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- Put Client Commands in a seperate file
[divverent/nexuiz.git] / TeamNexuiz / game / gamec / cl_client.c
1 void info_player_start (void)\r
2 {\r
3         if (self.allowteams != "")\r
4         {\r
5                 if (self.allowteams == "blue")\r
6                         self.team_no = 1;\r
7                 if (self.allowteams == "red")\r
8                         self.team_no = 2;\r
9                 if (!self.goal_state)\r
10                         self.goal_state = 1;\r
11                 if (!self.group_no)\r
12                         self.group_no = 1;\r
13                 i_p_t();\r
14                 return;\r
15         }\r
16         else\r
17         {\r
18                 self.classname = "info_player_deathmatch";\r
19         }\r
20 };\r
21 \r
22 void info_player_deathmatch (void)\r
23 {\r
24 }\r
25 /*\r
26 ===============\r
27  Find Team Spawn Point (NexTF!)\r
28                                  ===============\r
29 */\r
30 entity (float team_num) FindTeamSpawnPoint =\r
31 {\r
32         local entity spot;\r
33         local entity at_spot;\r
34         local float spot_found;\r
35         local float attempts;\r
36 \r
37         if ((team_num == 1))\r
38         {\r
39                 spot = lastspawn_team1;\r
40                 attempts = 0;\r
41                 while (1)\r
42                 {\r
43                         attempts = (attempts + 1);\r
44                         spot = find (spot, team_str_home, "ts1");\r
45                         if ((spot == world))\r
46                         {\r
47                                 spot = find (world, team_str_home, "ts1");\r
48                         }\r
49                         if ((spot == world))\r
50                         {\r
51                                 return (world);\r
52                         }\r
53                         at_spot = findradius (spot.origin, 40);\r
54                         spot_found = 1;\r
55                         while ((at_spot != world))\r
56                         {\r
57                                 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
58                                 {\r
59                                         spot_found = 0;\r
60                                 }\r
61                                 at_spot = at_spot.chain;\r
62                         }\r
63                         if (!Activated (spot, self))\r
64                         {\r
65                                 spot_found = 0;\r
66                         }\r
67                         if ((spot_found || (attempts >= 30)))\r
68                         {\r
69                                 lastspawn_team1 = spot;\r
70                                 return (spot);\r
71                         }\r
72                 }\r
73         }\r
74         else\r
75         {\r
76                 if ((team_num == 2))\r
77                 {\r
78                         spot = lastspawn_team2;\r
79                         attempts = 0;\r
80                         while (1)\r
81                         {\r
82                                 attempts = (attempts + 1);\r
83                                 spot = find (spot, team_str_home, "ts2");\r
84                                 if ((spot == world))\r
85                                 {\r
86                                         spot = find (world, team_str_home, "ts2");\r
87                                 }\r
88                                 if ((spot == world))\r
89                                 {\r
90                                         return (world);\r
91                                 }\r
92                                 at_spot = findradius (spot.origin, 40);\r
93                                 spot_found = 1;\r
94                                 while ((at_spot != world))\r
95                                 {\r
96                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
97                                         {\r
98                                                 spot_found = 0;\r
99                                         }\r
100                                         at_spot = at_spot.chain;\r
101                                 }\r
102                                 if (!Activated (spot, self))\r
103                                 {\r
104                                         spot_found = 0;\r
105                                 }\r
106                                 if ((spot_found || (attempts >= 30)))\r
107                                 {\r
108                                         lastspawn_team2 = spot;\r
109                                         return (spot);\r
110                                 }\r
111                         }\r
112                 }\r
113                 else\r
114                 {\r
115                         if ((team_num == 3))\r
116                         {\r
117                                 spot = lastspawn_team3;\r
118                                 attempts = 0;\r
119                                 while (1)\r
120                                 {\r
121                                         attempts = (attempts + 1);\r
122                                         spot = find (spot, team_str_home, "ts3");\r
123                                         if ((spot == world))\r
124                                         {\r
125                                                 spot = find (world, team_str_home, "ts3");\r
126                                         }\r
127                                         if ((spot == world))\r
128                                         {\r
129                                                 return (world);\r
130                                         }\r
131                                         at_spot = findradius (spot.origin, 40);\r
132                                         spot_found = 1;\r
133                                         while ((at_spot != world))\r
134                                         {\r
