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implemented rocket and electro fly sounds
[divverent/nexuiz.git] / qcsrc / gamec / cl_player.c
1 $frame die1 die2 draw duck duckwalk duckjump duckidle idle
2 $frame jump pain1 pain2 shoot taunt run runbackwards
3 $frame strafeleft straferight dead1 dead2 forwardright
4 $frame forwardleft backright backleft
5
6 // changes by LordHavoc on 03/29/04 and 03/30/04 at Vermeulen's request
7 // merged player_run and player_stand to player_anim
8 // added death animations to player_anim
9 // can now spawn thrown weapons from anywhere, not just from players
10 // thrown weapons now fade out after 20 seconds
11 // created PlayerGib function
12 // PlayerDie no longer uses hitloc or damage
13 // PlayerDie now supports dying animations as well as gibbing
14 // cleaned up PlayerDie a lot
15 // added CopyBody
16
17 void CopyBody(float keepvelocity)
18 {
19         local entity oldself;
20         if (self.effects & EF_NODRAW)
21                 return;
22         oldself = self;
23         self = spawn();
24         self.angles = oldself.angles;
25         self.avelocity = oldself.avelocity;
26         self.classname = "body";
27         self.damageforcescale = oldself.damageforcescale;
28         self.effects = oldself.effects;
29         self.event_damage = oldself.event_damage;
30         self.frame = oldself.frame;
31         self.health = oldself.health;
32         self.model = oldself.model;
33         self.modelindex = oldself.modelindex;
34         self.movetype = oldself.movetype;
35         self.nextthink = oldself.nextthink;
36         self.skin = oldself.skin;
37         self.solid = oldself.solid;
38         self.takedamage = oldself.takedamage;
39         self.think = oldself.think;
40         if (keepvelocity == 1)
41                 self.velocity = oldself.velocity;
42         self.fade_time = oldself.fade_time;
43         self.fade_rate = oldself.fade_rate;
44         //self.weapon = oldself.weapon;
45         setorigin(self, oldself.origin);
46         setsize(self, oldself.mins, oldself.maxs);//'-16 -16 -24',  '16 16 5');
47         self.oldorigin = oldself.origin;
48         self = oldself;
49 }
50
51 void player_anim (void)
52 {
53         if (self.deadflag != DEAD_NO)
54         {
55                 if (time > self.dead_time)
56                 {
57                         if (self.maxs_z > 5)
58                                 setsize(self, '-16 -16 -24', '16 16 5');
59                         self.frame = self.dead_frame;
60                 }
61                 else
62                         self.frame = self.die_frame;
63                 return;
64         }
65
66
67         if (self.crouch)
68         {
69                 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
70                         self.frame = $duckwalk;
71                 else
72                         self.frame = $duckidle;
73         }
74         else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
75         {
76                 if (self.movement_x > 0 && self.movement_y == 0)
77                         self.frame = $run;
78                 else if (self.movement_x < 0 && self.movement_y == 0)
79                         self.frame = $runbackwards;
80                 else if (self.movement_x == 0 && self.movement_y > 0)
81                         self.frame = $straferight;
82                 else if (self.movement_x == 0 && self.movement_y < 0)
83                         self.frame = $strafeleft;
84                 else if (self.movement_x > 0 && self.movement_y > 0)
85                         self.frame = $forwardright;
86                 else if (self.movement_x > 0 && self.movement_y < 0)
87                         self.frame = $forwardleft;
88                 else if (self.movement_x < 0 && self.movement_y > 0)
89                         self.frame = $backright;
90                 else if (self.movement_x < 0 && self.movement_y < 0)
91                         self.frame = $backleft;
92                 else
93                         self.frame = $run;
94         }
95         else if (self.pain_finished > time)
96                 self.frame = self.pain_frame;
97         else if (self.attack_finished > time)
98                 self.frame = $shoot;
99         else
100                 self.frame = $idle;
101
102         if (!(self.flags & FL_ONGROUND))
103                 self.frame = $jump;
104 }
105 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
106
107 void SpawnThrownWeapon (vector org, float w)
108 {
109         local entity oldself;
110
111         if ((cvar("g_instagib") == 1) | (cvar("g_rocketarena") == 1))
112                 return;
113         if (w == IT_LASER)
114                 return;
115
116         oldself = self;
117         self = spawn();
118         // this will cause it to be removed later
119         self.classname = "droppedweapon";
120
121         setorigin(self, org);
122         self.velocity = randomvec() * 100 + '0 0 200';
123         SUB_SetFade(self, time + 20, 1);
124
125         if (w == WEP_UZI)
126                 weapon_uzi ();
127         else if (w == WEP_SHOTGUN)
128                 weapon_shotgun ();
129         else if (w == WEP_GRENADE_LAUNCHER)
130                 weapon_grenadelauncher ();
131         else if (w == WEP_ELECTRO)
132                 weapon_electro ();
133         else if (w == WEP_CRYLINK)
134                 weapon_crylink ();
135         else if (w == WEP_NEX)
136                 weapon_nex ();
137         else if (w == WEP_HAGAR)
138                 weapon_hagar ();
139         else if (w == WEP_ROCKET_LAUNCHER)
140                 weapon_rocketlauncher ();
141
142         self = oldself;
143 }
144
145 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
