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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 .entity pusher;
18 .float pushltime;
19
20 void CopyBody(float keepvelocity)
21 {
22         local entity oldself;
23         if (self.effects & EF_NODRAW)
24                 return;
25         oldself = self;
26         self = spawn();
27         self.iscreature = oldself.iscreature;
28         self.angles = oldself.angles;
29         self.avelocity = oldself.avelocity;
30         self.classname = "body";
31         self.damageforcescale = oldself.damageforcescale;
32         self.effects = oldself.effects;
33         self.event_damage = oldself.event_damage;
34         self.frame = oldself.frame;
35         self.health = oldself.health;
36         self.armorvalue = oldself.armorvalue;
37         self.armortype = oldself.armortype;
38         self.model = oldself.model;
39         self.modelindex = oldself.modelindex;
40         self.movetype = oldself.movetype;
41         self.nextthink = oldself.nextthink;
42         self.skin = oldself.skin;
43         self.solid = oldself.solid;
44         self.takedamage = oldself.takedamage;
45         self.think = oldself.think;
46         if (keepvelocity == 1)
47                 self.velocity = oldself.velocity;
48         self.oldvelocity = self.velocity;
49         self.fade_time = oldself.fade_time;
50         self.fade_rate = oldself.fade_rate;
51         //self.weapon = oldself.weapon;
52         setorigin(self, oldself.origin);
53         setsize(self, oldself.mins, oldself.maxs);//'-16 -16 -24',  '16 16 5');
54         self.oldorigin = oldself.origin;
55         self = oldself;
56 }
57
58 void player_anim (void)
59 {
60         if (self.deadflag != DEAD_NO)
61         {
62                 if (time > self.dead_time)
63                 {
64                         if (self.maxs_z > 5)
65                                 setsize(self, '-16 -16 -24', '16 16 5');
66                         self.frame = self.dead_frame;
67                 }
68                 else
69                         self.frame = self.die_frame;
70                 return;
71         }
72
73
74         if (self.crouch)
75         {
76                 if (self.movement_x * self.movement_x + self.movement_y * self.movement_y > 20)
77                         self.frame = $duckwalk;
78                 else
79                         self.frame = $duckidle;
80         }
81         else if ((self.movement_x * self.movement_x + self.movement_y * self.movement_y) > 20)
82         {
83                 if (self.movement_x > 0 && self.movement_y == 0)
84                         self.frame = $run;
85                 else if (self.movement_x < 0 && self.movement_y == 0)
86                         self.frame = $runbackwards;
87                 else if (self.movement_x == 0 && self.movement_y > 0)
88                         self.frame = $straferight;
89                 else if (self.movement_x == 0 && self.movement_y < 0)
90                         self.frame = $strafeleft;
91                 else if (self.movement_x > 0 && self.movement_y > 0)
92                         self.frame = $forwardright;
93                 else if (self.movement_x > 0 && self.movement_y < 0)
94                         self.frame = $forwardleft;
95                 else if (self.movement_x < 0 && self.movement_y > 0)
96                         self.frame = $backright;
97                 else if (self.movement_x < 0 && self.movement_y < 0)
98                         self.frame = $backleft;
99                 else
100                         self.frame = $run;
101         }
102         else if (self.pain_finished > time)
103                 self.frame = self.pain_frame;
104         else if (self.attack_finished > time)
105                 self.frame = $shoot;
106         else
107                 self.frame = $idle;
108
109         if (!(self.flags & FL_ONGROUND))
110         {
111                 if (self.crouch)
112                         self.frame = $duckidle;         // if player is crouching while in air, show crouch frame
113                 else
114                         self.frame = $jump;
115         }
116 }
117 //End change by Supajoe on 11:44 PM EST 11/16/03 (Subject: Player animations)
118
119 void SpawnThrownWeapon (vector org, float w)
120 {
121         local entity oldself;
122
123         if (!cvar("g_pickup_items"))
124         if (!cvar("g_minstagib"))
125                 return;
126         if (w == IT_LASER)
127                 return;
128
129         oldself = self;
130         self = spawn();
131         // this will cause it to be removed later
132         self.classname = "droppedweapon";
133
134         setorigin(self, org);
135         self.velocity = randomvec() * 100 + '0 0 200';
136         SUB_SetFade(self, time + 20, 1);
137
138         if (w == WEP_UZI)
139                 weapon_uzi ();
140         else if (w == WEP_SHOTGUN)
141                 weapon_shotgun ();
142         else if (w == WEP_GRENADE_LAUNCHER)
143                 weapon_grenadelauncher ();
144         else if (w == WEP_ELECTRO)
145                 weapon_electro ();
146         else if (w == WEP_CRYLINK)
147                 weapon_crylink ();
148         else if (w == WEP_NEX)
149                 weapon_nex ();
150         else if (w == WEP_HAGAR)
151                 weapon_hagar ();
152         else if (w == WEP_ROCKET_LAUNCHER)
153                 weapon_rocketlauncher ();
154
155         // making absolutely sure...
