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 = SUB_Null;
98 self.deadflag = DEAD_NO;
100 self.view_ofs = PL_VIEW_OFS;
101 self.angles = spot.angles;
105 mdlrandom = random() * 5;
108 setmodel (self, "models/player/insurrectionist.zym");
109 self.angleoffset = '0 90 0';
111 else if (mdlrandom < 2)
113 setmodel (self, "models/player/mulder.zym");
114 self.angleoffset = '0 90 0';
116 else if (mdlrandom < 3)
118 setmodel (self, "models/player/marine.zym");
119 self.angleoffset = '0 90 0';
121 else if (mdlrandom < 4)
123 setmodel (self, "models/player/specop.zym");
124 self.angleoffset = '0 90 0';
128 setmodel (self, "models/player/fshock.zym");
129 self.angleoffset = '0 90 0';
133 setsize (self, PL_MIN, PL_MAX);
134 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
135 // don't reset back to last position, even if new position is stuck in solid
136 self.oldorigin = self.origin;
138 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
139 // self.weapon = IT_UZI;
141 if (game & GAME_INSTAGIB)
144 self.switchweapon = WEP_NEX;
145 self.ammo_shells = 0;
147 self.ammo_rockets = 0;
148 self.ammo_cells = 999;
150 else if (game & GAME_ROCKET_ARENA)
152 self.items = IT_ROCKET_LAUNCHER;
153 self.switchweapon = WEP_ROCKET_LAUNCHER;
154 self.ammo_shells = 0;
156 self.ammo_rockets = 999;
161 self.items = IT_LASER;
162 self.switchweapon = WEP_LASER;
163 self.ammo_shells = 0;
165 self.ammo_rockets = 0;
169 if (game & GAME_FULLBRIGHT_PLAYERS)
170 self.effects = EF_FULLBRIGHT;
172 self.event_damage = PlayerDamage;
174 self.statdraintime = time + 5;
175 self.button0 = self.button1 = self.button2 = self.button3 = 0;
181 CL_SpawnWeaponentity();
183 //stuffcmd(self, "chase_active 0");
191 void SetNewParms (void)
201 void SetChangeParms (void)
210 Called when a client types 'kill' in the console
213 void ClientKill (void)
222 Called when a client connects to the server
225 void ClientConnect (void)
228 bprint (self.netname);
229 bprint (" connected\n");
236 Called when a client disconnects from the server
239 void ClientDisconnect (void)
241 ClientDisconnected();
242 bprint (self.netname);
243 bprint (" disconnected\n");
250 When you press the jump key
253 void PlayerJump (void)
255 if (!(self.flags & FL_ONGROUND))
257 if (!(self.flags & FL_JUMPRELEASED))
260 if (self.items & IT_SPEED)
261 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
263 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
265 self.flags = self.flags - FL_ONGROUND;
266 self.flags = self.flags - FL_JUMPRELEASED;
275 void player_powerups (void)
277 if (self.items & IT_STRENGTH)
279 if (time > self.strength_finished)
281 self.items = self.items - (self.items & IT_STRENGTH);
282 sprint(self, "Strength has worn off\n");
287 if (time < self.strength_finished)
289 self.items = self.items | IT_STRENGTH;
290 sprint(self, "Strength infuses your weapons with devestating power\n");
293 if (self.items & IT_INVINCIBLE)
295 if (time > self.invincible_finished)
297 self.items = self.items - (self.items & IT_INVINCIBLE);
298 sprint(self, "Invincible has worn off\n");
303 if (time < self.invincible_finished)
305 self.items = self.items | IT_INVINCIBLE;
306 sprint(self, "Invincible shielding surrounds you\n");
309 if (self.items & IT_SPEED)
311 if (time > self.speed_finished)
313 self.items = self.items - (self.items & IT_SPEED);
314 sprint(self, "Speed has worn off\n");
319 if (time < self.speed_finished)
321 self.items = self.items | IT_SPEED;
322 sprint(self, "Speed makes you run faster than ever before\n");
325 if (self.items & IT_SLOWMO)
327 if (time > self.slowmo_finished)
329 self.items = self.items - (self.items & IT_SLOWMO);
330 sprint(self, "Slow Motion has worn off\n");
335 if (time < self.slowmo_finished)
337 self.items = self.items | IT_SLOWMO;
338 sprint(self, "Slow Motion slows time around you\n");
342 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
343 if (time < self.strength_finished)
344 self.items = self.items | IT_STRENGTH;
345 if (time < self.invincible_finished)
346 self.items = self.items | IT_INVINCIBLE;
347 if (time < self.slowmo_finished)
348 self.items = self.items | IT_SLOWMO;
349 if (time < self.speed_finished)
350 self.items = self.items | IT_SPEED;
354 void player_regen (void)
356 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
357 if (game & GAME_REGENERATION)
359 self.health = self.health + (200 - self.health) * 0.2 * frametime;
360 self.armorvalue = bound(0, self.armorvalue, 1000);
364 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
365 if (self.armorvalue > 100)
366 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.05 * frametime, 1000);
374 Called every frame for each client before the physics are run
377 .float attack_finished;
378 void PlayerPreThink (void)
382 if (!self.hasaliases)
385 if (self.deadflag != DEAD_NO)
389 if (self.deadflag == DEAD_DYING)
391 if (time > self.dead_time)
392 self.deadflag = DEAD_DEAD;
394 else if (self.deadflag == DEAD_DEAD)
396 if (!self.button0 && !self.button2 && !self.button3)
397 self.deadflag = DEAD_RESPAWNABLE;
399 else if (self.deadflag == DEAD_RESPAWNABLE)
401 if (self.button0 || self.button2 || self.button3 || self.button4)
410 if (self.weapon == IT_ROCKET_LAUNCHER)
412 if (!(game & GAME_INSANE))
413 if (self.attack_finished < time && !self.button0 && !self.button3)
422 if (self.weapon == IT_NEX)
423 if (self.viewzoom > 0.4)
424 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
426 else if (self.viewzoom < 1.0)
427 self.viewzoom = min (1.0, self.viewzoom + frametime);
432 if (self.weapon == IT_ROCKET_LAUNCHER)
433 W_SecondaryAttack ();
434 if (!(game & GAME_INSANE))
435 if (self.attack_finished < time && !self.button0)
436 W_SecondaryAttack ();
437 if (game & GAME_INSANE)
438 W_SecondaryAttack ();
441 if (!(game & GAME_INSANE))
442 if (self.attack_finished < time)
451 self.flags = self.flags | FL_JUMPRELEASED;
459 if (TetrisPreFrame()) return;
466 Called every frame for each client after the physics are run
469 void PlayerPostThink (void)
476 if (TetrisPostFrame()) return;