146 {
147         local float take, save;
148         te_blood (hitloc, force, damage);
149         // damage resistance (ignore most of the damage from a bullet or similar)
150         damage = max(damage - 5, 1);
151         save = bound(0, damage * 0.6, self.armorvalue);
152         take = bound(0, damage - save, damage);
153         self.armorvalue = self.armorvalue - save;
154         self.health = self.health - take;
155         self.dmg_save = self.dmg_save + save;
156         self.dmg_take = self.dmg_take + take;
157         self.dmg_inflictor = inflictor;
158         if (self.health <= -50)
159         {
160                 // don't use any animations as a gib
161                 self.frame = 0;
162                 self.dead_frame = 0;
163                 self.die_frame = 0;
164                 // view just above the floor
165                 self.view_ofs = '0 0 4';
166
167                 // make a juicy mess
168                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
169                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
170
171                 // make a meaty mess
172                 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
173                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
174
175                 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
176                 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
177                 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
178                 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
179
180                 // these destory on impact
181                 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
182                 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
183                 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
184                 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
185                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
186                 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
187
188                 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
189         }
190 }
191
192 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
193 {
194         local float take, save;
195
196          te_blood (hitloc, force, damage);
197         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
198         {
199                 if (random() > 0.5)
200                         self.pain_frame = $pain1;
201                 else
202                         self.pain_frame = $pain2;
203                 self.pain_finished = time + 0.5;        //Supajoe
204         }
205
206         save = bound(0, damage * 0.6, self.armorvalue);
207         take = bound(0, damage - save, damage);
208
209         if (save > 10)
210                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
211         if (take > 10)
212                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
213         if (take > 30)
214                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
215
216         if (take > 50)
217                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
218         if (take > 100)
219                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
220
221         if (!(self.flags & FL_GODMODE))
222         {
223                 self.armorvalue = self.armorvalue - save;
224                 self.health = self.health - take;
225         }
226         self.dmg_save = self.dmg_save + max(save - 10, 0);
227         self.dmg_take = self.dmg_take + max(take - 10, 0);
228         self.dmg_inflictor = inflictor;
229         if (self.health <= 2)
230         {
231                 // throw a weapon
232                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
233                 // print an obituary message
234                 Obituary (attacker, self, deathtype);
235                 // make the corpse upright (not tilted)
236                 self.angles_x = 0;
237                 self.angles_z = 0;
238                 // don't spin
239                 self.avelocity = '0 0 0';
240                 // no weapon when dead
241                 self.weaponmodel = "";
242                 w_clear();
243                 // view from the floor
244                 self.view_ofs = '0 0 -8';
245                 // toss the corpse
246                 self.movetype = MOVETYPE_TOSS;
247                 // shootable corpse
248                 self.solid = SOLID_CORPSE;
249                 // don't stick to the floor
250                 self.flags = self.flags - (self.flags & FL_ONGROUND);
251                 // dying animation
252                 self.deadflag = DEAD_DYING;
253                 // when to allow respawn
254                 self.death_time = time + 0.5;
255                 // when to switch to the dead_frame
256                 self.dead_time = time + 2;
257                 if (random() < 0.5)
258                 {
259                         self.die_frame = $die1;
260                         self.dead_frame = $dead1;
261                 }
262                 else
263                 {
264                         self.die_frame = $die2;
265                         self.dead_frame = $dead2;
266                 }
267                 // start the animation
268                 player_anim();
269                 // set damage function to corpse damage
270                 self.event_damage = PlayerCorpseDamage;
271                 // call the corpse damage function just in case it wants to gib
272                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
273                 // set up to fade out later
274                 SUB_SetFade (self, time + 12 + random () * 4, 1);
275         }
276 }
277