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authorTravis Bradshaw <travis.bradshaw@idsoftware.com>2012-01-31 16:03:17 -0600
committerTravis Bradshaw <travis.bradshaw@idsoftware.com>2012-01-31 16:03:17 -0600
commitbf4ac424ce754894ac8f1dae6a3981954bc9852d (patch)
treeff4a31bc2a3ae18eb8fa5bbca9a9bab90f0d11ab /qw-qc/client.qc
parent0023db327bc1db00068284b70e1db45857aeee35 (diff)
downloadquake-pum-bf4ac424ce754894ac8f1dae6a3981954bc9852d.tar.gz
Just kind of shoving the QuakeWorld QuakeC source in here.
Diffstat (limited to 'qw-qc/client.qc')
-rw-r--r--qw-qc/client.qc1524
1 files changed, 1524 insertions, 0 deletions
diff --git a/qw-qc/client.qc b/qw-qc/client.qc
new file mode 100644
index 0000000..40acdc6
--- /dev/null
+++ b/qw-qc/client.qc
@@ -0,0 +1,1524 @@
+/*
+ client.qc
+
+ client functions
+
+ Copyright (C) 1996-1997 Id Software, Inc.
+
+ This program is free software; you can redistribute it and/or
+ modify it under the terms of the GNU General Public License
+ as published by the Free Software Foundation; either version 2
+ of the License, or (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+ See the GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program; if not, write to:
+
+ Free Software Foundation, Inc.
+ 59 Temple Place - Suite 330
+ Boston, MA 02111-1307, USA
+
+*/
+
+// prototypes
+void () W_WeaponFrame;
+void() W_SetCurrentAmmo;
+void() player_pain;
+void() player_stand1;
+void (vector org) spawn_tfog;
+void (vector org, entity death_owner) spawn_tdeath;
+
+float modelindex_eyes, modelindex_player;
+
+/*
+=============================================================================
+
+ LEVEL CHANGING / INTERMISSION
+
+=============================================================================
+*/
+
+string nextmap;
+
+float intermission_running;
+float intermission_exittime;
+
+/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
+This is the camera point for the intermission.
+Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
+*/
+void() info_intermission =
+{
+ self.angles = self.mangle; // so C can get at it
+};
+
+
+
+void() SetChangeParms =
+{
+ if (self.health <= 0)
+ {
+ SetNewParms ();
+ return;
+ }
+
+// remove items
+ self.items = self.items - (self.items &
+ (IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
+
+// cap super health
+ if (self.health > 100)
+ self.health = 100;
+ if (self.health < 50)
+ self.health = 50;
+ parm1 = self.items;
+ parm2 = self.health;
+ parm3 = self.armorvalue;
+ if (self.ammo_shells < 25)
+ parm4 = 25;
+ else
+ parm4 = self.ammo_shells;
+ parm5 = self.ammo_nails;
+ parm6 = self.ammo_rockets;
+ parm7 = self.ammo_cells;
+ parm8 = self.weapon;
+ parm9 = self.armortype * 100;
+};
+
+void() SetNewParms =
+{
+ parm1 = IT_SHOTGUN | IT_AXE;
+ parm2 = 100;
+ parm3 = 0;
+ parm4 = 25;
+ parm5 = 0;
+ parm6 = 0;
+ parm7 = 0;
+ parm8 = 1;
+ parm9 = 0;
+};
+
+void() DecodeLevelParms =
+{
+ if (serverflags)
+ {
+ if (world.model == "maps/start.bsp")
+ SetNewParms (); // take away all stuff on starting new episode
+ }
+
+ self.items = parm1;
+ self.health = parm2;
+ self.armorvalue = parm3;
+ self.ammo_shells = parm4;
+ self.ammo_nails = parm5;
+ self.ammo_rockets = parm6;
+ self.ammo_cells = parm7;
+ self.weapon = parm8;
+ self.armortype = parm9 * 0.01;
+};
+
+/*
+============
+FindIntermission
+
+Returns the entity to view from
+============
+*/
+entity() FindIntermission =
+{
+ local entity spot;
+ local float cyc;
+
+// look for info_intermission first
+ spot = find (world, classname, "info_intermission");
+ if (spot)
+ { // pick a random one
+ cyc = random() * 4;
+ while (cyc > 1)
+ {
+ spot = find (spot, classname, "info_intermission");
+ if (!spot)
+ spot = find (spot, classname, "info_intermission");
+ cyc = cyc - 1;
+ }
+ return spot;
+ }
+
+// then look for the start position
+ spot = find (world, classname, "info_player_start");
+ if (spot)
+ return spot;
+
+ objerror ("FindIntermission: no spot");
+};
+
+
+void() GotoNextMap =
+{
+ local string newmap;
+
+//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
+
+ if (cvar("samelevel") == 1) // if samelevel is set, stay on same level
+ changelevel (mapname);
+ else {
+ // configurable map lists, see if the current map exists as a
+ // serverinfo/localinfo var
+ newmap = infokey(world, mapname);
+ if (newmap != "")
+ changelevel (newmap);
+ else
+ changelevel (nextmap);
+ }
+};
+
+
+
+/*
+============
+IntermissionThink
+
+When the player presses attack or jump, change to the next level
+============
+*/
+void() IntermissionThink =
+{
+ if (time < intermission_exittime)
+ return;
+
+ if (!self.button0 && !self.button1 && !self.button2)
+ return;
+
+ GotoNextMap ();
+};
+
+/*
+============
+execute_changelevel
+
+The global "nextmap" has been set previously.
