1 void info_player_start (void)
3 self.classname = "info_player_deathmatch";
6 void info_player_deathmatch (void)
14 Finds a point to respawn
17 entity SelectSpawnPoint (void)
19 local entity spot, thing;
22 spot = find (world, classname, "testplayerstart");
29 spot = find(spot, classname, "info_player_deathmatch");
32 if (spot == lastspawn)
35 thing = findradius(spot.origin, 70);
38 if (thing.classname == "player")
50 spot = find (world, classname, "info_player_start");
52 error ("PutClientInServer: no info_player_start on level");
62 Called when a client spawns in the server
65 void PutClientInServer (void)
70 spot = SelectSpawnPoint ();
72 self.classname = "player";
73 self.movetype = MOVETYPE_WALK;
74 self.solid = SOLID_SLIDEBOX;
75 self.flags = FL_CLIENT;
76 self.takedamage = DAMAGE_YES;
78 self.health = cvar("g_balance_health");
79 self.damageforcescale = 2;
88 self.pain_finished = 0;
89 self.strength_finished = 0;
90 self.invincible_finished = 0;
91 self.speed_finished = 0;
92 self.slowmo_finished = 0;
93 // players have no think function
94 self.think = nullfunction;
97 self.deadflag = DEAD_NO;
99 self.angles = spot.angles;
100 self.fixangle = TRUE; // turn this way immediately
101 self.velocity = '0 0 0';
102 self.avelocity = '0 0 0';
103 self.punchangle = '0 0 0';
104 self.punchvector = '0 0 0';
108 setmodel (self, self.playermodel);
109 self.skin = stof(self.playerskin);
111 self.view_ofs = PL_VIEW_OFS;
112 setsize (self, PL_MIN, PL_MAX);
113 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
114 // don't reset back to last position, even if new position is stuck in solid
115 self.oldorigin = self.origin;
117 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
118 // self.weapon = IT_UZI;
120 if (cvar("g_instagib") == 1)
123 self.switchweapon = WEP_NEX;
124 self.ammo_shells = 0;
126 self.ammo_rockets = 0;
127 self.ammo_cells = 999;
129 else if (cvar("g_rocketarena") == 1)
131 self.items = IT_ROCKET_LAUNCHER;
132 self.switchweapon = WEP_ROCKET_LAUNCHER;
133 self.ammo_shells = 0;
135 self.ammo_rockets = 999;
140 self.items = IT_LASER | IT_SHOTGUN;
141 self.switchweapon = WEP_SHOTGUN;
142 self.ammo_shells = 35;
144 self.ammo_rockets = 0;
148 if (cvar("g_fullbrightplayers") == 1)
149 self.effects = EF_FULLBRIGHT;
151 self.event_damage = PlayerDamage;
153 self.statdraintime = time + 5;
154 self.button0 = self.button1 = self.button2 = self.button3 = 0;
160 CL_SpawnWeaponentity();
162 //stuffcmd(self, "chase_active 0");
170 void SetNewParms (void)
180 void SetChangeParms (void)
189 Called when a client types 'kill' in the console
192 void ClientKill (void)
194 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
201 Called when a client connects to the server
204 void ClientConnect (void)
207 bprint ("^3",self.netname);
208 bprint (" connected\n");
209 stuffcmd(self, "exec maps/");
210 stuffcmd(self, mapname);
211 stuffcmd(self, ".cfg\n");
218 Called when a client disconnects from the server
221 void ClientDisconnect (void)
223 ClientDisconnected();
224 bprint ("^3",self.netname);
225 bprint (" disconnected\n");
232 When you press the jump key
235 void PlayerJump (void)
237 if (self.waterlevel >= 2)
239 if (self.watertype == CONTENT_WATER)
240 self.velocity_z = 200;
241 else if (self.watertype == CONTENT_SLIME)
242 self.velocity_z = 80;
244 self.velocity_z = 50;
250 if (!(self.flags & FL_ONGROUND))
253 if (!(self.flags & FL_JUMPRELEASED))
256 self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
258 self.flags = self.flags - FL_ONGROUND;
259 self.flags = self.flags - FL_JUMPRELEASED;
264 if (self.movetype == MOVETYPE_NOCLIP)
269 if (self.waterlevel != 3)
271 self.air_finished = time + 12;
274 else if (self.air_finished < time)
276 if (self.pain_finished < time)
278 Damage (self, world, world, 5, DEATH_DROWN, '0 0 0', '0 0 0');
279 self.pain_finished = time + 0.5;
283 if (!self.waterlevel)
285 if (self.flags & FL_INWATER)
287 // play leave water sound
288 self.flags = self.flags - FL_INWATER;
293 if (self.watertype == CONTENT_LAVA)
295 if (self.dmgtime < time)
297 self.dmgtime = time + 0.1;
298 Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, '0 0 0', '0 0 0');
301 else if (self.watertype == CONTENT_SLIME)
303 if (self.dmgtime < time)
305 self.dmgtime = time + 0.1;
306 Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, '0 0 0', '0 0 0');
310 if ( !(self.flags & FL_INWATER) )
313 //if (self.watertype == CONTENT_LAVA)
314 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
315 //if (self.watertype == CONTENT_WATER)
