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1
2 void info_player_start (void)
3 {
4         self.classname = "info_player_deathmatch";
5 }
6
7 void info_player_deathmatch (void)
8 {
9 }
10
11 /*
12 =============
13 SelectSpawnPoint
14
15 Finds a point to respawn
16 =============
17 */
18 entity SelectSpawnPoint (void)
19 {
20         local entity spot, thing;
21         local float pcount;
22
23         spot = find (world, classname, "testplayerstart");
24         if (spot)
25                 return spot;
26
27         spot = lastspawn;
28         while (1)
29         {
30                 spot = find(spot, classname, "info_player_deathmatch");
31                 if (spot != world)
32                 {
33                         if (spot == lastspawn)
34                                 return lastspawn;
35                         pcount = 0;
36                         thing = findradius(spot.origin, 70);
37                         while(thing)
38                         {
39                                 if (thing.classname == "player")
40                                         pcount = pcount + 1;
41                                 thing = thing.chain;
42                         }
43                         if (pcount == 0)
44                         {
45                                 lastspawn = spot;
46                                 return spot;
47                         }
48                 }
49         }
50
51         spot = find (world, classname, "info_player_start");
52         if (!spot)
53                 error ("PutClientInServer: no info_player_start on level");
54         
55         return spot;
56 }
57
58
59 /*
60 =============
61 PutClientInServer
62
63 Called when a client spawns in the server
64 =============
65 */
66 void PutClientInServer (void)
67 {
68         entity  spot;
69         float mdlrandom;
70
71         spot = SelectSpawnPoint ();
72
73         self.classname = "player";
74         self.movetype = MOVETYPE_WALK;
75         self.solid = SOLID_SLIDEBOX;
76         self.flags = FL_CLIENT;
77         self.takedamage = DAMAGE_YES;
78         self.effects = 0;
79         self.health = 150;
80         self.damageforcescale = 2;
81         self.death_time = 0;
82         self.dead_time = 0;
83         self.dead_frame = 0;
84         self.die_frame = 0;
85         self.alpha = 0;
86         self.scale = 0;
87         self.fade_time = 0;
88         self.pain_frame = 0;
89         self.pain_finished = 0;
90         self.strength_finished = 0;
91         self.invincible_finished = 0;
92         self.speed_finished = 0;
93         self.slowmo_finished = 0;
94         // players have no think function
95         self.think = SUB_Null;
96         self.nextthink = 0;
97
98         self.deadflag = DEAD_NO;
99
100         self.view_ofs = PL_VIEW_OFS;
101         self.angles = spot.angles;
102
103         self.viewzoom = 0.6;
104
105         mdlrandom = random() * 5;
106         if (mdlrandom < 1)
107         {
108                 setmodel (self, "models/player/insurrectionist.zym");
109                 self.angleoffset = '0 90 0';
110         }
111         else if (mdlrandom < 2)
112         {
113                 setmodel (self, "models/player/mulder.zym");
114                 self.angleoffset = '0 90 0';
115         }
116         else if (mdlrandom < 3)
117         {
118                 setmodel (self, "models/player/marine.zym");
119                 self.angleoffset = '0 90 0';
120         }
121         else if (mdlrandom < 4)
122         {
123                 setmodel (self, "models/player/specop.zym");
124                 self.angleoffset = '0 90 0';
125         }
126         else
127         {
128                 setmodel (self, "models/player/fshock.zym");
129                 self.angleoffset = '0 90 0';
130         }
131
132
133         setsize (self, PL_MIN, PL_MAX);
134         setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
135         // don't reset back to last position, even if new position is stuck in solid
136         self.oldorigin = self.origin;
137
138 //      self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
139 //      self.weapon = IT_UZI;
140
141         if (game & GAME_INSTAGIB)
142         {
143                 self.items = IT_NEX;
144                 self.switchweapon = WEP_NEX;
145                 self.ammo_shells = 0;
146                 self.ammo_nails = 0;
147                 self.ammo_rockets = 0;
148                 self.ammo_cells = 999;
149         }
150         else if (game & GAME_ROCKET_ARENA)
151         {
152                 self.items = IT_ROCKET_LAUNCHER;
153                 self.switchweapon = WEP_ROCKET_LAUNCHER;
154                 self.ammo_shells = 0;
155                 self.ammo_nails = 0;
