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- Added sprite entity that spawns over players and is visible to teammates (from...
[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                 stuffcmd(self, "alias menu_showteamselect \"set scmenu_directmenu TeamSelect; togglemenu\"\n");\r
215                 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");\r
216 \r
217                 stuffcmd(self, "alias classmenu \"impulse 73\"\n");\r
218 //              spot = find (world, classname, "item_tfgoal");\r
219 //              return (spot);\r
220         }\r
221         self.is_dead = 0;               //TEMP\r
222 \r
223         if ((self.team_no != 0))\r
224         {\r
225                 spot = FindTeamSpawnPoint (self.team_no);\r
226                 if ((spot != world))\r
227                 {\r
228                         return (spot);\r
229                 }\r
230         }\r
231         if (coop)\r
232         {\r
233                 lastspawn = find (lastspawn, classname, "info_player_coop");\r
234                 if ((lastspawn == world))\r
235                 {\r
236                         lastspawn = find (world, classname, "info_player_coop");\r
237                 }\r
238                 if ((lastspawn != world))\r
239                 {\r
240                         return (lastspawn);\r
241                 }\r
242         }\r
243         else\r
244         {\r
245                 if (deathmatch)\r
246                 {\r
247                         spot = find (lastspawn, classname, "info_player_deathmatch");\r
248                         if ((spot == world))\r
249                         {\r
250                                 spot = find (world, classname, "info_player_deathmatch");\r
251                         }\r
252                         attempts = 0;\r
253                         while (((spot != world) && (attempts < 100)))\r
254                         {\r
255                                 attempts = (attempts + 1);\r
256                                 at_spot = findradius (spot.origin, 40);\r
257                                 spot_found = 1;\r
258                                 while (at_spot)\r
259                                 {\r
260                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
261                                         {\r
262                                                 spot_found = 0;\r
263                                         }\r
264                                         at_spot = at_spot.chain;\r
265                                 }\r
266                                 if ((spot_found || (attempts >= 10)))\r
267                                 {\r
268                                         lastspawn = spot;\r
269                                         return (spot);\r
270                                 }\r
271                                 spot = find (spot, classname, "info_player_deathmatch");\r
272                                 if ((spot == world))\r
273                                 {\r
274                                         spot = find (world, classname, "info_player_deathmatch");\r
275                                 }\r
276                         }\r
277                 }\r
278         }\r
279         if (serverflags)\r
280         {\r
281                 spot = find (world, classname, "info_player_start2");\r
282                 if (spot)\r
283                 {\r
284                         return (spot);\r
285                 }\r
286         }\r
287         spot = find (world, classname, "info_player_start");\r
288         if (!spot)\r
289         {\r
290                 spot = find (world, is_converted_goal, "yes");\r
291         }\r
292         if (!spot)\r
293         {\r
294                 spot = find (world, classname, "info_tfgoal");\r
295         }\r
296         if (!spot)\r
297         {\r
298                 error ("PutClientInServer: no info_player_start on level\n");\r
299         }\r
300         return (spot);\r
301 };\r
302 \r
303 /*entity SelectSpawnPoint (void)                // Old, non-tf code\r
304 {\r
305         local entity spot, thing;\r
306         local float pcount;\r
307 \r
308         spot = find (world, classname, "testplayerstart");\r
309         if (spot)\r
310                 return spot;\r
311 \r
312         spot = lastspawn;\r
313         while (1)\r
314         {\r
315                 spot = find(spot, classname, "info_player_deathmatch");\r
316                 if (spot != world)\r
317                 {\r
318                         if (spot == lastspawn)\r
319                                 return lastspawn;\r
320                         pcount = 0;\r
321                         thing = findradius(spot.origin, 70);\r
322                         while(thing)\r
323                         {\r
324                                 if (thing.classname == "player")\r
325                                         pcount = pcount + 1;\r
326                                 thing = thing.chain;\r
327                         }\r
328                         if (pcount == 0)\r
329                         {\r
330                                 lastspawn = spot;\r
331                                 return spot;\r
332                         }\r
333                 }\r
334         }\r
335 \r
336         spot = find (world, classname, "info_player_start");\r
337         if (!spot)\r
338                 error ("PutClientInServer: no info_player_start on level");\r
339 \r
340         return spot;\r
341 }*/\r
342 \r
343 /*\r
344 =============\r
345 CheckPlayerModel\r
346 \r
347 Checks if the argument string can be a valid playermodel.\r