+Take the players to the intermission spot
+============
+*/
+void() execute_changelevel =
+{
+ local entity pos;
+
+ intermission_running = 1;
+
+// enforce a wait time before allowing changelevel
+ intermission_exittime = time + 5;
+
+ pos = FindIntermission ();
+
+// play intermission music
+ WriteByte (MSG_ALL, SVC_CDTRACK);
+ WriteByte (MSG_ALL, 3);
+
+ WriteByte (MSG_ALL, SVC_INTERMISSION);
+ WriteCoord (MSG_ALL, pos.origin_x);
+ WriteCoord (MSG_ALL, pos.origin_y);
+ WriteCoord (MSG_ALL, pos.origin_z);
+ WriteAngle (MSG_ALL, pos.mangle_x);
+ WriteAngle (MSG_ALL, pos.mangle_y);
+ WriteAngle (MSG_ALL, pos.mangle_z);
+
+ other = find (world, classname, "player");
+ while (other != world)
+ {
+ other.takedamage = DAMAGE_NO;
+ other.solid = SOLID_NOT;
+ other.movetype = MOVETYPE_NONE;
+ other.modelindex = 0;
+ other = find (other, classname, "player");
+ }
+
+};
+
+
+void() changelevel_touch =
+{
+ local entity pos;
+
+ if (other.classname != "player")
+ return;
+
+// if "noexit" is set, blow up the player trying to leave
+//ZOID, 12-13-96, noexit isn't supported in QW. Overload samelevel
+// if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
+ if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start")))
+ {
+ T_Damage (other, self, self, 50000);
+ return;
+ }
+
+ bprint (PRINT_HIGH, other.netname);
+ bprint (PRINT_HIGH," exited the level\n");
+
+ nextmap = self.map;
+
+ SUB_UseTargets ();
+
+ self.touch = SUB_Null;
+
+// we can't move people right now, because touch functions are called
+// in the middle of C movement code, so set a think time to do it
+ self.think = execute_changelevel;
+ self.nextthink = time + 0.1;
+};
+
+/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
+When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
+*/
+void() trigger_changelevel =
+{
+ if (!self.map)
+ objerror ("chagnelevel trigger doesn't have map");
+
+ InitTrigger ();
+ self.touch = changelevel_touch;
+};
+
+
+/*
+=============================================================================
+
+ PLAYER GAME EDGE FUNCTIONS
+
+=============================================================================
+*/
+
+void() set_suicide_frame;
+
+// called by ClientKill and DeadThink
+void() respawn =
+{
+ // make a copy of the dead body for appearances sake
+ CopyToBodyQue (self);
+ // set default spawn parms
+ SetNewParms ();
+ // respawn
+ PutClientInServer ();
+};
+
+
+/*
+============
+ClientKill
+
+Player entered the suicide command
+============
+*/
+void() ClientKill =
+{
+ bprint (PRINT_MEDIUM, self.netname);
+ bprint (PRINT_MEDIUM, " suicides\n");
+ set_suicide_frame ();
+ self.modelindex = modelindex_player;
+ logfrag (self, self);
+ self.frags = self.frags - 2; // extra penalty
+ respawn ();
+};
+
+float(vector v) CheckSpawnPoint =
+{
+ return FALSE;
+};
+
+/*
+============
+SelectSpawnPoint
+
+Returns the entity to spawn at
+============
+*/
+entity() SelectSpawnPoint =
+{
+ local entity spot, newspot, thing;
+ local float numspots, totalspots;
+ local float rnum, pcount;
+ local float rs;
+ local entity spots;
+
+ numspots = 0;
+ totalspots = 0;
+
+// testinfo_player_start is only found in regioned levels
+ spot = find (world, classname, "testplayerstart");
+ if (spot)
+ return spot;
+
+// choose a info_player_deathmatch point
+
+// ok, find all spots that don't have players nearby
+
+ spots = world;
+ spot = find (world, classname, "info_player_deathmatch");
+ while (spot)
+ {
+ totalspots = totalspots + 1;
+
+ thing=findradius(spot.origin, 84);
+ pcount=0;
+ while (thing)
+ {
+ if (thing.classname == "player")
+ pcount=pcount + 1;
+ thing=thing.chain;
+ }
+ if (pcount == 0) {
+ spot.goalentity = spots;
+ spots = spot;
+ numspots = numspots + 1;
+ }
+
+ // Get the next spot in the chain
+ spot = find (spot, classname, "info_player_deathmatch");
+ }
+ totalspots=totalspots - 1;
+ if (!numspots) {
+ // ack, they are all full, just pick one at random
+// bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
+ totalspots = rint((random() * totalspots));
+ spot = find (world, classname, "info_player_deathmatch");
+ while (totalspots > 0) {
+ totalspots = totalspots - 1;
+ spot = find (spot, classname, "info_player_deathmatch");
+ }
+ return spot;
+ }
+
+// We now have the number of spots available on the map in numspots
+
+ // Generate a random number between 1 and numspots
+
+ numspots = numspots - 1;
+
+ numspots = rint((random() * numspots ) );
+
