1 void info_player_start (void)
\r
3 if (self.allowteams != "")
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5 if (self.allowteams == "blue")
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7 if (self.allowteams == "red")
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9 if (!self.goal_state)
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10 self.goal_state = 1;
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18 self.classname = "info_player_deathmatch";
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22 void info_player_deathmatch (void)
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27 Find Team Spawn Point (NexTF!)
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30 entity (float team_num) FindTeamSpawnPoint =
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33 local entity at_spot;
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34 local float spot_found;
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35 local float attempts;
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37 if ((team_num == 1))
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39 spot = lastspawn_team1;
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43 attempts = (attempts + 1);
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44 spot = find (spot, team_str_home, "ts1");
\r
45 if ((spot == world))
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47 spot = find (world, team_str_home, "ts1");
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49 if ((spot == world))
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53 at_spot = findradius (spot.origin, 40);
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55 while ((at_spot != world))
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57 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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61 at_spot = at_spot.chain;
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63 if (!Activated (spot, self))
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67 if ((spot_found || (attempts >= 30)))
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69 lastspawn_team1 = spot;
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76 if ((team_num == 2))
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78 spot = lastspawn_team2;
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82 attempts = (attempts + 1);
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83 spot = find (spot, team_str_home, "ts2");
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84 if ((spot == world))
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86 spot = find (world, team_str_home, "ts2");
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88 if ((spot == world))
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92 at_spot = findradius (spot.origin, 40);
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94 while ((at_spot != world))
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96 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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100 at_spot = at_spot.chain;
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102 if (!Activated (spot, self))
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106 if ((spot_found || (attempts >= 30)))
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108 lastspawn_team2 = spot;
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115 if ((team_num == 3))
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117 spot = lastspawn_team3;
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121 attempts = (attempts + 1);
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122 spot = find (spot, team_str_home, "ts3");
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123 if ((spot == world))
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125 spot = find (world, team_str_home, "ts3");
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127 if ((spot == world))
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131 at_spot = findradius (spot.origin, 40);
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133 while ((at_spot != world))
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135 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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139 at_spot = at_spot.chain;
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141 if (!Activated (spot, self))
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145 if ((spot_found || (attempts >= 30)))
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147 lastspawn_team3 = spot;
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154 if ((team_num == 4))
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156 spot = lastspawn_team4;
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160 attempts = (attempts + 1);
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161 spot = find (spot, team_str_home, "ts4");
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162 if ((spot == world))
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164 spot = find (world, team_str_home, "ts4");
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166 if ((spot == world))
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170 at_spot = findradius (spot.origin, 40);
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172 while ((at_spot != world))
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174 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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178 at_spot = at_spot.chain;
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180 if (!Activated (spot, self))
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184 if ((spot_found || (attempts >= 30)))
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186 lastspawn_team4 = spot;
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201 Finds a point to respawn
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204 entity () SelectSpawnPoint =
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207 local entity at_spot;
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208 local float spot_found;
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209 local float attempts;
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211 if (self.team_no < 1)
\r
213 // self.origin_z = self.origin_z + 30;
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214 if (!cvar("g_teamnexuiz_version"))
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215 self.current_menu = MENU_NEED_TN;
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217 stuffcmd(self, "alias menu_showteamselect \"set scmenu_directmenu TeamSelect; togglemenu\"\n");
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218 stuffcmd(self, "set scmenu_directmenu TeamSelect; togglemenu\n");
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220 stuffcmd(self, "alias classmenu \"impulse 73\"\n");
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221 // spot = find (world, classname, "item_tfgoal");
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224 self.is_dead = 0; //TEMP
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226 if ((self.team_no != 0))
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228 spot = FindTeamSpawnPoint (self.team_no);
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229 if ((spot != world))
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236 lastspawn = find (lastspawn, classname, "info_player_coop");
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237 if ((lastspawn == world))
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239 lastspawn = find (world, classname, "info_player_coop");
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241 if ((lastspawn != world))
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243 return (lastspawn);
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250 spot = find (lastspawn, classname, "info_player_deathmatch");
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251 if ((spot == world))
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253 spot = find (world, classname, "info_player_deathmatch");
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256 while (((spot != world) && (attempts < 100)))
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258 attempts = (attempts + 1);
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259 at_spot = findradius (spot.origin, 40);
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263 if (((at_spot.classname == "player") && (at_spot.deadflag == 0)))
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267 at_spot = at_spot.chain;
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269 if ((spot_found || (attempts >= 10)))
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274 spot = find (spot, classname, "info_player_deathmatch");
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275 if ((spot == world))
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277 spot = find (world, classname, "info_player_deathmatch");
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284 spot = find (world, classname, "info_player_start2");
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290 spot = find (world, classname, "info_player_start");
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293 spot = find (world, is_converted_goal, "yes");
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297 spot = find (world, classname, "info_tfgoal");
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301 error ("PutClientInServer: no info_player_start on level\n");
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306 /*entity SelectSpawnPoint (void) // Old, non-tf code
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308 local entity spot, thing;
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309 local float pcount;
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311 spot = find (world, classname, "testplayerstart");
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318 spot = find(spot, classname, "info_player_deathmatch");
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321 if (spot == lastspawn)
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324 thing = findradius(spot.origin, 70);
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327 if (thing.classname == "player")
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328 pcount = pcount + 1;
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329 thing = thing.chain;
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339 spot = find (world, classname, "info_player_start");
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341 error ("PutClientInServer: no info_player_start on level");
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350 Checks if the argument string can be a valid playermodel.
