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1 void info_player_start (void)
2 {
3         self.classname = "info_player_deathmatch";
4 }
5
6 void info_player_deathmatch (void)
7 {
8 }
9
10 /*
11 =============
12 SelectSpawnPoint
13
14 Finds a point to respawn
15 =============
16 */
17 entity SelectSpawnPoint (void)
18 {
19         local entity spot, thing;
20         local float pcount;
21
22         spot = find (world, classname, "testplayerstart");
23         if (spot)
24                 return spot;
25
26         spot = lastspawn;
27         while (1)
28         {
29                 spot = find(spot, classname, "info_player_deathmatch");
30                 if (spot != world)
31                 {
32                         if (spot == lastspawn)
33                                 return lastspawn;
34                         pcount = 0;
35                         thing = findradius(spot.origin, 70);
36                         while(thing)
37                         {
38                                 if (thing.classname == "player")
39                                         pcount = pcount + 1;
40                                 thing = thing.chain;
41                         }
42                         if (pcount == 0)
43                         {
44                                 lastspawn = spot;
45                                 return spot;
46                         }
47                 }
48         }
49
50         spot = find (world, classname, "info_player_start");
51         if (!spot)
52                 error ("PutClientInServer: no info_player_start on level");
53
54         return spot;
55 }
56
57
58 /*
59 =============
60 PutClientInServer
61
62 Called when a client spawns in the server
63 =============
64 */
65 void PutClientInServer (void)
66 {
67         entity  spot;
68         float mdlrandom;
69
70         spot = SelectSpawnPoint ();
71
72         self.classname = "player";
73         self.movetype = MOVETYPE_WALK;
74         self.solid = SOLID_SLIDEBOX;
75         self.flags = FL_CLIENT;
76         self.takedamage = DAMAGE_YES;
77         self.effects = 0;
78         self.health = cvar("g_balance_health");
79         self.damageforcescale = 2;
80         self.death_time = 0;
81         self.dead_time = 0;
82         self.dead_frame = 0;
83         self.die_frame = 0;
84         self.alpha = 0;
85         self.scale = 0;
86         self.fade_time = 0;
87         self.pain_frame = 0;
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;
95         self.nextthink = 0;
96
97         self.deadflag = DEAD_NO;
98
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';
105
106         self.viewzoom = 0.6;
107
108         // Savage: Insufficient check for invalid playermodels
109         if(strlen(self.playermodel) < 15) self.playermodel = "models/player/marine.zym";
110         
111         setmodel (self, self.playermodel);
112         self.skin = stof(self.playerskin);
113         self.crouch = FALSE;
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;
119
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;
122
123         if (cvar("g_instagib") == 1)
124         {
125                 self.items = IT_NEX;
126                 self.switchweapon = WEP_NEX;
127                 self.ammo_shells = 0;
128                 self.ammo_nails = 0;
129                 self.ammo_rockets = 0;
130                 self.ammo_cells = 999;
131         }
132         else if (cvar("g_rocketarena") == 1)
133         {
134                 self.items = IT_ROCKET_LAUNCHER;
135                 self.switchweapon = WEP_ROCKET_LAUNCHER;
136                 self.ammo_shells = 0;
137                 self.ammo_nails = 0;
138                 self.ammo_rockets = 999;
139                 self.ammo_cells = 0;
140         }
141         else
142         {
143                 self.items = IT_LASER | IT_SHOTGUN;
144                 self.switchweapon = WEP_SHOTGUN;
145                 self.ammo_shells = 50;
146                 self.ammo_nails = 0;
147                 self.ammo_rockets = 0;
148                 self.ammo_cells = 0;
149         }
150
151         if (cvar("g_fullbrightplayers") == 1)
152                 self.effects = EF_FULLBRIGHT;
153
154         self.event_damage = PlayerDamage;
155
156         self.statdraintime = time + 5;
157         self.button0 = self.button1 = self.button2 = self.button3 = 0;
158
159         /*
160         W_UpdateWeapon();
161         W_UpdateAmmo();
162         */
163         CL_SpawnWeaponentity();
164
165         //stuffcmd(self, "chase_active 0");
166 }
167
168 /*
169 =============
170 SetNewParms
171 =============
172 */
173 void SetNewParms (void)
174 {
175
176 }
177
178 /*
179 =============
180 SetChangeParms
181 =============
182 */
183 void SetChangeParms (void)
184 {
185
186 }
187
188 /*
189 =============
190 ClientKill
191
192 Called when a client types 'kill' in the console
193 =============
194 */
195 void ClientKill (void)
196 {
197         Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
198 }
199
200 /*
201 =============
202 ClientConnect
203
204 Called when a client connects to the server
205 =============
206 */
207 void ClientConnect (void)
208 {
209         ClientInRankings();
210         bprint ("^4",self.netname);
211         bprint (" connected\n");
212         stuffcmd(self, "exec maps/");
213         stuffcmd(self, mapname);
214         stuffcmd(self, ".cfg\n");
215 }
216
217 /*
218 =============
219 ClientDisconnect
220
221 Called when a client disconnects from the server
222 =============
223 */
224 void ClientDisconnect (void)
225 {
226         ClientDisconnected();
227         bprint ("^4",self.netname);
228         bprint (" disconnected\n");
229 }
230
231 .entity chatbubbleentity;
232 .float buttonchat;
233 void() ChatBubbleThink =
234 {
235         self.nextthink = time;
236         if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
237         {