135                                                 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
136                                                 {\r
137                                                         spot_found = 0;\r
138                                                 }\r
139                                                 at_spot = at_spot.chain;\r
140                                         }\r
141                                         if (!Activated (spot, self))\r
142                                         {\r
143                                                 spot_found = 0;\r
144                                         }\r
145                                         if ((spot_found || (attempts >= 30)))\r
146                                         {\r
147                                                 lastspawn_team3 = spot;\r
148                                                 return (spot);\r
149                                         }\r
150                                 }\r
151                         }\r
152                         else\r
153                         {\r
154                                 if ((team_num == 4))\r
155                                 {\r
156                                         spot = lastspawn_team4;\r
157                                         attempts = 0;\r
158                                         while (1)\r
159                                         {\r
160                                                 attempts = (attempts + 1);\r
161                                                 spot = find (spot, team_str_home, "ts4");\r
162                                                 if ((spot == world))\r
163                                                 {\r
164                                                         spot = find (world, team_str_home, "ts4");\r
165                                                 }\r
166                                                 if ((spot == world))\r
167                                                 {\r
168                                                         return (world);\r
169                                                 }\r
170                                                 at_spot = findradius (spot.origin, 40);\r
171                                                 spot_found = 1;\r
172                                                 while ((at_spot != world))\r
173                                                 {\r
174                                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
175                                                         {\r
176                                                                 spot_found = 0;\r
177                                                         }\r
178                                                         at_spot = at_spot.chain;\r
179                                                 }\r
180                                                 if (!Activated (spot, self))\r
181                                                 {\r
182                                                         spot_found = 0;\r
183                                                 }\r
184                                                 if ((spot_found || (attempts >= 30)))\r
185                                                 {\r
186                                                         lastspawn_team4 = spot;\r
187                                                         return (spot);\r
188                                                 }\r
189                                         }\r
190                                 }\r
191                         }\r
192                 }\r
193         }\r
194         return (world);\r
195 };\r
196 \r
197 /*\r
198 =============\r
199 SelectSpawnPoint\r
200 \r
201 Finds a point to respawn\r
202 =============\r
203 */\r
204 entity () SelectSpawnPoint =\r
205 {\r
206         local entity spot;\r
207         local entity at_spot;\r
208         local float spot_found;\r
209         local float attempts;\r
210 \r
211         if (self.team_no < 1)\r
212         {\r
213 //              self.origin_z = self.origin_z + 30;\r
214                 if (!cvar("g_teamnexuiz_version"))\r
215                         self.current_menu = MENU_NEED_TN;\r
216                 else\r
217                 {\r
218                         stuffcmd(self, "alias menu_showteamselect \"set scmenu_directmenu TeamSelect; togglemenu\"\n");\r
219                         stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");\r
220                         stuffcmd(self, "alias classmenu \"impulse 73\"\n");\r
221                 }\r
222 //              spot = find (world, classname, "item_tfgoal");\r
223 //              return (spot);\r
224         }\r
225         self.is_dead = 0;               //TEMP\r
226 \r
227         if ((self.team_no != 0))\r
228         {\r
229                 spot = FindTeamSpawnPoint (self.team_no);\r
230                 if ((spot != world))\r
231                 {\r
232                         return (spot);\r
233                 }\r
234         }\r
235         if (coop)\r
236         {\r
237                 lastspawn = find (lastspawn, classname, "info_player_coop");\r
238                 if ((lastspawn == world))\r
239                 {\r
240                         lastspawn = find (world, classname, "info_player_coop");\r
241                 }\r
242                 if ((lastspawn != world))\r
243                 {\r
244                         return (lastspawn);\r
245                 }\r
246         }\r
247         else\r
248         {\r
249                 if (deathmatch)\r
250                 {\r
251                         spot = find (lastspawn, classname, "info_player_deathmatch");\r
252                         if ((spot == world))\r
253                         {\r
254                                 spot = find (world, classname, "info_player_deathmatch");\r
255                         }\r
256                         attempts = 0;\r
257                         while (((spot != world) && (attempts < 100)))\r
258                         {\r
