2 void info_player_start (void)
4 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
15 Finds a point to respawn
18 entity SelectSpawnPoint (void)
20 local entity spot, thing;
23 spot = find (world, classname, "testplayerstart");
30 spot = find(spot, classname, "info_player_deathmatch");
33 if (spot == lastspawn)
36 thing = findradius(spot.origin, 70);
39 if (thing.classname == "player")
51 spot = find (world, classname, "info_player_start");
53 error ("PutClientInServer: no info_player_start on level");
63 Called when a client spawns in the server
66 void PutClientInServer (void)
71 spot = SelectSpawnPoint ();
73 self.classname = "player";
74 self.movetype = MOVETYPE_WALK;
75 self.solid = SOLID_SLIDEBOX;
76 self.flags = FL_CLIENT;
77 self.takedamage = DAMAGE_YES;
80 self.damageforcescale = 2;
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 = nullfunction;
98 self.deadflag = DEAD_NO;
100 self.view_ofs = PL_VIEW_OFS;
101 self.angles = spot.angles;
102 self.velocity = '0 0 0';
103 self.avelocity = '0 0 0';
107 setmodel (self, self.playermodel);
108 self.skin = stof(self.playerskin);
109 setsize (self, PL_MIN, PL_MAX);
110 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
111 // don't reset back to last position, even if new position is stuck in solid
112 self.oldorigin = self.origin;
114 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
115 // self.weapon = IT_UZI;
117 if (game & GAME_INSTAGIB)
120 self.switchweapon = WEP_NEX;
121 self.ammo_shells = 0;
123 self.ammo_rockets = 0;
124 self.ammo_cells = 999;
126 else if (game & GAME_ROCKET_ARENA)
128 self.items = IT_ROCKET_LAUNCHER;
129 self.switchweapon = WEP_ROCKET_LAUNCHER;
130 self.ammo_shells = 0;
132 self.ammo_rockets = 999;
137 self.items = IT_LASER | IT_SHOTGUN;
138 self.switchweapon = WEP_SHOTGUN;
139 self.ammo_shells = 25;
141 self.ammo_rockets = 0;
145 if (game & GAME_FULLBRIGHT_PLAYERS)
146 self.effects = EF_FULLBRIGHT;
148 self.event_damage = PlayerDamage;
150 self.statdraintime = time + 5;
151 self.button0 = self.button1 = self.button2 = self.button3 = 0;
157 CL_SpawnWeaponentity();
159 //stuffcmd(self, "chase_active 0");
167 void SetNewParms (void)
177 void SetChangeParms (void)
186 Called when a client types 'kill' in the console
189 void ClientKill (void)
191 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
198 Called when a client connects to the server
201 void ClientConnect (void)
203 //ClientInRankings();
204 bprint (self.netname);
205 bprint (" connected\n");
212 Called when a client disconnects from the server
215 void ClientDisconnect (void)
217 //ClientDisconnected();
218 bprint (self.netname);
219 bprint (" disconnected\n");
226 When you press the jump key
229 void PlayerJump (void)
231 if (self.waterlevel >= 2)
233 if (self.watertype == CONTENT_WATER)
234 self.velocity_z = 200;
235 else if (self.watertype == CONTENT_SLIME)
236 self.velocity_z = 80;
238 self.velocity_z = 50;
244 if (!(self.flags & FL_ONGROUND))
247 if (!(self.flags & FL_JUMPRELEASED))
250 if (self.items & IT_SPEED)
251 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
253 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
255 self.flags = self.flags - FL_ONGROUND;
256 self.flags = self.flags - FL_JUMPRELEASED;
261 if (self.movetype == MOVETYPE_NOCLIP)
266 if (self.waterlevel != 3)
268 self.air_finished = time + 12;
271 else if (self.air_finished < time)
273 if (self.pain_finished < time)
275 Damage (self, world, world, 5, DEATH_DROWN, '0 0 0', '0 0 0');
276 self.pain_finished = time + 0.5;
280 if (!self.waterlevel)
282 if (self.flags & FL_INWATER)
284 // play leave water sound
285 sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
286 self.flags = self.flags - FL_INWATER;
291 if (self.watertype == CONTENT_LAVA)
293 if (self.dmgtime < time)
295 self.dmgtime = time + 0.2;
296 Damage (self, world, world, 5, DEATH_LAVA, '0 0 0', '0 0 0');
299 else if (self.watertype == CONTENT_SLIME)
301 if (self.dmgtime < time)
303 self.dmgtime = time + 1;
304 Damage (self, world, world, 5, DEATH_SLIME, '0 0 0', '0 0 0');
308 if ( !(self.flags & FL_INWATER) )
311 //if (self.watertype == CONTENT_LAVA)
312 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
313 //if (self.watertype == CONTENT_WATER)
314 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
315 //if (self.watertype == CONTENT_SLIME)
316 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
