1 $frame die1 die2 draw duck duckwalk duckjump duckidle idle
2 $frame jump pain1 pain2 shoot taunt run runbackwards
3 $frame strafeleft straferight dead1 dead2 forwardright
4 $frame forwardleft backright backleft
6 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
7 // merged player_run and player_stand to player_anim
8 // added death animations to player_anim
9 // can now spawn thrown weapons from anywhere, not just from players
10 // thrown weapons now fade out after 20 seconds
11 // created PlayerGib function
12 // PlayerDie no longer uses hitloc or damage
13 // PlayerDie now supports dying animations as well as gibbing
14 // cleaned up PlayerDie a lot
20 void CopyBody(float keepvelocity)
23 if (self.effects & EF_NODRAW)
27 self.colormap = oldself.colormap;
28 self.iscreature = oldself.iscreature;
29 self.angles = oldself.angles;
30 self.avelocity = oldself.avelocity;
31 self.classname = "body";
32 self.damageforcescale = oldself.damageforcescale;
33 self.effects = oldself.effects;
34 self.event_damage = oldself.event_damage;
35 self.frame = oldself.frame;
36 self.health = oldself.health;
37 self.armorvalue = oldself.armorvalue;
38 self.armortype = oldself.armortype;
39 self.model = oldself.model;
40 self.modelindex = oldself.modelindex;
41 self.movetype = oldself.movetype;
42 self.nextthink = oldself.nextthink;
43 self.skin = oldself.skin;
44 self.solid = oldself.solid;
45 self.takedamage = oldself.takedamage;
46 self.think = oldself.think;
47 if (keepvelocity == 1)
48 self.velocity = oldself.velocity;
49 self.oldvelocity = self.velocity;
50 self.fade_time = oldself.fade_time;
51 self.fade_rate = oldself.fade_rate;
52 //self.weapon = oldself.weapon;
53 setorigin(self, oldself.origin);
54 setsize(self, oldself.mins, oldself.maxs);
55 self.oldorigin = oldself.origin;
59 void player_anim (void)
61 if (self.deadflag != DEAD_NO)
63 if (time > self.dead_time)
68 setsize(self, self.mins, self.maxs);
70 self.frame = self.dead_frame;
73 self.frame = self.die_frame;
80 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
81 self.frame = $duckwalk;
83 self.frame = $duckidle;
85 else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
87 if (self.movement_x > 0 && self.movement_y == 0)
89 else if (self.movement_x < 0 && self.movement_y == 0)
90 self.frame = $runbackwards;
91 else if (self.movement_x == 0 && self.movement_y > 0)
92 self.frame = $straferight;
93 else if (self.movement_x == 0 && self.movement_y < 0)
94 self.frame = $strafeleft;
95 else if (self.movement_x > 0 && self.movement_y > 0)
96 self.frame = $forwardright;
97 else if (self.movement_x > 0 && self.movement_y < 0)
98 self.frame = $forwardleft;
99 else if (self.movement_x < 0 && self.movement_y > 0)
100 self.frame = $backright;
101 else if (self.movement_x < 0 && self.movement_y < 0)
102 self.frame = $backleft;
106 else if (self.pain_finished > time)
107 self.frame = self.pain_frame;
108 else if (self.attack_finished > time)
113 if (!(self.flags & FL_ONGROUND))
116 self.frame = $duckidle; // if player is crouching while in air, show crouch frame
121 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
123 void SpawnThrownWeapon (vector org, float w)
125 if (!cvar("g_pickup_items"))
126 if (!cvar("g_minstagib"))
133 W_ThrowWeapon(randomvec() * 100 + '0 0 200', org - self.origin, FALSE);
136 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
138 local float take, save;
139 te_blood (hitloc, force, damage);
140 // damage resistance (ignore most of the damage from a bullet or similar)
141 damage = max(damage - 5, 1);
143 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
144 take = bound(0, damage - save, damage);
147 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
149 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
151 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
154 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
156 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
158 if (!(self.flags & FL_GODMODE))
160 self.armorvalue = self.armorvalue - save;
