]> icculus.org git repositories - divverent/nexuiz.git/blob - qcsrc/player.qc
add smooth zooming, changed weapons damge slightly,
[divverent/nexuiz.git] / qcsrc / player.qc
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()
18 {
19         local entity oldself;
20         oldself = self;
21         self = spawn();
22         self.angles = oldself.angles;
23         self.avelocity = oldself.avelocity;
24         self.classname = "body";
25         self.damageforcescale = oldself.damageforcescale;
26         self.effects = oldself.effects;
27         self.event_damage = oldself.event_damage;
28         self.frame = oldself.frame;
29         self.health = oldself.health;
30         self.model = oldself.model;
31         self.modelindex = oldself.modelindex;
32         self.movetype = oldself.movetype;
33         self.nextthink = oldself.nextthink;
34         self.norespawn = TRUE;
35         self.skin = oldself.skin;
36         self.solid = oldself.solid;
37         self.takedamage = oldself.takedamage;
38         self.think = oldself.think;
39         self.velocity = oldself.velocity;
40         self.weapon = oldself.weapon;
41         setorigin(self, oldself.origin);
42         setsize(self, '-16 -16 -24',  '16 16 5');
43         self = oldself;
44 }
45
46 void player_anim (void)
47 {
48         if (self.deadflag != DEAD_NO)
49         {
50                 if (time > self.dead_time)
51                         self.frame = self.dead_frame;
52                 else
53                         self.frame = self.die_frame;
54                 //SUB_SetFade (self, time + 12 + random () * 4);
55                 return;
56         }
57
58         if (self.crouch)
59         {
60                 // don't duck if moving
61                 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
62                         self.frame = $duckwalk;
63                 else
64                         self.frame = $duckidle;
65         }
66         else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
67         {
68                 if (self.movement_x > 0 && self.movement_y == 0)
69                         self.frame = $run;
70                 else if (self.movement_x < 0 && self.movement_y == 0)
71                         self.frame = $runbackwards;
72                 else if (self.movement_x == 0 && self.movement_y > 0)
73                         self.frame = $straferight;
74                 else if (self.movement_x == 0 && self.movement_y < 0)
75                         self.frame = $strafeleft;
76                 else if (self.movement_x > 0 && self.movement_y > 0)
77                         self.frame = $forwardright;
78                 else if (self.movement_x > 0 && self.movement_y < 0)
79                         self.frame = $forwardleft;
80                 else if (self.movement_x < 0 && self.movement_y > 0)
81                         self.frame = $backright;
82                 else if (self.movement_x < 0 && self.movement_y < 0)
83                         self.frame = $backleft;
84                 else
85                         self.frame = $run;
86         }
87         else if (self.pain_finished > time)
88                 self.frame = self.pain_frame;
89         else if (self.attack_finished > time)
90                 self.frame = $shoot;
91         else
92                 self.frame = $idle;
93 }
94 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
95
96 void SpawnThrownWeapon (vector org, float w)
97 {
98         local entity oldself;
99
100         if (w == IT_LASER)
101                 return;
102
103         oldself = self;
104         self = spawn();
105
106         setorigin(self, org);
107         self.velocity = randomvec() * 100 + '0 0 200';
108         self.norespawn = 1;
109         //SUB_SetFade(self, time + 20);
110
111         if (w == IT_UZI)
112                 weapon_uzi ();
113         else if (w == IT_SHOTGUN)
114                 weapon_shotgun ();
115         else if (w == IT_GRENADE_LAUNCHER)
116                 weapon_grenadelauncher ();
117         else if (w == IT_ELECTRO)
118                 weapon_electro ();
119         else if (w == IT_CRYLINK)
120                 weapon_crylink ();
121         else if (w == IT_NEX)
122                 weapon_nex ();
123         else if (w == IT_HAGAR)
124                 weapon_hagar ();
125         else //if (w == IT_ROCKET_LAUNCHER)
126                 weapon_rocketlauncher ();
127
128         self = oldself;
129 }
130
131 void PlayerCorpseDamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
132 {
133         te_blood (hitloc, '0 0 20', damage);
134         // damage resistance (ignore most of the damage from a bullet or similar)
135         damage = max(damage - 5, 1);
136         self.health = self.health - damage;
137         self.dmg_take = self.dmg_take + damage;
138         self.dmg_inflictor = inflictor;
139         if (self.health <= -50)
140         {
141                 // don't use any animations as a gib
142                 self.frame = 0;
143                 self.dead_frame = 0;
144                 self.die_frame = 0;
145                 // view just above the floor
146                 self.view_ofs = '0 0 4';
147                 // make a juicy mess
148                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 500, 2000);
149                 // make a meaty mess
150                 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity);
151                 TossGib (world, "models/gibs/gib2.mdl", self.origin, self.velocity);
152                 TossGib (world, "models/gibs/gib3.mdl", self.origin, self.velocity);
153                 TossGib (world, "models/gibs/gib4.mdl", self.origin, self.velocity);
154                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, self.velocity);
155                 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity);
156                 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
157         }
158 }
159
160 void PlayerDamage (vector hitloc, float damage, entity inflictor, entity attacker, float deathtype)
161 {
162         te_blood (hitloc, '0 0 20', damage);
163         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
164         {
165                 if (random() > 0.5)
166                         self.pain_frame = $pain1;
167                 else
168                         self.pain_frame = $pain2;
169                 self.pain_finished = time + 0.5;        //Supajoe
170         }
171         self.health = self.health - damage;
172         self.dmg_take = self.dmg_take + damage;
173         self.dmg_inflictor = inflictor;
174         if (self.health <= 0)
175         {
176                 // print an obituary message
177                 Obituary (attacker, self, deathtype);
178                 // make the corpse upright (not tilted)
179                 self.angles_x = 0;
180                 self.angles_z = 0;
181                 // don't spin
182                 self.avelocity = '0 0 0';
183                 // no weapon when dead
184                 self.weaponmodel = "";
185                 // view from the floor
186                 self.view_ofs = '0 0 -8';
187                 // toss the corpse
188                 self.movetype = MOVETYPE_TOSS;
189                 // shootable corpse
190                 self.solid = SOLID_CORPSE;
191                 // don't stick to the floor
192                 self.flags = self.flags - (self.flags & FL_ONGROUND);
193                 // dying animation
194                 self.deadflag = DEAD_DYING;
195                 // when to allow respawn
196                 self.death_time = time + 2;
197                 // when to switch to the dead_frame
198                 self.dead_time = time + 2;
199                 if (random() < 0.5)
200                 {
201                         self.die_frame = $die1;
202                         self.dead_frame = $dead1;
203                 }
204                 else
205                 {
206                         self.die_frame = $die2;
207                         self.dead_frame = $dead2;
208                 }
209                 // start the animation
210                 player_anim();
211                 // throw a weapon
212                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
213                 // set damage function to corpse damage
214                 self.event_damage = PlayerCorpseDamage;
215                 // call the corpse damage function just in case it wants to gib
216                 self.event_damage(hitloc, 0, inflictor, attacker, deathtype);
217         }
218 }
219