238                 remove(self);
239                 return;
240         }
241         setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
242         if (self.owner.buttonchat)
243                 self.effects = 0;
244         else
245                 self.effects = EF_NODRAW;
246 };
247
248 void() UpdateChatBubble =
249 {
250         if (!self.modelindex)
251                 return;
252         // spawn a chatbubble entity if needed
253         if (!self.chatbubbleentity)
254         {
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 15' + self.maxs_z * '0 0 1');
261                 self.chatbubbleentity.effects = EF_NODRAW;
262         }
263 }
264
265 /*
266 =============
267 PlayerJump
268
269 When you press the jump key
270 =============
271 */
272 void PlayerJump (void)
273 {
274         if (self.waterlevel >= 2)
275         {
276                 if (self.watertype == CONTENT_WATER)
277                         self.velocity_z = 200;
278                 else if (self.watertype == CONTENT_SLIME)
279                         self.velocity_z = 80;
280                 else
281                         self.velocity_z = 50;
282
283                 return;
284         }
285
286
287         if (!(self.flags & FL_ONGROUND))
288                 return;
289
290         if (!(self.flags & FL_JUMPRELEASED))
291                 return;
292
293         self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
294
295         self.flags = self.flags - FL_ONGROUND;
296         self.flags = self.flags - FL_JUMPRELEASED;
297 }
298
299 void() WaterMove =
300 {
301         if (self.movetype == MOVETYPE_NOCLIP)
302                 return;
303         if (self.health < 0)
304                 return;
305
306         if (self.waterlevel != 3)
307         {
308                 self.air_finished = time + 12;
309                 self.dmg = 2;
310         }
311         else if (self.air_finished < time)
312         {       // drown!
313                 if (self.pain_finished < time)
314                 {
315                         Damage (self, world, world, 5, DEATH_DROWN, '0 0 0', '0 0 0');
316                         self.pain_finished = time + 0.5;
317                 }
318         }
319
320         if (!self.waterlevel)
321         {
322                 if (self.flags & FL_INWATER)
323                 {
324                         // play leave water sound
325                         self.flags = self.flags - FL_INWATER;
326                 }
327                 return;
328         }
329
330         if (self.watertype == CONTENT_LAVA)
331         {       // do damage
332                 if (self.dmgtime < time)
333                 {
334                         self.dmgtime = time + 0.1;
335                         Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, '0 0 0', '0 0 0');
336                 }
337         }
338         else if (self.watertype == CONTENT_SLIME)
339         {       // do damage
340                 if (self.dmgtime < time)
341                 {
342                         self.dmgtime = time + 0.1;
343                         Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, '0 0 0', '0 0 0');
344                 }
345         }
346
347         if ( !(self.flags & FL_INWATER) )
348         {
349
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);
356
357                 self.flags = self.flags + FL_INWATER;
358                 self.dmgtime = 0;
359         }
360 };
361
362 void() CheckWaterJump =
363 {
364         local vector start, end;
365
366 // check for a jump-out-of-water
367         makevectors (self.angles);
368         start = self.origin;
369         start_z = start_z + 8;
370         v_forward_z = 0;
371         normalize(v_forward);
372         end = start + v_forward*24;
373         traceline (start, end, TRUE, self);
374         if (trace_fraction < 1)
375         {       // solid at waist
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
386                         return;
387                 }
388         }
389 };
390
391
392 void respawn(void)
393 {
394         CopyBody(1);
395         PutClientInServer();
396 }
397
398 void player_powerups (void)
399 {
400         if (self.items & IT_STRENGTH)
401         {
402                 self.effects = self.effects | EF_BLUE;
403                 self.effects = self.effects | EF_ADDITIVE;
404                 if (time > self.strength_finished)
405                 {
406                         self.items = self.items - (self.items & IT_STRENGTH);
407                         sprint(self, "^3Strength has worn off\n");
408                 }
409         }
410         else
411         {
412                 self.effects = self.effects - (self.effects & EF_BLUE);
413                 self.effects = self.effects - (self.effects & EF_ADDITIVE);
414                 if (time < self.strength_finished)
415                 {
416                         self.items = self.items | IT_STRENGTH;
417                         sprint(self, "^3Strength infuses your weapons with devestating power\n");
418                 }
419         }
420         if (self.items & IT_INVINCIBLE)
421         {
422                 self.effects = self.effects | EF_RED;
423                 self.effects = self.effects | EF_ADDITIVE;
424                 if (time > self.invincible_finished)
425                 {
426                         self.items = self.items - (self.items & IT_INVINCIBLE);
427                         sprint(self, "^3Invincible has worn off\n");
428                 }
429         }
430         else
431         {
432                 self.effects = self.effects - (self.effects & EF_RED);
433                 if (time < self.invincible_finished)
434                 {
435                         self.items = self.items | IT_INVINCIBLE;
436                         sprint(self, "^3Invincible shielding surrounds you\n");
437                 }
438         }