348 Returns a valid one in doubt.\r
349 =============\r
350 */\r
351 string CheckPlayerModel(string playermodel) {\r
352         if( substring(playermodel,0,13) != "models/class/") playermodel = "models/class/scout.zym";\r
353 \r
354         /* Possible Fixme: Check if server can open the model?\r
355            This would kill custom models, however. */\r
356 \r
357         return playermodel;\r
358 }\r
359 \r
360 \r
361 /*\r
362 =============\r
363 PutClientInServer\r
364 \r
365 Called when a client spawns in the server\r
366 =============\r
367 */\r
368 void PutClientInServer (void)\r
369 {\r
370         entity  spot;\r
371         float oldcl;\r
372         if (self.team_no < 1)\r
373         {\r
374         self.movetype = 0;\r
375         self.solid = 0;\r
376         self.flags = FL_CLIENT;\r
377         self.takedamage = DAMAGE_AIM;\r
378         self.effects = 0;\r
379         self.health = cvar("g_balance_health_start");\r
380         self.max_health = cvar("g_balance_health_stable");\r
381         self.armorvalue = cvar("g_balance_armor_start");\r
382         self.max_armor = self.armorvalue;\r
383         self.damageforcescale = 2;\r
384         self.death_time = 0;\r
385         self.dead_time = 0;\r
386         self.dead_frame = 0;\r
387         self.die_frame = 0;\r
388         self.alpha = 0;\r
389         self.scale = 0;\r
390         self.fade_time = 0;\r
391         self.pain_frame = 0;\r
392         self.pain_finished = 0;\r
393         self.strength_finished = 0;\r
394         self.invincible_finished = 0;\r
395         //self.speed_finished = 0;\r
396         //self.slowmo_finished = 0;\r
397         // players have no think function\r
398         self.think = SUB_Null;\r
399         self.nextthink = 0;\r
400         self.speed = -1;\r
401         self.jump_pad = 0;\r
402         spot = SelectSpawnPoint();\r
403 //      setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z + 24));\r
404         setorigin (self, spot.origin + '-2 0 4' * (1 - self.mins_z + 24));\r
405         self.angles_y = self.angles_y + 180;\r
406         return;\r
407         }\r
408         if (self.playerclass < 1)\r
409         {\r
410                 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");\r
411                 return;\r
412         }\r
413 \r
414         // fixme: are these the right teams & colors?\r
415         /*if(self.team == 5)            // Wazat -- I'm using TeamFortress_TeamSet for this now\r
416         {\r
417                 self.team_no = 1;\r
418         }\r
419         if(self.team == 14)\r
420         {\r
421                 self.team_no = 2;\r
422         }\r
423         if(self.team == 4)\r
424         {\r
425                 self.team_no = 3;\r
426         }\r
427         if(self.team == 13)\r
428         {\r
429                 self.team_no = 4;\r
430         }*/\r
431 \r
432         DoTFAliases ();\r
433 \r
434 //      spot = SelectSpawnPoint ();             // moved down\r
435         self.classname = "player";\r
436         self.movetype = MOVETYPE_WALK;\r
437         self.solid = SOLID_SLIDEBOX;\r
438         self.flags = FL_CLIENT;\r
439         self.takedamage = DAMAGE_AIM;\r
440         self.effects = 0;\r
441         self.health = cvar("g_balance_health_start");\r
442         self.max_health = cvar("g_balance_health_stable");\r
443         self.armorvalue = cvar("g_balance_armor_start");\r
444         self.max_armor = self.armorvalue;\r
445         self.damageforcescale = 2;\r
446         self.death_time = 0;\r
447         self.dead_time = 0;\r
448         self.dead_frame = 0;\r
449         self.die_frame = 0;\r
450         self.alpha = 0;\r
451         self.scale = 0;\r
452         self.fade_time = 0;\r
453         self.pain_frame = 0;\r
454         self.pain_finished = 0;\r
455         self.strength_finished = 0;\r
456         self.invincible_finished = 0;\r
457         //self.speed_finished = 0;\r
458         //self.slowmo_finished = 0;\r
459         // players have no think function\r
460         self.think = SUB_Null;\r
461         self.nextthink = 0;\r
462         self.speed = -1;\r
463         self.jump_pad = 0;\r
464         //self.wpn5 = 0; // not carrying an extra weapon\r
465         ResetExtraWeapon(); // not carrying an extra weapon\r
466 \r
467         DelayHealthRegen(self);\r
468         DelayArmorRegen(self);\r
469         DelayHealthRot(self);\r
470         DelayArmorRot(self);\r
471 \r
472 \r
473         self.special_active = 0;\r
474         self.special_time = 0;\r
475 \r
476         self.grenade_time = 0;\r
477 \r
478         if(self.onfire != world)\r
479                 remove(self.onfire);\r
480         self.onfire = world;\r
481         self.flame_heat = 0;\r
482         self.flame_heat_time = 0;\r
483 \r
484         self.poison_damage = 0;\r
485         self.poison_rate = 0;\r
486 \r
487         self.is_feigning = 0;\r
488 \r
489         // if the player is supposed to change model (and hence class) on respawn, do it.\r
490         if(self.change_mdl_on_respawn != "")\r
491         {\r
492                 self.playermodel = self.change_mdl_on_respawn;\r
493                 //strunzone(self.change_mdl_on_respawn); // can't unzone or it'll crash later\r
494         }\r
495         // set the class.  If he changed classes while dead it will take effect now.\r
496         oldcl = self.class;\r
497         self.class = GetPlayerClass();\r
498         Do_TFClass_Conversion();\r
499         ChangeClass((oldcl != self.class), FALSE);\r
500 \r
501 \r
502 \r
503         self.deadflag = DEAD_NO;\r
504 \r
505         spot = SelectSpawnPoint ();             // maybe temp\r