259                                 attempts = (attempts + 1);\r
260                                 at_spot = findradius (spot.origin, 40);\r
261                                 spot_found = 1;\r
262                                 while (at_spot)\r
263                                 {\r
264                                         if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))\r
265                                         {\r
266                                                 spot_found = 0;\r
267                                         }\r
268                                         at_spot = at_spot.chain;\r
269                                 }\r
270                                 if ((spot_found || (attempts >= 10)))\r
271                                 {\r
272                                         lastspawn = spot;\r
273                                         return (spot);\r
274                                 }\r
275                                 spot = find (spot, classname, "info_player_deathmatch");\r
276                                 if ((spot == world))\r
277                                 {\r
278                                         spot = find (world, classname, "info_player_deathmatch");\r
279                                 }\r
280                         }\r
281                 }\r
282         }\r
283         if (serverflags)\r
284         {\r
285                 spot = find (world, classname, "info_player_start2");\r
286                 if (spot)\r
287                 {\r
288                         return (spot);\r
289                 }\r
290         }\r
291         spot = find (world, classname, "info_player_start");\r
292         /*if (!spot)\r
293         {\r
294                 spot = find (world, is_converted_goal, "yes");\r
295         }*/\r
296         spot = find(world, classname, "info_player_start");\r
297         if (!spot)\r
298         {\r
299                 spot = find (world, classname, "info_player_intermission");\r
300         }\r
301         if (!spot)\r
302         {\r
303                 spot = find (world, classname, "info_tfgoal");\r
304         }\r
305         if (!spot)\r
306         {\r
307                 error ("PutClientInServer: no info_player_start on level\n");\r
308         }\r
309         return (spot);\r
310 };\r
311 \r
312 /*entity SelectSpawnPoint (void)                // Old, non-tf code\r
313 {\r
314         local entity spot, thing;\r
315         local float pcount;\r
316 \r
317         spot = find (world, classname, "testplayerstart");\r
318         if (spot)\r
319                 return spot;\r
320 \r
321         spot = lastspawn;\r
322         while (1)\r
323         {\r
324                 spot = find(spot, classname, "info_player_deathmatch");\r
325                 if (spot != world)\r
326                 {\r
327                         if (spot == lastspawn)\r
328                                 return lastspawn;\r
329                         pcount = 0;\r
330                         thing = findradius(spot.origin, 70);\r
331                         while(thing)\r
332                         {\r
333                                 if (thing.classname == "player")\r
334                                         pcount = pcount + 1;\r
335                                 thing = thing.chain;\r
336                         }\r
337                         if (pcount == 0)\r
338                         {\r
339                                 lastspawn = spot;\r
340                                 return spot;\r
341                         }\r
342                 }\r
343         }\r
344 \r
345         spot = find (world, classname, "info_player_start");\r
346         if (!spot)\r
347                 error ("PutClientInServer: no info_player_start on level");\r
348 \r
349         return spot;\r
350 }*/\r
351 \r
352 /*\r
353 =============\r
354 CheckPlayerModel\r
355 \r
356 Checks if the argument string can be a valid playermodel.\r
357 Returns a valid one in doubt.\r
358 =============\r
359 */\r
360 string CheckPlayerModel(string playermodel) {\r
361         if( substring(playermodel,0,13) != "models/class/") playermodel = "models/class/scout.zym";\r
362 \r
363         /* Possible Fixme: Check if server can open the model?\r
364            This would kill custom models, however. */\r
365 \r
366         return playermodel;\r
367 }\r
368 \r
369 \r
370 /*\r
371 =============\r
372 PutClientInServer\r
373 \r
374 Called when a client spawns in the server\r
375 =============\r
376 */\r
377 void PutClientInServer (void)\r
378 {\r
379         entity  spot;\r
380         float oldcl;\r
381         if (self.team_no < 1)\r
382         {\r
383         self.movetype = 0;\r
384         self.solid = 0;\r
385         self.flags = FL_CLIENT;\r
386         self.takedamage = DAMAGE_AIM;\r
387         self.effects = 0;\r
388         self.health = cvar("g_balance_health_start");\r
389         self.max_health = cvar("g_balance_health_stable");\r
390         self.armorvalue = cvar("g_balance_armor_start");\r
391         self.max_armor = self.armorvalue;\r
392         self.damageforcescale = 2;\r
393         self.death_time = 0;\r
394         self.dead_time = 0;\r
395         self.dead_frame = 0;\r
396         self.die_frame = 0;\r
397         self.alpha = 0;\r
398         self.scale = 0;\r
399         self.fade_time = 0;\r
400         self.pain_frame = 0;\r
401         self.pain_finished = 0;\r
402         self.strength_finished = 0;\r
403         self.invincible_finished = 0;\r
404         //self.speed_finished = 0;\r
405         //self.slowmo_finished = 0;\r
406         // players have no think function\r
407         self.think = SUB_Null;\r
408         self.nextthink = 0;\r
409         self.speed = -1;\r
410         self.jump_pad = 0;\r
411         spot = SelectSpawnPoint();\r
412 //      setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z + 24));\r
413 //      setorigin (self, spot.origin + '-2 0 4' * (1 - self.mins_z + 24));\r
414 //      self.angles_y = self.angles_y + 180;\r
415         return;\r
416         }\r