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351 Returns a valid one in doubt.
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354 string CheckPlayerModel(string playermodel) {
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355 if( substring(playermodel,0,13) != "models/class/") playermodel = "models/class/scout.zym";
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357 /* Possible Fixme: Check if server can open the model?
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358 This would kill custom models, however. */
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360 return playermodel;
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368 Called when a client spawns in the server
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371 void PutClientInServer (void)
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375 if (self.team_no < 1)
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379 self.flags = FL_CLIENT;
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380 self.takedamage = DAMAGE_AIM;
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382 self.health = cvar("g_balance_health_start");
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383 self.max_health = cvar("g_balance_health_stable");
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384 self.armorvalue = cvar("g_balance_armor_start");
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385 self.max_armor = self.armorvalue;
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386 self.damageforcescale = 2;
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387 self.death_time = 0;
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388 self.dead_time = 0;
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389 self.dead_frame = 0;
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390 self.die_frame = 0;
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393 self.fade_time = 0;
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394 self.pain_frame = 0;
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395 self.pain_finished = 0;
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396 self.strength_finished = 0;
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397 self.invincible_finished = 0;
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398 //self.speed_finished = 0;
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399 //self.slowmo_finished = 0;
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400 // players have no think function
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401 self.think = SUB_Null;
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402 self.nextthink = 0;
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405 spot = SelectSpawnPoint();
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406 // setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z + 24));
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407 setorigin (self, spot.origin + '-2 0 4' * (1 - self.mins_z + 24));
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408 self.angles_y = self.angles_y + 180;
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411 if (self.playerclass < 1)
\r
413 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");
\r
417 // fixme: are these the right teams & colors?
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418 /*if(self.team == 5) // Wazat -- I'm using TeamFortress_TeamSet for this now
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422 if(self.team == 14)
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430 if(self.team == 13)
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437 // spot = SelectSpawnPoint (); // moved down
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438 self.classname = "player";
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439 self.movetype = MOVETYPE_WALK;
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440 self.solid = SOLID_SLIDEBOX;
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441 self.flags = FL_CLIENT;
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442 self.takedamage = DAMAGE_AIM;
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444 self.health = cvar("g_balance_health_start");
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445 self.max_health = cvar("g_balance_health_stable");
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446 self.armorvalue = cvar("g_balance_armor_start");
\r
447 self.max_armor = self.armorvalue;
\r
448 self.damageforcescale = 2;
\r
449 self.death_time = 0;
\r
450 self.dead_time = 0;
\r
451 self.dead_frame = 0;
\r
452 self.die_frame = 0;
\r
455 self.fade_time = 0;
\r
456 self.pain_frame = 0;
\r
457 self.pain_finished = 0;
\r
458 self.strength_finished = 0;
\r
459 self.invincible_finished = 0;
\r
460 //self.speed_finished = 0;
\r
461 //self.slowmo_finished = 0;
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462 // players have no think function
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463 self.think = SUB_Null;
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464 self.nextthink = 0;
\r
467 //self.wpn5 = 0; // not carrying an extra weapon
\r
468 ResetExtraWeapon(); // not carrying an extra weapon
\r
470 DelayHealthRegen(self);
\r
471 DelayArmorRegen(self);
\r
472 DelayHealthRot(self);
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473 DelayArmorRot(self);
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476 self.special_active = 0;
\r
477 self.special_time = 0;
\r
479 self.grenade_time = 0;
\r
481 if(self.onfire != world)
\r
482 remove(self.onfire);
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483 self.onfire = world;
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484 self.flame_heat = 0;
\r
485 self.flame_heat_time = 0;
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487 self.poison_damage = 0;
\r
488 self.poison_rate = 0;
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490 self.is_feigning = 0;
\r
491 self.current_menu = 0;
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493 // if the player is supposed to change model (and hence class) on respawn, do it.