+ spot = spots;
+ while (numspots > 0) {
+ spot = spot.goalentity;
+ numspots = numspots - 1;
+ }
+ return spot;
+
+};
+void() DecodeLevelParms;
+void() PlayerDie;
+
+/*
+===========
+ValidateUser
+
+
+============
+*/
+float(entity e) ValidateUser =
+{
+/*
+ local string s;
+ local string userclan;
+ local float rank, rankmin, rankmax;
+
+//
+// if the server has set "clan1" and "clan2", then it
+// is a clan match that will allow only those two clans in
+//
+ s = serverinfo("clan1");
+ if (s)
+ {
+ userclan = masterinfo(e,"clan");
+ if (s == userclan)
+ return true;
+ s = serverinfo("clan2");
+ if (s == userclan)
+ return true;
+ return false;
+ }
+
+//
+// if the server has set "rankmin" and/or "rankmax" then
+// the users rank must be between those two values
+//
+ s = masterinfo (e, "rank");
+ rank = stof (s);
+
+ s = serverinfo("rankmin");
+ if (s)
+ {
+ rankmin = stof (s);
+ if (rank < rankmin)
+ return false;
+ }
+ s = serverinfo("rankmax");
+ if (s)
+ {
+ rankmax = stof (s);
+ if (rankmax < rank)
+ return false;
+ }
+
+ return true;
+*/
+};
+
+
+/*
+===========
+PutClientInServer
+
+called each time a player enters a new level
+============
+*/
+void() PutClientInServer =
+{
+ local entity spot;
+ local string s;
+
+ self.classname = "player";
+ self.health = 100;
+ self.takedamage = DAMAGE_AIM;
+ self.solid = SOLID_SLIDEBOX;
+ self.movetype = MOVETYPE_WALK;
+ self.show_hostile = 0;
+ self.max_health = 100;
+ self.flags = FL_CLIENT;
+ self.air_finished = time + 12;
+ self.dmg = 2; // initial water damage
+ self.super_damage_finished = 0;
+ self.radsuit_finished = 0;
+ self.invisible_finished = 0;
+ self.invincible_finished = 0;
+ self.effects = 0;
+ self.invincible_time = 0;
+
+ DecodeLevelParms ();
+
+ W_SetCurrentAmmo ();
+
+ self.attack_finished = time;
+ self.th_pain = player_pain;
+ self.th_die = PlayerDie;
+
+ self.deadflag = DEAD_NO;
+// paustime is set by teleporters to keep the player from moving a while
+ self.pausetime = 0;
+
+ spot = SelectSpawnPoint ();
+
+ self.origin = spot.origin + '0 0 1';
+ self.angles = spot.angles;
+ self.fixangle = TRUE; // turn this way immediately
+
+// oh, this is a hack!
+ setmodel (self, "progs/eyes.mdl");
+ modelindex_eyes = self.modelindex;
+
+ setmodel (self, "progs/player.mdl");
+ modelindex_player = self.modelindex;
+
+ setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
+
+ self.view_ofs = '0 0 22';
+
+// Mod - Xian (May.20.97)
+// Bug where player would have velocity from their last kill
+
+ self.velocity = '0 0 0';
+
+ player_stand1 ();
+
+ makevectors(self.angles);
+ spawn_tfog (self.origin + v_forward*20);
+
+ spawn_tdeath (self.origin, self);
+
+ // Set Rocket Jump Modifiers
+ if (stof(infokey(world, "rj")) != 0)
+ {
+ rj = stof(infokey(world, "rj"));
+ }
+
+ if (deathmatch == 4)
+ {
+ self.ammo_shells = 0;
+ if (stof(infokey(world, "axe")) == 0)
+ {
+ self.ammo_nails = 255;
+ self.ammo_shells = 255;
+ self.ammo_rockets = 255;
+ self.ammo_cells = 255;
+ self.items = self.items | IT_NAILGUN;
+ self.items = self.items | IT_SUPER_NAILGUN;
+ self.items = self.items | IT_SUPER_SHOTGUN;
+ self.items = self.items | IT_ROCKET_LAUNCHER;
+// self.items = self.items | IT_GRENADE_LAUNCHER;
+ self.items = self.items | IT_LIGHTNING;
+ }
+ self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
+ self.armorvalue = 200;
+ self.armortype = 0.8;
+ self.health = 250;
+ self.items = self.items | IT_INVULNERABILITY;
+ self.invincible_time = 1;
+ self.invincible_finished = time + 3;
+ }
+
+ if (deathmatch == 5)
+ {
+ self.ammo_nails = 80;
+ self.ammo_shells = 30;
+ self.ammo_rockets = 10;
+ self.ammo_cells = 30;
+ self.items = self.items | IT_NAILGUN;
+ self.items = self.items | IT_SUPER_NAILGUN;
+ self.items = self.items | IT_SUPER_SHOTGUN;
+ self.items = self.items | IT_ROCKET_LAUNCHER;
+ self.items = self.items | IT_GRENADE_LAUNCHER;
+ self.items = self.items | IT_LIGHTNING;
+ self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
+ self.armorvalue = 200;
+ self.armortype = 0.8;
+ self.health = 200;
+ self.items = self.items | IT_INVULNERABILITY;
+ self.invincible_time = 1;
+ self.invincible_finished = time + 3;
+ }
+
+
+};
+
+
+/*
+=============================================================================
+
+ QUAKED FUNCTIONS
+
+=============================================================================
+*/
+
+
+/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
+The normal starting point for a level.