506         self.angles = spot.angles;\r
507         self.fixangle = TRUE; // turn this way immediately\r
508         self.velocity = '0 0 0';\r
509         self.avelocity = '0 0 0';\r
510         self.punchangle = '0 0 0';\r
511         self.punchvector = '0 0 0';\r
512 \r
513         self.viewzoom = 0.6;\r
514 \r
515 \r
516         self.playermodel = CheckPlayerModel(self.playermodel);\r
517 \r
518         precache_model (self.playermodel);\r
519         setmodel (self, self.playermodel);\r
520         self.skin = stof(self.playerskin);\r
521         self.mdl = strzone(self.playermodel);\r
522 \r
523         self.crouch = FALSE;\r
524         self.view_ofs = PL_VIEW_OFS;\r
525         setsize (self, PL_MIN, PL_MAX);\r
526         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
527         // don't reset back to last position, even if new position is stuck in solid\r
528         self.oldorigin = self.origin;\r
529 \r
530 //      self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;\r
531 //      self.weapon = IT_UZI;\r
532 \r
533 \r
534         // fixme: move this to Become<Class> code\r
535 /*      self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;\r
536         //self.weapon = 1;\r
537         self.switchweapon = IT_WEP2;\r
538         self.ammo_shells = 50;\r
539         self.ammo_nails = 0;\r
540         self.ammo_rockets = 0;\r
541         self.ammo_cells = 0;*/\r
542 \r
543         if (cvar("g_fullbrightplayers") == 1)\r
544                 self.effects = EF_FULLBRIGHT;\r
545 \r
546         self.event_damage = PlayerDamage;\r
547 \r
548         self.statdraintime = time + 5;\r
549         self.button0 = self.button1 = self.button2 = self.button3 = 0;\r
550 \r
551         /*\r
552         W_UpdateWeapon();\r
553         W_UpdateAmmo();\r
554         */\r
555         CL_SpawnWeaponentity();\r
556         self.weaponentity.alpha = self.exteriorweaponentity.alpha = 0;\r
557         self.weaponentity.colormod = '0 0 0';\r
558         self.weaponentity.scale = 0;\r
559 \r
560         //stuffcmd(self, "chase_active 0");\r
561 }\r
562 \r
563 /*\r
564 =============\r
565 SetNewParms\r
566 =============\r
567 */\r
568 void SetNewParms (void)\r
569 {\r
570 \r
571 }\r
572 \r
573 /*\r
574 =============\r
575 SetChangeParms\r
576 =============\r
577 */\r
578 void SetChangeParms (void)\r
579 {\r
580 \r
581 }\r
582 \r
583 /*\r
584 =============\r
585 ClientKill\r
586 \r
587 Called when a client types 'kill' in the console\r
588 =============\r
589 */\r
590 void ClientKill (void)\r
591 {\r
592         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
593 }\r
594 \r
595 /*\r
596 =============\r
597 ClientConnect\r
598 \r
599 Called when a client connects to the server\r
600 =============\r
601 */\r
602 void ClientConnect (void)\r
603 {\r
604         //ClientInRankings();\r
605         bprint ("^4",self.netname);\r
606         bprint (" connected\n");\r
607         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
608         // send prediction settings to the client\r
609         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
610         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
611         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
612         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
613         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
614         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));\r
615         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
616         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));\r
617                         // TEMP FOR TESTING PURPOSES!\r
618         //teamplay = 21?TeamFortress;\r
619         DecodeLevelParms ();\r
620         //cvar_set ("teamplay", "21?TeamFortress");\r
621         //      teamplay = cvar ("teamplay");\r
622 \r
623 /*      joinorder = joinorder + 1;                      // old temp autoteam, but now we have a menu instead :P\r
624         if (joinorder == 1 || joinorder == 3 || joinorder == 5 || joinorder == 7)\r
625                 TeamFortress_TeamSet (1);\r
626         else {\r
627                 TeamFortress_TeamSet (2);\r
628         }*/\r
629 }\r
630 \r
631 /*\r
632 =============\r
633 ClientDisconnect\r
634 \r
635 Called when a client disconnects from the server\r
636 =============\r
637 */\r
638 .entity chatbubbleentity;\r
639 void ClientDisconnect (void)\r
640 {\r
641         //ClientDisconnected();\r
642         self.has_disconnected = 1;\r
643         bprint ("^4",self.netname);\r
644         bprint (" disconnected\n");\r
645 \r
646         if (self.chatbubbleentity)\r
647         {\r
648                 remove (self.chatbubbleentity);\r
649                 self.chatbubbleentity = world;\r
650         }\r
651         \r
652         if (self.teambubble_friendly)\r
653         {\r
654                 remove (self.teambubble_friendly);\r
655                 self.teambubble_friendly = world;\r
656         }\r
657         if (self.teambubble_needhealth)\r
658         {\r
659                 remove (self.teambubble_needhealth);\r
660                 self.teambubble_needhealth = world;\r
661         }\r
662 }\r
663 \r
664 .entity chatbubbleentity;\r
665 .float buttonchat;\r
666 void() ChatBubbleThink =\r
667 {\r
668         self.nextthink = time;\r
669         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
670         {\r
671                 remove(self);\r
672                 return;\r
673         }\r
674         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');\r
675         if (self.owner.buttonchat)\r
676                 self.effects = 0;\r
677         else\r
678                 self.effects = EF_NODRAW;\r