\r
494 if(self.change_mdl_on_respawn != "")
\r
496 self.playermodel = self.change_mdl_on_respawn;
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497 //strunzone(self.change_mdl_on_respawn); // can't unzone or it'll crash later
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499 // set the class. If he changed classes while dead it will take effect now.
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500 oldcl = self.class;
\r
501 self.class = GetPlayerClass();
\r
502 Do_TFClass_Conversion();
\r
503 ChangeClass((oldcl != self.class), FALSE);
\r
507 self.deadflag = DEAD_NO;
\r
509 spot = SelectSpawnPoint (); // maybe temp
\r
510 self.angles = spot.angles;
\r
511 self.fixangle = TRUE; // turn this way immediately
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512 self.velocity = '0 0 0';
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513 self.avelocity = '0 0 0';
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514 self.punchangle = '0 0 0';
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515 self.punchvector = '0 0 0';
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517 self.viewzoom = 0.6;
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520 self.playermodel = CheckPlayerModel(self.playermodel);
\r
522 precache_model (self.playermodel);
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523 setmodel (self, self.playermodel);
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524 self.skin = stof(self.playerskin);
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525 self.mdl = strzone(self.playermodel);
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527 self.crouch = FALSE;
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528 self.view_ofs = PL_VIEW_OFS;
\r
529 setsize (self, PL_MIN, PL_MAX);
\r
530 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
\r
531 // don't reset back to last position, even if new position is stuck in solid
\r
532 self.oldorigin = self.origin;
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534 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
\r
535 // self.weapon = IT_UZI;
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538 // fixme: move this to Become<Class> code
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539 /* self.items = IT_WEP1 | IT_WEP2 | IT_WEP3 | IT_WEP4;
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541 self.switchweapon = IT_WEP2;
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542 self.ammo_shells = 50;
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543 self.ammo_nails = 0;
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544 self.ammo_rockets = 0;
\r
545 self.ammo_cells = 0;*/
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547 if (cvar("g_fullbrightplayers") == 1)
\r
548 self.effects = EF_FULLBRIGHT;
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550 self.event_damage = PlayerDamage;
\r
552 self.statdraintime = time + 5;
\r
553 self.button0 = self.button1 = self.button2 = self.button3 = 0;
\r
559 CL_SpawnWeaponentity();
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560 self.weaponentity.alpha = self.exteriorweaponentity.alpha = 0;
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561 self.weaponentity.colormod = '0 0 0';
\r
562 self.weaponentity.scale = 0;
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564 //stuffcmd(self, "chase_active 0");
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572 void SetNewParms (void)
\r
582 void SetChangeParms (void)
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591 Called when a client types 'kill' in the console
\r
594 void ClientKill (void)
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596 Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');
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603 Called when a client connects to the server
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606 void ClientConnect (void)
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608 //ClientInRankings();
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609 bprint ("^4",self.netname);
\r
610 bprint (" connected\n");
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611 stuffcmd(self, strcat("exec maps/", mapname, ".cfg\n"));
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612 // send prediction settings to the client
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613 stuffcmd(self, strcat("cl_movement_maxspeed ", ftos(cvar("sv_maxspeed")), "\n"));
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614 stuffcmd(self, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));
\r
615 stuffcmd(self, strcat("cl_movement_accelerate ", ftos(cvar("sv_accelerate")), "\n"));
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616 stuffcmd(self, strcat("cl_movement_friction ", ftos(cvar("sv_friction")), "\n"));
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617 stuffcmd(self, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));
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618 stuffcmd(self, strcat("cl_movement_jumpvelocity ", ftos(cvar("g_balance_jumpheight")), "\n"));
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619 stuffcmd(self, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));
\r
620 stuffcmd(self, strcat("cl_movement_edgefriction 0\n"));
\r
621 // TEMP FOR TESTING PURPOSES!