417         if (self.playerclass < 1)\r
418         {\r
419                 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");\r
420                 return;\r
421         }\r
422 \r
423         // fixme: are these the right teams & colors?\r
424         /*if(self.team == 5)            // Wazat -- I'm using TeamFortress_TeamSet for this now\r
425         {\r
426                 self.team_no = 1;\r
427         }\r
428         if(self.team == 14)\r
429         {\r
430                 self.team_no = 2;\r
431         }\r
432         if(self.team == 4)\r
433         {\r
434                 self.team_no = 3;\r
435         }\r
436         if(self.team == 13)\r
437         {\r
438                 self.team_no = 4;\r
439         }*/\r
440 \r
441         DoTFAliases ();\r
442 \r
443 //      spot = SelectSpawnPoint ();             // moved down\r
444         self.classname = "player";\r
445         self.movetype = MOVETYPE_WALK;\r
446         self.solid = SOLID_SLIDEBOX;\r
447         self.flags = FL_CLIENT;\r
448         self.takedamage = DAMAGE_AIM;\r
449         self.effects = 0;\r
450         self.health = cvar("g_balance_health_start");\r
451         self.max_health = cvar("g_balance_health_stable");\r
452         self.armorvalue = cvar("g_balance_armor_start");\r
453         self.max_armor = self.armorvalue;\r
454         self.damageforcescale = 2;\r
455         self.death_time = 0;\r
456         self.dead_time = 0;\r
457         self.dead_frame = 0;\r
458         self.die_frame = 0;\r
459         self.alpha = 0;\r
460         self.scale = 0;\r
461         self.fade_time = 0;\r
462         self.pain_frame = 0;\r
463         self.pain_finished = 0;\r
464         self.strength_finished = 0;\r
465         self.invincible_finished = 0;\r
466         //self.speed_finished = 0;\r
467         //self.slowmo_finished = 0;\r
468         // players have no think function\r
469         self.think = SUB_Null;\r
470         self.nextthink = 0;\r
471         self.speed = -1;\r
472         self.jump_pad = 0;\r
473         //self.wpn5 = 0; // not carrying an extra weapon\r
474         ResetExtraWeapon(); // not carrying an extra weapon\r
475 \r
476         DelayHealthRegen(self);\r
477         DelayArmorRegen(self);\r
478         DelayHealthRot(self);\r
479         DelayArmorRot(self);\r
480 \r
481 \r
482         self.special_active = 0;\r
483         self.special_time = 0;\r
484 \r
485         self.grenade_time = 0;\r
486 \r
487         if(self.onfire != world)\r
488                 remove(self.onfire);\r
489         self.onfire = world;\r
490         self.flame_heat = 0;\r
491         self.flame_heat_time = 0;\r
492 \r
493         self.poison_damage = 0;\r
494         self.poison_rate = 0;\r
495 \r
496         self.is_feigning = 0;\r
497         self.current_menu = 0;\r
498 \r
499         // if the player is supposed to change model (and hence class) on respawn, do it.\r
500         if(self.change_mdl_on_respawn != "")\r
501         {\r
502                 self.playermodel = self.change_mdl_on_respawn;\r
503                 //strunzone(self.change_mdl_on_respawn); // can't unzone or it'll crash later\r
504         }\r
505         // set the class.  If he changed classes while dead it will take effect now.\r
506         oldcl = self.class;\r
507         self.class = GetPlayerClass();\r
508         Do_TFClass_Conversion();\r
509         ChangeClass((oldcl != self.class), FALSE);\r
510 \r
511 \r
512 \r
513         self.deadflag = DEAD_NO;\r
514 \r
515         spot = SelectSpawnPoint ();             // maybe temp\r
516         self.angles = spot.angles;\r
517         self.fixangle = TRUE; // turn this way immediately\r
518         self.velocity = '0 0 0';\r
519         self.avelocity = '0 0 0';\r
520         self.punchangle = '0 0 0';\r
521         self.punchvector = '0 0 0';\r
522 \r
523         self.viewzoom = 0.6;\r
524 \r
525 \r
526         self.playermodel = CheckPlayerModel(self.playermodel);\r
527 \r
528         precache_model (self.playermodel);\r
529         setmodel (self, self.playermodel);\r
530         self.skin = stof(self.playerskin);\r
531         self.mdl = strzone(self.playermodel);\r
532 \r
533         self.crouch = FALSE;\r
534         self.view_ofs = PL_VIEW_OFS;\r
535         setsize (self, PL_MIN, PL_MAX);\r
536         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));\r
537         // don't reset back to last position, even if new position is stuck in solid\r
538         self.oldorigin = self.origin;\r
539 \r
540 //      self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;\r
541 //      self.weapon = IT_UZI;\r
542 \r
543 \r
544         // fixme: move this to Become<Class> code\r
545 /*      self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;\r
546         //self.weapon = 1;\r
547         self.switchweapon = IT_WEP2;\r
548         self.ammo_shells = 50;\r
549         self.ammo_nails = 0;\r
550         self.ammo_rockets = 0;\r
551         self.ammo_cells = 0;*/\r
552 \r
553         if (cvar("g_fullbrightplayers") == 1)\r
554                 self.effects = EF_FULLBRIGHT;\r
555 \r
556         self.event_damage = PlayerDamage;\r
557 \r
558         self.statdraintime = time + 5;\r
559         self.button0 = self.button1 = self.button2 = self.button3 = 0;\r
560 \r
561         /*\r
562         W_UpdateWeapon();\r
563         W_UpdateAmmo();\r
564         */\r
565         CL_SpawnWeaponentity();\r
566         self.weaponentity.alpha = self.exteriorweaponentity.alpha = 0;\r
567         self.weaponentity.colormod = '0 0 0';\r
568         self.weaponentity.scale = 0;\r
569 \r
570         //stuffcmd(self, "chase_active 0");\r
571 }\r
572 \r
573 /*\r
574 =============\r
575 SetNewParms\r
576 =============\r
577 */\r
578 void SetNewParms (void)\r
579 {\r
580 \r
581 }\r
582 \r
583 /*\r
584 =============\r
585 SetChangeParms\r
586 =============\r
587 */\r
588 void SetChangeParms (void)\r
589 {\r
590 \r
591 }\r
592 \r
593 /*\r
594 =============\r
595 ClientKill\r
596 \r
597 Called when a client types 'kill' in the console\r
598 =============\r
599 */\r
600 void ClientKill (void)\r
601 {\r
