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
73 * 20: reload if needed
75 * 30 to 39: create waypoints
76 * 47: clear personal waypoints
77 * 48: clear team waypoints
84 * 143: emergency teleport
85 * 144: printsurfaceinfo
89 * 200 to 209: prev weapon shortcuts
90 * 210 to 219: best weapon shortcuts
91 * 220 to 229: next weapon shortcuts
92 * 230 to 253: individual weapons (up to 24)
95 void ImpulseCommands (void)
98 vector start, end, enddown;
101 float good, evil, evilsurf;
108 if (!imp || gameover)
112 if (timeoutStatus == 2) //don't allow any impulses while the game is paused
115 if (imp >= 1 && imp <= 9)
117 // weapon switching impulses
118 if(self.deadflag == DEAD_NO)
119 W_NextWeaponOnImpulse(imp);
121 self.impulse = imp; // retry in next frame
123 else if(imp >= 10 && imp <= 20)
125 if(self.deadflag == DEAD_NO)
133 W_SwitchWeapon (self.cnt); // previously used
136 W_PreviousWeapon (0);
139 W_SwitchWeapon (w_getbestweapon(self));
142 W_NextWeaponOnImpulse(0);
148 W_PreviousWeapon (2);
152 W_ThrowWeapon(W_CalculateProjectileVelocity(self.velocity, v_forward * 750), '0 0 0', TRUE);
158 W_PreviousWeapon (1);
166 self.impulse = imp; // retry in next frame
168 else if(imp >= 200 && imp <= 229)
170 if(self.deadflag == DEAD_NO)
172 // custom order weapon cycling
174 m = (imp - (210 + i)); // <0 for prev, =0 for best, >0 for next
175 W_CycleWeapon(self.(cvar_cl_weaponpriorities[i]), m);
178 self.impulse = imp; // retry in next frame
180 else if(imp >= 230 && imp <= 253)
182 if(self.deadflag == DEAD_NO)
183 W_SwitchWeapon (imp - 230 + WEP_FIRST);
185 self.impulse = imp; // retry in next frame
188 else if (imp >= 30 && imp <= 49)
194 wp = WaypointSprite_DeployPersonal("waypoint", self.origin);
197 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
198 WaypointSprite_Ping(wp);
200 self.personal_v_angle = self.v_angle;
201 self.personal_velocity = self.velocity;
202 sprint(self, "personal waypoint spawned at location\n");
205 wp = WaypointSprite_DeployPersonal("waypoint", self.cursor_trace_endpos);
208 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
209 WaypointSprite_Ping(wp);
211 self.personal_v_angle = self.v_angle;
212 self.personal_velocity = '0 0 0';
213 sprint(self, "personal waypoint spawned at crosshair\n");
216 if(vlen(self.death_origin))
218 wp = WaypointSprite_DeployPersonal("waypoint", self.death_origin);
221 WaypointSprite_UpdateTeamRadar(wp, RADARICON_WAYPOINT, '0 1 1');
222 WaypointSprite_Ping(wp);
224 self.personal_v_angle = self.v_angle;
225 self.personal_velocity = '0 0 0';
226 sprint(self, "personal waypoint spawned at death location\n");
230 if(self.deadflag == DEAD_NO && teams_matter)
232 wp = WaypointSprite_Attach("helpme", TRUE);
234 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HELPME, '1 0.5 0'); // TODO choose better color
236 wp = self.waypointsprite_attachedforcarrier; // flag sprite?