679 };\r
680 \r
681 void() UpdateChatBubble =\r
682 {\r
683         if (!self.modelindex)\r
684                 return;\r
685         // spawn a chatbubble entity if needed\r
686         if (!self.chatbubbleentity)\r
687         {\r
688                 self.chatbubbleentity = spawn();\r
689                 self.chatbubbleentity.owner = self;\r
690                 self.chatbubbleentity.think = ChatBubbleThink;\r
691                 self.chatbubbleentity.nextthink = time;\r
692                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");\r
693                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
694                 self.chatbubbleentity.effects = EF_NODRAW;\r
695         }\r
696 }\r
697 \r
698 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
699 // added to the model skins\r
700 void() UpdateColorModHack =\r
701 {\r
702         local float c;\r
703         c = self.clientcolors & 15;\r
704         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
705              if (teamplay == 0) self.colormod = '0 0 0';\r
706         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
707         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
708         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
709         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
710         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
711         else self.colormod = '1 1 1';\r
712 };\r
713 \r
714 /*\r
715 =============\r
716 PlayerJump\r
717 \r
718 When you press the jump key\r
719 =============\r
720 */\r
721 void PlayerJump (void)\r
722 {\r
723         if (self.waterlevel >= 2)\r
724         {\r
725                 if (self.watertype == CONTENT_WATER)\r
726                         self.velocity_z = 200;\r
727                 else if (self.watertype == CONTENT_SLIME)\r
728                         self.velocity_z = 80;\r
729                 else\r
730                         self.velocity_z = 50;\r
731 \r
732                 return;\r
733         }\r
734         if(self.jump_pad)\r
735                 return;\r
736 \r
737 //      self.jump_pad = 0;\r
738         CapPlayerVelocity(self, self.speed);\r
739 \r
740 \r
741         if (!(self.flags & FL_ONGROUND))\r
742                 return;\r
743 \r
744         if (!(self.flags & FL_JUMPRELEASED))\r
745                 return;\r
746 \r
747         self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");\r
748 \r
749         self.flags = self.flags - FL_ONGROUND;\r
750         self.flags = self.flags - FL_JUMPRELEASED;\r
751 }\r
752 \r
753 .float watersound_finished;\r
754 void() WaterMove =\r
755 {\r
756         if (self.movetype == MOVETYPE_NOCLIP)\r
757                 return;\r
758         if (self.health < 0)\r
759                 return;\r
760 \r
761         if (self.waterlevel != 3)\r
762         {\r
763                 self.air_finished = time + 12;\r
764                 self.dmg = 2;\r
765         }\r
766         else if (self.air_finished < time)\r
767         {       // drown!\r
768                 if (self.pain_finished < time)\r
769                 {\r
770                         Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');\r
771                         self.pain_finished = time + 0.5;\r
772                 }\r
773         }\r
774 \r
775         if (!self.waterlevel)\r
776         {\r
777                 if (self.flags & FL_INWATER)\r
778                 {\r
779                         // play leave water sound\r
780                         self.flags = self.flags - FL_INWATER;\r
781                 }\r
782                 return;\r
783         }\r
784 \r
785         if (self.watersound_finished < time)\r
786         {\r
787                 self.watersound_finished = time + 0.5;\r
788                 if (self.watertype == CONTENT_LAVA)\r
789                         sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);\r
790                 if (self.watertype == CONTENT_SLIME)\r
791                         sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);\r
792                 //if (self.watertype == CONTENT_WATER)\r
793                 //      sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);\r
794         }\r
795 \r
796         if (self.watertype == CONTENT_LAVA)\r
797         {       // do damage\r
798 \r
799                 // lava sets me to the maximum heat level, so I'll catch fire easily\r
800                 self.flame_heat = cvar("g_balance_maxheat");\r
801 \r
802                 if (self.dmgtime < time)\r
803                 {\r
804                         self.dmgtime = time + 0.1;\r
805                         Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');\r
806                 }\r
807         }\r
808         else if (self.watertype == CONTENT_SLIME)\r
809         {       // do damage\r
810 \r
811                 // cool me off\r
812                 self.flame_heat = 0;\r
813 \r
814                 if (self.dmgtime < time)\r
815                 {\r
816                         self.dmgtime = time + 0.1;\r
817                         Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');\r
818                 }\r
819         }\r
820         else if (self.watertype == CONTENT_WATER)\r
821         {\r
822                 // cool me off\r
823                 self.flame_heat = 0;\r
824         }\r
825 \r
826         if ( !(self.flags & FL_INWATER) )\r
827         {\r
828 \r
829                 //if (self.watertype == CONTENT_LAVA)\r
830                 //      sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);\r
831                 //if (self.watertype == CONTENT_WATER)\r