602         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
603 }\r
604 \r
605 /*\r
606 =============\r
607 ClientConnect\r
608 \r
609 Called when a client connects to the server\r
610 =============\r
611 */\r
612 void ClientConnect (void)\r
613 {\r
614         //ClientInRankings();\r
615         bprint ("^4",self.netname);\r
616         bprint (" connected\n");\r
617         stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));\r
618         // send prediction settings to the client\r
619         stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));\r
620         stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
621         stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));\r
622         stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));\r
623         stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
624         stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));\r
625         stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
626         stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));\r
627                         // TEMP FOR TESTING PURPOSES!\r
628         //teamplay = 21?TeamFortress;\r
629         DecodeLevelParms ();\r
630         //cvar_set ("teamplay", "21?TeamFortress");\r
631         //      teamplay = cvar ("teamplay");\r
632 \r
633 /*      joinorder = joinorder + 1;                      // old temp autoteam, but now we have a menu instead :P\r
634         if (joinorder == 1 || joinorder == 3 || joinorder == 5 || joinorder == 7)\r
635                 TeamFortress_TeamSet (1);\r
636         else {\r
637                 TeamFortress_TeamSet (2);\r
638         }*/\r
639 }\r
640 \r
641 /*\r
642 =============\r
643 ClientDisconnect\r
644 \r
645 Called when a client disconnects from the server\r
646 =============\r
647 */\r
648 .entity chatbubbleentity;\r
649 void ClientDisconnect (void)\r
650 {\r
651         //ClientDisconnected();\r
652         self.has_disconnected = 1;\r
653         bprint ("^4",self.netname);\r
654         bprint (" disconnected\n");\r
655 \r
656         if (self.chatbubbleentity)\r
657         {\r
658                 remove (self.chatbubbleentity);\r
659                 self.chatbubbleentity = world;\r
660         }\r
661         \r
662         if (self.teambubble_friendly)\r
663         {\r
664                 remove (self.teambubble_friendly);\r
665                 self.teambubble_friendly = world;\r
666         }\r
667         if (self.teambubble_needhealth)\r
668         {\r
669                 remove (self.teambubble_needhealth);\r
670                 self.teambubble_needhealth = world;\r
671         }\r
672 }\r
673 \r
674 .entity chatbubbleentity;\r
675 .float buttonchat;\r
676 void() ChatBubbleThink =\r
677 {\r
678         self.nextthink = time;\r
679         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)\r
680         {\r
681                 remove(self);\r
682                 return;\r
683         }\r
684         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');\r
685         if (self.owner.buttonchat)\r
686                 self.effects = 0;\r
687         else\r
688                 self.effects = EF_NODRAW;\r
689 };\r
690 \r
691 void() UpdateChatBubble =\r
692 {\r
693         if (!self.modelindex)\r
694                 return;\r
695         // spawn a chatbubble entity if needed\r
696         if (!self.chatbubbleentity)\r
697         {\r
698                 self.chatbubbleentity = spawn();\r
699                 self.chatbubbleentity.owner = self;\r
700                 self.chatbubbleentity.think = ChatBubbleThink;\r
701                 self.chatbubbleentity.nextthink = time;\r
702                 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");\r
703                 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
704                 self.chatbubbleentity.effects = EF_NODRAW;\r
705         }\r
706 }\r
707 \r
708 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
709 // added to the model skins\r
710 void() UpdateColorModHack =\r
711 {\r
712         local float c;\r
713         c = self.clientcolors & 15;\r
714         // LordHavoc: only bothering to support white, green, red, yellow, blue\r
715              if (teamplay == 0) self.colormod = '0 0 0';\r
716         else if (c ==  0) self.colormod = '1.00 1.00 1.00';\r
717         else if (c ==  3) self.colormod = '0.10 1.73 0.10';\r
718         else if (c ==  4) self.colormod = '1.73 0.10 0.10';\r
719         else if (c == 12) self.colormod = '1.22 1.22 0.10';\r
720         else if (c == 13) self.colormod = '0.10 0.10 1.73';\r
721         else self.colormod = '1 1 1';\r
722 };\r
723 \r
724 /*\r
725 =============\r
726 PlayerJump\r
727 \r
728 When you press the jump key\r
729 =============\r
730 */\r
731 void PlayerJump (void)\r
732 {\r
733         if (self.waterlevel >= 2)\r
734         {\r
735                 if (self.watertype == CONTENT_WATER)\r
736                         self.velocity_z = 200;\r
737                 else if (self.watertype == CONTENT_SLIME)\r
738                         self.velocity_z = 80;\r
739                 else\r
740                         self.velocity_z = 50;\r
741 \r
742                 return;\r
743         }\r
744         if(self.jump_pad)\r
745                 return;\r
746 \r
747 //      self.jump_pad = 0;\r
748         CapPlayerVelocity(self, self.speed);\r
749 \r
750 \r
751         if (!(self.flags & FL_ONGROUND))\r
752                 return;\r
753 \r
754         if (!(self.flags & FL_JUMPRELEASED))\r
755                 return;\r
756 \r
757         self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");\r
758 \r
759         self.flags = self.flags - FL_ONGROUND;\r
760         self.flags = self.flags - FL_JUMPRELEASED;\r
761 }\r
762 \r
763 .float watersound_finished;\r
764 void() WaterMove =\r
765 {\r
766         if (self.movetype == MOVETYPE_NOCLIP)\r
767                 return;\r
768         if (self.health < 0)\r
769                 return;\r
770 \r
771         if (self.waterlevel != 3)\r
772         {\r
773                 self.air_finished = time + 12;\r
774                 self.dmg = 2;\r