\r
622 //teamplay = 21?TeamFortress;
\r
623 DecodeLevelParms ();
\r
624 //cvar_set ("teamplay", "21?TeamFortress");
\r
625 // teamplay = cvar ("teamplay");
\r
627 /* joinorder = joinorder + 1; // old temp autoteam, but now we have a menu instead :P
\r
628 if (joinorder == 1 || joinorder == 3 || joinorder == 5 || joinorder == 7)
\r
629 TeamFortress_TeamSet (1);
\r
631 TeamFortress_TeamSet (2);
\r
639 Called when a client disconnects from the server
\r
642 .entity chatbubbleentity;
\r
643 void ClientDisconnect (void)
\r
645 //ClientDisconnected();
\r
646 self.has_disconnected = 1;
\r
647 bprint ("^4",self.netname);
\r
648 bprint (" disconnected\n");
\r
650 if (self.chatbubbleentity)
\r
652 remove (self.chatbubbleentity);
\r
653 self.chatbubbleentity = world;
\r
656 if (self.teambubble_friendly)
\r
658 remove (self.teambubble_friendly);
\r
659 self.teambubble_friendly = world;
\r
661 if (self.teambubble_needhealth)
\r
663 remove (self.teambubble_needhealth);
\r
664 self.teambubble_needhealth = world;
\r
668 .entity chatbubbleentity;
\r
670 void() ChatBubbleThink =
\r
672 self.nextthink = time;
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673 if (!self.owner.modelindex || self.owner.chatbubbleentity != self)
\r
678 setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1');
\r
679 if (self.owner.buttonchat)
\r
682 self.effects = EF_NODRAW;
\r
685 void() UpdateChatBubble =
\r
687 if (!self.modelindex)
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689 // spawn a chatbubble entity if needed
\r
690 if (!self.chatbubbleentity)
\r
692 self.chatbubbleentity = spawn();
\r
693 self.chatbubbleentity.owner = self;
\r
694 self.chatbubbleentity.think = ChatBubbleThink;
\r
695 self.chatbubbleentity.nextthink = time;
\r
696 setmodel(self.chatbubbleentity, "models/misc/chatbubble.spr");
\r
697 setorigin(self.chatbubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');
\r
698 self.chatbubbleentity.effects = EF_NODRAW;
\r
702 // LordHavoc: this hack will be removed when proper _pants/_shirt layers are
\r
703 // added to the model skins
\r
704 void() UpdateColorModHack =
\r
707 c = self.clientcolors & 15;
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708 // LordHavoc: only bothering to support white, green, red, yellow, blue
\r
709 if (teamplay == 0) self.colormod = '0 0 0';
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710 else if (c == 0) self.colormod = '1.00 1.00 1.00';
\r
711 else if (c == 3) self.colormod = '0.10 1.73 0.10';
\r
712 else if (c == 4) self.colormod = '1.73 0.10 0.10';
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713 else if (c == 12) self.colormod = '1.22 1.22 0.10';
\r
714 else if (c == 13) self.colormod = '0.10 0.10 1.73';
\r
715 else self.colormod = '1 1 1';
\r
722 When you press the jump key
\r
725 void PlayerJump (void)
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727 if (self.waterlevel >= 2)
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729 if (self.watertype == CONTENT_WATER)
\r
730 self.velocity_z = 200;
\r
731 else if (self.watertype == CONTENT_SLIME)
\r
732 self.velocity_z = 80;
\r
734 self.velocity_z = 50;
\r
741 // self.jump_pad = 0;
\r
742 CapPlayerVelocity(self, self.speed);
\r
745 if (!(self.flags & FL_ONGROUND))
\r
748 if (!(self.flags & FL_JUMPRELEASED))
\r
751 self.velocity_z = self.velocity_z + cvar("g_balance_jumpheight");
\r
753 self.flags = self.flags - FL_ONGROUND;
\r
754 self.flags = self.flags - FL_JUMPRELEASED;
\r
757 .float watersound_finished;
\r
760 if (self.movetype == MOVETYPE_NOCLIP)
\r
762 if (self.health < 0)
\r
765 if (self.waterlevel != 3)
\r
767 self.air_finished = time + 12;
\r
770 else if (self.air_finished < time)
