Files
quakemapping/mod_slipgate/source/server/player.qc
2019-12-30 17:23:05 +01:00

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$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
$frame stand1 stand2 stand3 stand4 stand5
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
$frame pain1 pain2 pain3 pain4 pain5 pain6
$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
$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
void() player_run;
/*==========
player_stand
==========*/
void() player_stand =
{
self.weaponframe = 0;
if (self.velocity_x || self.velocity_y)
{
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;
self.think = player_stand;
self.nextthink = time + 0.1;
};
/*==========
player_run
==========*/
void() player_run =
{
self.weaponframe = 0;
if (!self.velocity_x && !self.velocity_y)
{
player_stand();
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 = $rockrun1 + self.walkframe;
}
self.walkframe = self.walkframe + 1;
self.think = player_run;
self.nextthink = time + 0.1;
};
void() player_axe1 = [$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 = [$axattd4, player_run ] {self.weaponframe=8;};
void() player_shot1 = [$shotatt1, player_shot2 ] {self.weaponframe=1;self.effects = self.effects | EF_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;};
/*==========
player_nail
==========*/
void() player_nail =
{
if (!self.button0)
{
player_run();
return;
}
self.effects = self.effects | EF_MUZZLEFLASH;
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe > 8)
self.weaponframe = 1;
W_QuadDamageSound();
if (self.frame == $nailatt1)
{
self.frame = $nailatt2;
W_FireSpikes(-4);
}
else
{
self.frame = $nailatt1;
W_FireSpikes(4);
}
self.attack_finished = time + 0.2;
self.think = player_nail;
self.nextthink = time + 0.1;
};
void() player_rocket1 =[$rockatt1, player_rocket2 ] {self.weaponframe=1;self.effects = self.effects | EF_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;};
/*==========
player_lightning
==========*/
void() player_lightning =
{
if (!self.button0)
{
player_run();
return;
}
if (self.frame == $light1)
self.frame = $light2;
else
self.frame = $light1;
self.effects = self.effects | EF_MUZZLEFLASH;
self.weaponframe = self.weaponframe + 1;
if (self.weaponframe > 4)
self.weaponframe = 1;
W_QuadDamageSound();
W_FireLightning();
self.attack_finished = time + 0.2;
self.think = player_lightning;
self.nextthink = time + 0.1;
};
/*==========
PlayerDeathBubblesSpawn
==========*/
static void() PlayerDeathBubblesSpawn =
{
if (self.owner.waterlevel != 3)
{
remove(self);
return;
}
if (self.count <= 0)
{
remove(self);
return;
}
self.count = self.count - 1;
self.think = PlayerDeathBubblesSpawn;
self.nextthink = time + 0.01;
entity bubble = spawn();
bubble.classname = "bubble";
bubble.owner = self.owner;
bubble.solid = SOLID_NOT;
bubble.movetype = MOVETYPE_NOCLIP;
setmodel (bubble, "progs/s_bubble.spr");
setsize (bubble, '-8 -8 -8', '8 8 8');
setorigin (bubble, self.owner.origin + self.owner.view_ofs);
bubble.velocity = '0 0 15';
bubble.think = bubble_bob;
bubble.nextthink = time + 0.5;
};
/*==========
PlayerDeathBubbles
==========*/
static void(float num) PlayerDeathBubbles =
{
entity e = spawn();
e.classname = "bubblespawner";
e.owner = self;
setorigin (e, self.origin);
e.movetype = MOVETYPE_NONE;
e.solid = SOLID_NOT;
e.count = num;
e.think = PlayerDeathBubblesSpawn;
e.nextthink = time + 0.01;
};
/*==========
PlayerPainSound
==========*/
void(entity attacker) PlayerPainSound =
{
// liquid pain sounds
if (self.watertype == CONTENT_WATER)
{
if (self.waterlevel == 3)
{
PlayerDeathBubbles(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;
}
}
if (self.watertype == CONTENT_SLIME)
{
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)
return;
self.pain_finished = time + 0.5;
/*if (self.axhitme == 1)
{
self.axhitme = 0;
sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM);
return;
}*/
float r = randomrange(6);
if (r == 0)
sound (self, CHAN_VOICE, "player/pain1.wav", 1, ATTN_NORM);
else if (r == 1)
sound (self, CHAN_VOICE, "player/pain2.wav", 1, ATTN_NORM);
else if (r == 2)
sound (self, CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM);
else if (r == 3)
sound (self, CHAN_VOICE, "player/pain4.wav", 1, ATTN_NORM);
else if (r == 4)
sound (self, CHAN_VOICE, "player/pain5.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "player/pain6.wav", 1, ATTN_NORM);
};
void() player_pain1 = [ $pain1, player_pain2 ] {};
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 ] {};
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 ] {};
/*==========
player_pain
==========*/
void(entity attacker, float damage) player_pain =
{
if (self.weaponframe)
return;
if (self.items & IT_INVISIBILITY)
return;
PlayerPainSound(attacker);
if (self.weapon == IT_AXE)
player_axpain1 ();
else
player_pain1 ();
};
/*==========
PlayerDeathSound
==========*/
static void() PlayerDeathSound =
{
// water death sounds
if (self.waterlevel == 3)
{
PlayerDeathBubbles(20);
sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE);
return;
}
float r = randomrange(5);
if (r == 0)
self.noise = "player/death1.wav";
else if (r == 1)
self.noise = "player/death2.wav";
else if (r == 2)
self.noise = "player/death3.wav";
else if (r == 3)
self.noise = "player/death4.wav";
else
self.noise = "player/death5.wav";
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NONE);
};
/*==========
PlayerDead
==========*/
static void() PlayerDead =
{
self.think = SUB_Null;
self.nextthink = -1;
self.deadflag = DEAD_DEAD;
};
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();};
/*==========
PlayerDie
==========*/
void(entity inflictor, entity attacker) PlayerDie =
{
// remove any powerups
self.effects = 0;
self.items = self.items - (self.items &
(IT_SUPERHEALTH | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
self.modelindex = modelindex_player;
if (deathmatch || coop)
DropBackpack();
self.weaponmodel = "";
// check for gib
if (self.health < -40)
{
SpawnGib("progs/gib1.mdl");
SpawnGib("progs/gib2.mdl");
SpawnGib("progs/gib3.mdl");
SpawnGib("progs/gib4.mdl");
SpawnGib("progs/gib5.mdl");
SpawnGib("progs/blood.mdl");
SpawnGib("progs/blood.mdl");
BecomeGibs();
return;
}
// remove any pitch and roll and set eye position
self.angles_x = 0;
self.angles_z = 0;
self.view_ofs = '0 0 -8';
self.deadflag = DEAD_DYING;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_TOSS;
// give a dying player an upward push
self.flags = self.flags - (self.flags & FL_ONGROUND);
if (self.velocity_z < 10)
self.velocity_z = self.velocity_z + random()*300;
// choose death animation
PlayerDeathSound();
if (self.weapon == IT_AXE)
{
player_die_ax1 ();
return;
}
float i = randomrange(5);
if (i == 0)
player_diea1();
else if (i == 1)
player_dieb1();
else if (i == 2)
player_diec1();
else if (i == 3)
player_died1();
else
player_diee1();
};