clean up
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bcac79a048
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@ -487,10 +487,9 @@ void() PutClientInServer = {
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self.th_die = PlayerDie;
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self.deadflag = DEAD_NO;
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// paustime is set by teleporters to keep the player from moving a while
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self.pausetime = 0;
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// spot = SelectSpawnPoint();
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// pausetime is set by teleporters to keep the player from moving for a bit
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self.pausetime = 0;
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self.origin = spot.origin + '0 0 1';
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self.angles = spot.angles;
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@ -718,6 +717,7 @@ WaterMove
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============
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*/
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void() WaterMove = {
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string water_snd;
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if(self.movetype == MOVETYPE_NOCLIP || self.health < 0) {
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return;
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}
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@ -751,8 +751,8 @@ void() WaterMove = {
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return;
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}
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if(self.watertype == CONTENT_LAVA) {
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// do damage
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switch(self.watertype) {
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case CONTENT_LAVA:
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if(self.dmgtime < time) {
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if(self.radsuit_finished > time) {
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self.dmgtime = time + 1;
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@ -761,31 +761,29 @@ void() WaterMove = {
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}
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T_Damage(self, world, world, 10 * self.waterlevel);
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}
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} else if(self.watertype == CONTENT_SLIME) {
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// do damage
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break;
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case CONTENT_SLIME:
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if(self.dmgtime < time && self.radsuit_finished < time) {
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self.dmgtime = time + 1;
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T_Damage(self, world, world, 4 * self.waterlevel);
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}
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break;
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}
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if(!(self.flags & FL_INWATER)) {
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// player enter water sound
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if(self.watertype == CONTENT_LAVA) {
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sound(self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
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}
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if(self.watertype == CONTENT_WATER) {
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sound(self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
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}
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if(self.watertype == CONTENT_SLIME) {
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sound(self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
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switch(self.watertype) {
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case CONTENT_LAVA: water_snd = "player/inlava.wav"; break;
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case CONTENT_WATER: water_snd = "player/inh2o.wav"; break;
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case CONTENT_SLIME: water_snd = "player/slimbrn2.wav"; break;
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}
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sound(self, CHAN_BODY, water_snd, 1, ATTN_NORM);
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self.flags = self.flags + FL_INWATER;
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self.dmgtime = 0;
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}
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if(!(self.flags & FL_WATERJUMP)) {
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self.velocity = self.velocity - 0.8 * self.waterlevel * frametime * self.velocity;
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self.velocity -= 0.8 * self.waterlevel * frametime * self.velocity;
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}
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};
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@ -833,8 +831,6 @@ void() PlayerPreThink = {
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return;
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}
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makevectors(self.v_angle); // is this still used
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CheckRules();
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WaterMove();
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@ -52,15 +52,15 @@ entity msg_entity; // destination of single entity writes
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// required prog functions
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void() main; // only for testing
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void() StartFrame;
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void() StartFrame; // called every frame
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void() PlayerPreThink;
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void() PlayerPostThink;
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void() PlayerPreThink; // called each frame on each client before physics
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void() PlayerPostThink; // called each frame on each client after physics
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void() ClientKill;
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void() ClientConnect;
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void() ClientKill; // called when the "kill" cmd is entered
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void() ClientConnect; // called upon client "connect"
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void() PutClientInServer; // call after setting the parm1... parms
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void() ClientDisconnect;
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void() ClientDisconnect; // called upon client "disconnect"
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/* called when a client first connects to a server. sets parms so they can be
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* saved off for restarts
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