \r
729 When you press the jump key\r
730 =============\r
731 */\r
732 void PlayerJump (void)\r
733 {\r
734         if (self.waterlevel >= 2)\r
735         {\r
736                 if (self.watertype == CONTENT_WATER)\r
737                         self.velocity_z = 200;\r
738                 else if (self.watertype == CONTENT_SLIME)\r
739                         self.velocity_z = 80;\r
740                 else\r
741                         self.velocity_z = 50;\r
742 \r
743                 return;\r
744         }\r
745         if(self.jump_pad)\r
746                 return;\r
747 \r
748 //      self.jump_pad = 0;\r
749         CapPlayerVelocity(self, self.speed);\r
750 \r
751 \r
752         if (!(self.flags & FL_ONGROUND))\r
753                 return;\r
754 \r
755         if (!(self.flags & FL_JUMPRELEASED))\r
756                 return;\r
757 \r
758         self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");\r
759 \r
760         self.flags = self.flags - FL_ONGROUND;\r
761         self.flags = self.flags - FL_JUMPRELEASED;\r
762 }\r
763 \r
764 .float watersound_finished;\r
765 void() WaterMove =\r
766 {\r
767         if (self.movetype == MOVETYPE_NOCLIP)\r
768                 return;\r
769         if (self.health < 0)\r
770                 return;\r
771 \r
772         if (self.waterlevel != 3)\r
773         {\r
774                 self.air_finished = time + 12;\r
775                 self.dmg = 2;\r
776         }\r
777         else if (self.air_finished < time)\r
778         {       // drown!\r
779                 if (self.pain_finished < time)\r
780                 {\r
781                         Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');\r
782                         self.pain_finished = time + 0.5;\r
783                 }\r
784         }\r
785 \r
786         if (!self.waterlevel)\r
787         {\r
788                 if (self.flags & FL_INWATER)\r
789                 {\r
790                         // play leave water sound\r
791                         self.flags = self.flags - FL_INWATER;\r
792                 }\r
793                 return;\r
794         }\r
795 \r
796         if (self.watersound_finished < time)\r
797         {\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
805         }\r
806 \r
807         if (self.watertype == CONTENT_LAVA)\r
808         {       // do damage\r
809 \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
812 \r
813                 if (self.dmgtime < time)\r
814                 {\r
815                         self.dmgtime = time + 0.1;\r
816                         Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');\r
817                 }\r
818         }\r
819         else if (self.watertype == CONTENT_SLIME)\r
820         {       // do damage\r
821 \r
822                 // cool me off\r
823                 self.flame_heat = 0;\r
824 \r
825                 if (self.dmgtime < time)\r
826                 {\r
827                         self.dmgtime = time + 0.1;\r
828                         Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');\r
829                 }\r
830         }\r
831         else if (self.watertype == CONTENT_WATER)\r
832         {\r
833                 // cool me off\r
834                 self.flame_heat = 0;\r
835         }\r
836 \r
837         if ( !(self.flags & FL_INWATER) )\r
838         {\r
839 \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
846 \r
847                 self.flags = self.flags + FL_INWATER;\r
848                 self.dmgtime = 0;\r
849         }\r
850 };\r
851 \r
852 void() CheckWaterJump =\r
853 {\r
854         local vector start, end;\r
855 \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
860         v_forward_z = 0;\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
876                         return;\r
877                 }\r
878         }\r
879 };\r
880 \r
881 \r
882 void respawn(void)\r
883 {\r
884         CopyBody(1);\r
885         PutClientInServer();\r
886 }\r
887 \r
888 void player_powerups (void)\r
889 {\r
890         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));\r
891         if (self.items & IT_STRENGTH)\r
892         {\r
893                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
894                 if (time > self.strength_finished)\r
895                 {\r
896                         self.items = self.items - (self.items & IT_STRENGTH);\r
897                         sprint(self, "^3Strength has worn off\n");\r
898                 }\r
899         }\r
900         else\r
901         {\r
902                 if (time < self.strength_finished)\r
903                 {\r
904                         self.items = self.items | IT_STRENGTH;\r