156         self.classname = "droppedweapon";
157
158         self = oldself;
159 }
160
161 void PlayerCorpseDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
162 {
163         local float take, save;
164         te_blood (hitloc, force, damage);
165         // damage resistance (ignore most of the damage from a bullet or similar)
166         damage = max(damage - 5, 1);
167
168         save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
169         take = bound(0, damage - save, damage);
170
171         if (save > 10)
172                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
173         else if (take > 30)
174                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
175         else if (take > 10)
176                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
177
178         if (take > 50)
179                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
180         if (take > 100)
181                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
182
183         if (!(self.flags & FL_GODMODE))
184         {
185                 self.armorvalue = self.armorvalue - save;
186                 self.health = self.health - take;
187                 // pause regeneration for 5 seconds
188                 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
189         }
190         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
191         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
192         self.dmg_inflictor = inflictor;
193
194         if (self.health <= -50)
195         {
196                 // don't use any animations as a gib
197                 self.frame = 0;
198                 self.dead_frame = 0;
199                 self.die_frame = 0;
200                 // view just above the floor
201                 self.view_ofs = '0 0 4';
202
203                 // make a juicy mess
204                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 800, 1000);
205                 te_bloodshower (self.origin + self.mins, self.origin + self.maxs, 400, 1000);
206
207                 // make a meaty mess
208                 TossGib (self, "models/gibs/eye.md3", self.origin, self.velocity,0);
209                 TossGib (world, "models/gibs/bloodyskull.md3", self.origin, '0 0 600',0);
210
211                 TossGib (world, "models/gibs/gib1.md3", self.origin, self.velocity,0);
212                 TossGib (world, "models/gibs/gib2.md3", self.origin, self.velocity,0);
213                 TossGib (world, "models/gibs/gib3.md3", self.origin, self.velocity,0);
214                 TossGib (world, "models/gibs/gib4.md3", self.origin, self.velocity,0);
215
216                 // these destory on impact
217                 TossGib (world, "models/gibs/gib5.md3", self.origin, '-500 0 450',1);
218                 TossGib (world, "models/gibs/gib6.md3", self.origin, '0 500 450',1);
219                 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 -500 450',1);
220                 TossGib (world, "models/gibs/chunk.mdl", self.origin, '500 0 450',1);
221                 TossGib (world, "models/gibs/chunk.mdl", self.origin, self.velocity,1);
222                 TossGib (world, "models/gibs/chunk.mdl", self.origin, '0 0 450',1);
223
224                 sound (trace_ent, CHAN_VOICE, "misc/gib.wav", 1, ATTN_NORM);
225         }
226 }
227
228 void DropAllRunes(entity pl);
229
230
231 void PlayerDamage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
232 {
233         local float take, save;
234
235         te_blood (hitloc, force, damage);
236         if (self.pain_finished < time)          //Don't switch pain sequences like crazy
237         {
238                 if (random() > 0.5)
239                         self.pain_frame = $pain1;
240                 else
241                         self.pain_frame = $pain2;
242                 self.pain_finished = time + 0.5;        //Supajoe
243         }
244
245         if (!cvar("g_minstagib"))
246         {
247                 save = bound(0, damage * cvar("g_balance_armor_blockpercent"), self.armorvalue);
248                 take = bound(0, damage - save, damage);
249         }
250         else
251         {
252                 save = 0;
253                 take = damage;
254         }
