1 .vector personal_v_angle; // view angles to restore on impulse 77
2 .vector personal_velocity; // velocity to restore on impulse 77
4 void CopyBody(float keepvelocity);
6 // changes by LordHavoc on 03/30/04
7 // cleaned up dummy code
8 // dummies are now removed eventually after being gibbed (norespawn = TRUE)
9 // dummy impulse now checks sv_cheats to prevent players from overwhelming server with dummies
10 // dummies now use player code where possible
12 void player_anim (void);
15 self.think = DummyThink;
16 self.nextthink = time;
24 void printsurfaceinfo(entity e, vector v)
26 local float surfnum, numpoints, vnum;
29 surfnum = getsurfacenearpoint(e, v);
32 sprint(self, "texture: ");
33 s = getsurfacetexture(e, surfnum);
35 sprint(self, " normal: ");
36 n = getsurfacenormal(e, surfnum);
37 sprint(self, vtos(n));
39 numpoints = getsurfacenumpoints(e, surfnum);
40 sprint(self, ftos(numpoints));
41 sprint(self, " verts:");
43 while (vnum < numpoints)
46 n = getsurfacepoint(e, surfnum, vnum);
47 sprint(self, vtos(n));
50 sprint(self, " point tested: ");
51 sprint(self, vtos(v));
52 sprint(self, " nearest point on surface: ");
53 n = getsurfaceclippedpoint(e, surfnum, v);
54 sprint(self, vtos(n));
62 * 0 reserved (no input)
63 * 1 to 9, 14: weapon shortcuts
64 * 10: next weapon according to linear list
65 * 11: most recently used weapon
66 * 12: previous weapon according to linear list
67 * 13: best weapon according to priority list
68 * 15: next weapon according to priority list
69 * 16: previous weapon according to priority list
71 * 18: next weapon according to sbar_hudselector 1 list
72 * 19: previous weapon according to sbar_hudselector 1 list
74 * 30 to 39: create waypoints
75 * 47: clear personal waypoints
76 * 48: clear team waypoints
83 * 143: emergency teleport
84 * 144: printsurfaceinfo
88 * 200 to 209: prev weapon shortcuts
89 * 210 to 219: best weapon shortcuts
90 * 220 to 229: next weapon shortcuts
91 * 230 to 253: individual weapons (up to 24)
94 void ImpulseCommands (void)
97 vector start, end, enddown;
100 float good, evil, evilsurf;
107 if (!imp || gameover)
111 if (timeoutStatus == 2) //don't allow any impulses while the game is paused
114 if (imp >= 1 && imp <= 9)
116 // weapon switching impulses
117 if(self.deadflag == DEAD_NO)
118 W_NextWeaponOnImpulse(imp);
120 self.impulse = imp; // retry in next frame
122 else if(imp >= 10 && imp <= 19)
124 if(self.deadflag == DEAD_NO)
132 W_SwitchWeapon (self.cnt); // previously used
135 W_PreviousWeapon (0);
138 W_SwitchWeapon (w_getbestweapon(self));
141 W_NextWeaponOnImpulse(0);
147 W_PreviousWeapon (2);
151 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750), '0 0 0', TRUE);
157 W_PreviousWeapon (1);
162 self.impulse = imp; // retry in next frame
164 else if(imp >= 200 && imp <= 229)
166 if(self.deadflag == DEAD_NO)
168 // custom order weapon cycling
170 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
171 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
174 self.impulse = imp; // retry in next frame
176 else if(imp >= 230 && imp <= 253)
178 if(self.deadflag == DEAD_NO)
179 W_SwitchWeapon (imp - 230 + WEP_FIRST);
181 self.impulse = imp; // retry in next frame
184 else if (imp >= 30 && imp <= 49)
190 wp = WaypointSprite_DeployPersonal("waypoint", self.origin);
193 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
194 WaypointSprite_Ping(wp);
196 self.personal_v_angle = self.v_angle;
197 self.personal_velocity = self.velocity;
198 sprint(self, "personal waypoint spawned at location\n");
201 wp = WaypointSprite_DeployPersonal("waypoint", self.cursor_trace_endpos);
204 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
205 WaypointSprite_Ping(wp);
207 self.personal_v_angle = self.v_angle;
208 self.personal_velocity = '0 0 0';
209 sprint(self, "personal waypoint spawned at crosshair\n");
212 if(vlen(self.death_origin))
214 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin);
217 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
218 WaypointSprite_Ping(wp);
220 self.personal_v_angle = self.v_angle;
221 self.personal_velocity = '0 0 0';
222 sprint(self, "personal waypoint spawned at death location\n");
226 if(self.deadflag == DEAD_NO && teams_matter)
228 wp = WaypointSprite_Attach("helpme", TRUE);
230 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color
232 wp = self.waypointsprite_attachedforcarrier; // flag sprite?