832                 //      sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);\r
833                 //if (self.watertype == CONTENT_SLIME)\r
834                 //      sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);\r
835 \r
836                 self.flags = self.flags + FL_INWATER;\r
837                 self.dmgtime = 0;\r
838         }\r
839 };\r
840 \r
841 void() CheckWaterJump =\r
842 {\r
843         local vector start, end;\r
844 \r
845 // check for a jump-out-of-water\r
846         makevectors (self.angles);\r
847         start = self.origin;\r
848         start_z = start_z + 8;\r
849         v_forward_z = 0;\r
850         normalize(v_forward);\r
851         end = start + v_forward*24;\r
852         traceline (start, end, TRUE, self);\r
853         if (trace_fraction < 1)\r
854         {       // solid at waist\r
855                 start_z = start_z + self.maxs_z - 8;\r
856                 end = start + v_forward*24;\r
857                 self.movedir = trace_plane_normal * -50;\r
858                 traceline (start, end, TRUE, self);\r
859                 if (trace_fraction == 1)\r
860                 {       // open at eye level\r
861                         self.flags = self.flags | FL_WATERJUMP;\r
862                         self.velocity_z = 225;\r
863                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);\r
864                         self.teleport_time = time + 2;  // safety net\r
865                         return;\r
866                 }\r
867         }\r
868 };\r
869 \r
870 \r
871 void respawn(void)\r
872 {\r
873         CopyBody(1);\r
874         PutClientInServer();\r
875 }\r
876 \r
877 void player_powerups (void)\r
878 {\r
879         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));\r
880         if (self.items & IT_STRENGTH)\r
881         {\r
882                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
883                 if (time > self.strength_finished)\r
884                 {\r
885                         self.items = self.items - (self.items & IT_STRENGTH);\r
886                         sprint(self, "^3Strength has worn off\n");\r
887                 }\r
888         }\r
889         else\r
890         {\r
891                 if (time < self.strength_finished)\r
892                 {\r
893                         self.items = self.items | IT_STRENGTH;\r
894                         sprint(self, "^3Strength infuses your weapons with devestating power\n");\r
895                 }\r
896         }\r
897         if (self.items & IT_INVINCIBLE)\r
898         {\r
899                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
900                 if (time > self.invincible_finished)\r
901                 {\r
902                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
903                         sprint(self, "^3Shield has worn off\n");\r
904                 }\r
905         }\r
906         else\r
907         {\r
908                 if (time < self.invincible_finished)\r
909                 {\r
910                         self.items = self.items | IT_INVINCIBLE;\r
911                         sprint(self, "^3Shield surrounds you\n");\r
912                 }\r
913         }\r
914 }\r
915 \r
916 void player_regen_health (float maxh, float regen_rate_mod)\r
917 {\r
918         if (self.health < maxh && time > self.health_regen_delay)\r
919                 self.health = bound(0, self.health + regen_rate_mod*(maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);\r
920 }\r
921 void player_rot_health (float maxh, float rot_rate_mod)\r
922 {\r
923         if (self.health > maxh && time > self.health_rot_delay)\r
924                 self.health = bound(0, self.health + rot_rate_mod*(maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);\r
925 }\r
926 void player_regen_armor (float maxa, float regen_rate_mod)\r
927 {\r
928         if (self.armorvalue < maxa && time > self.armor_regen_delay)\r
929                 self.armorvalue = bound(0, self.armorvalue + regen_rate_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);\r
930 }\r
931 void player_rot_armor (float maxa, float regen_rot_mod)\r
932 {\r
933         if (self.armorvalue > maxa && time > self.armor_rot_delay)\r
934                 self.armorvalue = bound(0, self.armorvalue + regen_rot_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);\r
935 }\r
936 \r
937 void player_clearpoison(entity targ)\r
938 {\r
939         targ.poison_damage = targ.poison_rate = 0;\r
940 }\r
941 \r
942 void DelayHealthRegen(entity e) {       e.health_regen_delay = time + cvar("g_balance_regen_wait");}\r
943 void DelayHealthRot(entity e)   {       e.health_rot_delay = time + cvar("g_balance_rot_wait");}\r
944 void DelayArmorRegen(entity e)  {       e.armor_regen_delay = time + cvar("g_balance_regen_wait");}\r
945 void DelayArmorRot(entity e)    {       e.armor_rot_delay = time + cvar("g_balance_rot_wait");}\r
946 \r
947 \r
948 void player_takepoison()\r
949 {\r
950         float oldhealth, take;\r
951         if(self.health <= 5)\r
952         {\r
953                 player_clearpoison(self);\r
954                 return;\r
955         }\r
956         oldhealth = self.health;\r
957 \r
958         take = bound(0, self.poison_rate * frametime, self.health - 5);\r
959         if(take <= 0)\r
960         {\r
961                 player_clearpoison(self);\r
962                 return;\r
963         }\r
964 \r
965         DelayHealthRegen(self);\r
966         self.health = self.health - take;\r
967         self.poison_damage = self.poison_damage - take;\r
968 \r
969         if(self.health <= 5 || self.poison_damage <= 0)\r
970         {\r
971                 player_clearpoison(self);\r