\r
772 if (self.pain_finished < time)
\r
774 Damage (self, world, world, 5, DEATH_DROWN, self.origin, '0 0 0');
\r
775 self.pain_finished = time + 0.5;
\r
779 if (!self.waterlevel)
\r
781 if (self.flags & FL_INWATER)
\r
783 // play leave water sound
\r
784 self.flags = self.flags - FL_INWATER;
\r
789 if (self.watersound_finished < time)
\r
791 self.watersound_finished = time + 0.5;
\r
792 if (self.watertype == CONTENT_LAVA)
\r
793 sound (self, CHAN_BODY, "player/lava.wav", 1, ATTN_NORM);
\r
794 if (self.watertype == CONTENT_SLIME)
\r
795 sound (self, CHAN_BODY, "player/slime.wav", 1, ATTN_NORM);
\r
796 //if (self.watertype == CONTENT_WATER)
\r
797 // sound (self, CHAN_BODY, "player/water.wav", 1, ATTN_NORM);
\r
800 if (self.watertype == CONTENT_LAVA)
\r
803 // lava sets me to the maximum heat level, so I'll catch fire easily
\r
804 self.flame_heat = cvar("g_balance_maxheat");
\r
806 if (self.dmgtime < time)
\r
808 self.dmgtime = time + 0.1;
\r
809 Damage (self, world, world, 3 * self.waterlevel, DEATH_LAVA, self.origin, '0 0 0');
\r
812 else if (self.watertype == CONTENT_SLIME)
\r
816 self.flame_heat = 0;
\r
818 if (self.dmgtime < time)
\r
820 self.dmgtime = time + 0.1;
\r
821 Damage (self, world, world, 1 * self.waterlevel, DEATH_SLIME, self.origin, '0 0 0');
\r
824 else if (self.watertype == CONTENT_WATER)
\r
827 self.flame_heat = 0;
\r
830 if ( !(self.flags & FL_INWATER) )
\r
833 //if (self.watertype == CONTENT_LAVA)
\r
834 // sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
\r
835 //if (self.watertype == CONTENT_WATER)
\r
836 // sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
\r
837 //if (self.watertype == CONTENT_SLIME)
\r
838 // sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
\r
840 self.flags = self.flags + FL_INWATER;
\r
845 void() CheckWaterJump =
\r
847 local vector start, end;
\r
849 // check for a jump-out-of-water
\r
850 makevectors (self.angles);
\r
851 start = self.origin;
\r
852 start_z = start_z + 8;
\r
854 normalize(v_forward);
\r
855 end = start + v_forward*24;
\r
856 traceline (start, end, TRUE, self);
\r
857 if (trace_fraction < 1)
\r
858 { // solid at waist
\r
859 start_z = start_z + self.maxs_z - 8;
\r
860 end = start + v_forward*24;
\r
861 self.movedir = trace_plane_normal * -50;
\r
862 traceline (start, end, TRUE, self);
\r
863 if (trace_fraction == 1)
\r
864 { // open at eye level
\r
865 self.flags = self.flags | FL_WATERJUMP;
\r
866 self.velocity_z = 225;
\r
867 self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
\r
868 self.teleport_time = time + 2; // safety net
\r
878 PutClientInServer();
\r
881 void player_powerups (void)
\r
883 self.effects = self.effects - (self.effects & (EF_RED | EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT));
\r
884 if (self.items & IT_STRENGTH)
\r
886 self.effects = self.effects | (EF_BLUE | EF_ADDITIVE | EF_FULLBRIGHT);
\r
887 if (time > self.strength_finished)
\r
889 self.items = self.items - (self.items & IT_STRENGTH);
\r
890 sprint(self, "^3Strength has worn off\n");
\r
895 if (time < self.strength_finished)
\r
897 self.items = self.items | IT_STRENGTH;
\r
898 sprint(self, "^3Strength infuses your weapons with devestating power\n");
\r
901 if (self.items & IT_INVINCIBLE)
\r
903 self.effects = self.effects | (EF_RED | EF_ADDITIVE | EF_FULLBRIGHT);
\r
904 if (time > self.invincible_finished)
\r
906 self.items = self.items - (self.items & IT_INVINCIBLE);
\r
907 sprint(self, "^3Shield has worn off\n");
\r
912 if (time < self.invincible_finished)
\r
914 self.items = self.items | IT_INVINCIBLE;
\r
915 sprint(self, "^3Shield surrounds you\n");
\r
920 void player_regen_health (float maxh, float regen_rate_mod)
