ref: cd8c8d416b4245458460cfe8e3c00bcb69c3c45b
dir: /qw-qc/player.qc/
/* player.qc player functions/definitions 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 */ void() bubble_bob; /* ============================================================================== PLAYER ============================================================================== */ $cd /raid/quake/id1/models/player_4 $origin 0 -6 24 $base base $skin skin // // running // $frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 $frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 // // standing // $frame stand1 stand2 stand3 stand4 stand5 $frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 $frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 // // pain // $frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 $frame pain1 pain2 pain3 pain4 pain5 pain6 // // death // $frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 $frame axdeth7 axdeth8 axdeth9 $frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 $frame deatha9 deatha10 deatha11 $frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 $frame deathb9 $frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 $frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 $frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 $frame deathd8 deathd9 $frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 $frame deathe8 deathe9 // // attacks // $frame nailatt1 nailatt2 $frame light1 light2 $frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 $frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 $frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 $frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 $frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 /* ============================================================================== PLAYER ============================================================================== */ void() player_run; void() player_stand1 =[ $axstnd1, player_stand1 ] { self.weaponframe=0; if (self.velocity_x || self.velocity_y) { self.walkframe=0; player_run(); return; } if (self.weapon == IT_AXE) { if (self.walkframe >= 12) self.walkframe = 0; self.frame = $axstnd1 + self.walkframe; } else { if (self.walkframe >= 5) self.walkframe = 0; self.frame = $stand1 + self.walkframe; } self.walkframe = self.walkframe + 1; }; void() player_run =[ $rockrun1, player_run ] { self.weaponframe=0; if (!self.velocity_x && !self.velocity_y) { self.walkframe=0; player_stand1(); return; } if (self.weapon == IT_AXE) { if (self.walkframe == 6) self.walkframe = 0; self.frame = $axrun1 + self.walkframe; } else { if (self.walkframe == 6) self.walkframe = 0; self.frame = self.frame + self.walkframe; } self.walkframe = self.walkframe + 1; }; void()muzzleflash = { WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH); WriteEntity (MSG_MULTICAST, self); multicast (self.origin, MULTICAST_PVS); }; void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;muzzleflash();}; void() player_shot2 = [$shotatt2, player_shot3 ] {self.weaponframe=2;}; void() player_shot3 = [$shotatt3, player_shot4 ] {self.weaponframe=3;}; void() player_shot4 = [$shotatt4, player_shot5 ] {self.weaponframe=4;}; void() player_shot5 = [$shotatt5, player_shot6 ] {self.weaponframe=5;}; void() player_shot6 = [$shotatt6, player_run ] {self.weaponframe=6;}; void() player_axe1 = [$axatt1, player_axe2 ] {self.weaponframe=1;}; void() player_axe2 = [$axatt2, player_axe3 ] {self.weaponframe=2;}; void() player_axe3 = [$axatt3, player_axe4 ] {self.weaponframe=3;W_FireAxe();}; void() player_axe4 = [$axatt4, player_run ] {self.weaponframe=4;}; void() player_axeb1 = [$axattb1, player_axeb2 ] {self.weaponframe=5;}; void() player_axeb2 = [$axattb2, player_axeb3 ] {self.weaponframe=6;}; void() player_axeb3 = [$axattb3, player_axeb4 ] {self.weaponframe=7;W_FireAxe();}; void() player_axeb4 = [$axattb4, player_run ] {self.weaponframe=8;}; void() player_axec1 = [$axattc1, player_axec2 ] {self.weaponframe=1;}; void() player_axec2 = [$axattc2, player_axec3 ] {self.weaponframe=2;}; void() player_axec3 = [$axattc3, player_axec4 ] {self.weaponframe=3;W_FireAxe();}; void() player_axec4 = [$axattc4, player_run ] {self.weaponframe=4;}; void() player_axed1 = [$axattd1, player_axed2 ] {self.weaponframe=5;}; void() player_axed2 = [$axattd2, player_axed3 ] {self.weaponframe=6;}; void() player_axed3 = [$axattd3, player_axed4 ] {self.weaponframe=7;W_FireAxe();}; void() player_axed4 = [$axattd4, player_run ] {self.weaponframe=8;}; //============================================================================ void() player_nail1 =[$nailatt1, player_nail2 ] { muzzleflash(); if (!self.button0 || intermission_running || self.impulse) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; SuperDamageSound(); W_FireSpikes (4); self.attack_finished = time + 0.2; }; void() player_nail2 =[$nailatt2, player_nail1 ] { muzzleflash(); if (!self.button0 || intermission_running || self.impulse) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 9) self.weaponframe = 1; SuperDamageSound(); W_FireSpikes (-4); self.attack_finished = time + 0.2; }; //============================================================================ void() player_light1 =[$light1, player_light2 ] { muzzleflash(); if (!self.button0 || intermission_running) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 1; SuperDamageSound(); W_FireLightning(); self.attack_finished = time + 0.2; }; void() player_light2 =[$light2, player_light1 ] { muzzleflash(); if (!self.button0 || intermission_running) {player_run ();return;} self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 5) self.weaponframe = 1; SuperDamageSound(); W_FireLightning(); self.attack_finished = time + 0.2; }; //============================================================================ void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1; muzzleflash();}; void() player_rocket2 =[$rockatt2, player_rocket3 ] {self.weaponframe=2;}; void() player_rocket3 =[$rockatt3, player_rocket4 ] {self.weaponframe=3;}; void() player_rocket4 =[$rockatt4, player_rocket5 ] {self.weaponframe=4;}; void() player_rocket5 =[$rockatt5, player_rocket6 ] {self.weaponframe=5;}; void() player_rocket6 =[$rockatt6, player_run ] {self.weaponframe=6;}; void(float num_bubbles) DeathBubbles; void() PainSound = { local float rs; if (self.health < 0) return; if (damage_attacker.classname == "teledeath") { sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); return; } // water pain sounds if (self.watertype == CONTENT_WATER && self.waterlevel == 3) { DeathBubbles(1); if (random() > 0.5) sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); return; } // slime pain sounds if (self.watertype == CONTENT_SLIME) { // FIX ME put in some steam here if (random() > 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.watertype == CONTENT_LAVA) { if (random() > 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.pain_finished > time) { self.axhitme = 0; return; } self.pain_finished = time + 0.5; // don't make multiple pain sounds right after each other // ax pain sound if (self.axhitme == 1) { self.axhitme = 0; sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); return; } rs = rint((random() * 5) + 1); self.noise = ""; if (rs == 1) self.noise = "player/pain1.wav"; else if (rs == 2) self.noise = "player/pain2.wav"; else if (rs == 3) self.noise = "player/pain3.wav"; else if (rs == 4) self.noise = "player/pain4.wav"; else if (rs == 5) self.noise = "player/pain5.wav"; else self.noise = "player/pain6.wav"; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM); return; }; void() player_pain1 = [ $pain1, player_pain2 ] {PainSound();self.weaponframe=0;}; void() player_pain2 = [ $pain2, player_pain3 ] {}; void() player_pain3 = [ $pain3, player_pain4 ] {}; void() player_pain4 = [ $pain4, player_pain5 ] {}; void() player_pain5 = [ $pain5, player_pain6 ] {}; void() player_pain6 = [ $pain6, player_run ] {}; void() player_axpain1 = [ $axpain1, player_axpain2 ] {PainSound();self.weaponframe=0;}; void() player_axpain2 = [ $axpain2, player_axpain3 ] {}; void() player_axpain3 = [ $axpain3, player_axpain4 ] {}; void() player_axpain4 = [ $axpain4, player_axpain5 ] {}; void() player_axpain5 = [ $axpain5, player_axpain6 ] {}; void() player_axpain6 = [ $axpain6, player_run ] {}; void() player_pain = { if (self.weaponframe) return; if (self.invisible_finished > time) return; // eyes don't have pain frames if (self.weapon == IT_AXE) player_axpain1 (); else player_pain1 (); }; void() player_diea1; void() player_dieb1; void() player_diec1; void() player_died1; void() player_diee1; void() player_die_ax1; void() DeathBubblesSpawn = { local entity bubble; if (self.owner.waterlevel != 3) return; bubble = spawn(); setmodel (bubble, "progs/s_bubble.spr"); setorigin (bubble, self.owner.origin + '0 0 24'); bubble.movetype = MOVETYPE_NOCLIP; bubble.solid = SOLID_NOT; bubble.velocity = '0 0 15'; bubble.nextthink = time + 0.5; bubble.think = bubble_bob; bubble.classname = "bubble"; bubble.frame = 0; bubble.cnt = 0; setsize (bubble, '-8 -8 -8', '8 8 8'); self.nextthink = time + 0.1; self.think = DeathBubblesSpawn; self.air_finished = self.air_finished + 1; if (self.air_finished >= self.bubble_count) remove(self); }; void(float num_bubbles) DeathBubbles = { local entity bubble_spawner; bubble_spawner = spawn(); setorigin (bubble_spawner, self.origin); bubble_spawner.movetype = MOVETYPE_NONE; bubble_spawner.solid = SOLID_NOT; bubble_spawner.nextthink = time + 0.1; bubble_spawner.think = DeathBubblesSpawn; bubble_spawner.air_finished = 0; bubble_spawner.owner = self; bubble_spawner.bubble_count = num_bubbles; return; }; void() DeathSound = { local float rs; // water death sounds if (self.waterlevel == 3) { DeathBubbles(5); sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); return; } rs = rint ((random() * 4) + 1); if (rs == 1) self.noise = "player/death1.wav"; if (rs == 2) self.noise = "player/death2.wav"; if (rs == 3) self.noise = "player/death3.wav"; if (rs == 4) self.noise = "player/death4.wav"; if (rs == 5) self.noise = "player/death5.wav"; sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE); return; }; void() PlayerDead = { self.nextthink = -1; // allow respawn after a certain time self.deadflag = DEAD_DEAD; }; vector(float dm) VelocityForDamage = { local vector v; if (vlen(damage_inflictor.velocity)>0) { v = 0.5 * damage_inflictor.velocity; v = v + (25 * normalize(self.origin-damage_inflictor.origin)); v_z = 100 + 240 * random(); v_x = v_x + (200 * crandom()); v_y = v_y + (200 * crandom()); //dprint ("Velocity gib\n"); } else { v_x = 100 * crandom(); v_y = 100 * crandom(); v_z = 200 + 100 * random(); } //v_x = 100 * crandom(); //v_y = 100 * crandom(); //v_z = 200 + 100 * random(); if (dm > -50) { // dprint ("level 1\n"); v = v * 0.7; } else if (dm > -200) { // dprint ("level 3\n"); v = v * 2; } else v = v * 10; return v; }; void(string gibname, float dm) ThrowGib = { local entity new; new = spawn(); new.origin = self.origin; setmodel (new, gibname); setsize (new, '0 0 0', '0 0 0'); new.velocity = VelocityForDamage (dm); new.movetype = MOVETYPE_BOUNCE; new.solid = SOLID_NOT; new.avelocity_x = random()*600; new.avelocity_y = random()*600; new.avelocity_z = random()*600; new.think = SUB_Remove; new.ltime = time; new.nextthink = time + 10 + random()*10; new.frame = 0; new.flags = 0; }; void(string gibname, float dm) ThrowHead = { setmodel (self, gibname); self.frame = 0; self.nextthink = -1; self.movetype = MOVETYPE_BOUNCE; self.takedamage = DAMAGE_NO; self.solid = SOLID_NOT; self.view_ofs = '0 0 8'; setsize (self, '-16 -16 0', '16 16 56'); self.velocity = VelocityForDamage (dm); self.origin_z = self.origin_z - 24; self.flags = self.flags - (self.flags & FL_ONGROUND); self.avelocity = crandom() * '0 600 0'; }; void() GibPlayer = { ThrowHead ("progs/h_player.mdl", self.health); ThrowGib ("progs/gib1.mdl", self.health); ThrowGib ("progs/gib2.mdl", self.health); ThrowGib ("progs/gib3.mdl", self.health); self.deadflag = DEAD_DEAD; if (damage_attacker.classname == "teledeath") { sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); return; } if (damage_attacker.classname == "teledeath2") { sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); return; } if (random() < 0.5) sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE); else sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE); }; void() PlayerDie = { local float i; local string s; self.items = self.items - (self.items & IT_INVISIBILITY); if ((stof(infokey(world,"dq"))) != 0) { if (self.super_damage_finished > 0) { DropQuad (self.super_damage_finished - time); bprint (PRINT_LOW, self.netname); if (deathmatch == 4) bprint (PRINT_LOW, " lost an OctaPower with "); else bprint (PRINT_LOW, " lost a quad with "); s = ftos(rint(self.super_damage_finished - time)); bprint (PRINT_LOW, s); bprint (PRINT_LOW, " seconds remaining\n"); } } if ((stof(infokey(world,"dr"))) != 0) { if (self.invisible_finished > 0) { bprint (PRINT_LOW, self.netname); bprint (PRINT_LOW, " lost a ring with "); s = ftos(rint(self.invisible_finished - time)); bprint (PRINT_LOW, s); bprint (PRINT_LOW, " seconds remaining\n"); DropRing (self.invisible_finished - time); } } self.invisible_finished = 0; // don't die as eyes self.invincible_finished = 0; self.super_damage_finished = 0; self.radsuit_finished = 0; self.modelindex = modelindex_player; // don't use eyes DropBackpack(); self.weaponmodel=""; self.view_ofs = '0 0 -8'; self.deadflag = DEAD_DYING; self.solid = SOLID_NOT; self.flags = self.flags - (self.flags & FL_ONGROUND); self.movetype = MOVETYPE_TOSS; if (self.velocity_z < 10) self.velocity_z = self.velocity_z + random()*300; if (self.health < -40) { GibPlayer (); return; } DeathSound(); self.angles_x = 0; self.angles_z = 0; if (self.weapon == IT_AXE) { player_die_ax1 (); return; } i = cvar("temp1"); if (!i) i = 1 + floor(random()*6); if (i == 1) player_diea1(); else if (i == 2) player_dieb1(); else if (i == 3) player_diec1(); else if (i == 4) player_died1(); else player_diee1(); }; void() set_suicide_frame = { // used by klill command and diconnect command if (self.model != "progs/player.mdl") return; // allready gibbed self.frame = $deatha11; self.solid = SOLID_NOT; self.movetype = MOVETYPE_TOSS; self.deadflag = DEAD_DEAD; self.nextthink = -1; }; void() player_diea1 = [ $deatha1, player_diea2 ] {}; void() player_diea2 = [ $deatha2, player_diea3 ] {}; void() player_diea3 = [ $deatha3, player_diea4 ] {}; void() player_diea4 = [ $deatha4, player_diea5 ] {}; void() player_diea5 = [ $deatha5, player_diea6 ] {}; void() player_diea6 = [ $deatha6, player_diea7 ] {}; void() player_diea7 = [ $deatha7, player_diea8 ] {}; void() player_diea8 = [ $deatha8, player_diea9 ] {}; void() player_diea9 = [ $deatha9, player_diea10 ] {}; void() player_diea10 = [ $deatha10, player_diea11 ] {}; void() player_diea11 = [ $deatha11, player_diea11 ] {PlayerDead();}; void() player_dieb1 = [ $deathb1, player_dieb2 ] {}; void() player_dieb2 = [ $deathb2, player_dieb3 ] {}; void() player_dieb3 = [ $deathb3, player_dieb4 ] {}; void() player_dieb4 = [ $deathb4, player_dieb5 ] {}; void() player_dieb5 = [ $deathb5, player_dieb6 ] {}; void() player_dieb6 = [ $deathb6, player_dieb7 ] {}; void() player_dieb7 = [ $deathb7, player_dieb8 ] {}; void() player_dieb8 = [ $deathb8, player_dieb9 ] {}; void() player_dieb9 = [ $deathb9, player_dieb9 ] {PlayerDead();}; void() player_diec1 = [ $deathc1, player_diec2 ] {}; void() player_diec2 = [ $deathc2, player_diec3 ] {}; void() player_diec3 = [ $deathc3, player_diec4 ] {}; void() player_diec4 = [ $deathc4, player_diec5 ] {}; void() player_diec5 = [ $deathc5, player_diec6 ] {}; void() player_diec6 = [ $deathc6, player_diec7 ] {}; void() player_diec7 = [ $deathc7, player_diec8 ] {}; void() player_diec8 = [ $deathc8, player_diec9 ] {}; void() player_diec9 = [ $deathc9, player_diec10 ] {}; void() player_diec10 = [ $deathc10, player_diec11 ] {}; void() player_diec11 = [ $deathc11, player_diec12 ] {}; void() player_diec12 = [ $deathc12, player_diec13 ] {}; void() player_diec13 = [ $deathc13, player_diec14 ] {}; void() player_diec14 = [ $deathc14, player_diec15 ] {}; void() player_diec15 = [ $deathc15, player_diec15 ] {PlayerDead();}; void() player_died1 = [ $deathd1, player_died2 ] {}; void() player_died2 = [ $deathd2, player_died3 ] {}; void() player_died3 = [ $deathd3, player_died4 ] {}; void() player_died4 = [ $deathd4, player_died5 ] {}; void() player_died5 = [ $deathd5, player_died6 ] {}; void() player_died6 = [ $deathd6, player_died7 ] {}; void() player_died7 = [ $deathd7, player_died8 ] {}; void() player_died8 = [ $deathd8, player_died9 ] {}; void() player_died9 = [ $deathd9, player_died9 ] {PlayerDead();}; void() player_diee1 = [ $deathe1, player_diee2 ] {}; void() player_diee2 = [ $deathe2, player_diee3 ] {}; void() player_diee3 = [ $deathe3, player_diee4 ] {}; void() player_diee4 = [ $deathe4, player_diee5 ] {}; void() player_diee5 = [ $deathe5, player_diee6 ] {}; void() player_diee6 = [ $deathe6, player_diee7 ] {}; void() player_diee7 = [ $deathe7, player_diee8 ] {}; void() player_diee8 = [ $deathe8, player_diee9 ] {}; void() player_diee9 = [ $deathe9, player_diee9 ] {PlayerDead();}; void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {}; void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {}; void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {}; void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {}; void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {}; void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {}; void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {}; void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {}; void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {PlayerDead();};