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.waterlevel >= 2)
232 if (self.watertype == CONTENT_WATER)
233 self.velocity_z = 200;
234 else if (self.watertype == CONTENT_SLIME)
235 self.velocity_z = 80;
237 self.velocity_z = 50;
243 if (!(self.flags & FL_ONGROUND))
246 if (!(self.flags & FL_JUMPRELEASED))
249 if (self.items & IT_SPEED)
250 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
252 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
254 self.flags = self.flags - FL_ONGROUND;
255 self.flags = self.flags - FL_JUMPRELEASED;
260 if (self.movetype == MOVETYPE_NOCLIP)
265 if (self.waterlevel != 3)
267 self.air_finished = time + 12;
270 else if (self.air_finished < time)
272 if (self.pain_finished < time)
274 Damage (self, world, world, 5, DEATH_DROWN, '0 0 0', '0 0 0');
275 self.pain_finished = time + 0.5;
279 if (!self.waterlevel)
281 if (self.flags & FL_INWATER)
283 // play leave water sound
284 sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
285 self.flags = self.flags - FL_INWATER;
290 if (self.watertype == CONTENT_LAVA)
292 if (self.dmgtime < time)
294 self.dmgtime = time + 0.2;
295 Damage (self, world, world, 5, DEATH_LAVA, '0 0 0', '0 0 0');
298 else if (self.watertype == CONTENT_SLIME)
300 if (self.dmgtime < time)
302 self.dmgtime = time + 1;
303 Damage (self, world, world, 5, DEATH_SLIME, '0 0 0', '0 0 0');
307 if ( !(self.flags & FL_INWATER) )
310 //if (self.watertype == CONTENT_LAVA)
311 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
312 //if (self.watertype == CONTENT_WATER)
313 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
314 //if (self.watertype == CONTENT_SLIME)
315 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
317 self.flags = self.flags + FL_INWATER;
322 void() CheckWaterJump =
324 local vector start, end;
326 // check for a jump-out-of-water
327 makevectors (self.angles);
329 start_z = start_z + 8;
331 normalize(v_forward);
332 end = start + v_forward*24;
333 traceline (start, end, TRUE, self);
334 if (trace_fraction < 1)
336 start_z = start_z + self.maxs_z - 8;
337 end = start + v_forward*24;
338 self.movedir = trace_plane_normal * -50;
339 traceline (start, end, TRUE, self);
340 if (trace_fraction == 1)
341 { // open at eye level
342 self.flags = self.flags | FL_WATERJUMP;
343 self.velocity_z = 225;
344 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
345 self.teleport_time = time + 2; // safety net
358 void player_powerups (void)
360 if (self.items & IT_STRENGTH)
362 if (time > self.strength_finished)
364 self.items = self.items - (self.items & IT_STRENGTH);
365 sprint(self, "Strength has worn off\n");
370 if (time < self.strength_finished)
372 self.items = self.items | IT_STRENGTH;
373 sprint(self, "Strength infuses your weapons with devestating power\n");
376 if (self.items & IT_INVINCIBLE)
378 if (time > self.invincible_finished)
380 self.items = self.items - (self.items & IT_INVINCIBLE);
381 sprint(self, "Invincible has worn off\n");
386 if (time < self.invincible_finished)
388 self.items = self.items | IT_INVINCIBLE;
389 sprint(self, "Invincible shielding surrounds you\n");
392 if (self.items & IT_SPEED)
394 if (time > self.speed_finished)
396 self.items = self.items - (self.items & IT_SPEED);
397 sprint(self, "Speed has worn off\n");
402 if (time < self.speed_finished)
404 self.items = self.items | IT_SPEED;
405 sprint(self, "Speed makes you run faster than ever before\n");
408 if (self.items & IT_SLOWMO)
410 if (time > self.slowmo_finished)
412 self.items = self.items - (self.items & IT_SLOWMO);
413 sprint(self, "Slow Motion has worn off\n");
418 if (time < self.slowmo_finished)
420 self.items = self.items | IT_SLOWMO;
421 sprint(self, "Slow Motion slows time around you\n");
425 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
426 if (time < self.strength_finished)
427 self.items = self.items | IT_STRENGTH;
428 if (time < self.invincible_finished)
429 self.items = self.items | IT_INVINCIBLE;
430 if (time < self.slowmo_finished)
431 self.items = self.items | IT_SLOWMO;
432 if (time < self.speed_finished)
433 self.items = self.items | IT_SPEED;
437 void player_regen (void)
439 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
440 if (game & GAME_REGENERATION)
442 self.health = self.health + (200 - self.health) * 0.2 * frametime;
443 self.armorvalue = bound(0, self.armorvalue, 1000);
447 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
448 if (self.armorvalue > 100)
449 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.1 * frametime, 1000);
457 Called every frame for each client before the physics are run
460 .float attack_finished;
461 void PlayerPreThink (void)
465 if (!self.hasaliases)
468 if (self.deadflag != DEAD_NO)
472 if (self.deadflag == DEAD_DYING)
474 if (time > self.dead_time)
475 self.deadflag = DEAD_DEAD;
477 else if (self.deadflag == DEAD_DEAD)
479 if (!self.button0 && !self.button2 && !self.button3)
480 self.deadflag = DEAD_RESPAWNABLE;
482 else if (self.deadflag == DEAD_RESPAWNABLE)
484 if (self.button0 || self.button2 || self.button3 || self.button4)
494 if (self.viewzoom > 0.4)
495 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
497 else if (self.viewzoom < 1.0)
498 self.viewzoom = min (1.0, self.viewzoom + frametime);
504 self.flags = self.flags | FL_JUMPRELEASED;
511 self.angles_y=self.v_angle_y + 90; // temp
514 if (self.waterlevel == 2)
517 //if (TetrisPreFrame()) return;
524 Called every frame for each client after the physics are run
527 void PlayerPostThink (void)
530 //if (BotPostFrame())
536 // VorteX: landing on floor, landing damage etc.
537 if (self.flags & FL_ONGROUND)
539 if (fabs(self.jump_flag) > 100)
541 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
543 soundrandom = random() * 3;
545 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
547 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
549 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
551 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
552 if (self.jump_flag < -650) // landing damage
555 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
556 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
564 if (self.jump_flag != -10000) // not in falling death
566 self.jump_flag = self.velocity_z;
567 // check for falling into the void
568 if (self.jump_flag < -700)
570 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -1'*2048, MOVE_NORMAL, self);
571 if (trace_fraction == 1)
572 {// VorteX: add player falling sound here
573 self.jump_flag = -10000;
581 {// prevent all inventory drop
583 Damage (self, world, world, 40000, DEATH_BIGFALL, '0 0 0', '0 0 0');
588 //if (TetrisPostFrame()) return;