\r
922 if (self.health < maxh && time > self.health_regen_delay && self.health > 2) // dont regen is HP is 2
\r
923 self.health = bound(0, self.health + regen_rate_mod*(maxh- self.health) * cvar("g_balance_health_regen") * frametime, 1000);
\r
925 void player_rot_health (float maxh, float rot_rate_mod)
\r
927 if (self.health > maxh && time > self.health_rot_delay)
\r
928 self.health = bound(0, self.health + rot_rate_mod*(maxh - self.health) * cvar("g_balance_health_rot") * frametime, 1000);
\r
930 void player_regen_armor (float maxa, float regen_rate_mod)
\r
932 if (self.armorvalue < maxa && time > self.armor_regen_delay)
\r
933 self.armorvalue = bound(0, self.armorvalue + regen_rate_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_regen") * frametime, 1000);
\r
935 void player_rot_armor (float maxa, float regen_rot_mod)
\r
937 if (self.armorvalue > maxa && time > self.armor_rot_delay)
\r
938 self.armorvalue = bound(0, self.armorvalue + regen_rot_mod*(maxa - self.armorvalue) * cvar("g_balance_armor_rot") * frametime, 1000);
\r
941 void player_clearpoison(entity targ)
\r
943 targ.poison_damage = targ.poison_rate = 0;
\r
946 void DelayHealthRegen(entity e) { e.health_regen_delay = time + cvar("g_balance_regen_wait");}
\r
947 void DelayHealthRot(entity e) { e.health_rot_delay = time + cvar("g_balance_rot_wait");}
\r
948 void DelayArmorRegen(entity e) { e.armor_regen_delay = time + cvar("g_balance_regen_wait");}
\r
949 void DelayArmorRot(entity e) { e.armor_rot_delay = time + cvar("g_balance_rot_wait");}
\r
952 void player_takepoison()
\r
954 float oldhealth, take;
\r
955 if(self.health <= 5)
\r
957 player_clearpoison(self);
\r
960 oldhealth = self.health;
\r
962 take = bound(0, self.poison_rate * frametime, self.health - 5);
\r
965 player_clearpoison(self);
\r
969 DelayHealthRegen(self);
\r
970 self.health = self.health - take;
\r
971 self.poison_damage = self.poison_damage - take;
\r
973 if(self.health <= 5 || self.poison_damage <= 0)
\r
975 player_clearpoison(self);
\r
980 // cool off so you're not so vulnerable to fire
\r
981 void player_cooloff ()
\r
983 if(self.flame_heat_time > time)//heat up
\r
984 self.flame_heat = bound(0, self.flame_heat + self.flame_heat * cvar("g_balance_heatup_rate") * frametime, cvar("g_balance_maxheat"));
\r
986 self.flame_heat = bound(0, self.flame_heat - self.flame_heat * cvar("g_balance_cooloff_rate") * frametime, cvar("g_balance_maxheat"));
\r
989 void player_regen (void)
\r
993 maxh = self.max_health;//cvar("g_balance_health_stable");
\r
994 maxa = self.max_armor;//cvar("g_balance_armor_stable");
\r
996 if(self.poison_damage)
\r
998 player_takepoison();
\r
1002 if(self.class == CLASS_SPY)
\r
1003 {// don't let spy regenerate if cloaked, but do allow rot if above max
\r
1004 if(self.special_active)
\r
1006 //if(self.health > maxh)
\r
1007 player_rot_health(maxh, 1.0);
\r
1008 //if(self.armorvalue > maxa)
\r
1009 player_rot_armor(maxa, 1.0);
\r
1013 player_regen_health(maxh, 0.1); // spies regenerate slowly, and mostly rely on health packs
\r
1014 player_regen_armor(maxa, 1.0);
\r
1015 player_rot_health(maxh, 1.0);
\r
1016 player_rot_armor(maxa, 1.0);
\r
1021 player_regen_health(maxh, 1.0);
\r
1022 player_regen_armor(maxa, 1.0);
\r
1023 player_rot_health(maxh, 1.0);
\r
1024 player_rot_armor(maxa, 1.0);
\r
1034 Called every frame for each client before the physics are run
\r
1037 .float attack_finished;
\r
1038 void PlayerPreThink (void)
\r
1040 local vector m1, m2;
\r
1042 CheckRules_Player();
\r
1044 if (intermission_running)
\r
1046 IntermissionThink (); // otherwise a button could be missed between
\r
1047 return; // the think tics