905                         sprint(self, "^3Strength infuses your weapons with devestating power\n");\r
906                 }\r
907         }\r
908         if (self.items & IT_INVINCIBLE)\r
909         {\r
910                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
911                 if (time > self.invincible_finished)\r
912                 {\r
913                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
914                         sprint(self, "^3Shield has worn off\n");\r
915                 }\r
916         }\r
917         else\r
918         {\r
919                 if (time < self.invincible_finished)\r
920                 {\r
921                         self.items = self.items | IT_INVINCIBLE;\r
922                         sprint(self, "^3Shield surrounds you\n");\r
923                 }\r
924         }\r
925 }\r
926 \r
927 void player_regen_health (float maxh, float regen_rate_mod)\r
928 {\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
931 }\r
932 void player_rot_health (float maxh, float rot_rate_mod)\r
933 {\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
936 }\r
937 void player_regen_armor (float maxa, float regen_rate_mod)\r
938 {\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
941 }\r
942 void player_rot_armor (float maxa, float regen_rot_mod)\r
943 {\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
946 }\r
947 \r
948 void player_clearpoison(entity targ)\r
949 {\r
950         targ.poison_damage = targ.poison_rate = 0;\r
951 }\r
952 \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
957 \r
958 \r
959 void player_takepoison()\r
960 {\r
961         float oldhealth, take;\r
962         if(self.health <= 5)\r
963         {\r
964                 player_clearpoison(self);\r
965                 return;\r
966         }\r
967         oldhealth = self.health;\r
968 \r
969         take = bound(0, self.poison_rate * frametime, self.health - 5);\r
970         if(take <= 0)\r
971         {\r
972                 player_clearpoison(self);\r
973                 return;\r
974         }\r
975 \r
976         DelayHealthRegen(self);\r
977         self.health = self.health - take;\r
978         self.poison_damage = self.poison_damage - take;\r
979 \r
980         if(self.health <= 5 || self.poison_damage <= 0)\r
981         {\r
982                 player_clearpoison(self);\r
983                 return;\r
984         }\r
985 }\r
986 \r
987 // cool off so you're not so vulnerable to fire\r
988 void player_cooloff ()\r
989 {\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
992         else//cool off\r
993                 self.flame_heat = bound(0, self.flame_heat - self.flame_heat * cvar("g_balance_cooloff_rate") * frametime, cvar("g_balance_maxheat"));\r
994 }\r
995 \r
996 void player_regen (void)\r
997 {\r
998         local float maxh;\r
999         local float maxa;\r
1000         maxh = self.max_health;//cvar("g_balance_health_stable");\r
1001         maxa = self.max_armor;//cvar("g_balance_armor_stable");\r
1002 \r
1003         if(self.poison_damage)\r
1004         {\r
1005                 player_takepoison();\r
1006                 return;\r
1007         }\r
1008 \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
1012                 {\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
1017                 }\r
1018                 else\r
1019                 {\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
1024                 }\r
1025         }\r
1026         else\r
1027         {\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
1032         }\r
1033 \r
1034         player_cooloff();\r
1035 }\r
1036 \r
1037 /*\r
1038 =============\r
1039 PlayerPreThink\r
1040 \r
1041 Called every frame for each client before the physics are run\r
1042 =============\r
1043 */\r
1044 .float attack_finished;\r
1045 void PlayerPreThink (void)\r
1046 {\r
1047         local vector m1, m2;\r
1048 \r
1049         CheckRules_Player();\r
1050 \r
1051         if (intermission_running)\r
1052         {\r
1053                 IntermissionThink ();   // otherwise a button could be missed between\r
1054                 return;                                 // the think tics\r
1055         }\r
1056 \r
1057         if (self.deadflag != DEAD_NO)\r
1058         {\r
1059                 player_anim();\r
1060                 weapon_freeze();\r
1061                 if (self.deadflag == DEAD_DYING)\r
1062                 {\r
1063                         if (time > self.dead_time)\r
1064                                 self.deadflag = DEAD_DEAD;\r
1065                 }\r
1066                 else if (self.deadflag == DEAD_DEAD)\r
1067                 {\r
1068                         if (!self.button0 && !self.button2 && !self.button3)\r
