// client.qc: player-adjacent functions /* ============================================================================= LEVEL CHANGING / INTERMISSION ============================================================================= */ /*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 = { }; void() SetChangeParms = { if(self.health <= 0 || self.lives == 0) { SetNewParms(); return; } // remove 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; parm10 = self.pronoun; }; void() SetNewParms = { parm1 = IT_SHOTGUN | IT_AXE; parm2 = 100; parm3 = 0; parm4 = 25; parm5 = 0; parm6 = 0; parm7 = 0; parm8 = IT_SHOTGUN; 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; self.pronoun = parm10; }; /* ============ FindIntermission Returns the entity to view from ============ */ entity() FindIntermission = { entity spot; float cyc; // look for info_intermission first spot = find(world, classname, "info_intermission"); if(spot) { // pick a random one for(cyc = random() * 4; cyc > 1; cyc--) { spot = find(spot, classname, "info_intermission"); if(!spot) { spot = find(spot, classname, "info_intermission"); } } return spot; } // then look for the start position spot = find(world, classname, "info_player_start"); if(spot) { return spot; } // testinfo_player_start is only found in regioned levels spot = find(world, classname, "testplayerstart"); if(spot) { return spot; } objerror("FindIntermission: no spot"); }; void() GotoNextMap = { if(cvar("samelevel")) { // if samelevel is set, stay on same level changelevel(mapname); } else { changelevel(nextmap); } }; void() ExitIntermission = { // skip any text in deathmatch if(deathmatch) { GotoNextMap(); return; } intermission_exittime = time + 1; intermission_running = intermission_running + 1; // // run some text if at the end of an episode // if(intermission_running == 2) { if(world.model == "maps/e1m7.bsp") { WriteByte(MSG_ALL, SVC_CDTRACK); WriteByte(MSG_ALL, 2); WriteByte(MSG_ALL, 3); if(!cvar("registered")) { WriteByte(MSG_ALL, SVC_FINALE); WriteString(MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task in the other three\nhaunted lands of Quake. Or are you? If\nyou don't register Quake, you'll never\nknow what awaits you in the Realm of\nBlack Magic, the Netherworld, and the\nElder World!"); } else { WriteByte(MSG_ALL, SVC_FINALE); WriteString(MSG_ALL, "As the corpse of the monstrous entity\nChthon sinks back into the lava whence\nit rose, you grip the Rune of Earth\nMagic tightly. Now that you have\nconquered the Dimension of the Doomed,\nrealm of Earth Magic, you are ready to\ncomplete your task. A Rune of magic\npower lies at the end of each haunted\nland of Quake. Go forth, seek the\ntotality of the four Runes!"); } return; } else if(world.model == "maps/e2m6.bsp") { WriteByte(MSG_ALL, SVC_CDTRACK); WriteByte(MSG_ALL, 2); WriteByte(MSG_ALL, 3); WriteByte(MSG_ALL, SVC_FINALE); WriteString(MSG_ALL, "The Rune of Black Magic throbs evilly in\nyour hand and whispers dark thoughts\ninto your brain. You learn the inmost\nlore of the Hell-Mother; Shub-Niggurath!\nYou now know that she is behind all the\nterrible plotting which has led to so\nmuch death and horror. But she is not\ninviolate! Armed with this Rune, you\nrealize that once all four Runes are\ncombined, the gate to Shub-Niggurath's\nPit will open, and you can face the\nWitch-Goddess herself in her frightful\notherworld cathedral."); return; } else if(world.model == "maps/e3m6.bsp") { WriteByte(MSG_ALL, SVC_CDTRACK); WriteByte(MSG_ALL, 2); WriteByte(MSG_ALL, 3); WriteByte(MSG_ALL, SVC_FINALE); WriteString(MSG_ALL, "The charred viscera of diabolic horrors\nbubble viscously as you seize the Rune\nof Hell Magic. Its heat scorches your\nhand, and its terrible secrets blight\nyour mind. Gathering the shreds of your\ncourage, you shake the devil's shackles\nfrom your soul, and become ever more\nhard and determined to destroy the\nhideous creatures whose mere existence\nthreatens the souls and psyches of all\nthe population of Earth."); return; } else if(world.model == "maps/e4m7.bsp") { WriteByte(MSG_ALL, SVC_CDTRACK); WriteByte(MSG_ALL, 2); WriteByte(MSG_ALL, 3); WriteByte(MSG_ALL, SVC_FINALE); WriteString(MSG_ALL, "Despite the awful might of the Elder\nWorld, you have achieved the Rune of\nElder Magic, capstone of all types of\narcane wisdom. Beyond good and evil,\nbeyond life and death, the Rune\npulsates, heavy with import. Patient and\npotent, the Elder Being Shub-Niggurath\nweaves her dire plans to clear off all\nlife from the Earth, and bring her own\nfoul offspring to our world! For all the\ndwellers in these nightmare dimensions\nare her descendants! Once all Runes of\nmagic power are united, the energy\nbehind them will blast open the Gateway\nto Shub-Niggurath, and you can travel\nthere to foil the Hell-Mother's plots\nin person."); return; } GotoNextMap(); } if(intermission_running == 3) { if(!cvar("registered")) { // shareware episode has been completed, go to sell screen WriteByte(MSG_ALL, SVC_SELLSCREEN); return; } if((serverflags & 15) == 15) { WriteByte(MSG_ALL, SVC_FINALE); WriteString(MSG_ALL, "Now, you have all four Runes. You sense\ntremendous invisible forces moving to\nunseal ancient barriers. Shub-Niggurath\nhad hoped to use the Runes Herself to\nclear off the Earth, but now instead,\nyou will use them to enter her home and\nconfront her as an avatar of avenging\nEarth-life. If you defeat her, you will\nbe remembered forever as the savior of\nthe planet. If she conquers, it will be\nas if you had never been born."); return; } } GotoNextMap(); }; /* ============ 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; } ExitIntermission(); }; void() execute_changelevel = { entity pos; intermission_running = 1; // enforce a wait time before allowing changelevel if(deathmatch) { intermission_exittime = time + 5; } else { intermission_exittime = time + 2; } WriteByte(MSG_ALL, SVC_CDTRACK); WriteByte(MSG_ALL, 3); WriteByte(MSG_ALL, 3); pos = FindIntermission(); other = find(world, classname, "player"); while(other != world) { other.view_ofs = VEC_ORIGIN; other.angles = other.v_angle = pos.mangle; other.fixangle = TRUE; // turn this way immediately other.nextthink = time + 0.5; other.takedamage = DAMAGE_NO; other.solid = SOLID_NOT; other.movetype = MOVETYPE_NONE; other.modelindex = 0; setorigin(other, pos.origin); other = find(other, classname, "player"); } WriteByte(MSG_ALL, SVC_INTERMISSION); }; void() changelevel_touch = { entity pos; if(other.classname != "player") { return; } if(cvar("noexit") == 1 || (cvar("noexit") == 2 && mapname != "start")) { T_Damage(other, self, self, 50000); return; } if(coop || deathmatch) { bprint(other.netname, " exited the level\n"); } nextmap = self.map; SUB_UseTargets(); if(self.spawnflags & 1 && deathmatch == 0) { // NO_INTERMISSION GotoNextMap(); return; } 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, they get 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("changelevel trigger doesn't have map"); } InitTrigger(); self.touch = changelevel_touch; }; /* ============================================================================= PLAYER GAME EDGE FUNCTIONS ============================================================================= */ void() become_spectator = { self.health = self.max_health; self.armortype = 0; self.armorvalue = 0; self.items = 0; self.weapon = 0; self.ammo_shells = 0; self.ammo_nails = 0; self.ammo_rockets = 0; self.ammo_cells = 0; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; self.movetype = MOVETYPE_NOCLIP; self.flags |= FL_NOTARGET; self.deadflag = DEAD_DEAD; self.view_ofs = VEC_ORIGIN; self.frame = 0; self.modelindex = modelindex_eyes; W_SetCurrentAmmo(); }; void() respawn = { if(coop) { // make a copy of the dead body for appearances sake CopyToBodyQue(self); // get the spawn parms as they were at level start setspawnparms(self); // respawn player_respawned = TRUE; PutClientInServer(); } else if(deathmatch) { // make a copy of the dead body for appearances sake CopyToBodyQue(self); // set default spawn parms SetNewParms(); // respawn player_respawned = TRUE; PutClientInServer(); } else { // restart the entire server localcmd("restart\n"); } }; float(vector v) CheckSpawnPoint = { return FALSE; }; /* ============ SelectSpawnPoint Returns the entity to spawn at ============ */ entity() SelectSpawnPoint = { entity spot; entity thing; float pcount; // testinfo_player_start is only found in regioned levels spot = find(world, classname, "testplayerstart"); if(spot) { return spot; } // choose a info_player_deathmatch point if(coop) { lastspawn = find(lastspawn, classname, "info_player_coop"); if(lastspawn == world) { lastspawn = find(lastspawn, classname, "info_player_start"); } if(lastspawn != world) { return lastspawn; } } else if(deathmatch) { spot = lastspawn; while(1) { spot = find(spot, classname, "info_player_deathmatch"); if(spot != world) { if(spot == lastspawn) { return lastspawn; } pcount = 0; thing = findradius(spot.origin, 32); while(thing) { if(thing.classname == "player") { pcount = pcount + 1; } thing = thing.chain; } if(pcount == 0) { lastspawn = spot; return spot; } } } } if(serverflags) { // return with a rune to start spot = find(world, classname, "info_player_start2"); if(spot) { return spot; } } spot = find(world, classname, "info_player_start"); if(!spot) { error("SelectSpawnPoint: no info_player_start on level"); } return spot; }; /* =========== PutClientInServer called each time a player is spawned ============ */ void() PutClientInServer = { entity spot; float respawned; respawned = player_respawned; player_respawned = FALSE; if(sf_lives) { if(respawned) { self.lives--; bprint(self.netname, " has "); if(self.lives == 0) { bprint("run out of lives...\n"); become_spectator(); return; } else if(self.lives == 1) { bprint("one life left!\n"); } else { bprint(ftos(self.lives), " lives left\n"); } } else { self.lives = sf_lives; dprint("lives reset to ", ftos(sf_lives), "\n"); } } else { self.lives = 1; } spot = SelectSpawnPoint(); 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, '-16 -16 -24', '16 16 32'); self.view_ofs = '0 0 22'; player_stand1(); if(deathmatch || coop) { makevectors(self.angles); spawn_tfog(self.origin + v_forward * 20); } spawn_tdeath(self.origin, self); }; /* ============================================================================= 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 = { }; /* saved out by quaked in region mode */ void() testplayerstart = { }; /*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 only called if a time or frag limit has expired */ void() NextLevel = { entity o; 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"); // go back to start if no trigger_changelevel if(!o) { mapname = "start"; o = spawn(); o.map = mapname; } } nextmap = o.map; gameover = TRUE; if(o.nextthink < time) { o.think = execute_changelevel; o.nextthink = time + 0.1; } }; /* ============ CheckRules Exit deathmatch games upon conditions ============ */ void() CheckRules = { float timelimit; float fraglimit; if(gameover) { // someone else quit the game already return; } timelimit = cvar("timelimit") * 60; fraglimit = cvar("fraglimit"); if(timelimit && time >= timelimit) { NextLevel(); return; } if(fraglimit && self.frags >= fraglimit) { NextLevel(); return; } }; //============================================================================ void() reset_death_vel = { float forward; if(self.flags & FL_ONGROUND) { forward = vlen(self.velocity); forward = forward - 20; if(forward <= 0) { self.velocity = VEC_ORIGIN; } else { self.velocity = forward * normalize(self.velocity); } } }; void() PlayerDeathThink = { reset_death_vel(); // 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 = { vector start, end; if(self.flags & FL_WATERJUMP) { return; } if(self.waterlevel >= 2) { if(self.watertype == CONTENT_WATER) { self.velocity_z = 100; } else if(self.watertype == CONTENT_SLIME) { self.velocity_z = 80; } else { self.velocity_z = 50; } // 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.flags = self.flags - FL_ONGROUND; // don't stairwalk self.button2 = 0; // player jumping sound sound(self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM); self.velocity_z = self.velocity_z + 270; }; /* =========== WaterMove ============ */ 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; } if(!