\r
1050 if (self.deadflag != DEAD_NO)
\r
1054 if (self.deadflag == DEAD_DYING)
\r
1056 if (time > self.dead_time)
\r
1057 self.deadflag = DEAD_DEAD;
\r
1059 else if (self.deadflag == DEAD_DEAD)
\r
1061 if (!self.button0 && !self.button2 && !self.button3)
\r
1062 self.deadflag = DEAD_RESPAWNABLE;
\r
1064 else if (self.deadflag == DEAD_RESPAWNABLE)
\r
1066 if (self.button0 || self.button2 || self.button3 || self.button4)
\r
1076 self.crouch = TRUE;
\r
1077 self.view_ofs = PL_CROUCH_VIEW_OFS;
\r
1078 setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX);
\r
1085 tracebox(self.origin, PL_MIN, PL_MAX, self.origin, FALSE, self);
\r
1086 if (!trace_startsolid)
\r
1088 self.crouch = FALSE;
\r
1089 self.view_ofs = PL_VIEW_OFS;
\r
1090 setsize (self, PL_MIN, PL_MAX);
\r
1095 if (self.playermodel != self.mdl)
\r
1097 //bprint("playermodel changed\n");
\r
1098 self.playermodel = CheckPlayerModel(self.playermodel);
\r
1099 if(CheckForClassChange()) // check if we'll allow it
\r
1100 return; // if there's a return value, drop what you're doing and let the player respawn
\r
1102 if(self.playermodel != self.mdl) // if change has been allowed
\r
1106 precache_model (self.playermodel);
\r
1107 if(self.model != "")
\r
1109 setmodel (self, self.playermodel);
\r
1110 setsize (self, m1, m2);
\r
1112 self.mdl = strzone(self.playermodel);
\r
1118 if (self.skin != stof(self.playerskin))
\r
1119 self.skin = stof(self.playerskin);
\r
1121 if(self.class == CLASS_SCOUT)
\r
1122 GrapplingHookFrame();
\r
1126 if (self.button4 || (self.weapon == WEP_NEX && self.button3))
\r
1128 if (self.viewzoom > 0.4)
\r
1129 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
\r
1131 else if (self.viewzoom < 1.0)
\r
1132 self.viewzoom = min (1.0, self.viewzoom + frametime);
\r
1138 self.flags = self.flags | FL_JUMPRELEASED;
\r
1141 player_powerups();
\r
1145 //self.angles_y=self.v_angle_y + 90; // temp
\r
1148 if (self.waterlevel == 2)
\r
1149 CheckWaterJump ();
\r
1151 //if (TetrisPreFrame()) return;
\r
1153 PlayerLasergatePreThink();
\r
1160 Called every frame for each client after the physics are run
\r
1163 void PlayerPostThink (void)
\r
1165 float soundrandom;
\r
1166 CheckRules_Player();
\r
1167 UpdateChatBubble();
\r
1168 UpdateColorModHack();
\r
1169 UpdateTeamBubble();
\r
1170 if (self.deadflag == DEAD_NO)
\r
1172 ImpulseCommands ();
\r
1173 if (intermission_running)
\r
1174 return; // intermission or finale
\r
1176 // VorteX: landing on floor, landing damage etc.
\r
1177 // LordHavoc: removed 'big fall' death code that VorteX added
\r
1178 if (self.flags & FL_ONGROUND || (self.waterlevel >= 2 && self.velocity_z <= 0))
\r
1179 self.jump_pad = 0;
\r
1181 if (self.flags & FL_ONGROUND)
\r
1183 CapPlayerVelocity(self, self.speed);
\r
1185 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
\r
1187 soundrandom = random() * 4;
\r
1189 self.air_time = time; //temp BH var
\r
1191 if (soundrandom < 1)
\r
1192 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
\r
1193 else if (soundrandom < 2)
\r
1194 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
\r
1195 else if (soundrandom < 3)
\r
1196 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
\r
1197 else if (soundrandom < 4)
\r
1198 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
\r
1199 if (self.jump_flag < -650) // landing damage
\r
1202 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 5);
\r
1203 Damage (self, world, world, dm, DEATH_FALL, self.origin, '0 0 0');
\r
1205 self.jump_flag = 0;
\r
1209 self.jump_flag = self.velocity_z;
\r
1213 //if (TetrisPostFrame()) return;
\r
1214 PlayerLasergatePostThink();
\r
1217 // Parse team join, class etc.
