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 // Savage: Insufficient check for invalid playermodels
109 if(strlen(self.playermodel) < 15) self.playermodel = "models/player/marine.zym";
111 setmodel (self, self.playermodel);
112 self.skin = stof(self.playerskin);
114 self.view_ofs = PL_VIEW_OFS;
115 setsize (self, PL_MIN, PL_MAX);
116 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
117 // don't reset back to last position, even if new position is stuck in solid
118 self.oldorigin = self.origin;
120 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
121 // self.weapon = IT_UZI;
123 if (cvar("g_instagib") == 1)
126 self.switchweapon = WEP_NEX;
127 self.ammo_shells = 0;
129 self.ammo_rockets = 0;
130 self.ammo_cells = 999;
132 else if (cvar("g_rocketarena") == 1)
134 self.items = IT_ROCKET_LAUNCHER;
135 self.switchweapon = WEP_ROCKET_LAUNCHER;
136 self.ammo_shells = 0;
138 self.ammo_rockets = 999;
143 self.items = IT_LASER | IT_SHOTGUN;
144 self.switchweapon = WEP_SHOTGUN;
145 self.ammo_shells = 35;
147 self.ammo_rockets = 0;
151 if (cvar("g_fullbrightplayers") == 1)
152 self.effects = EF_FULLBRIGHT;
154 self.event_damage = PlayerDamage;
156 self.statdraintime = time + 5;
157 self.button0 = self.button1 = self.button2 = self.button3 = 0;
163 CL_SpawnWeaponentity();
165 //stuffcmd(self, "chase_active 0");
173 void SetNewParms (void)
183 void SetChangeParms (void)
192 Called when a client types 'kill' in the console
195 void ClientKill (void)
197 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
204 Called when a client connects to the server
207 void ClientConnect (void)
210 bprint ("^3",self.netname);
211 bprint (" connected\n");
212 stuffcmd(self, "exec maps/");
213 stuffcmd(self, mapname);
214 stuffcmd(self, ".cfg\n");
221 Called when a client disconnects from the server
224 void ClientDisconnect (void)
226 ClientDisconnected();
227 bprint ("^3",self.netname);
228 bprint (" disconnected\n");
231 .entity chatbubbleentity;
233 void() ChatBubbleThink =
235 self.nextthink = time;
236 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
241 setorigin(self, self.owner.origin + '0 0 10' + self.owner.maxs_z * '0 0 1');
242 if (self.owner.buttonchat)
245 self.effects = EF_NODRAW;
248 void() UpdateChatBubble =
250 if (!self.modelindex)
252 // spawn a chatbubble entity if needed
253 if (!self.chatbubbleentity)
255 self.chatbubbleentity = spawn();
256 self.chatbubbleentity.owner = self;
257 self.chatbubbleentity.think = ChatBubbleThink;
258 self.chatbubbleentity.nextthink = time;
259 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
260 setorigin(self.chatbubbleentity, self.origin + '0 0 10' + self.maxs_z * '0 0 1');
261 self.chatbubbleentity.effects = EF_NODRAW;
269 When you press the jump key
272 void PlayerJump (void)
274 if (self.waterlevel >= 2)
276 if (self.watertype == CONTENT_WATER)
277 self.velocity_z = 200;
278 else if (self.watertype == CONTENT_SLIME)
279 self.velocity_z = 80;
281 self.velocity_z = 50;
287 if (!(self.flags & FL_ONGROUND))
290 if (!(self.flags & FL_JUMPRELEASED))
293 self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
295 self.flags = self.flags - FL_ONGROUND;
296 self.flags = self.flags - FL_JUMPRELEASED;
301 if (self.movetype == MOVETYPE_NOCLIP)
306 if (self.waterlevel != 3)
308 self.air_finished = time + 12;
311 else if (self.air_finished < time)
313 if (self.pain_finished < time)
315 Damage (self, world, world, 5, DEATH_DROWN, '0 0 0', '0 0 0');
316 self.pain_finished = time + 0.5;
320 if (!self.waterlevel)
322 if (self.flags & FL_INWATER)
324 // play leave water sound
325 self.flags = self.flags - FL_INWATER;
330 if (self.watertype == CONTENT_LAVA)
332 if (self.dmgtime < time)
334 self.dmgtime = time + 0.1;
335 Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, '0 0 0', '0 0 0');
338 else if (self.watertype == CONTENT_SLIME)
340 if (self.dmgtime < time)
342 self.dmgtime = time + 0.1;
343 Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, '0 0 0', '0 0 0');
347 if ( !(self.flags & FL_INWATER) )
350 //if (self.watertype == CONTENT_LAVA)
351 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
352 //if (self.watertype == CONTENT_WATER)
353 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
354 //if (self.watertype == CONTENT_SLIME)
355 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
357 self.flags = self.flags + FL_INWATER;