161 self.health = self.health - take;
162 // pause regeneration for 5 seconds
163 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
165 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
166 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
167 self.dmg_inflictor = inflictor;
169 if (self.health <= -50)
171 // don't use any animations as a gib
175 // view just above the floor
176 self.view_ofs = '0 0 4';
179 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
180 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
183 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
184 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
186 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
187 //TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
188 TossGib (world, "models/gibs/gib1.mdl", self.origin, self.velocity,0);
189 //TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
190 TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity,0);
191 //TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
192 TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity,0);
194 // these destory on impact
195 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
196 //TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
197 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
198 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
199 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
200 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
202 sound (self, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
206 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
208 local float take, save, waves, sdelay;
210 te_blood (hitloc, force, damage);
211 if (self.pain_finished < time) //Don't switch pain sequences like crazy
214 self.pain_frame = $pain1;
216 self.pain_frame = $pain2;
217 self.pain_finished = time + 0.5; //Supajoe
219 // throw off bot aim temporarily
221 shake = damage * 5 / (skill + 1);
222 self.v_angle_x = self.v_angle_x + (random() * 2 - 1) * shake;
223 self.v_angle_y = self.v_angle_y + (random() * 2 - 1) * shake;
230 if (!cvar("g_minstagib"))
232 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
233 take = bound(0, damage - save, damage);
242 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
244 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
246 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
249 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
251 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
253 if (!(self.flags & FL_GODMODE))
254 if (time > self.spawnshieldtime)
256 self.armorvalue = self.armorvalue - save;
257 self.health = self.health - take;
258 // pause regeneration for 5 seconds
259 self.pauseregen_finished = max(self.pauseregen_finished, time + cvar("g_balance_pause_health_regen"));
261 self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
262 self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
263 self.dmg_inflictor = inflictor;
267 // don't reset pushltime for self damage as it may be an attempt to
268 // escape a lava pit or similar
269 //self.pushltime = 0;
271 else if(attacker.classname == "player" || attacker.classname == "gib")
273 self.pusher = attacker;
274 self.pushltime = time + cvar("g_maxpushtime");
276 else if(time < self.pushltime)
278 attacker = self.pusher;
279 self.pushltime = max(self.pushltime, time + 0.6);
289 WaypointSprite_PlayerDead();
290 // become fully visible
292 // clear selected player display
293 ClearSelectedPlayer();
295 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.switchweapon);
296 // print an obituary message
297 Obituary (attacker, self, deathtype);
300 DropFlag(self.flagcarried);
301 // make the corpse upright (not tilted)
305 self.avelocity = '0 0 0';
306 // view from the floor
307 self.view_ofs = '0 0 -8';
309 self.movetype = MOVETYPE_TOSS;
311 self.solid = SOLID_CORPSE;
312 // don't stick to the floor
313 self.flags = self.flags - (self.flags & FL_ONGROUND);
315 self.deadflag = DEAD_DYING;
316 // when to allow respawn
