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_JUMPRELEASED))
232 if (!(self.flags & FL_ONGROUND))
235 //self.velocity_z = self.velocity_z + frametime * 1500;
239 if (self.items & IT_SPEED)
240 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
242 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
244 self.flags = self.flags - FL_ONGROUND;
245 self.flags = self.flags - FL_JUMPRELEASED;
254 void player_powerups (void)
256 if (self.items & IT_STRENGTH)
258 if (time > self.strength_finished)
260 self.items = self.items - (self.items & IT_STRENGTH);
261 sprint(self, "Strength has worn off\n");
266 if (time < self.strength_finished)
268 self.items = self.items | IT_STRENGTH;
269 sprint(self, "Strength infuses your weapons with devestating power\n");
272 if (self.items & IT_INVINCIBLE)
274 if (time > self.invincible_finished)
276 self.items = self.items - (self.items & IT_INVINCIBLE);
277 sprint(self, "Invincible has worn off\n");
282 if (time < self.invincible_finished)
284 self.items = self.items | IT_INVINCIBLE;
285 sprint(self, "Invincible shielding surrounds you\n");
288 if (self.items & IT_SPEED)
290 if (time > self.speed_finished)
292 self.items = self.items - (self.items & IT_SPEED);
293 sprint(self, "Speed has worn off\n");
298 if (time < self.speed_finished)
300 self.items = self.items | IT_SPEED;
301 sprint(self, "Speed makes you run faster than ever before\n");
304 if (self.items & IT_SLOWMO)
306 if (time > self.slowmo_finished)
308 self.items = self.items - (self.items & IT_SLOWMO);
309 sprint(self, "Slow Motion has worn off\n");
314 if (time < self.slowmo_finished)
316 self.items = self.items | IT_SLOWMO;
317 sprint(self, "Slow Motion slows time around you\n");
321 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
322 if (time < self.strength_finished)
323 self.items = self.items | IT_STRENGTH;
324 if (time < self.invincible_finished)
325 self.items = self.items | IT_INVINCIBLE;
326 if (time < self.slowmo_finished)
327 self.items = self.items | IT_SLOWMO;
328 if (time < self.speed_finished)
329 self.items = self.items | IT_SPEED;
333 void player_regen (void)
335 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
336 if (game & GAME_REGENERATION)
338 self.health = self.health + (200 - self.health) * 0.2 * frametime;
339 self.armorvalue = bound(0, self.armorvalue, 1000);
343 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
344 if (self.armorvalue > 100)
345 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.1 * frametime, 1000);
353 Called every frame for each client before the physics are run
356 .float attack_finished;
357 void PlayerPreThink (void)
361 if (!self.hasaliases)
364 if (self.deadflag != DEAD_NO)
368 if (self.deadflag == DEAD_DYING)
370 if (time > self.dead_time)
371 self.deadflag = DEAD_DEAD;
373 else if (self.deadflag == DEAD_DEAD)
375 if (!self.button0 && !self.button2 && !self.button3)
376 self.deadflag = DEAD_RESPAWNABLE;
378 else if (self.deadflag == DEAD_RESPAWNABLE)
380 if (self.button0 || self.button2 || self.button3 || self.button4)
390 if (self.viewzoom > 0.4)
391 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
393 else if (self.viewzoom < 1.0)
394 self.viewzoom = min (1.0, self.viewzoom + frametime);
400 self.flags = self.flags | FL_JUMPRELEASED;
407 self.angles_y=self.v_angle_y + 90; // temp
409 //if (TetrisPreFrame()) return;
416 Called every frame for each client after the physics are run
419 void PlayerPostThink (void)
422 //if (BotPostFrame())
428 // VorteX: landing on floor, landing damage etc.
429 if (self.flags & FL_ONGROUND)
431 if (fabs(self.jump_flag) > 100)
433 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
435 soundrandom = random() * 3;
437 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
439 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
441 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
443 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
444 if (self.jump_flag < -650) // landing damage
447 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
448 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
456 if (self.jump_flag != -10000) // not in falling death
458 self.jump_flag = self.velocity_z;
459 // check for falling into the void
460 if (self.jump_flag < -700)
462 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -1'*2048, MOVE_NORMAL, self);
463 if (trace_fraction == 1)
464 {// VorteX: add player falling sound here
465 self.jump_flag = -10000;
473 {// prevent all inventory drop
475 Damage (self, world, world, 40000, DEATH_BIGFALL, '0 0 0', '0 0 0');
480 //if (TetrisPostFrame()) return;