238 WaypointSprite_Ping(wp);
239 sprint(self, "HELP ME attached\n");
243 wp = WaypointSprite_DeployFixed("here", FALSE, self.origin);
246 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
247 WaypointSprite_Ping(wp);
249 sprint(self, "HERE spawned at location\n");
252 wp = WaypointSprite_DeployFixed("here", FALSE, self.cursor_trace_endpos);
255 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
256 WaypointSprite_Ping(wp);
258 sprint(self, "HERE spawned at crosshair\n");
261 if(vlen(self.death_origin))
263 wp = WaypointSprite_DeployFixed("here", FALSE, self.death_origin);
266 WaypointSprite_UpdateTeamRadar(wp, RADARICON_HERE, '0 1 0');
267 WaypointSprite_Ping(wp);
269 sprint(self, "HERE spawned at death location\n");
273 wp = WaypointSprite_DeployFixed("danger", FALSE, self.origin);
276 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
277 WaypointSprite_Ping(wp);
279 sprint(self, "DANGER spawned at location\n");
282 wp = WaypointSprite_DeployFixed("danger", FALSE, self.cursor_trace_endpos);
285 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
286 WaypointSprite_Ping(wp);
288 sprint(self, "DANGER spawned at crosshair\n");
291 if(vlen(self.death_origin))
293 wp = WaypointSprite_DeployFixed("danger", FALSE, self.death_origin);
296 WaypointSprite_UpdateTeamRadar(wp, RADARICON_DANGER, '1 0.5 0');
297 WaypointSprite_Ping(wp);
299 sprint(self, "DANGER spawned at death location\n");
303 WaypointSprite_ClearPersonal();
304 sprint(self, "personal waypoint cleared\n");
307 WaypointSprite_ClearOwned();
308 sprint(self, "all waypoints cleared\n");
312 else if(imp >= 140 && imp <= 149 || imp == 99) // 10 cheats ought to be enough for anyone
314 if(self.deadflag == DEAD_NO)
316 if(sv_cheats || (self.lip < sv_clones))
321 makevectors (self.v_angle);
322 self.velocity = self.velocity + v_forward * 300;
325 self.velocity = self.velocity - v_forward * 300;
339 self.weapons |= WEPBIT_ALL;
340 self.items |= IT_UNLIMITED_AMMO;
341 self.ammo_shells = g_pickup_shells_max;
342 self.ammo_nails = g_pickup_nails_max;
343 self.ammo_rockets = g_pickup_rockets_max;
344 self.ammo_cells = g_pickup_cells_max;
345 self.health = g_pickup_healthsmall_max;
346 self.armorvalue = g_pickup_armorsmall_max;
347 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
348 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
349 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
350 // precache weapon models/sounds
352 while (wep <= WEP_LAST)
354 weapon_action(wep, WR_PRECACHE);
359 if(self.waypointsprite_deployed_personal)
361 self.speedrunning = TRUE;
362 tracebox(self.waypointsprite_deployed_personal.origin, self.mins, self.maxs, self.waypointsprite_deployed_personal.origin, MOVE_WORLDONLY, self);
365 sprint(self, "Cannot move there, cheater - only waypoints set using g_waypointsprite_personal work\n");
369 // Abort speedrun, teleport back
370 setorigin(self, self.waypointsprite_deployed_personal.origin);
371 self.oldvelocity = self.velocity = self.personal_velocity;
372 self.angles = self.personal_v_angle;
373 self.fixangle = TRUE;
376 bprint("The ", self.flagcarried.netname, " was returned to base by its carrier\n");
377 ReturnFlag(self.flagcarried);
380 self.ammo_rockets = 999;
381 self.ammo_nails = 999;
382 self.ammo_cells = 999;
383 self.ammo_shells = 999;
384 self.health = start_health;
385 self.armorvalue = start_armorvalue;
386 self.weapons |= weaponsInMap;
387 self.pauserotarmor_finished = time + cvar("g_balance_pause_armor_rot_spawn");