\r
1218 void SV_ParseClientCommand (string s)
\r
1227 args = tokenize(s);
\r
1238 if (c == "changeclass")
\r
1240 stuffcmd(self, "set scmenu_directmenu ClassSelect; togglemenu\n");
\r
1243 if (c == "selectteam")
\r
1245 if (self.team_no > 0)
\r
1247 sprint(self, "You are already on a team!\n");
\r
1250 if (d == "auto" || d == "5")
\r
1252 TeamFortress_TeamPutPlayerInTeam();
\r
1253 PutClientInServer ();
\r
1255 if (d == "blue" || d == "1")
\r
1257 TeamFortress_TeamSet (1);
\r
1258 PutClientInServer ();
\r
1260 if (d == "red" || d == "2")
\r
1262 TeamFortress_TeamSet (2);
\r
1263 PutClientInServer ();
\r
1265 if (d == "yellow" || d == "3")
\r
1267 TeamFortress_TeamSet (3);
\r
1268 PutClientInServer ();
\r
1270 if (d == "green" || d == "pink" || d == "4") // Morphed set it to Pink in the menus. I think
\r
1271 { // we should make it white instead.
\r
1272 TeamFortress_TeamSet (4);
\r
1273 PutClientInServer ();
\r
1277 if (c == "selectclass")
\r
1279 if (self.team_no < 1)
\r
1281 sprint(self, "You must select a team to join first!\n");
\r
1284 if (self.playerclass > 0) // if a class is already chosen
\r
1286 self.tfstate = self.tfstate - (self.tfstate & 8);
\r
1287 local string cname;
\r
1288 if (d == ftos(TF_CLASS_SCOUT))
\r
1292 if (d == ftos(TF_CLASS_SOLDIER))
\r
1294 cname = "soldier";
\r
1296 if (d == ftos(TF_CLASS_MEDIC))
\r
1300 if (d == ftos(TF_CLASS_PYRO))
\r
1304 if (d == ftos(TF_CLASS_ENGINEER))
\r
1306 cname = "engineer";
\r
1308 if (d == ftos(TF_CLASS_SPY))
\r
1312 if (d == ftos(TF_CLASS_RANDOM))
\r
1314 self.tfstate = self.tfstate | 8;
\r
1315 sprint(self, "You will respawn as a random class.\n");
\r
1319 // stuffcmd(self, "_cl_playermodel \"models/class/");
\r
1320 // stuffcmd(self, cname);
\r
1321 // stuffcmd(self, "_mechanical.zym\"\n");
\r
1322 if (cname == "engineer")
\r
1324 self.playermodel = strcat("models/class/",cname,"_other.zym");
\r
1328 self.playermodel = strcat("models/class/",cname,"_mechanical.zym");
\r
1330 if (self.is_dead == 1) // if player is dead, can change class
\r
1331 CheckForClassChange();
\r
1334 else // if no class is chosen
\r
1336 if (d == ftos(TF_CLASS_SCOUT))
\r
1338 self.impulse = TF_CLASS_SCOUT;
\r
1340 if (d == ftos(TF_CLASS_SOLDIER))
\r
1342 self.impulse = TF_CLASS_SOLDIER;
\r
1344 if (d == ftos(TF_CLASS_MEDIC))
\r
1346 self.impulse = TF_CLASS_MEDIC;
\r
1348 if (d == ftos(TF_CLASS_PYRO))
\r
1350 self.impulse = TF_CLASS_PYRO;
\r
1352 if (d == ftos(TF_CLASS_ENGINEER))
\r
1354 self.impulse = TF_CLASS_ENGINEER;
\r
1356 if (d == ftos(TF_CLASS_SPY))
\r
1358 self.impulse = TF_CLASS_SPY;
\r
1360 if (d == ftos(TF_CLASS_RANDOM))
\r
1362 self.impulse = TF_CLASS_RANDOM;
\r
1364 TeamFortress_ChangeClass();
\r
1368 else if (c == "check_val")
\r
1370 if (d == "r_bloom")
\r
1373 self.uses_bloom = 1;
\r
1375 self.uses_bloom = 0;
\r
1380 clientcommand(self, s);
\r