(self.flags & FL_WATERJUMP)) { self.velocity = self.velocity - 0.8 * self.waterlevel * frametime * self.velocity; } }; void() CheckWaterJump = { 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 = { if(intermission_running) { IntermissionThink(); // otherwise a button could be missed between return; // the think tics } if(self.view_ofs == VEC_ORIGIN) { return; // intermission, finale or spectating } makevectors(self.v_angle); // is this still used 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 = VEC_ORIGIN; } 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, "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, "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; } else { self.effects = self.effects - (self.effects & EF_DIMLIGHT); } } // 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) { sprint(self, "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; self.super_damage_finished = 0; self.super_time = 0; } if(self.super_damage_finished > time) { self.effects = self.effects | EF_DIMLIGHT; } else { self.effects = self.effects - (self.effects & EF_DIMLIGHT); } } // 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, "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 = { if(self.view_ofs == VEC_ORIGIN) { return; // intermission, finale or spectating } if(self.deadflag) { return; } // do weapon stuff W_WeaponFrame(); // check to see if player landed and play landing sound if(self.jump_flag < -300 && self.flags & FL_ONGROUND && self.health > 0) { if(self.watertype == CONTENT_WATER) { sound(self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM); } else if(self.jump_flag < -650) { T_Damage(self, world, world, 5); sound(self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM); self.deathtype = "falling"; } else { sound(self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM); } self.jump_flag = 0; } if(!(self.flags & FL_ONGROUND)) { self.jump_flag = self.velocity_z; } CheckPowerups(); }; /* =========== ClientConnect called when a player connects to a server ============ */ void() ClientConnect = { bprint(self.netname, " entered the game\n"); // a client connecting during an intermission can cause problems if(intermission_running) { ExitIntermission(); } }; /* =========== ClientDisconnect called when a player disconnects from a server ============ */ void() ClientDisconnect = { if(gameover) { return; } // if the level end trigger has been activated, just return // since they aren't *really* leaving // let everyone else know bprint(self.netname, " left the game with ", ftos(self.frags), " frags\n"); sound(self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE); set_suicide_frame(); }; void() cheat = { if((deathmatch || coop) && !sf_cheats) { return; } self.ammo_rockets = 100; self.ammo_nails = 200; self.ammo_shells = 100; self.ammo_cells = 200; self.items |= IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER | IT_LIGHTNING | IT_KEY1 | IT_KEY2; self.weapon = IT_ROCKET_LAUNCHER; W_SetCurrentAmmo(); }; void() cheat_quad = { if((deathmatch || coop) && !sf_cheats) { return; } self.super_time = 1; self.super_damage_finished = time + 30; self.items = self.items | IT_QUAD; }; string(float pro) pronoun_subject = { switch(pro) { case PRO_NONE: return "none"; case PRO_FAE: return "fae"; case PRO_HE: return "he"; case PRO_IT: return "it"; case PRO_SHE: return "she"; case PRO_THEY: return "they"; case PRO_XEY: return "xey"; case PRO_ZE_H: return "ze"; case PRO_ZE_Z: return "ze"; default: return "unknown"; } }; string(float pro) pronoun_possessive = { switch(pro) { case PRO_NONE: return "none"; case PRO_FAE: return "faer"; case PRO_HE: return "his"; case PRO_IT: return "its"; case PRO_SHE: return "her"; case PRO_THEY: return "their"; case PRO_XEY: return "xyr"; case PRO_ZE_H: return "hir"; case PRO_ZE_Z: return "zir"; default: return "unknown"; } }; void(float pro) change_pronoun = { pro = minmax(pro, PRO_NONE, PRO_MAX - 1); self.pronoun = pro; sprint(self, "pronoun set to ", pronoun_subject(pro), "/", pronoun_possessive(pro), "\n"); }; void() ImpulseCommands = { if(self.impulse >= 1 && self.impulse <= 8) { W_ChangeWeapon(self.impulse); } else if(self.impulse >= 20 && self.impulse < 40) { change_pronoun(self.impulse - 20); } else { switch(self.impulse) { case 9: cheat(); break; case 10: W_CycleWeapon(); break; case 11: cheat_quad(); break; case 12: W_CycleWeaponReverse(); break; } } self.impulse = 0; }; float(entity targ, entity attacker) obit_teledeath = { attacker.owner.frags = attacker.owner.frags + 1; bprint(" was telefragged by ", attacker.owner.netname, "\n"); return TRUE; }; float(entity targ, entity attacker) obit_teledeath2 = { targ.frags--; bprint("'s telefrag was deflected by satanic power\n"); return TRUE; }; float(entity targ, entity attacker) obit_suicide = { targ.frags--; if(targ.weapon == IT_LIGHTNING && targ.waterlevel > 1) { bprint(" discharges into the water\n"); } else if(targ.weapon == IT_GRENADE_LAUNCHER) { bprint(" tries to put the pin back in\n"); } else { bprint(" becomes bored with "); if(targ.pronoun != PRO_NONE) { bprint(pronoun_possessive(targ.pronoun), " "); } bprint("life\n"); } return TRUE; }; float(entity targ, entity attacker) obit_teamkill = { float rnum; rnum = random(); attacker.frags--; if(rnum < 0.25) { bprint(" mows down a teammate\n"); } else if(rnum < 0.50) { if(attacker.pronoun == PRO_NONE) { bprint(" needs new glasses\n"); } else { bprint(" checks ", pronoun_possessive(attacker.pronoun), " glasses\n"); } } else if(rnum < 0.75) { bprint(" gets a frag for the other team\n"); } else { bprint(" loses another friend\n"); } return TRUE; }; float(entity targ, entity attacker) obit_pkill = { string deathstring, deathstring2; attacker.frags = attacker.frags + 1; switch(attacker.weapon) { case IT_AXE: deathstring = " was ax-murdered by "; deathstring2 = "\n"; break; case IT_SHOTGUN: deathstring = " chewed on "; deathstring2 = "'s boomstick\n"; break; case IT_SUPER_SHOTGUN: deathstring = " ate 2 loads of "; deathstring2 = "'s buckshot\n"; break; case IT_NAILGUN: deathstring = " was nailed by "; deathstring2 = "\n"; break; case IT_SUPER_NAILGUN: deathstring = " was punctured by "; deathstring2 = "\n"; break; case IT_GRENADE_LAUNCHER: deathstring = " eats "; deathstring2 = "'s pineapple\n"; if(targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s grenade\n"; } break; case IT_ROCKET_LAUNCHER: deathstring = " rides "; deathstring2 = "'s rocket\n"; if(targ.health < -40) { deathstring = " was gibbed by "; deathstring2 = "'s rocket\n" ; } break; case IT_LIGHTNING: deathstring = " accepts "; if(attacker.waterlevel > 1) { deathstring2 = "'s discharge\n"; } else { deathstring2 = "'s hot lightning injection\n"; } break; } bprint(targ.netname, deathstring, attacker.netname, deathstring2); return TRUE; }; float(entity targ, entity attacker) obit_monster = { switch(attacker.classname) { case "monster_army": if(random() < 0.5) { bprint(" was shot by a Grunt\n"); } else { bprint(" was blasted by a Grunt\n"); } break; case "monster_demon1": if(targ.pronoun == PRO_NONE) { bprint(" had a Fiend lobotomy\n"); } else { bprint(" had ", pronoun_possessive(targ.pronoun), " head ripped off by a Fiend\n"); } break; case "monster_dog": if(random() < 0.5) { bprint(" was eaten by a Rottweiler\n"); } else { bprint(" was mauled by a Rottweiler\n"); } break; case "monster_enforcer": if(random() < 0.5) { bprint(" was lazed by an Enforcer\n"); } else { bprint(" stood in an Enforcer's way\n"); } break; case "monster_fish": if(targ.pronoun == PRO_NONE || random() < 0.5) { bprint(" was fed to a Rotfish\n"); } else { bprint(" enjoys ", pronoun_possessive(targ.pronoun), " new life under the sea\n"); } break; case "monster_hell_knight": if(random() < 0.5) { bprint(" was killed to death by a Death Knight\n"); } else { bprint(" was slain by a Death Knight\n"); } break; case "monster_knight": if(random() < 0.1) { bprint(" was enamored by the Knight's intricate