362 void() CheckWaterJump =
364 local vector start, end;
366 // check for a jump-out-of-water
367 makevectors (self.angles);
369 start_z = start_z + 8;
371 normalize(v_forward);
372 end = start + v_forward*24;
373 traceline (start, end, TRUE, self);
374 if (trace_fraction < 1)
376 start_z = start_z + self.maxs_z - 8;
377 end = start + v_forward*24;
378 self.movedir = trace_plane_normal * -50;
379 traceline (start, end, TRUE, self);
380 if (trace_fraction == 1)
381 { // open at eye level
382 self.flags = self.flags | FL_WATERJUMP;
383 self.velocity_z = 225;
384 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
385 self.teleport_time = time + 2; // safety net
398 void player_powerups (void)
400 if (self.items & IT_STRENGTH)
402 self.effects = self.effects | EF_BLUE;
403 if (time > self.strength_finished)
405 self.items = self.items - (self.items & IT_STRENGTH);
406 sprint(self, "Strength has worn off\n");
411 self.effects = self.effects - (self.effects & EF_BLUE);
412 if (time < self.strength_finished)
414 self.items = self.items | IT_STRENGTH;
415 sprint(self, "^5Strength infuses your weapons with devestating power\n");
418 if (self.items & IT_INVINCIBLE)
420 self.effects = self.effects | EF_RED;
421 if (time > self.invincible_finished)
423 self.items = self.items - (self.items & IT_INVINCIBLE);
424 sprint(self, "^5Invincible has worn off\n");
429 self.effects = self.effects - (self.effects & EF_RED);
430 if (time < self.invincible_finished)
432 self.items = self.items | IT_INVINCIBLE;
433 sprint(self, "Invincible shielding surrounds you\n");
438 void player_regen (void)
440 if (self.health >= 100 || time > self.pain_finished)
441 self.health = bound(0, self.health + (100 - self.health) * cvar("g_balance_healthregen") * frametime, 1000);
442 if (self.armorvalue > 100)
443 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * cvar("g_balance_armorrott") * frametime, 1000);
450 Called every frame for each client before the physics are run
453 .float attack_finished;
454 void PlayerPreThink (void)
463 if (intermission_running)
465 IntermissionThink (); // otherwise a button could be missed between
466 return; // the think tics
469 if (self.deadflag != DEAD_NO)
473 if (self.deadflag == DEAD_DYING)
475 if (time > self.dead_time)
476 self.deadflag = DEAD_DEAD;
478 else if (self.deadflag == DEAD_DEAD)
480 if (!self.button0 && !self.button2 && !self.button3)
481 self.deadflag = DEAD_RESPAWNABLE;
483 else if (self.deadflag == DEAD_RESPAWNABLE)
485 if (self.button0 || self.button2 || self.button3 || self.button4)
496 self.view_ofs = PL_CROUCH_VIEW_OFS;
497 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
504 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
505 if (!trace_startsolid)
508 self.view_ofs = PL_VIEW_OFS;
509 setsize (self, PL_MIN, PL_MAX);
514 if (self.playermodel != self.model)
518 setmodel (self, self.playermodel);
519 setsize (self, m1, m2);
522 if (self.skin != stof(self.playerskin))
523 self.skin = stof(self.playerskin);
529 if (self.viewzoom > 0.4)
530 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
532 else if (self.viewzoom < 1.0)
533 self.viewzoom = min (1.0, self.viewzoom + frametime);
539 self.flags = self.flags | FL_JUMPRELEASED;
546 self.angles_y=self.v_angle_y + 90; // temp
549 if (self.waterlevel == 2)
552 //if (TetrisPreFrame()) return;
559 Called every frame for each client after the physics are run
562 void PlayerPostThink (void)
569 if (self.deadflag == DEAD_NO)
572 if (intermission_running)
573 return; // intermission or finale
575 // VorteX: landing on floor, landing damage etc.
576 // LordHavoc: removed 'big fall' death code that VorteX added
577 if (self.flags & FL_ONGROUND)
579 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
581 soundrandom = random() * 4;
583 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
584 else if (soundrandom < 2)
585 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
586 else if (soundrandom < 3)
587 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
588 else if (soundrandom < 4)
589 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
590 if (self.jump_flag < -650) // landing damage
593 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
594 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
600 self.jump_flag = self.velocity_z;
602 //if (TetrisPostFrame()) return;