255
256         if (save > 10)
257                 sound (self, CHAN_IMPACT, "misc/armorimpact.wav", 1, ATTN_NORM);
258         else if (take > 30)
259                 sound (self, CHAN_IMPACT, "misc/bodyimpact2.wav", 1, ATTN_NORM);
260         else if (take > 10)
261                 sound (self, CHAN_IMPACT, "misc/bodyimpact1.wav", 1, ATTN_NORM);
262
263         if (take > 50)
264                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.1,1);
265         if (take > 100)
266                 TossGib (world, "models/gibs/chunk.mdl", hitloc, force * -0.2,1);
267
268         if (!(self.flags & FL_GODMODE))
269         {
270                 self.armorvalue = self.armorvalue - save;
271                 self.health = self.health - take;
272                 // pause regeneration for 5 seconds
273                 self.pauseregen_finished = max(self.pauseregen_finished, time + 5);
274         }
275         self.dmg_save = self.dmg_save + save;//max(save - 10, 0);
276         self.dmg_take = self.dmg_take + take;//max(take - 10, 0);
277         self.dmg_inflictor = inflictor;
278
279         if(attacker == self)
280         {
281                 // don't reset pushltime for self damage as it may be an attempt to
282                 // escape a lava pit or similar
283                 //self.pushltime = 0;
284         }
285         else if(attacker.classname == "player" || attacker.classname == "gib")
286         {
287                 if (self.bot_type == BOT_TYPE_URREBOT || self.bot_type == BOT_TYPE_AUTOURRE)
288                 if (!self.enemy)
289                 if (vlen(self.origin - attacker.origin) < 1000)
290                         self.enemy = attacker;
291                 self.pusher = attacker;
292                 self.pushltime = time + cvar("g_maxpushtime");
293         }
294         else if(time < self.pushltime)
295         {
296                 attacker = self.pusher;
297                 self.pushltime = max(self.pushltime, time + 0.6);
298         }
299         else
300                 self.pushltime = 0;
301
302         if (self.health <= 2)
303         {
304                 DropAllRunes(self);
305
306                 // throw a weapon
307                 SpawnThrownWeapon (self.origin + (self.mins + self.maxs) * 0.5, self.weapon);
308                 // print an obituary message
309                 Obituary (attacker, self, deathtype);
310                 // make the corpse upright (not tilted)
311                 self.angles_x = 0;
312                 self.angles_z = 0;
313                 // don't spin
314                 self.avelocity = '0 0 0';
315                 // no weapon when dead
316                 self.weaponmodel = "";
317                 w_clear();
318                 // view from the floor
319                 self.view_ofs = '0 0 -8';
320                 // toss the corpse
321                 self.movetype = MOVETYPE_TOSS;
322                 // shootable corpse
323                 self.solid = SOLID_CORPSE;
324                 // don't stick to the floor
325                 self.flags = self.flags - (self.flags & FL_ONGROUND);
326                 // dying animation
327                 self.deadflag = DEAD_DYING;
328                 // when to allow respawn
329                 self.death_time = time + 0.5;
330                 // when to switch to the dead_frame
331                 self.dead_time = time + 2;
332                 if (random() < 0.5)
333                 {
334                         self.die_frame = $die1;
335                         self.dead_frame = $dead1;
336                 }
337                 else
338                 {
339                         self.die_frame = $die2;
340                         self.dead_frame = $dead2;
341                 }
342                 // start the animation
343                 player_anim();
344                 // set damage function to corpse damage
345                 self.event_damage = PlayerCorpseDamage;
346                 // call the corpse damage function just in case it wants to gib
347                 self.event_damage(inflictor, attacker, 0, deathtype, hitloc, force);
348                 // set up to fade out later
349                 SUB_SetFade (self, time + 12 + random () * 4, 1);
350         }
351 }
352