234 WaypointSprite_Ping(wp);
235 sprint(self, "HELP ME attached\n");
239 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin);
242 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
243 WaypointSprite_Ping(wp);
245 sprint(self, "HERE spawned at location\n");
248 wp = WaypointSprite_DeployFixed("here", FALSE, self.cursor_trace_endpos);
251 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
252 WaypointSprite_Ping(wp);
254 sprint(self, "HERE spawned at crosshair\n");
257 if(vlen(self.death_origin))
259 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin);
262 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
263 WaypointSprite_Ping(wp);
265 sprint(self, "HERE spawned at death location\n");
269 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin);
272 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
273 WaypointSprite_Ping(wp);
275 sprint(self, "DANGER spawned at location\n");
278 wp = WaypointSprite_DeployFixed("danger", FALSE, self.cursor_trace_endpos);
281 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
282 WaypointSprite_Ping(wp);
284 sprint(self, "DANGER spawned at crosshair\n");
287 if(vlen(self.death_origin))
289 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin);
292 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
293 WaypointSprite_Ping(wp);
295 sprint(self, "DANGER spawned at death location\n");
299 WaypointSprite_ClearPersonal();
300 sprint(self, "personal waypoint cleared\n");
303 WaypointSprite_ClearOwned();
304 sprint(self, "all waypoints cleared\n");
308 else if(imp >= 140 && imp <= 149 || imp == 99) // 10 cheats ought to be enough for anyone
311 if(self.deadflag == DEAD_NO)
316 self.weapons |= WEPBIT_ALL;
317 self.items |= IT_UNLIMITED_AMMO;
318 self.ammo_shells = g_pickup_shells_max;
319 self.ammo_nails = g_pickup_nails_max;
320 self.ammo_rockets = g_pickup_rockets_max;
321 self.ammo_cells = g_pickup_cells_max;
322 self.health = g_pickup_healthsmall_max;
323 self.armorvalue = g_pickup_armorsmall_max;
324 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
325 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
326 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
327 // precache weapon models/sounds
329 while (wep <= WEP_LAST)
331 weapon_action(wep, WR_PRECACHE);
336 makevectors (self.v_angle);
337 self.velocity = self.velocity + v_forward * 300;
340 self.velocity = self.velocity - v_forward * 300;
343 if(self.waypointsprite_deployed_personal)
345 self.speedrunning = TRUE;
346 tracebox(self.waypointsprite_deployed_personal.origin, self.mins, self.maxs, self.waypointsprite_deployed_personal.origin, MOVE_WORLDONLY, self);
349 sprint(self, "Cannot move there, cheater - only waypoints set using g_waypointsprite_personal work\n");
353 // Abort speedrun, teleport back
354 setorigin(self, self.waypointsprite_deployed_personal.origin);
355 self.oldvelocity = self.velocity = self.personal_velocity;
356 self.angles = self.personal_v_angle;
357 self.fixangle = TRUE;
360 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
361 ReturnFlag(self.flagcarried);
364 self.ammo_rockets = 999;
365 self.ammo_nails = 999;
366 self.ammo_cells = 999;
367 self.ammo_shells = 999;
368 self.health = start_health;
369 self.armorvalue = start_armorvalue;
370 self.weapons |= weaponsInMap;
371 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
372 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
