1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
14 Finds a point to respawn
17 entity SelectSpawnPoint (void)
19 local entity spot, thing;
22 spot = find (world, classname, "testplayerstart");
29 spot = find(spot, classname, "info_player_deathmatch");
32 if (spot == lastspawn)
35 thing = findradius(spot.origin, 70);
38 if (thing.classname == "player")
50 spot = find (world, classname, "info_player_start");
52 error ("PutClientInServer: no info_player_start on level");
62 Called when a client spawns in the server
65 void PutClientInServer (void)
69 spot = SelectSpawnPoint ();
71 self.classname = "player";
72 self.movetype = MOVETYPE_WALK;
73 self.solid = SOLID_SLIDEBOX;
74 self.flags = FL_CLIENT;
75 self.takedamage = DAMAGE_YES;
77 self.health = cvar("g_balance_health_start");
78 self.armorvalue = cvar("g_balance_armor_start");
79 self.damageforcescale = 2;
88 self.pain_finished = 0;
89 self.strength_finished = 0;
90 self.invincible_finished = 0;
91 //self.speed_finished = 0;
92 //self.slowmo_finished = 0;
93 // players have no think function
94 self.think = SUB_Null;
97 self.deadflag = DEAD_NO;
99 self.angles = spot.angles;
100 self.fixangle = TRUE; // turn this way immediately
101 self.velocity = '0 0 0';
102 self.avelocity = '0 0 0';
103 self.punchangle = '0 0 0';
104 self.punchvector = '0 0 0';
108 // Savage: Insufficient check for invalid playermodels
109 if( substring(self.playermodel,0,14) != "models/player/") self.playermodel = "models/player/marine.zym";
111 precache_model (self.playermodel);
112 setmodel (self, self.playermodel);
113 self.skin = stof(self.playerskin);
115 self.view_ofs = PL_VIEW_OFS;
116 setsize (self, PL_MIN, PL_MAX);
117 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
118 // don't reset back to last position, even if new position is stuck in solid
119 self.oldorigin = self.origin;
121 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
122 // self.weapon = IT_UZI;
124 if (cvar("g_instagib") == 1)
127 self.switchweapon = WEP_NEX;
128 self.ammo_shells = 0;
130 self.ammo_rockets = 0;
131 self.ammo_cells = 999;
133 else if (cvar("g_rocketarena") == 1)
135 self.items = IT_ROCKET_LAUNCHER;
136 self.switchweapon = WEP_ROCKET_LAUNCHER;
137 self.ammo_shells = 0;
139 self.ammo_rockets = 999;
144 self.items = IT_LASER | IT_SHOTGUN;
145 self.switchweapon = WEP_SHOTGUN;
146 self.ammo_shells = 50;
148 self.ammo_rockets = 0;
152 if (cvar("g_fullbrightplayers") == 1)
153 self.effects = EF_FULLBRIGHT;
155 self.event_damage = PlayerDamage;
157 self.statdraintime = time + 5;
158 self.button0 = self.button1 = self.button2 = self.button3 = 0;
164 CL_SpawnWeaponentity();
166 //stuffcmd(self, "chase_active 0");
174 void SetNewParms (void)
184 void SetChangeParms (void)
193 Called when a client types 'kill' in the console
196 void ClientKill (void)
198 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
205 Called when a client connects to the server
208 void ClientConnect (void)
211 bprint ("^4",self.netname);
212 bprint (" connected\n");
213 stuffcmd(self, "exec maps/");
214 stuffcmd(self, mapname);
215 stuffcmd(self, ".cfg\n");
222 Called when a client disconnects from the server
225 void ClientDisconnect (void)
227 ClientDisconnected();
228 bprint ("^4",self.netname);
229 bprint (" disconnected\n");
232 .entity chatbubbleentity;
234 void() ChatBubbleThink =
236 self.nextthink = time;
237 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
242 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
243 if (self.owner.buttonchat)
246 self.effects = EF_NODRAW;
249 void() UpdateChatBubble =
251 if (!self.modelindex)
253 // spawn a chatbubble entity if needed
254 if (!self.chatbubbleentity)
256 self.chatbubbleentity = spawn();
257 self.chatbubbleentity.owner = self;
258 self.chatbubbleentity.think = ChatBubbleThink;
259 self.chatbubbleentity.nextthink = time;
260 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
261 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
262 self.chatbubbleentity.effects = EF_NODRAW;
266 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
267 // added to the model skins
268 void() UpdateColorModHack =
271 c = self.clientcolors & 15;
272 // LordHavoc: only bothering to support white, green, red, yellow, blue
273 if (teamplay == 0) self.colormod = '0 0 0';
274 else if (c == 0) self.colormod = '1.00 1.00 1.00';
275 else if (c == 3) self.colormod = '0.10 1.73 0.10';
276 else if (c == 4) self.colormod = '1.73 0.10 0.10';
277 else if (c == 12) self.colormod = '1.22 1.22 0.10';
278 else if (c == 13) self.colormod = '0.10 0.10 1.73';
279 else self.colormod = '1 1 1';
286 When you press the jump key
289 void PlayerJump (void)
291 if (self.waterlevel >= 2)
293 if (self.watertype == CONTENT_WATER)
294 self.velocity_z = 200;
295 else if (self.watertype == CONTENT_SLIME)
296 self.velocity_z = 80;
298 self.velocity_z = 50;
304 if (!(self.flags & FL_ONGROUND))
307 if (!(self.flags & FL_JUMPRELEASED))
310 self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
312 self.flags = self.flags - FL_ONGROUND;
313 self.flags = self.flags - FL_JUMPRELEASED;
316 .float watersound_finished;
319 if (self.movetype == MOVETYPE_NOCLIP)
324 if (self.waterlevel != 3)
326 self.air_finished = time + 12;
329 else if (self.air_finished < time)
331 if (self.pain_finished < time)
333 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
334 self.pain_finished = time + 0.5;
338 if (!self.waterlevel)
340 if (self.flags & FL_INWATER)
342 // play leave water sound
343 self.flags = self.flags - FL_INWATER;
348 if (self.watersound_finished < time)
350 self.watersound_finished = time + 0.5;