156                 self.ammo_rockets = 999;
157                 self.ammo_cells = 0;
158         }
159         else
160         {
161                 self.items = IT_LASER;
162                 self.switchweapon = WEP_LASER;
163                 self.ammo_shells = 0;
164                 self.ammo_nails = 0;
165                 self.ammo_rockets = 0;
166                 self.ammo_cells = 0;
167         }
168
169         if (game & GAME_FULLBRIGHT_PLAYERS)
170                 self.effects = EF_FULLBRIGHT;
171
172         self.event_damage = PlayerDamage;
173
174         self.statdraintime = time + 5;
175         self.button0 = self.button1 = self.button2 = self.button3 = 0;
176
177         /*
178         W_UpdateWeapon();
179         W_UpdateAmmo();
180         */
181         CL_SpawnWeaponentity();
182
183         //stuffcmd(self, "chase_active 0");
184 }
185
186 /*
187 =============
188 SetNewParms
189 =============
190 */
191 void SetNewParms (void)
192 {
193
194 }
195
196 /*
197 =============
198 SetChangeParms
199 =============
200 */
201 void SetChangeParms (void)
202 {
203
204 }
205
206 /*
207 =============
208 ClientKill
209
210 Called when a client types 'kill' in the console
211 =============
212 */
213 void ClientKill (void)
214 {
215
216 }
217
218 /*
219 =============
220 ClientConnect
221
222 Called when a client connects to the server
223 =============
224 */
225 void ClientConnect (void)
226 {
227         ClientInRankings();
228         bprint (self.netname);
229         bprint (" connected\n");
230 }
231
232 /*
233 =============
234 ClientDisconnect
235
236 Called when a client disconnects from the server
237 =============
238 */
239 void ClientDisconnect (void)
240 {
241         ClientDisconnected();
242         bprint (self.netname);
243         bprint (" disconnected\n");
244 }
245
246 /*
247 =============
248 PlayerJump
249
250 When you press the jump key
251 =============
252 */
253 void PlayerJump (void)
254 {
255         if (!(self.flags & FL_ONGROUND))
256                 return;
257         if (!(self.flags & FL_JUMPRELEASED))
258                 return;
259
260         if (self.items & IT_SPEED)
261                 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
262         else
263                 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
264
265         self.flags = self.flags - FL_ONGROUND;
266         self.flags = self.flags - FL_JUMPRELEASED;
267 }
268
269 void respawn(void)
270 {
271         CopyBody();
272         PutClientInServer();
273 }
274
275 void player_powerups (void)
276 {
277         if (self.items & IT_STRENGTH)
278         {
279                 if (time > self.strength_finished)
280                 {
281                         self.items = self.items - (self.items & IT_STRENGTH);
282                         sprint(self, "Strength has worn off\n");
283                 }
284         }
285         else
286         {
287                 if (time < self.strength_finished)
288                 {
289                         self.items = self.items | IT_STRENGTH;
290                         sprint(self, "Strength infuses your weapons with devestating power\n");
291                 }
292         }
293         if (self.items & IT_INVINCIBLE)
294         {
295                 if (time > self.invincible_finished)
296                 {
297                         self.items = self.items - (self.items & IT_INVINCIBLE);
298                         sprint(self, "Invincible has worn off\n");
299                 }
300         }
301         else
302         {
303                 if (time < self.invincible_finished)
304                 {
305                         self.items = self.items | IT_INVINCIBLE;
306                         sprint(self, "Invincible shielding surrounds you\n");
307                 }
308         }
309         if (self.items & IT_SPEED)
310         {
311                 if (time > self.speed_finished)
312                 {
313                         self.items = self.items - (self.items & IT_SPEED);
314                         sprint(self, "Speed has worn off\n");
315                 }
316         }
317         else
318         {
319                 if (time < self.speed_finished)
320                 {
321                         self.items = self.items | IT_SPEED;
322                         sprint(self, "Speed makes you run faster than ever before\n");
323                 }
324         }
325         if (self.items & IT_SLOWMO)
326         {
327                 if (time > self.slowmo_finished)
328                 {
329                         self.items = self.items - (self.items & IT_SLOWMO);
330                         sprint(self, "Slow Motion has worn off\n");
331                 }
332         }
333         else