775         }\r
776         else if (self.air_finished < time)\r
777         {       // drown!\r
778                 if (self.pain_finished < time)\r
779                 {\r
780                         Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');\r
781                         self.pain_finished = time + 0.5;\r
782                 }\r
783         }\r
784 \r
785         if (!self.waterlevel)\r
786         {\r
787                 if (self.flags & FL_INWATER)\r
788                 {\r
789                         // play leave water sound\r
790                         self.flags = self.flags - FL_INWATER;\r
791                 }\r
792                 return;\r
793         }\r
794 \r
795         if (self.watersound_finished < time)\r
796         {\r
797                 self.watersound_finished = time + 0.5;\r
798                 if (self.watertype == CONTENT_LAVA)\r
799                         sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);\r
800                 if (self.watertype == CONTENT_SLIME)\r
801                         sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);\r
802                 //if (self.watertype == CONTENT_WATER)\r
803                 //      sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);\r
804         }\r
805 \r
806         if (self.watertype == CONTENT_LAVA)\r
807         {       // do damage\r
808 \r
809                 // lava sets me to the maximum heat level, so I'll catch fire easily\r
810                 self.flame_heat = cvar("g_balance_maxheat");\r
811 \r
812                 if (self.dmgtime < time)\r
813                 {\r
814                         self.dmgtime = time + 0.1;\r
815                         Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');\r
816                 }\r
817         }\r
818         else if (self.watertype == CONTENT_SLIME)\r
819         {       // do damage\r
820 \r
821                 // cool me off\r
822                 self.flame_heat = 0;\r
823 \r
824                 if (self.dmgtime < time)\r
825                 {\r
826                         self.dmgtime = time + 0.1;\r
827                         Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');\r
828                 }\r
829         }\r
830         else if (self.watertype == CONTENT_WATER)\r
831         {\r
832                 // cool me off\r
833                 self.flame_heat = 0;\r
834         }\r
835 \r
836         if ( !(self.flags & FL_INWATER) )\r
837         {\r
838 \r
839                 //if (self.watertype == CONTENT_LAVA)\r
840                 //      sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);\r
841                 //if (self.watertype == CONTENT_WATER)\r
842                 //      sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);\r
843                 //if (self.watertype == CONTENT_SLIME)\r
844                 //      sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);\r
845 \r
846                 self.flags = self.flags + FL_INWATER;\r
847                 self.dmgtime = 0;\r
848         }\r
849 };\r
850 \r
851 void() CheckWaterJump =\r
852 {\r
853         local vector start, end;\r
854 \r
855 // check for a jump-out-of-water\r
856         makevectors (self.angles);\r
857         start = self.origin;\r
858         start_z = start_z + 8;\r
859         v_forward_z = 0;\r
860         normalize(v_forward);\r
861         end = start + v_forward*24;\r
862         traceline (start, end, TRUE, self);\r
863         if (trace_fraction < 1)\r
864         {       // solid at waist\r
865                 start_z = start_z + self.maxs_z - 8;\r
866                 end = start + v_forward*24;\r
867                 self.movedir = trace_plane_normal * -50;\r
868                 traceline (start, end, TRUE, self);\r
869                 if (trace_fraction == 1)\r
870                 {       // open at eye level\r
871                         self.flags = self.flags | FL_WATERJUMP;\r
872                         self.velocity_z = 225;\r
873                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);\r
874                         self.teleport_time = time + 2;  // safety net\r
875                         return;\r
876                 }\r
877         }\r
878 };\r
879 \r
880 \r
881 void respawn(void)\r
882 {\r
883         CopyBody(1);\r
884         PutClientInServer();\r
885 }\r
886 \r
887 void player_powerups (void)\r
888 {\r
889         self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));\r
890         if (self.items & IT_STRENGTH)\r
891         {\r
892                 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);\r
893                 if (time > self.strength_finished)\r
894                 {\r
895                         self.items = self.items - (self.items & IT_STRENGTH);\r
896                         sprint(self, "^3Strength has worn off\n");\r
897                 }\r
898         }\r
899         else\r
900         {\r
901                 if (time < self.strength_finished)\r
902                 {\r
903                         self.items = self.items | IT_STRENGTH;\r
904                         sprint(self, "^3Strength infuses your weapons with devestating power\n");\r
905                 }\r
906         }\r
907         if (self.items & IT_INVINCIBLE)\r
908         {\r
909                 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);\r
910                 if (time > self.invincible_finished)\r
911                 {\r
912                         self.items = self.items - (self.items & IT_INVINCIBLE);\r
913                         sprint(self, "^3Shield has worn off\n");\r
914                 }\r
915         }\r
916         else\r
917         {\r
918                 if (time < self.invincible_finished)\r
919                 {\r
920                         self.items = self.items | IT_INVINCIBLE;\r
921                         sprint(self, "^3Shield surrounds you\n");\r
922                 }\r
923         }\r
924 }\r
925 \r
926 void player_regen_health (float maxh, float regen_rate_mod)\r
927 {\r
928         if (self.health < maxh && time > self.health_regen_delay && self.health > 2)            // dont regen is HP is 2\r