+*/
+void() info_player_start =
+{
+};
+
+
+/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
+Only used on start map for the return point from an episode.
+*/
+void() info_player_start2 =
+{
+};
+
+/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
+potential spawning position for deathmatch games
+*/
+void() info_player_deathmatch =
+{
+};
+
+/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
+potential spawning position for coop games
+*/
+void() info_player_coop =
+{
+};
+
+/*
+===============================================================================
+
+RULES
+
+===============================================================================
+*/
+
+/*
+go to the next level for deathmatch
+*/
+void() NextLevel =
+{
+ local entity o;
+ local string newmap;
+
+ if (nextmap != "")
+ return; // already done
+
+ if (mapname == "start")
+ {
+ if (!cvar("registered"))
+ {
+ mapname = "e1m1";
+ }
+ else if (!(serverflags & 1))
+ {
+ mapname = "e1m1";
+ serverflags = serverflags | 1;
+ }
+ else if (!(serverflags & 2))
+ {
+ mapname = "e2m1";
+ serverflags = serverflags | 2;
+ }
+ else if (!(serverflags & 4))
+ {
+ mapname = "e3m1";
+ serverflags = serverflags | 4;
+ }
+ else if (!(serverflags & 8))
+ {
+ mapname = "e4m1";
+ serverflags = serverflags - 7;
+ }
+
+ o = spawn();
+ o.map = mapname;
+ }
+ else
+ {
+ // find a trigger changelevel
+ o = find(world, classname, "trigger_changelevel");
+ if (!o || mapname == "start")
+ { // go back to same map if no trigger_changelevel
+ o = spawn();
+ o.map = mapname;
+ }
+ }
+
+ nextmap = o.map;
+
+ if (o.nextthink < time)
+ {
+ o.think = execute_changelevel;
+ o.nextthink = time + 0.1;
+ }
+};
+
+/*
+============
+CheckRules
+
+Exit deathmatch games upon conditions
+============
+*/
+void() CheckRules =
+{
+ if (timelimit && time >= timelimit)
+ NextLevel ();
+
+ if (fraglimit && self.frags >= fraglimit)
+ NextLevel ();
+};
+
+//============================================================================
+
+void() PlayerDeathThink =
+{
+ local entity old_self;
+ local float forward;
+
+ if ((self.flags & FL_ONGROUND))
+ {
+ forward = vlen (self.velocity);
+ forward = forward - 20;
+ if (forward <= 0)
+ self.velocity = '0 0 0';
+ else
+ self.velocity = forward * normalize(self.velocity);
+ }
+
+// wait for all buttons released
+ if (self.deadflag == DEAD_DEAD)
+ {
+ if (self.button2 || self.button1 || self.button0)
+ return;
+ self.deadflag = DEAD_RESPAWNABLE;
+ return;
+ }
+
+// wait for any button down
+ if (!self.button2 && !self.button1 && !self.button0)
+ return;
+
+ self.button0 = 0;
+ self.button1 = 0;
+ self.button2 = 0;
+ respawn();
+};
+
+
+void() PlayerJump =
+{
+ local vector start, end;
+
+ if (self.flags & FL_WATERJUMP)
+ return;
+
+ if (self.waterlevel >= 2)
+ {
+// play swiming sound
+ if (self.swim_flag < time)
+ {
+ self.swim_flag = time + 1;
+ if (random() < 0.5)
+ sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
+ else
+ sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
+ }
+
+ return;
+ }
+
+ if (!(self.flags & FL_ONGROUND))
+ return;
+
+ if ( !(self.flags & FL_JUMPRELEASED) )
+ return; // don't pogo stick
+
+ self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
+ self.button2 = 0;
+
+// player jumping sound
+ sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
+};
+
+
+/*
+===========
+WaterMove
+
+============
+*/
+.float dmgtime;
+
+void() WaterMove =
+{
+//dprint (ftos(self.waterlevel));
+ if (self.movetype == MOVETYPE_NOCLIP)
+ return;
+ if (self.health < 0)
+ return;
+
+ if (self.waterlevel != 3)
+ {
+ if (self.air_finished < time)
+ sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
+ else if (self.air_finished < time + 9)
+ sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
+ self.air_finished = time + 12;
+ self.dmg = 2;
+ }
+ else if (self.air_finished < time)
+ { // drown!