334         {
335                 if (time < self.slowmo_finished)
336                 {
337                         self.items = self.items | IT_SLOWMO;
338                         sprint(self, "Slow Motion slows time around you\n");
339                 }
340         }
341         /*
342         self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
343         if (time < self.strength_finished)
344                 self.items = self.items | IT_STRENGTH;
345         if (time < self.invincible_finished)
346                 self.items = self.items | IT_INVINCIBLE;
347         if (time < self.slowmo_finished)
348                 self.items = self.items | IT_SLOWMO;
349         if (time < self.speed_finished)
350                 self.items = self.items | IT_SPEED;
351         */
352 }
353
354 void player_regen (void)
355 {
356         // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
357         if (game & GAME_REGENERATION)
358         {
359                 self.health = self.health + (200 - self.health) * 0.2 * frametime;
360                 self.armorvalue = bound(0, self.armorvalue, 1000);
361         }
362         else
363         {
364                 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
365                 if (self.armorvalue > 100)
366                         self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.05 * frametime, 1000);
367         }
368 }
369
370 /*
371 =============
372 PlayerPreThink
373
374 Called every frame for each client before the physics are run
375 =============
376 */
377 .float attack_finished;
378 void PlayerPreThink (void)
379 {
380         if (BotPreFrame())
381                 return;
382         if (!self.hasaliases)
383             DoAliases();
384
385         if (self.deadflag != DEAD_NO)
386         {
387                 player_anim();
388                 weapon_freeze();
389                 if (self.deadflag == DEAD_DYING)
390                 {
391                         if (time > self.dead_time)
392                                 self.deadflag = DEAD_DEAD;
393                 }
394                 else if (self.deadflag == DEAD_DEAD)
395                 {
396                         if (!self.button0 && !self.button2 && !self.button3)
397                                 self.deadflag = DEAD_RESPAWNABLE;
398                 }
399                 else if (self.deadflag == DEAD_RESPAWNABLE)
400                 {
401                         if (self.button0 || self.button2 || self.button3  || self.button4)
402                                 respawn();
403                 }
404                 return;
405         }
406
407 /*
408         if (self.button4)
409         {
410                 if (self.weapon == IT_ROCKET_LAUNCHER)
411                         W_ThirdAttack ();
412                 if (!(game & GAME_INSANE))
413                 if (self.attack_finished < time && !self.button0 && !self.button3)
414                         W_ThirdAttack ();
415         }
416 */
417
418         W_WeaponFrame();
419
420         if (self.button3)
421         {
422                 if (self.weapon == IT_NEX)
423                         if (self.viewzoom > 0.4)
424                                 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
425         }
426         else if (self.viewzoom < 1.0)
427                 self.viewzoom = min (1.0, self.viewzoom + frametime);
428
429         /* Old weapon system
430         if (self.button3)
431         {
432                 if (self.weapon == IT_ROCKET_LAUNCHER)
433                         W_SecondaryAttack ();
434                 if (!(game & GAME_INSANE))
435                         if (self.attack_finished < time && !self.button0)
436                                 W_SecondaryAttack ();
437                 if (game & GAME_INSANE)
438                         W_SecondaryAttack ();
439         }
440         
441         if (!(game & GAME_INSANE))
442         if (self.attack_finished < time)
443         if (self.button0)
444                 W_Attack ();
445 */
446
447
448         if (self.button2)
449                 PlayerJump ();
450         else
451                 self.flags = self.flags | FL_JUMPRELEASED;
452
453
454         player_powerups();
455         player_regen();
456         player_anim();
457 //      weapon_anim();
458
459         if (TetrisPreFrame()) return;
460 }
461
462 /*
463 =============
464 PlayerPostThink
465
466 Called every frame for each client after the physics are run
467 =============
468 */
469 void PlayerPostThink (void)
470 {
471         if (BotPostFrame())
472                 return;
473         if (self.health > 0)
474         if (self.impulse)
475                 ImpulseCommands ();
476         if (TetrisPostFrame()) return;
477 }