318 self.flags = self.flags + FL_INWATER;
323 void() CheckWaterJump =
325 local vector start, end;
327 // check for a jump-out-of-water
328 makevectors (self.angles);
330 start_z = start_z + 8;
332 normalize(v_forward);
333 end = start + v_forward*24;
334 traceline (start, end, TRUE, self);
335 if (trace_fraction < 1)
337 start_z = start_z + self.maxs_z - 8;
338 end = start + v_forward*24;
339 self.movedir = trace_plane_normal * -50;
340 traceline (start, end, TRUE, self);
341 if (trace_fraction == 1)
342 { // open at eye level
343 self.flags = self.flags | FL_WATERJUMP;
344 self.velocity_z = 225;
345 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
346 self.teleport_time = time + 2; // safety net
359 void player_powerups (void)
361 if (self.items & IT_STRENGTH)
363 if (time > self.strength_finished)
365 self.items = self.items - (self.items & IT_STRENGTH);
366 sprint(self, "Strength has worn off\n");
371 if (time < self.strength_finished)
373 self.items = self.items | IT_STRENGTH;
374 sprint(self, "Strength infuses your weapons with devestating power\n");
377 if (self.items & IT_INVINCIBLE)
379 if (time > self.invincible_finished)
381 self.items = self.items - (self.items & IT_INVINCIBLE);
382 sprint(self, "Invincible has worn off\n");
387 if (time < self.invincible_finished)
389 self.items = self.items | IT_INVINCIBLE;
390 sprint(self, "Invincible shielding surrounds you\n");
393 if (self.items & IT_SPEED)
395 if (time > self.speed_finished)
397 self.items = self.items - (self.items & IT_SPEED);
398 sprint(self, "Speed has worn off\n");
403 if (time < self.speed_finished)
405 self.items = self.items | IT_SPEED;
406 sprint(self, "Speed makes you run faster than ever before\n");
409 if (self.items & IT_SLOWMO)
411 if (time > self.slowmo_finished)
413 self.items = self.items - (self.items & IT_SLOWMO);
414 sprint(self, "Slow Motion has worn off\n");
419 if (time < self.slowmo_finished)
421 self.items = self.items | IT_SLOWMO;
422 sprint(self, "Slow Motion slows time around you\n");
426 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
427 if (time < self.strength_finished)
428 self.items = self.items | IT_STRENGTH;
429 if (time < self.invincible_finished)
430 self.items = self.items | IT_INVINCIBLE;
431 if (time < self.slowmo_finished)
432 self.items = self.items | IT_SLOWMO;
433 if (time < self.speed_finished)
434 self.items = self.items | IT_SPEED;
438 void player_regen (void)
440 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
441 if (game & GAME_REGENERATION)
443 self.health = self.health + (200 - self.health) * 0.2 * frametime;
444 self.armorvalue = bound(0, self.armorvalue, 1000);
448 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
449 if (self.armorvalue > 100)
450 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.1 * frametime, 1000);
458 Called every frame for each client before the physics are run
461 .float attack_finished;
462 void PlayerPreThink (void)
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)
491 if (self.playermodel != self.model)
495 setmodel (self, self.playermodel);
496 setsize (self, m1, m2);
497 self.skin = stof(self.playerskin);
504 if (self.viewzoom > 0.4)
505 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
507 else if (self.viewzoom < 1.0)
508 self.viewzoom = min (1.0, self.viewzoom + frametime);
514 self.flags = self.flags | FL_JUMPRELEASED;
521 self.angles_y=self.v_angle_y + 90; // temp
524 if (self.waterlevel == 2)
527 //if (TetrisPreFrame()) return;
534 Called every frame for each client after the physics are run
537 void PlayerPostThink (void)
540 //if (BotPostFrame())
546 // VorteX: landing on floor, landing damage etc.
547 // LordHavoc: removed 'big fall' death code that VorteX added
548 if (self.flags & FL_ONGROUND)
550 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
552 soundrandom = random() * 4;
554 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
555 else if (soundrandom < 2)
556 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
557 else if (soundrandom < 3)
558 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
559 else if (soundrandom < 4)
560 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
561 if (self.jump_flag < -650) // landing damage
564 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
565 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
571 self.jump_flag = self.velocity_z;
573 //if (TetrisPostFrame()) return;