316 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
317 //if (self.watertype == CONTENT_SLIME)
318 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
320 self.flags = self.flags + FL_INWATER;
325 void() CheckWaterJump =
327 local vector start, end;
329 // check for a jump-out-of-water
330 makevectors (self.angles);
332 start_z = start_z + 8;
334 normalize(v_forward);
335 end = start + v_forward*24;
336 traceline (start, end, TRUE, self);
337 if (trace_fraction < 1)
339 start_z = start_z + self.maxs_z - 8;
340 end = start + v_forward*24;
341 self.movedir = trace_plane_normal * -50;
342 traceline (start, end, TRUE, self);
343 if (trace_fraction == 1)
344 { // open at eye level
345 self.flags = self.flags | FL_WATERJUMP;
346 self.velocity_z = 225;
347 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
348 self.teleport_time = time + 2; // safety net
361 void player_powerups (void)
363 if (self.items & IT_STRENGTH)
365 self.effects = self.effects | EF_BLUE;
366 if (time > self.strength_finished)
368 self.items = self.items - (self.items & IT_STRENGTH);
369 sprint(self, "Strength has worn off\n");
374 self.effects = self.effects - (self.effects & EF_BLUE);
375 if (time < self.strength_finished)
377 self.items = self.items | IT_STRENGTH;
378 sprint(self, "^5Strength infuses your weapons with devestating power\n");
381 if (self.items & IT_INVINCIBLE)
383 self.effects = self.effects | EF_RED;
384 if (time > self.invincible_finished)
386 self.items = self.items - (self.items & IT_INVINCIBLE);
387 sprint(self, "^5Invincible has worn off\n");
392 self.effects = self.effects - (self.effects & EF_RED);
393 if (time < self.invincible_finished)
395 self.items = self.items | IT_INVINCIBLE;
396 sprint(self, "Invincible shielding surrounds you\n");
401 void player_regen (void)
403 if (self.health >= 100 || time > self.pain_finished)
404 self.health = bound(0, self.health + (100 - self.health) * cvar("g_balance_healthregen") * frametime, 1000);
405 if (self.armorvalue > 100)
406 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * cvar("g_balance_armorrott") * frametime, 1000);
413 Called every frame for each client before the physics are run
416 .float attack_finished;
417 void PlayerPreThink (void)
426 if (intermission_running)
428 IntermissionThink (); // otherwise a button could be missed between
429 return; // the think tics
432 if (self.deadflag != DEAD_NO)
436 if (self.deadflag == DEAD_DYING)
438 if (time > self.dead_time)
439 self.deadflag = DEAD_DEAD;
441 else if (self.deadflag == DEAD_DEAD)
443 if (!self.button0 && !self.button2 && !self.button3)
444 self.deadflag = DEAD_RESPAWNABLE;
446 else if (self.deadflag == DEAD_RESPAWNABLE)
448 if (self.button0 || self.button2 || self.button3 || self.button4)
459 self.view_ofs = PL_CROUCH_VIEW_OFS;
460 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
467 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
468 if (!trace_startsolid)
471 self.view_ofs = PL_VIEW_OFS;
472 setsize (self, PL_MIN, PL_MAX);
477 if (self.playermodel != self.model)
481 setmodel (self, self.playermodel);
482 setsize (self, m1, m2);
485 if (self.skin != stof(self.playerskin))
486 self.skin = stof(self.playerskin);
492 if (self.viewzoom > 0.4)
493 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
495 else if (self.viewzoom < 1.0)
496 self.viewzoom = min (1.0, self.viewzoom + frametime);
502 self.flags = self.flags | FL_JUMPRELEASED;
509 self.angles_y=self.v_angle_y + 90; // temp
512 if (self.waterlevel == 2)
515 //if (TetrisPreFrame()) return;
522 Called every frame for each client after the physics are run
525 void PlayerPostThink (void)
534 if (intermission_running)
535 return; // intermission or finale
537 // VorteX: landing on floor, landing damage etc.
538 // LordHavoc: removed 'big fall' death code that VorteX added
539 if (self.flags & FL_ONGROUND)
541 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
543 soundrandom = random() * 4;
545 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
546 else if (soundrandom < 2)
547 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
548 else if (soundrandom < 3)
549 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
550 else if (soundrandom < 4)
551 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
552 if (self.jump_flag < -650) // landing damage
555 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
556 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
562 self.jump_flag = self.velocity_z;
564 //if (TetrisPostFrame()) return;