+ if (self.pain_finished < time)
+ {
+ self.dmg = self.dmg + 2;
+ if (self.dmg > 15)
+ self.dmg = 10;
+ T_Damage (self, world, world, self.dmg);
+ self.pain_finished = time + 1;
+ }
+ }
+
+ if (!self.waterlevel)
+ {
+ if (self.flags & FL_INWATER)
+ {
+ // play leave water sound
+ sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
+ self.flags = self.flags - FL_INWATER;
+ }
+ return;
+ }
+
+ if (self.watertype == CONTENT_LAVA)
+ { // do damage
+ if (self.dmgtime < time)
+ {
+ if (self.radsuit_finished > time)
+ self.dmgtime = time + 1;
+ else
+ self.dmgtime = time + 0.2;
+
+ T_Damage (self, world, world, 10*self.waterlevel);
+ }
+ }
+ else if (self.watertype == CONTENT_SLIME)
+ { // do damage
+ if (self.dmgtime < time && self.radsuit_finished < time)
+ {
+ self.dmgtime = time + 1;
+ T_Damage (self, world, world, 4*self.waterlevel);
+ }
+ }
+
+ if ( !(self.flags & FL_INWATER) )
+ {
+
+// player enter water sound
+
+ if (self.watertype == CONTENT_LAVA)
+ sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
+ if (self.watertype == CONTENT_WATER)
+ sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
+ if (self.watertype == CONTENT_SLIME)
+ sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
+
+ self.flags = self.flags + FL_INWATER;
+ self.dmgtime = 0;
+ }
+};
+
+void() CheckWaterJump =
+{
+ local vector start, end;
+
+// check for a jump-out-of-water
+ makevectors (self.angles);
+ start = self.origin;
+ start_z = start_z + 8;
+ v_forward_z = 0;
+ normalize(v_forward);
+ end = start + v_forward*24;
+ traceline (start, end, TRUE, self);
+ if (trace_fraction < 1)
+ { // solid at waist
+ start_z = start_z + self.maxs_z - 8;
+ end = start + v_forward*24;
+ self.movedir = trace_plane_normal * -50;
+ traceline (start, end, TRUE, self);
+ if (trace_fraction == 1)
+ { // open at eye level
+ self.flags = self.flags | FL_WATERJUMP;
+ self.velocity_z = 225;
+ self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
+ self.teleport_time = time + 2; // safety net
+ return;
+ }
+ }
+};
+
+/*
+================
+PlayerPreThink
+
+Called every frame before physics are run
+================
+*/
+void() PlayerPreThink =
+{
+ local float mspeed, aspeed;
+ local float r;
+
+ if (intermission_running)
+ {
+ IntermissionThink (); // otherwise a button could be missed between
+ return; // the think tics
+ }
+
+ if (self.view_ofs == '0 0 0')
+ return; // intermission or finale
+
+ makevectors (self.v_angle); // is this still used
+
+ self.deathtype = "";
+
+ CheckRules ();
+ WaterMove ();
+/*
+ if (self.waterlevel == 2)
+ CheckWaterJump ();
+*/
+
+ if (self.deadflag >= DEAD_DEAD)
+ {
+ PlayerDeathThink ();
+ return;
+ }
+
+ if (self.deadflag == DEAD_DYING)
+ return; // dying, so do nothing
+
+ if (self.button2)
+ {
+ PlayerJump ();
+ }
+ else
+ self.flags = self.flags | FL_JUMPRELEASED;
+
+// teleporters can force a non-moving pause time
+ if (time < self.pausetime)
+ self.velocity = '0 0 0';
+
+ if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
+ {
+ self.weapon = W_BestWeapon ();
+ W_SetCurrentAmmo ();
+ }
+};
+
+/*
+================
+CheckPowerups
+
+Check for turning off powerups
+================
+*/
+void() CheckPowerups =
+{
+ if (self.health <= 0)
+ return;
+
+// invisibility
+ if (self.invisible_finished)
+ {
+// sound and screen flash when items starts to run out
+ if (self.invisible_sound < time)
+ {
+ sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
+ self.invisible_sound = time + ((random() * 3) + 1);
+ }
+
+
+ if (self.invisible_finished < time + 3)
+ {
+ if (self.invisible_time == 1)
+ {
+ sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n");
+ stuffcmd (self, "bf\n");
+ sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
+ self.invisible_time = time + 1;
+ }
+
+ if (self.invisible_time < time)
+ {
+ self.invisible_time = time + 1;
+ stuffcmd (self, "bf\n");
+ }
+ }
+