351 if (self.watertype == CONTENT_LAVA)
352 sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
353 if (self.watertype == CONTENT_SLIME)
354 sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
355 //if (self.watertype == CONTENT_WATER)
356 // sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);
359 if (self.watertype == CONTENT_LAVA)
361 if (self.dmgtime < time)
363 self.dmgtime = time + 0.1;
364 Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
367 else if (self.watertype == CONTENT_SLIME)
369 if (self.dmgtime < time)
371 self.dmgtime = time + 0.1;
372 Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
376 if ( !(self.flags & FL_INWATER) )
379 //if (self.watertype == CONTENT_LAVA)
380 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
381 //if (self.watertype == CONTENT_WATER)
382 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
383 //if (self.watertype == CONTENT_SLIME)
384 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
386 self.flags = self.flags + FL_INWATER;
391 void() CheckWaterJump =
393 local vector start, end;
395 // check for a jump-out-of-water
396 makevectors (self.angles);
398 start_z = start_z + 8;
400 normalize(v_forward);
401 end = start + v_forward*24;
402 traceline (start, end, TRUE, self);
403 if (trace_fraction < 1)
405 start_z = start_z + self.maxs_z - 8;
406 end = start + v_forward*24;
407 self.movedir = trace_plane_normal * -50;
408 traceline (start, end, TRUE, self);
409 if (trace_fraction == 1)
410 { // open at eye level
411 self.flags = self.flags | FL_WATERJUMP;
412 self.velocity_z = 225;
413 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
414 self.teleport_time = time + 2; // safety net
427 void player_powerups (void)
429 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
430 if (self.items & IT_STRENGTH)
432 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
433 if (time > self.strength_finished)
435 self.items = self.items - (self.items & IT_STRENGTH);
436 sprint(self, "^3Strength has worn off\n");
441 if (time < self.strength_finished)
443 self.items = self.items | IT_STRENGTH;
444 sprint(self, "^3Strength infuses your weapons with devestating power\n");
447 if (self.items & IT_INVINCIBLE)
449 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
450 if (time > self.invincible_finished)
452 self.items = self.items - (self.items & IT_INVINCIBLE);
453 sprint(self, "^3Shield has worn off\n");
458 if (time < self.invincible_finished)
460 self.items = self.items | IT_INVINCIBLE;
461 sprint(self, "^3Shield surrounds you\n");
466 void player_regen (void)
470 maxh = cvar("g_balance_health_stable");
471 maxa = cvar("g_balance_armor_stable");
472 if (self.health > maxh)
473 self.health = bound(0, self.health + (maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
474 else if (time > self.pain_finished)
475 self.health = bound(0, self.health + (maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
476 if (self.armorvalue > maxa)
477 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
478 else if (time > self.pain_finished)
479 self.armorvalue = bound(0, self.armorvalue + (maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
486 Called every frame for each client before the physics are run
489 .float attack_finished;
490 void PlayerPreThink (void)
499 if (intermission_running)
501 IntermissionThink (); // otherwise a button could be missed between
502 return; // the think tics
505 if (self.deadflag != DEAD_NO)
509 if (self.deadflag == DEAD_DYING)
511 if (time > self.dead_time)
512 self.deadflag = DEAD_DEAD;
514 else if (self.deadflag == DEAD_DEAD)
516 if (!self.button0 && !self.button2 && !self.button3)
517 self.deadflag = DEAD_RESPAWNABLE;
519 else if (self.deadflag == DEAD_RESPAWNABLE)
521 if (self.button0 || self.button2 || self.button3 || self.button4)
532 self.view_ofs = PL_CROUCH_VIEW_OFS;
533 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
540 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
541 if (!trace_startsolid)
544 self.view_ofs = PL_VIEW_OFS;
545 setsize (self, PL_MIN, PL_MAX);
550 if (self.playermodel != self.model)
554 precache_model (self.playermodel);
555 setmodel (self, self.playermodel);
556 setsize (self, m1, m2);
559 if (self.skin != stof(self.playerskin))
560 self.skin = stof(self.playerskin);
566 if (self.viewzoom > 0.4)
567 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
569 else if (self.viewzoom < 1.0)
570 self.viewzoom = min (1.0, self.viewzoom + frametime);
576 self.flags = self.flags | FL_JUMPRELEASED;
583 self.angles_y=self.v_angle_y + 90; // temp
586 if (self.waterlevel == 2)
589 //if (TetrisPreFrame()) return;
596 Called every frame for each client after the physics are run
599 void PlayerPostThink (void)
606 UpdateColorModHack();
607 if (self.deadflag == DEAD_NO)
610 if (intermission_running)
611 return; // intermission or finale
613 // VorteX: landing on floor, landing damage etc.
614 // LordHavoc: removed 'big fall' death code that VorteX added
615 if (self.flags & FL_ONGROUND)
617 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
619 soundrandom = random() * 4;
621 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
622 else if (soundrandom < 2)
623 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
624 else if (soundrandom < 3)
625 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
626 else if (soundrandom < 4)
627 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
628 if (self.jump_flag < -650) // landing damage
631 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
632 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
638 self.jump_flag = self.velocity_z;
640 //if (TetrisPostFrame()) return;