929                 self.health = bound(0, self.health + regen_rate_mod*(maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);\r
930 }\r
931 void player_rot_health (float maxh, float rot_rate_mod)\r
932 {\r
933         if (self.health > maxh && time > self.health_rot_delay)\r
934                 self.health = bound(0, self.health + rot_rate_mod*(maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);\r
935 }\r
936 void player_regen_armor (float maxa, float regen_rate_mod)\r
937 {\r
938         if (self.armorvalue < maxa && time > self.armor_regen_delay)\r
939                 self.armorvalue = bound(0, self.armorvalue + regen_rate_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);\r
940 }\r
941 void player_rot_armor (float maxa, float regen_rot_mod)\r
942 {\r
943         if (self.armorvalue > maxa && time > self.armor_rot_delay)\r
944                 self.armorvalue = bound(0, self.armorvalue + regen_rot_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);\r
945 }\r
946 \r
947 void player_clearpoison(entity targ)\r
948 {\r
949         targ.poison_damage = targ.poison_rate = 0;\r
950 }\r
951 \r
952 void DelayHealthRegen(entity e) {       e.health_regen_delay = time + cvar("g_balance_regen_wait");}\r
953 void DelayHealthRot(entity e)   {       e.health_rot_delay = time + cvar("g_balance_rot_wait");}\r
954 void DelayArmorRegen(entity e)  {       e.armor_regen_delay = time + cvar("g_balance_regen_wait");}\r
955 void DelayArmorRot(entity e)    {       e.armor_rot_delay = time + cvar("g_balance_rot_wait");}\r
956 \r
957 \r
958 void player_takepoison()\r
959 {\r
960         float oldhealth, take;\r
961         if(self.health <= 5)\r
962         {\r
963                 player_clearpoison(self);\r
964                 return;\r
965         }\r
966         oldhealth = self.health;\r
967 \r
968         take = bound(0, self.poison_rate * frametime, self.health - 5);\r
969         if(take <= 0)\r
970         {\r
971                 player_clearpoison(self);\r
972                 return;\r
973         }\r
974 \r
975         DelayHealthRegen(self);\r
976         self.health = self.health - take;\r
977         self.poison_damage = self.poison_damage - take;\r
978 \r
979         if(self.health <= 5 || self.poison_damage <= 0)\r
980         {\r
981                 player_clearpoison(self);\r
982                 return;\r
983         }\r
984 }\r
985 \r
986 // cool off so you're not so vulnerable to fire\r
987 void player_cooloff ()\r
988 {\r
989         if(self.flame_heat_time > time)//heat up\r
990                 self.flame_heat = bound(0, self.flame_heat + self.flame_heat * cvar("g_balance_heatup_rate")  * frametime, cvar("g_balance_maxheat"));\r
991         else//cool off\r
992                 self.flame_heat = bound(0, self.flame_heat - self.flame_heat * cvar("g_balance_cooloff_rate") * frametime, cvar("g_balance_maxheat"));\r
993 }\r
994 \r
995 void player_regen (void)\r
996 {\r
997         local float maxh;\r
998         local float maxa;\r
999         maxh = self.max_health;//cvar("g_balance_health_stable");\r
1000         maxa = self.max_armor;//cvar("g_balance_armor_stable");\r
1001 \r
1002         if(self.poison_damage)\r
1003         {\r
1004                 player_takepoison();\r
1005                 return;\r
1006         }\r
1007 \r
1008         if(self.class == CLASS_SPY)\r
1009         {// don't let spy regenerate if cloaked, but do allow rot if above max\r
1010                 if(self.special_active)\r
1011                 {\r
1012                         //if(self.health > maxh)\r
1013                                 player_rot_health(maxh, 1.0);\r
1014                         //if(self.armorvalue > maxa)\r
1015                                 player_rot_armor(maxa, 1.0);\r
1016                 }\r
1017                 else\r
1018                 {\r
1019                         player_regen_health(maxh, 0.1); // spies regenerate slowly, and mostly rely on health packs\r
1020                         player_regen_armor(maxa, 1.0);\r
1021                         player_rot_health(maxh, 1.0);\r
1022                         player_rot_armor(maxa, 1.0);\r
1023                 }\r
1024         }\r
1025         else\r
1026         {\r
1027                 player_regen_health(maxh, 1.0);\r
1028                 player_regen_armor(maxa, 1.0);\r
1029                 player_rot_health(maxh, 1.0);\r
1030                 player_rot_armor(maxa, 1.0);\r
1031         }\r
1032 \r
1033         player_cooloff();\r
1034 }\r
1035 \r
1036 /*\r
1037 =============\r
1038 PlayerPreThink\r
1039 \r
1040 Called every frame for each client before the physics are run\r
1041 =============\r
1042 */\r
1043 .float attack_finished;\r
1044 void PlayerPreThink (void)\r
1045 {\r
1046         local vector m1, m2;\r
1047 \r
1048         CheckRules_Player();\r
1049 \r
1050         if (intermission_running)\r
1051         {\r
1052                 IntermissionThink ();   // otherwise a button could be missed between\r
1053                 return;                                 // the think tics\r
1054         }\r
1055 \r
1056         if (self.deadflag != DEAD_NO)\r
1057         {\r
1058                 player_anim();\r
1059                 weapon_freeze();\r
1060                 if (self.deadflag == DEAD_DYING)\r
1061                 {\r
1062                         if (time > self.dead_time)\r
1063                                 self.deadflag = DEAD_DEAD;\r
1064                 }\r
1065                 else if (self.deadflag == DEAD_DEAD)\r
1066                 {\r
1067                         if (!self.button0 && !self.button2 && !self.button3)\r
1068                                 self.deadflag = DEAD_RESPAWNABLE;\r
1069                 }\r
1070                 else if (self.deadflag == DEAD_RESPAWNABLE)\r
1071                 {\r
1072                         if (self.button0 || self.button2 || self.button3  || self.button4)\r
1073                                 respawn();\r
1074                 }\r
1075                 return;\r
1076         }\r
1077 \r
1078         if (self.button5)\r
1079         {\r