972                 return;\r
973         }\r
974 }\r
975 \r
976 // cool off so you're not so vulnerable to fire\r
977 void player_cooloff ()\r
978 {\r
979         if(self.flame_heat_time > time)//heat up\r
980                 self.flame_heat = bound(0, self.flame_heat + self.flame_heat * cvar("g_balance_heatup_rate")  * frametime, cvar("g_balance_maxheat"));\r
981         else//cool off\r
982                 self.flame_heat = bound(0, self.flame_heat - self.flame_heat * cvar("g_balance_cooloff_rate") * frametime, cvar("g_balance_maxheat"));\r
983 }\r
984 \r
985 void player_regen (void)\r
986 {\r
987         local float maxh;\r
988         local float maxa;\r
989         maxh = self.max_health;//cvar("g_balance_health_stable");\r
990         maxa = self.max_armor;//cvar("g_balance_armor_stable");\r
991 \r
992         if(self.poison_damage)\r
993         {\r
994                 player_takepoison();\r
995                 return;\r
996         }\r
997 \r
998         if(self.class == CLASS_SPY)\r
999         {// don't let spy regenerate if cloaked, but do allow rot if above max\r
1000                 if(self.special_active)\r
1001                 {\r
1002                         //if(self.health > maxh)\r
1003                                 player_rot_health(maxh, 1.0);\r
1004                         //if(self.armorvalue > maxa)\r
1005                                 player_rot_armor(maxa, 1.0);\r
1006                 }\r
1007                 else\r
1008                 {\r
1009                         player_regen_health(maxh, 0.1); // spies regenerate slowly, and mostly rely on health packs\r
1010                         player_regen_armor(maxa, 1.0);\r
1011                         player_rot_health(maxh, 1.0);\r
1012                         player_rot_armor(maxa, 1.0);\r
1013                 }\r
1014         }\r
1015         else\r
1016         {\r
1017                 player_regen_health(maxh, 1.0);\r
1018                 player_regen_armor(maxa, 1.0);\r
1019                 player_rot_health(maxh, 1.0);\r
1020                 player_rot_armor(maxa, 1.0);\r
1021         }\r
1022 \r
1023         player_cooloff();\r
1024 }\r
1025 \r
1026 /*\r
1027 =============\r
1028 PlayerPreThink\r
1029 \r
1030 Called every frame for each client before the physics are run\r
1031 =============\r
1032 */\r
1033 .float attack_finished;\r
1034 void PlayerPreThink (void)\r
1035 {\r
1036         local vector m1, m2;\r
1037 \r
1038         CheckRules_Player();\r
1039 \r
1040         if (intermission_running)\r
1041         {\r
1042                 IntermissionThink ();   // otherwise a button could be missed between\r
1043                 return;                                 // the think tics\r
1044         }\r
1045 \r
1046         if (self.deadflag != DEAD_NO)\r
1047         {\r
1048                 player_anim();\r
1049                 weapon_freeze();\r
1050                 if (self.deadflag == DEAD_DYING)\r
1051                 {\r
1052                         if (time > self.dead_time)\r
1053                                 self.deadflag = DEAD_DEAD;\r
1054                 }\r
1055                 else if (self.deadflag == DEAD_DEAD)\r
1056                 {\r
1057                         if (!self.button0 && !self.button2 && !self.button3)\r
1058                                 self.deadflag = DEAD_RESPAWNABLE;\r
1059                 }\r
1060                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
1061                 {\r
1062                         if (self.button0 || self.button2 || self.button3  || self.button4)\r
1063                                 respawn();\r
1064                 }\r
1065                 return;\r
1066         }\r
1067 \r
1068         if (self.button5)\r
1069         {\r
1070                 if (!self.crouch)\r
1071                 {\r
1072                         self.crouch = TRUE;\r
1073                         self.view_ofs = PL_CROUCH_VIEW_OFS;\r
1074                         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
1075                 }\r
1076         }\r
1077         else\r
1078         {\r
1079                 if (self.crouch)\r
1080                 {\r
1081                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
1082                         if (!trace_startsolid)\r
1083                         {\r
1084                                 self.crouch = FALSE;\r
1085                                 self.view_ofs = PL_VIEW_OFS;\r
1086                                 setsize (self, PL_MIN, PL_MAX);\r
1087                         }\r
1088                 }\r
1089         }\r
1090 \r
1091         if (self.playermodel != self.mdl)\r
1092         {\r
1093                 //bprint("playermodel changed\n");\r
1094                 self.playermodel = CheckPlayerModel(self.playermodel);\r
1095                 if(CheckForClassChange()) // check if we'll allow it\r
1096                         return; // if there's a return value, drop what you're doing and let the player respawn\r
1097 \r
1098                 if(self.playermodel != self.mdl) // if change has been allowed\r
1099                 {\r
1100                         m1 = self.mins;\r
1101                         m2 = self.maxs;\r
1102                         precache_model (self.playermodel);\r
1103                         if(self.model != "")\r
1104                         {\r
1105                                 setmodel (self, self.playermodel);\r
1106                                 setsize (self, m1, m2);\r
1107                         }\r
1108                         self.mdl = strzone(self.playermodel);\r
1109                 }\r
1110         }\r