319 if(cvar("g_respawn_mapsettings"))
321 sdelay = cvar("g_respawn_mapsettings_delay");
322 waves = cvar("g_respawn_mapsettings_waves");
325 sdelay = cvar(strcat("g_", GetGametype(), "_respawn_delay"));
327 sdelay = cvar("g_respawn_delay");
329 waves = cvar(strcat("g_", GetGametype(), "_respawn_waves"));
331 waves = cvar("g_respawn_waves");
333 self.death_time = ceil((time + sdelay) / waves) * waves;
335 self.death_time = time + sdelay;
336 if((sdelay + waves >= 5.0) && (self.death_time - time > 1.75))
337 self.respawn_countdown = 10; // first number to count down from is 10
339 self.respawn_countdown = -1; // do not count down
340 // when to switch to the dead_frame
341 self.dead_time = time + 2;
344 self.die_frame = $die1;
345 self.dead_frame = $dead1;
349 self.die_frame = $die2;
350 self.dead_frame = $dead2;
352 // start the animation
354 // set damage function to corpse damage
355 self.event_damage = PlayerCorpseDamage;
356 // call the corpse damage function just in case it wants to gib
357 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
358 // set up to fade out later
359 SUB_SetFade (self, time + 12 + random () * 4, 1);
362 if(self.weaponentity)
363 if(self.weaponentity.lasertarget)
364 remove(self.weaponentity.lasertarget);
366 if(clienttype(self) == CLIENTTYPE_REAL)
368 self.fixangle = TRUE;
370 //WriteByte (MSG_ONE, SVC_SETANGLE);
371 //WriteAngle (MSG_ONE, self.v_angle_x);
372 //WriteAngle (MSG_ONE, self.v_angle_y);
373 //WriteAngle (MSG_ONE, 80);
377 Spawnqueue_Unmark(self);
381 float UpdateSelectedPlayer_countvalue(float v)
383 return max(0, (v - 1.0) / 0.5);
386 // returns: -2 if no hit, otherwise cos of the angle
387 // uses the global v_angle
388 float UpdateSelectedPlayer_canSee(entity p, float mincosangle, float maxdist)
399 so = self.origin + self.view_ofs;
403 if(dist_point_line(d, '0 0 0', v_forward) > maxdist)
406 // now find the cos of the angle...
407 c = normalize(d) * v_forward;
412 traceline(so, p.origin, MOVE_NOMONSTERS, self);
413 if(trace_fraction < 1)
419 void ClearSelectedPlayer()
421 if(self.selected_player)
423 centerprint_expire(self, CENTERPRIO_POINT);
424 self.selected_player = world;
425 self.selected_player_display_needs_update = FALSE;
429 void UpdateSelectedPlayer()
432 float selected_score;
434 selected_score = 0.95; // 18 degrees
436 if(!cvar("sv_allow_shownames"))
439 if(clienttype(self) != CLIENTTYPE_REAL)
442 if(self.cvar_cl_shownames == 0)
445 if(self.cvar_cl_shownames == 1 && !teams_matter)
448 makevectors(self.v_angle); // sets v_forward
450 // 1. cursor trace is always right
451 if(self.cursor_trace_ent && self.cursor_trace_ent.classname == "player" && !self.cursor_trace_ent.deadflag)
453 selected = self.cursor_trace_ent;
457 // 2. if we don't have a cursor trace, find the player which is least
463 c = UpdateSelectedPlayer_canSee(p, selected_score, 100); // 100 = 2.5 meters
474 self.selected_player_display_timeout = time + self.cvar_scr_centertime;
478 if(time < self.selected_player_display_timeout)
479 if(UpdateSelectedPlayer_canSee(self.selected_player, 0.7, 200) >= -1) // 5 meters, 45 degrees
480 selected = self.selected_player;
485 if(selected == self.selected_player)
488 save = UpdateSelectedPlayer_countvalue(self.selected_player_count);
489 self.selected_player_count = self.selected_player_count + frametime;
490 if(save != UpdateSelectedPlayer_countvalue(self.selected_player_count))
492 string namestr, healthstr;
493 namestr = playername(selected);
496 healthstr = ftos(floor(selected.health));
497 if(self.team == selected.team)
499 namestr = strcat(namestr, " (", healthstr, "%)");
500 self.selected_player_display_needs_update = TRUE;
503 centerprint_atprio(self, CENTERPRIO_POINT, namestr);
508 ClearSelectedPlayer();
509 self.selected_player = selected;
510 self.selected_player_time = time;
511 self.selected_player_count = 0;
512 self.selected_player_display_needs_update = FALSE;
517 ClearSelectedPlayer();
520 if(self.selected_player)
521 self.last_selected_player = self.selected_player;