2 void info_player_start (void)
4 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
15 Finds a point to respawn
18 entity SelectSpawnPoint (void)
20 local entity spot, thing;
23 spot = find (world, classname, "testplayerstart");
30 spot = find(spot, classname, "info_player_deathmatch");
33 if (spot == lastspawn)
36 thing = findradius(spot.origin, 70);
39 if (thing.classname == "player")
51 spot = find (world, classname, "info_player_start");
53 error ("PutClientInServer: no info_player_start on level");
63 Called when a client spawns in the server
66 void PutClientInServer (void)
71 spot = SelectSpawnPoint ();
73 self.classname = "player";
74 self.movetype = MOVETYPE_WALK;
75 self.solid = SOLID_SLIDEBOX;
76 self.flags = FL_CLIENT;
77 self.takedamage = DAMAGE_YES;
80 self.damageforcescale = 2;
89 self.pain_finished = 0;
90 self.strength_finished = 0;
91 self.invincible_finished = 0;
92 self.speed_finished = 0;
93 self.slowmo_finished = 0;
94 // players have no think function
95 self.think = nullfunction;
98 self.deadflag = DEAD_NO;
100 self.view_ofs = PL_VIEW_OFS;
101 self.angles = spot.angles;
102 self.velocity = '0 0 0';
103 self.avelocity = '0 0 0';
107 setmodel (self, self.playermodel);
108 setsize (self, PL_MIN, PL_MAX);
109 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
110 // don't reset back to last position, even if new position is stuck in solid
111 self.oldorigin = self.origin;
113 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
114 // self.weapon = IT_UZI;
116 if (game & GAME_INSTAGIB)
119 self.switchweapon = WEP_NEX;
120 self.ammo_shells = 0;
122 self.ammo_rockets = 0;
123 self.ammo_cells = 999;
125 else if (game & GAME_ROCKET_ARENA)
127 self.items = IT_ROCKET_LAUNCHER;
128 self.switchweapon = WEP_ROCKET_LAUNCHER;
129 self.ammo_shells = 0;
131 self.ammo_rockets = 999;
136 self.items = IT_LASER | IT_SHOTGUN;
137 self.switchweapon = WEP_SHOTGUN;
138 self.ammo_shells = 25;
140 self.ammo_rockets = 0;
144 if (game & GAME_FULLBRIGHT_PLAYERS)
145 self.effects = EF_FULLBRIGHT;
147 self.event_damage = PlayerDamage;
149 self.statdraintime = time + 5;
150 self.button0 = self.button1 = self.button2 = self.button3 = 0;
156 CL_SpawnWeaponentity();
158 //stuffcmd(self, "chase_active 0");
166 void SetNewParms (void)
176 void SetChangeParms (void)
185 Called when a client types 'kill' in the console
188 void ClientKill (void)
197 Called when a client connects to the server
200 void ClientConnect (void)
202 //ClientInRankings();
203 bprint (self.netname);
204 bprint (" connected\n");
211 Called when a client disconnects from the server
214 void ClientDisconnect (void)
216 //ClientDisconnected();
217 bprint (self.netname);
218 bprint (" disconnected\n");
225 When you press the jump key
228 void PlayerJump (void)
230 if (!(self.flags & FL_ONGROUND))
232 if (!(self.flags & FL_JUMPRELEASED))
235 if (self.items & IT_SPEED)
236 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
238 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
240 self.flags = self.flags - FL_ONGROUND;
241 self.flags = self.flags - FL_JUMPRELEASED;
250 void player_powerups (void)
252 if (self.items & IT_STRENGTH)
254 if (time > self.strength_finished)
256 self.items = self.items - (self.items & IT_STRENGTH);
257 sprint(self, "Strength has worn off\n");
262 if (time < self.strength_finished)
264 self.items = self.items | IT_STRENGTH;
265 sprint(self, "Strength infuses your weapons with devestating power\n");
268 if (self.items & IT_INVINCIBLE)
270 if (time > self.invincible_finished)
272 self.items = self.items - (self.items & IT_INVINCIBLE);
273 sprint(self, "Invincible has worn off\n");
278 if (time < self.invincible_finished)
280 self.items = self.items | IT_INVINCIBLE;
281 sprint(self, "Invincible shielding surrounds you\n");
284 if (self.items & IT_SPEED)
286 if (time > self.speed_finished)
288 self.items = self.items - (self.items & IT_SPEED);
289 sprint(self, "Speed has worn off\n");
294 if (time < self.speed_finished)
296 self.items = self.items | IT_SPEED;
297 sprint(self, "Speed makes you run faster than ever before\n");
300 if (self.items & IT_SLOWMO)
302 if (time > self.slowmo_finished)
304 self.items = self.items - (self.items & IT_SLOWMO);
305 sprint(self, "Slow Motion has worn off\n");
310 if (time < self.slowmo_finished)
312 self.items = self.items | IT_SLOWMO;
313 sprint(self, "Slow Motion slows time around you\n");
317 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
318 if (time < self.strength_finished)
319 self.items = self.items | IT_STRENGTH;
320 if (time < self.invincible_finished)
321 self.items = self.items | IT_INVINCIBLE;
322 if (time < self.slowmo_finished)
323 self.items = self.items | IT_SLOWMO;
324 if (time < self.speed_finished)
325 self.items = self.items | IT_SPEED;
329 void player_regen (void)
331 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
332 if (game & GAME_REGENERATION)
334 self.health = self.health + (200 - self.health) * 0.2 * frametime;
335 self.armorvalue = bound(0, self.armorvalue, 1000);
339 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
340 if (self.armorvalue > 100)
341 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.1 * frametime, 1000);
349 Called every frame for each client before the physics are run
352 .float attack_finished;
353 void PlayerPreThink (void)
357 if (!self.hasaliases)
360 if (self.deadflag != DEAD_NO)
364 if (self.deadflag == DEAD_DYING)
366 if (time > self.dead_time)
367 self.deadflag = DEAD_DEAD;
369 else if (self.deadflag == DEAD_DEAD)
371 if (!self.button0 && !self.button2 && !self.button3)
372 self.deadflag = DEAD_RESPAWNABLE;
374 else if (self.deadflag == DEAD_RESPAWNABLE)
376 if (self.button0 || self.button2 || self.button3 || self.button4)
386 if (self.viewzoom > 0.4)
387 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
389 else if (self.viewzoom < 1.0)
390 self.viewzoom = min (1.0, self.viewzoom + frametime);
396 self.flags = self.flags | FL_JUMPRELEASED;
403 self.angles_y=self.v_angle_y + 90; // temp
405 //if (TetrisPreFrame()) return;
412 Called every frame for each client after the physics are run
415 void PlayerPostThink (void)
418 //if (BotPostFrame())
424 // VorteX: landing on floor, landing damage etc.
425 if (self.flags & FL_ONGROUND)
427 if (fabs(self.jump_flag) > 100)
429 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
431 soundrandom = random() * 3;
433 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
435 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
437 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
439 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
440 if (self.jump_flag < -650) // landing damage
443 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
444 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
452 if (self.jump_flag != -10000) // not in falling death
454 self.jump_flag = self.velocity_z;
455 // check for falling into the void
456 if (self.jump_flag < -700)
458 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -1'*2048, MOVE_NORMAL, self);
459 if (trace_fraction == 1)
460 {// VorteX: add player falling sound here
461 self.jump_flag = -10000;
469 {// prevent all inventory drop
471 Damage (self, world, world, 40000, DEATH_BIGFALL, '0 0 0', '0 0 0');
476 //if (TetrisPostFrame()) return;