373 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
375 else if(self.deadflag != DEAD_NO)
376 sprint(self, "UR DEAD AHAHAH))\n");
378 sprint(self, "No waypoint set, cheater (use g_waypointsprite_personal to set one)\n");
385 good = DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP;
386 evil = DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER;
387 evilsurf = Q3SURFACEFLAG_SKY;
389 m = self.dphitcontentsmask;
390 self.dphitcontentsmask = good | evil;
393 delta = world.maxs - world.mins;
395 maxattempts = ((sv_cheats >= 2) ? 100000 : 100);
397 for(i = 0; i < maxattempts; ++i)
399 start_x = org_x + random() * delta_x;
400 start_y = org_y + random() * delta_y;
401 start_z = org_z + random() * delta_z;
403 // rule 1: start inside world bounds, and outside
404 // solid, and don't start from somewhere where you can
406 tracebox(start, self.mins, self.maxs, start - '0 0 1' * delta_z, MOVE_NORMAL, self);
407 if(trace_fraction >= 1)
411 dprint("hit contents ", ftos(trace_dphitcontents), "\n");
412 if(trace_dphitcontents & evil)
414 if(trace_dphitq3surfaceflags & evilsurf)
417 // rule 2: if we are too high, lower the point
418 if(trace_fraction * delta_z > 1024)
419 start = trace_endpos + '0 0 1024';
420 enddown = trace_endpos;
422 // these can be traceLINES as we already verified the starting box
423 traceline(start, start + '1 0 0' * delta_x, MOVE_NORMAL, self);
424 if(trace_fraction >= 1)
426 traceline(start, start - '1 0 0' * delta_x, MOVE_NORMAL, self);
427 if(trace_fraction >= 1)
429 traceline(start, start + '0 1 0' * delta_y, MOVE_NORMAL, self);
430 if(trace_fraction >= 1)
432 traceline(start, start - '0 1 0' * delta_y, MOVE_NORMAL, self);
433 if(trace_fraction >= 1)
435 traceline(start, start + '0 0 1' * delta_z, MOVE_NORMAL, self);
436 if(trace_fraction >= 1)
439 end_x = org_x + random() * delta_x;
440 end_y = org_y + random() * delta_y;
441 end_z = org_z + random() * delta_z;
442 end = start + normalize(end - start) * vlen(delta);
444 // rule 3: start TO end must not be too short
445 tracebox(start, self.mins, self.maxs, end, MOVE_NORMAL, self);
448 if(trace_fraction < 256 / vlen(delta))
451 // rule 4: don't want to look at sky
452 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
455 // rule 5: we must not end up in trigger_hurt
456 if(tracebox_hits_trigger_hurt(start, self.mins, self.maxs, enddown))
458 dprint("trigger_hurt! ouch! and nothing else could find it!\n");
468 self.angles = vectoangles(end - start);
469 self.angles_x = -self.angles_x;
470 self.fixangle = TRUE;
471 self.velocity = '0 0 0';
472 dprint("Needed ", ftos(i + 1), " attempts\n");
475 sprint(self, "Emergency teleport could not find a good location, forget it!\n");
477 self.dphitcontentsmask = m;
480 makevectors(self.v_angle);
481 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, FALSE, self);
482 if (trace_fraction < 1)
483 printsurfaceinfo(trace_ent, trace_endpos);
486 makevectors(self.v_angle);
487 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 65536, FALSE, self);
488 sprint(self, strcat("distance: ", ftos(fabs(vlen(trace_endpos - (self.origin + self.view_ofs)))), "\n"));
493 else if(imp >= 103 && imp <= 106)
495 if(cvar("g_waypointeditor"))
500 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
503 e = navigation_findnearestwaypoint(self, FALSE);
508 waypoint_schedulerelinkall();
517 //TetrisImpulses(imp);