+ if (self.invisible_finished < time)
+ { // just stopped
+ self.items = self.items - IT_INVISIBILITY;
+ self.invisible_finished = 0;
+ self.invisible_time = 0;
+ }
+
+ // use the eyes
+ self.frame = 0;
+ self.modelindex = modelindex_eyes;
+ }
+ else
+ self.modelindex = modelindex_player; // don't use eyes
+
+// invincibility
+ if (self.invincible_finished)
+ {
+// sound and screen flash when items starts to run out
+ if (self.invincible_finished < time + 3)
+ {
+ if (self.invincible_time == 1)
+ {
+ sprint (self, PRINT_HIGH, "Protection is almost burned out\n");
+ stuffcmd (self, "bf\n");
+ sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
+ self.invincible_time = time + 1;
+ }
+
+ if (self.invincible_time < time)
+ {
+ self.invincible_time = time + 1;
+ stuffcmd (self, "bf\n");
+ }
+ }
+
+ if (self.invincible_finished < time)
+ { // just stopped
+ self.items = self.items - IT_INVULNERABILITY;
+ self.invincible_time = 0;
+ self.invincible_finished = 0;
+ }
+ if (self.invincible_finished > time)
+ {
+ self.effects = self.effects | EF_DIMLIGHT;
+ self.effects = self.effects | EF_RED;
+ }
+ else
+ {
+ self.effects = self.effects - (self.effects & EF_DIMLIGHT);
+ self.effects = self.effects - (self.effects & EF_RED);
+ }
+ }
+
+// super damage
+ if (self.super_damage_finished)
+ {
+
+// sound and screen flash when items starts to run out
+
+ if (self.super_damage_finished < time + 3)
+ {
+ if (self.super_time == 1)
+ {
+ if (deathmatch == 4)
+ sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
+ else
+ sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n");
+ stuffcmd (self, "bf\n");
+ sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
+ self.super_time = time + 1;
+ }
+
+ if (self.super_time < time)
+ {
+ self.super_time = time + 1;
+ stuffcmd (self, "bf\n");
+ }
+ }
+
+ if (self.super_damage_finished < time)
+ { // just stopped
+ self.items = self.items - IT_QUAD;
+ if (deathmatch == 4)
+ {
+ self.ammo_cells = 255;
+ self.armorvalue = 1;
+ self.armortype = 0.8;
+ self.health = 100;
+ }
+ self.super_damage_finished = 0;
+ self.super_time = 0;
+ }
+ if (self.super_damage_finished > time)
+ {
+ self.effects = self.effects | EF_DIMLIGHT;
+ self.effects = self.effects | EF_BLUE;
+ }
+ else
+ {
+ self.effects = self.effects - (self.effects & EF_DIMLIGHT);
+ self.effects = self.effects - (self.effects & EF_BLUE);
+ }
+ }
+
+// suit
+ if (self.radsuit_finished)
+ {
+ self.air_finished = time + 12; // don't drown
+
+// sound and screen flash when items starts to run out
+ if (self.radsuit_finished < time + 3)
+ {
+ if (self.rad_time == 1)
+ {
+ sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
+ stuffcmd (self, "bf\n");
+ sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
+ self.rad_time = time + 1;
+ }
+
+ if (self.rad_time < time)
+ {
+ self.rad_time = time + 1;
+ stuffcmd (self, "bf\n");
+ }
+ }
+
+ if (self.radsuit_finished < time)
+ { // just stopped
+ self.items = self.items - IT_SUIT;
+ self.rad_time = 0;
+ self.radsuit_finished = 0;
+ }
+ }
+
+};
+
+
+/*
+================
+PlayerPostThink
+
+Called every frame after physics are run
+================
+*/
+void() PlayerPostThink =
+{
+ local float mspeed, aspeed;
+ local float r;
+
+//dprint ("post think\n");
+ if (self.view_ofs == '0 0 0')
+ return; // intermission or finale
+ if (self.deadflag)
+ return;
+
+// check to see if player landed and play landing sound
+ if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) )
+ {
+ if (self.watertype == CONTENT_WATER)
+ sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
+ else if (self.jump_flag < -650)
+ {
+ self.deathtype = "falling";
+ T_Damage (self, world, world, 5);
+ sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
+ }
+ else
+ sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
+ }
+
+ self.jump_flag = self.velocity_z;
+
+ CheckPowerups ();
+