1111 \r
1112         ClassPreThink();\r
1113 \r
1114         if (self.skin != stof(self.playerskin))\r
1115                 self.skin = stof(self.playerskin);\r
1116 \r
1117         if(self.class == CLASS_SCOUT)\r
1118                 GrapplingHookFrame();\r
1119 \r
1120         W_WeaponFrame();\r
1121 \r
1122         if (self.button4 || (self.weapon == WEP_NEX && self.button3))\r
1123         {\r
1124                 if (self.viewzoom > 0.4)\r
1125                         self.viewzoom = max (0.4, self.viewzoom - frametime * 2);\r
1126         }\r
1127         else if (self.viewzoom < 1.0)\r
1128                 self.viewzoom = min (1.0, self.viewzoom + frametime);\r
1129 \r
1130 \r
1131         if (self.button2)\r
1132                 PlayerJump ();\r
1133         else\r
1134                 self.flags = self.flags | FL_JUMPRELEASED;\r
1135 \r
1136 \r
1137         player_powerups();\r
1138         player_regen();\r
1139         player_anim();\r
1140 \r
1141         //self.angles_y=self.v_angle_y + 90;   // temp\r
1142 \r
1143         WaterMove ();\r
1144         if (self.waterlevel == 2)\r
1145                 CheckWaterJump ();\r
1146 \r
1147         //if (TetrisPreFrame()) return;\r
1148 \r
1149         PlayerLasergatePreThink();\r
1150 }\r
1151 \r
1152 /*\r
1153 =============\r
1154 PlayerPostThink\r
1155 \r
1156 Called every frame for each client after the physics are run\r
1157 =============\r
1158 */\r
1159 void PlayerPostThink (void)\r
1160 {\r
1161         float soundrandom;\r
1162         CheckRules_Player();\r
1163         UpdateChatBubble();\r
1164         UpdateColorModHack();\r
1165         UpdateTeamBubble();\r
1166         if (self.deadflag == DEAD_NO)\r
1167         if (self.impulse)\r
1168                 ImpulseCommands ();\r
1169         if (intermission_running)\r
1170                 return;         // intermission or finale\r
1171 \r
1172         // VorteX: landing on floor, landing damage etc.\r
1173         // LordHavoc: removed 'big fall' death code that VorteX added\r
1174         if (self.flags & FL_ONGROUND || (self.waterlevel >= 2 && self.velocity_z <= 0))\r
1175                         self.jump_pad = 0;\r
1176 \r
1177         if (self.flags & FL_ONGROUND)\r
1178         {\r
1179                 CapPlayerVelocity(self, self.speed);\r
1180 \r
1181                 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround\r
1182                 {\r
1183                         soundrandom = random() * 4;\r
1184 \r
1185                         self.air_time = time;           //temp BH var\r
1186 \r
1187                         if (soundrandom < 1)\r
1188                                 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);\r
1189                         else if (soundrandom < 2)\r
1190                                 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);\r
1191                         else if (soundrandom < 3)\r
1192                                 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);\r
1193                         else if (soundrandom < 4)\r
1194                                 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);\r
1195                         if (self.jump_flag < -650) // landing damage\r
1196                         {\r
1197                                 local float dm;\r
1198                                 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);\r
1199                                 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
1200                         }\r
1201                         self.jump_flag = 0;\r
1202                 }\r
1203         }\r
1204         else\r
1205                 self.jump_flag = self.velocity_z;\r
1206 \r
1207         ClassPostThink();\r
1208 \r
1209         //if (TetrisPostFrame()) return;\r
1210         PlayerLasergatePostThink();\r
1211 }\r
1212 \r
1213 // Parse team join, class etc.\r
1214 void SV_ParseClientCommand (string s)\r
1215 {\r
1216         local float args;\r
1217 //      local float h;\r
1218         local string c;\r
1219         local string d;\r
1220         local string f;\r
1221         local string g;\r
1222         local string i;\r
1223         args = tokenize(s);\r
1224         c = argv(0);\r
1225         d = argv(1);\r
1226         f = argv(2);\r
1227         g = argv(3);\r
1228         i = argv(4);\r
1229 \r
1230         if (c == "join")\r
1231     {\r
1232                 return;\r
1233         }\r
1234         if (c == "changeclass")\r
1235         {\r
1236                 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");\r
1237                 return;\r
1238         }\r
1239         if (c == "selectteam")\r
1240     {\r
1241                 if (self.team_no > 0)\r
1242                 {\r
1243                         sprint(self, "You are already on a team!\n");\r
1244                         return;\r
1245                 }\r
1246                 if (d == "auto" || d == "5")\r
1247                 {\r
1248                         TeamFortress_TeamPutPlayerInTeam();\r
1249                         PutClientInServer ();\r
1250                 }\r
1251                 if (d == "blue" || d == "1")\r
1252                 {\r
1253                         TeamFortress_TeamSet (1);\r
1254                         PutClientInServer ();\r
1255                 }\r
1256                 if (d == "red" || d == "2")\r
1257                 {\r
1258                         TeamFortress_TeamSet (2);\r
1259                         PutClientInServer ();\r
1260                 }\r
1261                 if (d == "yellow" || d == "3")\r
1262                 {\r
