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.fixangle = TRUE; // turn this way immediately
103 self.velocity = '0 0 0';
104 self.avelocity = '0 0 0';
105 self.punchangle = '0 0 0';
106 self.punchvector = '0 0 0';
110 setmodel (self, self.playermodel);
111 self.skin = stof(self.playerskin);
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 (game & GAME_INSTAGIB)
123 self.switchweapon = WEP_NEX;
124 self.ammo_shells = 0;
126 self.ammo_rockets = 0;
127 self.ammo_cells = 999;
129 else if (game & GAME_ROCKET_ARENA)
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 = 25;
144 self.ammo_rockets = 0;
148 if (game & GAME_FULLBRIGHT_PLAYERS)
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");
215 Called when a client disconnects from the server
218 void ClientDisconnect (void)
220 ClientDisconnected();
221 bprint ("^3",self.netname);
222 bprint (" disconnected\n");
229 When you press the jump key
232 void PlayerJump (void)
234 if (self.waterlevel >= 2)
236 if (self.watertype == CONTENT_WATER)
237 self.velocity_z = 200;
238 else if (self.watertype == CONTENT_SLIME)
239 self.velocity_z = 80;
241 self.velocity_z = 50;
247 if (!(self.flags & FL_ONGROUND))
250 if (!(self.flags & FL_JUMPRELEASED))
253 if (self.items & IT_SPEED)
254 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
256 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
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 sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
289 self.flags = self.flags - FL_INWATER;
294 if (self.watertype == CONTENT_LAVA)
296 if (self.dmgtime < time)
298 self.dmgtime = time + 0.2;
299 Damage (self, world, world, 5, DEATH_LAVA, '0 0 0', '0 0 0');
302 else if (self.watertype == CONTENT_SLIME)
304 if (self.dmgtime < time)
306 self.dmgtime = time + 1;
307 Damage (self, world, world, 5, DEATH_SLIME, '0 0 0', '0 0 0');
311 if ( !(self.flags & FL_INWATER) )
314 //if (self.watertype == CONTENT_LAVA)
315 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
316 //if (self.watertype == CONTENT_WATER)
317 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
318 //if (self.watertype == CONTENT_SLIME)
319 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
321 self.flags = self.flags + FL_INWATER;
326 void() CheckWaterJump =
328 local vector start, end;
330 // check for a jump-out-of-water
331 makevectors (self.angles);
333 start_z = start_z + 8;
335 normalize(v_forward);
336 end = start + v_forward*24;
337 traceline (start, end, TRUE, self);
338 if (trace_fraction < 1)
340 start_z = start_z + self.maxs_z - 8;
341 end = start + v_forward*24;
342 self.movedir = trace_plane_normal * -50;
343 traceline (start, end, TRUE, self);
344 if (trace_fraction == 1)
345 { // open at eye level
346 self.flags = self.flags | FL_WATERJUMP;
347 self.velocity_z = 225;
348 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
349 self.teleport_time = time + 2; // safety net
362 void player_powerups (void)
364 if (self.items & IT_STRENGTH)
366 if (time > self.strength_finished)
368 self.items = self.items - (self.items & IT_STRENGTH);
369 sprint(self, "Strength has worn off\n");
374 if (time < self.strength_finished)
376 self.items = self.items | IT_STRENGTH;
377 sprint(self, "Strength infuses your weapons with devestating power\n");
380 if (self.items & IT_INVINCIBLE)
382 if (time > self.invincible_finished)
384 self.items = self.items - (self.items & IT_INVINCIBLE);
385 sprint(self, "Invincible has worn off\n");
390 if (time < self.invincible_finished)
392 self.items = self.items | IT_INVINCIBLE;
393 sprint(self, "Invincible shielding surrounds you\n");
396 if (self.items & IT_SPEED)
398 if (time > self.speed_finished)
400 self.items = self.items - (self.items & IT_SPEED);
401 sprint(self, "Speed has worn off\n");
406 if (time < self.speed_finished)
408 self.items = self.items | IT_SPEED;
409 sprint(self, "Speed makes you run faster than ever before\n");
412 if (self.items & IT_SLOWMO)
414 if (time > self.slowmo_finished)
416 self.items = self.items - (self.items & IT_SLOWMO);
417 sprint(self, "Slow Motion has worn off\n");
422 if (time < self.slowmo_finished)
424 self.items = self.items | IT_SLOWMO;
425 sprint(self, "Slow Motion slows time around you\n");
429 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
430 if (time < self.strength_finished)
431 self.items = self.items | IT_STRENGTH;
432 if (time < self.invincible_finished)
433 self.items = self.items | IT_INVINCIBLE;
434 if (time < self.slowmo_finished)
435 self.items = self.items | IT_SLOWMO;
436 if (time < self.speed_finished)
437 self.items = self.items | IT_SPEED;
441 void player_regen (void)
443 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
444 if (game & GAME_REGENERATION)
446 self.health = self.health + (200 - self.health) * 0.2 * frametime;
447 self.armorvalue = bound(0, self.armorvalue, 1000);
451 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
452 if (self.armorvalue > 100)
453 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.1 * frametime, 1000);
461 Called every frame for each client before the physics are run
464 .float attack_finished;
465 void PlayerPreThink (void)
472 if (self.deadflag != DEAD_NO)
476 if (self.deadflag == DEAD_DYING)
478 if (time > self.dead_time)
479 self.deadflag = DEAD_DEAD;
481 else if (self.deadflag == DEAD_DEAD)
483 if (!self.button0 && !self.button2 && !self.button3)
484 self.deadflag = DEAD_RESPAWNABLE;
486 else if (self.deadflag == DEAD_RESPAWNABLE)
488 if (self.button0 || self.button2 || self.button3 || self.button4)
494 if (self.playermodel != self.model)
498 setmodel (self, self.playermodel);
499 setsize (self, m1, m2);
500 self.skin = stof(self.playerskin);
507 if (self.viewzoom > 0.4)
508 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
510 else if (self.viewzoom < 1.0)
511 self.viewzoom = min (1.0, self.viewzoom + frametime);
517 self.flags = self.flags | FL_JUMPRELEASED;
524 self.angles_y=self.v_angle_y + 90; // temp
527 if (self.waterlevel == 2)
530 //if (TetrisPreFrame()) return;
537 Called every frame for each client after the physics are run
540 void PlayerPostThink (void)
549 // VorteX: landing on floor, landing damage etc.
550 // LordHavoc: removed 'big fall' death code that VorteX added
551 if (self.flags & FL_ONGROUND)
553 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
555 soundrandom = random() * 4;
557 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
558 else if (soundrandom < 2)
559 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
560 else if (soundrandom < 3)
561 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
562 else if (soundrandom < 4)
563 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
564 if (self.jump_flag < -650) // landing damage
567 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
568 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
574 self.jump_flag = self.velocity_z;
576 //if (TetrisPostFrame()) return;