+ W_WeaponFrame ();
+
+};
+
+
+/*
+===========
+ClientConnect
+
+called when a player connects to a server
+============
+*/
+void() ClientConnect =
+{
+ bprint (PRINT_HIGH, self.netname);
+ bprint (PRINT_HIGH, " entered the game\n");
+
+// a client connecting during an intermission can cause problems
+ if (intermission_running)
+ GotoNextMap ();
+};
+
+
+/*
+===========
+ClientDisconnect
+
+called when a player disconnects from a server
+============
+*/
+void() ClientDisconnect =
+{
+ // let everyone else know
+ bprint (PRINT_HIGH, self.netname);
+ bprint (PRINT_HIGH, " left the game with ");
+ bprint (PRINT_HIGH, ftos(self.frags));
+ bprint (PRINT_HIGH, " frags\n");
+ sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
+ set_suicide_frame ();
+};
+
+/*
+===========
+ClientObituary
+
+called when a player dies
+============
+*/
+
+void(entity targ, entity attacker) ClientObituary =
+{
+ local float rnum;
+ local string deathstring, deathstring2;
+ local string s;
+ local string attackerteam, targteam;
+
+ rnum = random();
+ //ZOID 12-13-96: self.team doesn't work in QW. Use keys
+ attackerteam = infokey(attacker, "team");
+ targteam = infokey(targ, "team");
+
+ if (targ.classname == "player")
+ {
+
+ if (deathmatch > 3)
+ {
+ if (targ.deathtype == "selfwater")
+ {
+ bprint (PRINT_MEDIUM, targ.netname);
+ bprint (PRINT_MEDIUM," electrocutes himself.\n ");
+ targ.frags = targ.frags - 1;
+ return;
+ }
+ }
+
+ if (attacker.classname == "teledeath")
+ {
+ bprint (PRINT_MEDIUM,targ.netname);
+ bprint (PRINT_MEDIUM," was telefragged by ");
+ bprint (PRINT_MEDIUM,attacker.owner.netname);
+ bprint (PRINT_MEDIUM,"\n");
+ logfrag (attacker.owner, targ);
+
+ attacker.owner.frags = attacker.owner.frags + 1;
+ return;
+ }
+
+ if (attacker.classname == "teledeath2")
+ {
+ bprint (PRINT_MEDIUM,"Satan's power deflects ");
+ bprint (PRINT_MEDIUM,targ.netname);
+ bprint (PRINT_MEDIUM,"'s telefrag\n");
+
+ targ.frags = targ.frags - 1;
+ logfrag (targ, targ);
+ return;
+ }
+
+ // double 666 telefrag (can happen often in deathmatch 4)
+ if (attacker.classname == "teledeath3")
+ {
+ bprint (PRINT_MEDIUM,targ.netname);
+ bprint (PRINT_MEDIUM," was telefragged by ");
+ bprint (PRINT_MEDIUM,attacker.owner.netname);
+ bprint (PRINT_MEDIUM, "'s Satan's power\n");
+ targ.frags = targ.frags - 1;
+ logfrag (targ, targ);
+ return;
+ }
+
+
+ if (targ.deathtype == "squish")
+ {
+ if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
+ {
+ logfrag (attacker, attacker);
+ attacker.frags = attacker.frags - 1;
+ bprint (PRINT_MEDIUM,attacker.netname);
+ bprint (PRINT_MEDIUM," squished a teammate\n");
+ return;
+ }
+ else if (attacker.classname == "player" && attacker != targ)
+ {
+ bprint (PRINT_MEDIUM, attacker.netname);
+ bprint (PRINT_MEDIUM," squishes ");
+ bprint (PRINT_MEDIUM,targ.netname);
+ bprint (PRINT_MEDIUM,"\n");
+ logfrag (attacker, targ);
+ attacker.frags = attacker.frags + 1;
+ return;
+ }
+ else
+ {
+ logfrag (targ, targ);
+ targ.frags = targ.frags - 1; // killed self
+ bprint (PRINT_MEDIUM,targ.netname);
+ bprint (PRINT_MEDIUM," was squished\n");
+ return;
+ }
+ }
+
+ if (attacker.classname == "player")
+ {
+ if (targ == attacker)
+ {
+ // killed self
+ logfrag (attacker, attacker);
+ attacker.frags = attacker.frags - 1;
+ bprint (PRINT_MEDIUM,targ.netname);
+ if (targ.deathtype == "grenade")
+ bprint (PRINT_MEDIUM," tries to put the pin back in\n");
+ else if (targ.deathtype == "rocket")
+ bprint (PRINT_MEDIUM," becomes bored with life\n");
+ else if (targ.weapon == 64 && targ.waterlevel > 1)
+ {
+ if (targ.watertype == CONTENT_SLIME)
+ bprint (PRINT_MEDIUM," discharges into the slime\n");
+ else if (targ.watertype == CONTENT_LAVA)
+ bprint (PRINT_MEDIUM," discharges into the lava\n");
+ else
+ bprint (PRINT_MEDIUM," discharges into the water.\n");
+ }
+ else
+ bprint (PRINT_MEDIUM," becomes bored with life\n");