1080                 if (!self.crouch)\r
1081                 {\r
1082                         self.crouch = TRUE;\r
1083                         self.view_ofs = PL_CROUCH_VIEW_OFS;\r
1084                         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);\r
1085                 }\r
1086         }\r
1087         else\r
1088         {\r
1089                 if (self.crouch)\r
1090                 {\r
1091                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);\r
1092                         if (!trace_startsolid)\r
1093                         {\r
1094                                 self.crouch = FALSE;\r
1095                                 self.view_ofs = PL_VIEW_OFS;\r
1096                                 setsize (self, PL_MIN, PL_MAX);\r
1097                         }\r
1098                 }\r
1099         }\r
1100 \r
1101         if (self.playermodel != self.mdl)\r
1102         {\r
1103                 //bprint("playermodel changed\n");\r
1104                 self.playermodel = CheckPlayerModel(self.playermodel);\r
1105                 if(CheckForClassChange()) // check if we'll allow it\r
1106                         return; // if there's a return value, drop what you're doing and let the player respawn\r
1107 \r
1108                 if(self.playermodel != self.mdl) // if change has been allowed\r
1109                 {\r
1110                         m1 = self.mins;\r
1111                         m2 = self.maxs;\r
1112                         precache_model (self.playermodel);\r
1113                         if(self.model != "")\r
1114                         {\r
1115                                 setmodel (self, self.playermodel);\r
1116                                 setsize (self, m1, m2);\r
1117                         }\r
1118                         self.mdl = strzone(self.playermodel);\r
1119                 }\r
1120         }\r
1121 \r
1122         ClassPreThink();\r
1123 \r
1124         if (self.skin != stof(self.playerskin))\r
1125                 self.skin = stof(self.playerskin);\r
1126 \r
1127         if(self.class == CLASS_SCOUT)\r
1128                 GrapplingHookFrame();\r
1129 \r
1130         W_WeaponFrame();\r
1131 \r
1132         if (self.button4 || (self.weapon == WEP_NEX && self.button3))\r
1133         {\r
1134                 if (self.viewzoom > 0.4)\r
1135                         self.viewzoom = max (0.4, self.viewzoom - frametime * 2);\r
1136         }\r
1137         else if (self.viewzoom < 1.0)\r
1138                 self.viewzoom = min (1.0, self.viewzoom + frametime);\r
1139 \r
1140 \r
1141         if (self.button2)\r
1142                 PlayerJump ();\r
1143         else\r
1144                 self.flags = self.flags | FL_JUMPRELEASED;\r
1145 \r
1146 \r
1147         player_powerups();\r
1148         player_regen();\r
1149         player_anim();\r
1150 \r
1151         //self.angles_y=self.v_angle_y + 90;   // temp\r
1152 \r
1153         WaterMove ();\r
1154         if (self.waterlevel == 2)\r
1155                 CheckWaterJump ();\r
1156 \r
1157         //if (TetrisPreFrame()) return;\r
1158 \r
1159         PlayerLasergatePreThink();\r
1160 }\r
1161 \r
1162 // Update weapon colors\r
1163 void UpdatePlayerColors () {\r
1164         if(self.weaponentity) {\r
1165                 self.weaponentity.colormap = self.colormap;\r
1166                 self.exteriorweaponentity.colormap = self.colormap;\r
1167         }\r
1168 }\r
1169 \r
1170 /*\r
1171 =============\r
1172 PlayerPostThink\r
1173 \r
1174 Called every frame for each client after the physics are run\r
1175 =============\r
1176 */\r
1177 void PlayerPostThink (void)\r
1178 {\r
1179         float soundrandom;\r
1180         CheckRules_Player();\r
1181         UpdateChatBubble();\r
1182         UpdateColorModHack();\r
1183         UpdateTeamBubble();\r
1184         UpdatePlayerColors();\r
1185         if (self.deadflag == DEAD_NO)\r
1186         if (self.impulse)\r
1187                 ImpulseCommands ();\r
1188         if (intermission_running)\r
1189                 return;         // intermission or finale\r
1190 \r
1191         // VorteX: landing on floor, landing damage etc.\r
1192         // LordHavoc: removed 'big fall' death code that VorteX added\r
1193         if (self.flags & FL_ONGROUND || (self.waterlevel >= 2 && self.velocity_z <= 0))\r
1194                         self.jump_pad = 0;\r
1195 \r
1196         if (self.flags & FL_ONGROUND)\r
1197         {\r
1198                 CapPlayerVelocity(self, self.speed);\r
1199 \r
1200                 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround\r
1201                 {\r
1202                         soundrandom = random() * 4;\r
1203 \r
1204                         self.air_time = time;           //temp BH var\r
1205 \r
1206                         if (soundrandom < 1)\r
1207                                 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);\r
1208                         else if (soundrandom < 2)\r
1209                                 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);\r
1210                         else if (soundrandom < 3)\r
1211                                 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);\r
1212                         else if (soundrandom < 4)\r
1213                                 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);\r
1214                         if (self.jump_flag < -650) // landing damage\r
1215                         {\r
1216                                 local float dm;\r
1217                                 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);\r
1218                                 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');\r
1219                         }\r
1220                         self.jump_flag = 0;\r
1221                 }\r
1222         }\r
1223         else\r
1224                 self.jump_flag = self.velocity_z;\r
1225 \r
1226         ClassPostThink();\r
1227 \r
1228         //if (TetrisPostFrame()) return;\r
1229         PlayerLasergatePostThink();\r
1230 }\r
1231 \r