1069                                 self.deadflag = DEAD_RESPAWNABLE;\r
1070                 }\r
1071                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
1072                 {\r
1073                         if (self.button0 || self.button2 || self.button3  || self.button4)\r
1074                                 respawn();\r
1075                 }\r
1076                 return;\r
1077         }\r
1078 \r
1079         if (self.button5)\r
1080         {\r
1081                 if (!self.crouch)\r
1082                 {\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
1086                 }\r
1087         }\r
1088         else\r
1089         {\r
1090                 if (self.crouch)\r
1091                 {\r
1092                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
1093                         if (!trace_startsolid)\r
1094                         {\r
1095                                 self.crouch = FALSE;\r
1096                                 self.view_ofs = PL_VIEW_OFS;\r
1097                                 setsize (self, PL_MIN, PL_MAX);\r
1098                         }\r
1099                 }\r
1100         }\r
1101 \r
1102         if (self.playermodel != self.mdl)\r
1103         {\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
1108 \r
1109                 if(self.playermodel != self.mdl) // if change has been allowed\r
1110                 {\r
1111                         m1 = self.mins;\r
1112                         m2 = self.maxs;\r
1113                         precache_model (self.playermodel);\r
1114                         if(self.model != "")\r
1115                         {\r
1116                                 setmodel (self, self.playermodel);\r
1117                                 setsize (self, m1, m2);\r
1118                         }\r
1119                         self.mdl = strzone(self.playermodel);\r
1120                 }\r
1121         }\r
1122 \r
1123         ClassPreThink();\r
1124 \r
1125         if (self.skin != stof(self.playerskin))\r
1126                 self.skin = stof(self.playerskin);\r
1127 \r
1128         if(self.class == CLASS_SCOUT)\r
1129                 GrapplingHookFrame();\r
1130 \r
1131         W_WeaponFrame();\r
1132 \r
1133         if (self.button4 || (self.weapon == WEP_NEX && self.button3))\r
1134         {\r
1135                 if (self.viewzoom > 0.4)\r
1136                         self.viewzoom = max (0.4, self.viewzoom - frametime * 2);\r
1137         }\r
1138         else if (self.viewzoom < 1.0)\r
1139                 self.viewzoom = min (1.0, self.viewzoom + frametime);\r
1140 \r
1141 \r
1142         if (self.button2)\r
1143                 PlayerJump ();\r
1144         else\r
1145                 self.flags = self.flags | FL_JUMPRELEASED;\r
1146 \r
1147 \r
1148         player_powerups();\r
1149         player_regen();\r
1150         player_anim();\r
1151 \r
1152         //self.angles_y=self.v_angle_y + 90;   // temp\r
1153 \r
1154         WaterMove ();\r
1155         if (self.waterlevel == 2)\r
1156                 CheckWaterJump ();\r
1157 \r
1158         //if (TetrisPreFrame()) return;\r
1159 \r
1160         PlayerLasergatePreThink();\r
1161 }\r
1162 \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
1168         }\r
1169 }\r
1170 \r
1171 /*\r
1172 =============\r
1173 PlayerPostThink\r
1174 \r
1175 Called every frame for each client after the physics are run\r
1176 =============\r
1177 */\r
1178 void PlayerPostThink (void)\r
1179 {\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
1187         if (self.impulse)\r
1188                 ImpulseCommands ();\r
1189         if (intermission_running)\r
1190                 return;         // intermission or finale\r
1191 \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
1196 \r
1197         if (self.flags & FL_ONGROUND)\r
1198         {\r
1199                 CapPlayerVelocity(self, self.speed);\r
1200 \r
1201                 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround\r
1202                 {\r
1203                         soundrandom = random() * 4;\r
1204 \r
1205                         self.air_time = time;           //temp BH var\r
1206 \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
1216                         {\r
1217                                 local float dm;\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
1220                         }\r
1221                         self.jump_flag = 0;\r
1222                 }\r
1223         }\r
1224         else\r
1225                 self.jump_flag = self.velocity_z;\r
1226 \r
1227         ClassPostThink();\r
1228 \r
1229         //if (TetrisPostFrame()) return;\r
1230         PlayerLasergatePostThink();\r
1231 }\r
1232 \r