+ return;
+ }
+ else if ( (teamplay == 2) && (targteam == attackerteam) &&
+ (attackerteam != "") )
+ {
+ if (rnum < 0.25)
+ deathstring = " mows down a teammate\n";
+ else if (rnum < 0.50)
+ deathstring = " checks his glasses\n";
+ else if (rnum < 0.75)
+ deathstring = " gets a frag for the other team\n";
+ else
+ deathstring = " loses another friend\n";
+ bprint (PRINT_MEDIUM, attacker.netname);
+ bprint (PRINT_MEDIUM, deathstring);
+ attacker.frags = attacker.frags - 1;
+ //ZOID 12-13-96: killing a teammate logs as suicide
+ logfrag (attacker, attacker);
+ return;
+ }
+ else
+ {
+ logfrag (attacker, targ);
+ attacker.frags = attacker.frags + 1;
+
+ rnum = attacker.weapon;
+ if (targ.deathtype == "nail")
+ {
+ deathstring = " was nailed by ";
+ deathstring2 = "\n";
+ }
+ else if (targ.deathtype == "supernail")
+ {
+ deathstring = " was punctured by ";
+ deathstring2 = "\n";
+ }
+ else if (targ.deathtype == "grenade")
+ {
+ deathstring = " eats ";
+ deathstring2 = "'s pineapple\n";
+ if (targ.health < -40)
+ {
+ deathstring = " was gibbed by ";
+ deathstring2 = "'s grenade\n";
+ }
+ }
+ else if (targ.deathtype == "rocket")
+ {
+ if (attacker.super_damage_finished > 0 && targ.health < -40)
+ {
+ rnum = random();
+ if (rnum < 0.3)
+ deathstring = " was brutalized by ";
+ else if (rnum < 0.6)
+ deathstring = " was smeared by ";
+ else
+ {
+ bprint (PRINT_MEDIUM, attacker.netname);
+ bprint (PRINT_MEDIUM, " rips ");
+ bprint (PRINT_MEDIUM, targ.netname);
+ bprint (PRINT_MEDIUM, " a new one\n");
+ return;
+ }
+ deathstring2 = "'s quad rocket\n";
+ }
+ else
+ {
+ deathstring = " rides ";
+ deathstring2 = "'s rocket\n";
+ if (targ.health < -40)
+ {
+ deathstring = " was gibbed by ";
+ deathstring2 = "'s rocket\n" ;
+ }
+ }
+ }
+ else if (rnum == IT_AXE)
+ {
+ deathstring = " was ax-murdered by ";
+ deathstring2 = "\n";
+ }
+ else if (rnum == IT_SHOTGUN)
+ {
+ deathstring = " chewed on ";
+ deathstring2 = "'s boomstick\n";
+ }
+ else if (rnum == IT_SUPER_SHOTGUN)
+ {
+ deathstring = " ate 2 loads of ";
+ deathstring2 = "'s buckshot\n";
+ }
+ else if (rnum == IT_LIGHTNING)
+ {
+ deathstring = " accepts ";
+ if (attacker.waterlevel > 1)
+ deathstring2 = "'s discharge\n";
+ else
+ deathstring2 = "'s shaft\n";
+ }
+ bprint (PRINT_MEDIUM,targ.netname);
+ bprint (PRINT_MEDIUM,deathstring);
+ bprint (PRINT_MEDIUM,attacker.netname);
+ bprint (PRINT_MEDIUM,deathstring2);
+ }
+ return;
+ }
+ else
+ {
+ logfrag (targ, targ);
+ targ.frags = targ.frags - 1; // killed self
+ rnum = targ.watertype;
+
+ bprint (PRINT_MEDIUM,targ.netname);
+ if (rnum == -3)
+ {
+ if (random() < 0.5)
+ bprint (PRINT_MEDIUM," sleeps with the fishes\n");
+ else
+ bprint (PRINT_MEDIUM," sucks it down\n");
+ return;
+ }
+ else if (rnum == -4)
+ {
+ if (random() < 0.5)
+ bprint (PRINT_MEDIUM," gulped a load of slime\n");
+ else
+ bprint (PRINT_MEDIUM," can't exist on slime alone\n");
+ return;
+ }
+ else if (rnum == -5)
+ {
+ if (targ.health < -15)
+ {
+ bprint (PRINT_MEDIUM," burst into flames\n");
+ return;
+ }
+ if (random() < 0.5)
+ bprint (PRINT_MEDIUM," turned into hot slag\n");
+ else
+ bprint (PRINT_MEDIUM," visits the Volcano God\n");
+ return;
+ }
+
+ if (attacker.classname == "explo_box")
+ {
+ bprint (PRINT_MEDIUM," blew up\n");
+ return;
+ }
+ if (targ.deathtype == "falling")
+ {
+ bprint (PRINT_MEDIUM," fell to his death\n");
+ return;
+ }
+ if (targ.deathtype == "nail" || targ.deathtype == "supernail")
+ {
+ bprint (PRINT_MEDIUM," was spiked\n");
+ return;
+ }
+ if (targ.deathtype == "laser")
+ {
+ bprint (PRINT_MEDIUM," was zapped\n");
+ return;
+ }
+ if (attacker.classname == "fireball")
+ {
+ bprint (PRINT_MEDIUM," ate a lavaball\n");
+ return;
+ }
+ if (attacker.classname == "trigger_changelevel")
+ {
+ bprint (PRINT_MEDIUM," tried to leave\n");
+ return;
+ }
+
+ bprint (PRINT_MEDIUM," died\n");
+ }
+ }
+};