439 }
440
441 void player_regen (void)
442 {
443         if (self.health >= 100 || time > self.pain_finished)
444                 self.health = bound(0, self.health + (100 - self.health) * cvar("g_balance_healthregen") * frametime, 1000);
445         if (self.armorvalue > 100)
446                 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * cvar("g_balance_armorrott") * frametime, 1000);
447 }
448
449 /*
450 =============
451 PlayerPreThink
452
453 Called every frame for each client before the physics are run
454 =============
455 */
456 .float attack_finished;
457 void PlayerPreThink (void)
458 {
459         local vector m1, m2;
460
461         if (BotPreFrame())
462                 return;
463
464         CheckRules();
465
466         if (intermission_running)
467         {
468                 IntermissionThink ();   // otherwise a button could be missed between
469                 return;                                 // the think tics
470         }
471
472         if (self.deadflag != DEAD_NO)
473         {
474                 player_anim();
475                 weapon_freeze();
476                 if (self.deadflag == DEAD_DYING)
477                 {
478                         if (time > self.dead_time)
479                                 self.deadflag = DEAD_DEAD;
480                 }
481                 else if (self.deadflag == DEAD_DEAD)
482                 {
483                         if (!self.button0 && !self.button2 && !self.button3)
484                                 self.deadflag = DEAD_RESPAWNABLE;
485                 }
486                 else if (self.deadflag == DEAD_RESPAWNABLE)
487                 {
488                         if (self.button0 || self.button2 || self.button3  || self.button4)
489                                 respawn();
490                 }
491                 return;
492         }
493
494         if (self.button5)
495         {
496                 if (!self.crouch)
497                 {
498                         self.crouch = TRUE;
499                         self.view_ofs = PL_CROUCH_VIEW_OFS;
500                         setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
501                 }
502         }
503         else
504         {
505                 if (self.crouch)
506                 {
507                         tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
508                         if (!trace_startsolid)
509                         {
510                                 self.crouch = FALSE;
511                                 self.view_ofs = PL_VIEW_OFS;
512                                 setsize (self, PL_MIN, PL_MAX);
513                         }
514                 }
515         }
516
517         if (self.playermodel != self.model)
518         {
519                 m1 = self.mins;
520                 m2 = self.maxs;
521                 setmodel (self, self.playermodel);
522                 setsize (self, m1, m2);
523         }
524
525         if (self.skin != stof(self.playerskin))
526                 self.skin = stof(self.playerskin);
527
528         W_WeaponFrame();
529
530         if (self.button4)
531         {
532                 if (self.viewzoom > 0.4)
533                         self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
534         }
535         else if (self.viewzoom < 1.0)
536                 self.viewzoom = min (1.0, self.viewzoom + frametime);
537
538
539         if (self.button2)
540                 PlayerJump ();
541         else
542                 self.flags = self.flags | FL_JUMPRELEASED;
543
544
545         player_powerups();
546         player_regen();
547         player_anim();
548
549         self.angles_y=self.v_angle_y + 90;   // temp
550
551         WaterMove ();
552         if (self.waterlevel == 2)
553                 CheckWaterJump ();
554
555         //if (TetrisPreFrame()) return;
556 }
557
558 /*
559 =============
560 PlayerPostThink
561
562 Called every frame for each client after the physics are run
563 =============
564 */
565 void PlayerPostThink (void)
566 {
567         float soundrandom;
568         if (BotPostFrame())
569                 return;
570         CheckRules();
571         UpdateChatBubble();
572         if (self.deadflag == DEAD_NO)
573         if (self.impulse)
574                 ImpulseCommands ();
575         if (intermission_running)
576                 return;         // intermission or finale
577
578         // VorteX: landing on floor, landing damage etc.
579         // LordHavoc: removed 'big fall' death code that VorteX added
580         if (self.flags & FL_ONGROUND)
581         {
582                 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
583                 {
584                         soundrandom = random() * 4;
585                         if (soundrandom < 1)
586                                 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
587                         else if (soundrandom < 2)
588                                 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
589                         else if (soundrandom < 3)
590                                 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
591                         else if (soundrandom < 4)
592                                 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
593                         if (self.jump_flag < -650) // landing damage
594                         {
595                                 local float dm;
596                                 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
597                                 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
598                         }
599                         self.jump_flag = 0;
600                 }
601         }
602         else
603                 self.jump_flag = self.velocity_z;
604
605         //if (TetrisPostFrame()) return;
606 }