animations\n"); } else { bprint(" was slashed by a Knight\n"); } break; case "monster_ogre": if(random() < 0.05) { bprint(" knows that it's all Ogre now\n"); } else { bprint(" was destroyed by an Ogre\n"); } break; case "monster_oldone": if(targ.pronoun == PRO_NONE) { bprint(" became one with Shub-Niggurath\n"); } else { bprint(" accepted ", pronoun_possessive(targ.pronoun), " fate\n"); } break; case "monster_shalrath": if(random() < 0.5) { bprint(" was merged with a Shalrath\n"); } else { bprint(" couldn't evade the Vore\n"); } break; case "monster_shambler": if(random() < 0.5) { bprint(" was Shambled off this mortal coil\n"); } else { bprint(" was fried by a Shambler\n"); } break; case "monster_tarbaby": if(random() < 0.5) { bprint(" was consumed by the Spawn\n"); } else { bprint(" found ", pronoun_possessive(targ.pronoun), " place with the Spawn\n"); } break; case "monster_wizard": if(random() < 0.5) { bprint(" wasn't ready for the Wizard\n"); } else { bprint(" was scragged by a Scrag\n"); } break; case "monster_zombie": if(random() < 0.05) { bprint(". You are the demons\nAnd then ", targ.netname, " was a zombie."); } else { bprint(" joins the Zombies\n"); } break; default: return FALSE; } return TRUE; }; float(entity targ, entity attacker) obit_falling = { if(targ.deathtype == "falling") { targ.deathtype = ""; if(targ.pronoun == PRO_NONE) { bprint(" hit the ground too hard\n"); } else { bprint(" fell to ", pronoun_possessive(targ.pronoun), " death\n"); } return TRUE; } else { return FALSE; } } float(entity targ, entity attacker) obit_water = { switch(targ.watertype) { case CONTENT_SKY: bprint(" tried to buy the sky and sell the sky\n"); break; case CONTENT_WATER: if(random() < 0.5) { bprint(" sleeps with the fishes\n"); } else { bprint(" was quite thirsty\n"); } break; case CONTENT_SLIME: if(random() < 0.5) { bprint(" gulped a load of slime\n"); } else { bprint(" can't exist on slime alone\n"); } break; case CONTENT_LAVA: if(targ.health < -15) { bprint(" burst into flames\n"); } else if(random() < 0.5) { bprint(" turned into hot slag\n"); } else { bprint(" visits the Volcano God\n"); } break; default: return FALSE; } return TRUE; }; float(entity targ, entity attacker) obit_trap = { switch(attacker.classname) { case "explo_box": bprint(" blew up\n"); break; case "trap_shooter": case "trap_spikeshooter": bprint(" was spiked\n"); break; case "fireball": bprint(" ate a lavaball\n"); break; case "trigger_changelevel": if(targ.pronoun == PRO_NONE) { bprint(" tried to leave\n"); } else { bprint(" tried to leave, but ", pronoun_subject(targ.pronoun), " failed\n"); } break; default: return FALSE; } return TRUE; }; float(entity targ, entity attacker) obit_worldkill = { targ.frags--; if(attacker.flags & FL_MONSTER) { return obit_monster(targ, attacker); } else if(attacker.solid == SOLID_BSP && attacker != world) { bprint(" was squished\n"); return TRUE; } else { return obit_falling(targ, attacker) || obit_water(targ, attacker) || obit_trap(targ, attacker); } }; /* =========== ClientObituary called when a player dies ============ */ void(entity targ, entity attacker) ClientObituary = { float did_message; if(targ.classname != "player") { return; } bprint(targ.netname); switch(attacker.classname) { case "teledeath": did_message = obit_teledeath(targ, attacker); break; case "teledeath2": did_message = obit_teledeath2(targ, attacker); break; case "player": if(targ == attacker) { did_message = obit_suicide(targ, attacker); } else if(teamplay == 2 && SameTeam(targ, attacker)) { did_message = obit_teamkill(targ, attacker); } else { did_message = obit_pkill(targ, attacker); } break; default: did_message = obit_worldkill(targ, attacker); break; } if(!did_message) { // hell if I know; they're just dead!!! bprint(" died\n"); } }; /* ============ ClientKill Player entered the suicide command ============ */ void() ClientKill = { if(self.view_ofs != VEC_ORIGIN) { reset_death_vel(); self.frags--; // extra penalty ClientObituary(self, self); set_suicide_frame(); self.modelindex = modelindex_player; respawn(); } };