1263                         TeamFortress_TeamSet (3);\r
1264                         PutClientInServer ();\r
1265                 }\r
1266                 if (d == "green" || d == "pink" || d == "4")            // Morphed set it to Pink in the menus. I think\r
1267                 {                                                                                                       // we should make it white instead.\r
1268                         TeamFortress_TeamSet (4);\r
1269                         PutClientInServer ();\r
1270                 }\r
1271                 return;\r
1272         }\r
1273         if (c == "selectclass")\r
1274     {\r
1275                 if (self.team_no < 1)\r
1276                 {\r
1277                         sprint(self, "You must select a team to join first!\n");\r
1278                         return;\r
1279                 }\r
1280                 if (self.playerclass > 0)               // if a class is already chosen\r
1281                 {\r
1282                         self.tfstate = self.tfstate - (self.tfstate & 8);\r
1283                         local string cname;\r
1284                         if (d == ftos(TF_CLASS_SCOUT))\r
1285                         {\r
1286                                 cname = "scout";\r
1287                         }\r
1288                         if (d == ftos(TF_CLASS_SOLDIER))\r
1289                         {\r
1290                                 cname = "soldier";\r
1291                         }\r
1292                         if (d == ftos(TF_CLASS_MEDIC))\r
1293                         {\r
1294                                 cname = "medic";\r
1295                         }\r
1296                         if (d == ftos(TF_CLASS_PYRO))\r
1297                         {\r
1298                                 cname = "pyro";\r
1299                         }\r
1300                         if (d == ftos(TF_CLASS_ENGINEER))\r
1301                         {\r
1302                                 cname = "engineer";\r
1303                         }\r
1304                         if (d == ftos(TF_CLASS_SPY))\r
1305                         {\r
1306                                 cname = "spy";\r
1307                         }\r
1308                         if (d == ftos(TF_CLASS_RANDOM))\r
1309                         {\r
1310                                 self.tfstate = self.tfstate | 8;\r
1311                                 sprint(self, "You will respawn as a random class.\n");\r
1312                         }\r
1313                         if (cname != "")\r
1314                         {\r
1315 //                              stuffcmd(self, "_cl_playermodel \"models/class/");\r
1316 //                              stuffcmd(self, cname);\r
1317 //                              stuffcmd(self, "_mechanical.zym\"\n");\r
1318                                 if (cname == "engineer")\r
1319                                 {\r
1320                                         self.playermodel = strcat("models/class/",cname,"_other.zym");\r
1321                                 }\r
1322                                 else\r
1323                                 {\r
1324                                         self.playermodel = strcat("models/class/",cname,"_mechanical.zym");\r
1325                                 }\r
1326                                 if (self.is_dead == 1)          // if player is dead, can change class\r
1327                                         CheckForClassChange();\r
1328                         }\r
1329                 }\r
1330                 else                    // if no class is chosen\r
1331                 {\r
1332                         if (d == ftos(TF_CLASS_SCOUT))\r
1333                         {\r
1334                                 self.impulse = TF_CLASS_SCOUT;\r
1335                         }\r
1336                         if (d == ftos(TF_CLASS_SOLDIER))\r
1337                         {\r
1338                                 self.impulse = TF_CLASS_SOLDIER;\r
1339                         }\r
1340                         if (d == ftos(TF_CLASS_MEDIC))\r
1341                         {\r
1342                                 self.impulse = TF_CLASS_MEDIC;\r
1343                         }\r
1344                         if (d == ftos(TF_CLASS_PYRO))\r
1345                         {\r
1346                                 self.impulse = TF_CLASS_PYRO;\r
1347                         }\r
1348                         if (d == ftos(TF_CLASS_ENGINEER))\r
1349                         {\r
1350                                 self.impulse = TF_CLASS_ENGINEER;\r
1351                         }\r
1352                         if (d == ftos(TF_CLASS_SPY))\r
1353                         {\r
1354                                 self.impulse = TF_CLASS_SPY;\r
1355                         }\r
1356                         if (d == ftos(TF_CLASS_RANDOM))\r
1357                         {\r
1358                                 self.impulse = TF_CLASS_RANDOM;\r
1359                         }\r
1360                         TeamFortress_ChangeClass();\r
1361                 }\r
1362                 return;\r
1363         }\r
1364         else if (c == "check_val")\r
1365         {\r
1366                 if (d == "r_bloom")\r
1367                 {\r
1368                         if (f == "1")\r
1369                                 self.uses_bloom = 1;\r
1370                         else\r
1371                                 self.uses_bloom = 0;\r
1372                 }\r
1373         }\r
1374         else\r
1375         {\r
1376                 clientcommand(self, s);\r
1377         }\r
1378 };