388 self.pauserothealth_finished = time + cvar("g_balance_pause_health_rot_spawn");
389 self.pauseregen_finished = time + cvar("g_balance_pause_health_regen_spawn");
391 else if(self.deadflag != DEAD_NO)
392 sprint(self, "UR DEAD AHAHAH))\n");
394 sprint(self, "No waypoint set, cheater (use g_waypointsprite_personal to set one)\n");
397 good = DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP;
398 evil = DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER;
399 evilsurf = Q3SURFACEFLAG_SKY;
401 m = self.dphitcontentsmask;
402 self.dphitcontentsmask = good | evil;
405 delta = world.maxs - world.mins;
407 maxattempts = ((sv_cheats >= 2) ? 100000 : 100);
409 for(i = 0; i < maxattempts; ++i)
411 start_x = org_x + random() * delta_x;
412 start_y = org_y + random() * delta_y;
413 start_z = org_z + random() * delta_z;
415 // rule 1: start inside world bounds, and outside
416 // solid, and don't start from somewhere where you can
418 tracebox(start, self.mins, self.maxs, start - '0 0 1' * delta_z, MOVE_NORMAL, self);
419 if(trace_fraction >= 1)
423 dprint("hit contents ", ftos(trace_dphitcontents), "\n");
424 if(trace_dphitcontents & evil)
426 if(trace_dphitq3surfaceflags & evilsurf)
429 // rule 2: if we are too high, lower the point
430 if(trace_fraction * delta_z > 1024)
431 start = trace_endpos + '0 0 1024';
432 enddown = trace_endpos;
434 // these can be traceLINES as we already verified the starting box
435 traceline(start, start + '1 0 0' * delta_x, MOVE_NORMAL, self);
436 if(trace_fraction >= 1)
438 traceline(start, start - '1 0 0' * delta_x, MOVE_NORMAL, self);
439 if(trace_fraction >= 1)
441 traceline(start, start + '0 1 0' * delta_y, MOVE_NORMAL, self);
442 if(trace_fraction >= 1)
444 traceline(start, start - '0 1 0' * delta_y, MOVE_NORMAL, self);
445 if(trace_fraction >= 1)
447 traceline(start, start + '0 0 1' * delta_z, MOVE_NORMAL, self);
448 if(trace_fraction >= 1)
451 end_x = org_x + random() * delta_x;
452 end_y = org_y + random() * delta_y;
453 end_z = org_z + random() * delta_z;
454 end = start + normalize(end - start) * vlen(delta);
456 // rule 3: start TO end must not be too short
457 tracebox(start, self.mins, self.maxs, end, MOVE_NORMAL, self);
460 if(trace_fraction < 256 / vlen(delta))
463 // rule 4: don't want to look at sky
464 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_SKY)
467 // rule 5: we must not end up in trigger_hurt
468 if(tracebox_hits_trigger_hurt(start, self.mins, self.maxs, enddown))
470 dprint("trigger_hurt! ouch! and nothing else could find it!\n");
480 self.angles = vectoangles(end - start);
481 self.angles_x = -self.angles_x;
482 self.fixangle = TRUE;
483 self.velocity = '0 0 0';
484 dprint("Needed ", ftos(i + 1), " attempts\n");
487 sprint(self, "Emergency teleport could not find a good location, forget it!\n");
489 self.dphitcontentsmask = m;
492 makevectors(self.v_angle);
493 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * MAX_SHOT_DISTANCE, FALSE, self);
494 if (trace_fraction < 1)
495 printsurfaceinfo(trace_ent, trace_endpos);
498 makevectors(self.v_angle);
499 traceline(self.origin + self.view_ofs, self.origin + self.view_ofs + v_forward * 65536, FALSE, self);
500 sprint(self, strcat("distance: ", ftos(fabs(vlen(trace_endpos - (self.origin + self.view_ofs)))), "\n"));
506 else if(imp >= 103 && imp <= 106)
508 if(cvar("g_waypointeditor"))
513 waypoint_schedulerelink(waypoint_spawn(self.origin, self.origin, 0));
516 e = navigation_findnearestwaypoint(self, FALSE);
521 waypoint_schedulerelinkall();
530 //TetrisImpulses(imp);