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- /* Copyright (C) 1996-2022 id Software LLC
- 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 the Free Software
- Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- See file, 'COPYING', for details.
- */
- 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 = $axrun1 + self.walkframe;
- }
- else
- {
- if (self.walkframe == 6)
- self.walkframe = 0;
- self.frame = self.frame + self.walkframe;
- }
- self.walkframe = self.walkframe + 1;
- };
- void() player_shot1 = [$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 = [$shotatt6, player_run ] {self.weaponframe=6;};
- void() player_axe1 = [$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 = [$axattd4, player_run ] {self.weaponframe=8;};
- //============================================================================
- //ZOID--
- void() player_grapple3;
- void() player_grapple4;
- void() player_grapple5;
- void() player_grapple1 = [$axattd1, player_grapple2 ]
- { self.weaponframe=1; W_FireGrapple(); };
- // { self.weaponframe=2; W_FireGrapple(); };
- void() player_grapple2 = [$axattd2, player_grapple3 ]
- { self.weaponframe=2; };
- // { self.weaponframe=3; };
- void() player_grapple3 = [$axattd3, player_grapple3 ]
- {
- // self.weaponframe=3;
- self.weaponframe=2;
- if (!self.hook_out) {
- player_grapple5();
- return;
- }
- if (vlen(self.hook.origin - self.origin) >= 50) {
- if (self.on_hook) {
- player_grapple4();
- return;
- }
- }
- };
- void() player_grapple4 = [$deathc4, player_grapple4 ]
- {
- // self.weaponframe=4;
- self.weaponframe=2;
- if (!self.hook_out) {
- player_grapple5();
- return;
- }
- if (vlen(self.hook.origin - self.origin) < 50 || !self.on_hook) {
- player_grapple3();
- return;
- }
- };
- void() player_grapple5 = [$axattd4, player_run ]
- // {self.weaponframe=5;};
- {self.weaponframe=1;};
- //--ZOID
- //============================================================================
- void() player_nail1 =[$nailatt1, player_nail2 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- if (!self.button0)
- {player_run ();return;}
- self.weaponframe = self.weaponframe + 1;
- if (self.weaponframe == 9)
- self.weaponframe = 1;
- SuperDamageSound();
- W_FireSpikes (4);
- self.attack_finished = time + 0.2;
- };
- void() player_nail2 =[$nailatt2, player_nail1 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- if (!self.button0)
- {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(float ox) W_FireLavaSpikes;
- void() player_lava_nail1 =[$nailatt1, player_lava_nail2 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- if (!self.button0)
- {player_run ();return;}
- self.weaponframe = self.weaponframe + 1;
- if (self.weaponframe == 9)
- self.weaponframe = 1;
- SuperDamageSound();
- W_FireLavaSpikes (4);
- self.attack_finished = time + 0.2;
- };
- void() player_lava_nail2 =[$nailatt2, player_lava_nail1 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- if (!self.button0)
- {player_run ();return;}
- self.weaponframe = self.weaponframe + 1;
- if (self.weaponframe == 9)
- self.weaponframe = 1;
- SuperDamageSound();
- W_FireLavaSpikes (-4);
- self.attack_finished = time + 0.2;
- };
- //============================================================================
- void() W_FirePlasma;
- void() player_light1 =[$light1, player_light2 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- if (!self.button0)
- {player_run ();return;}
- self.weaponframe = self.weaponframe + 1;
- if (self.weaponframe == 5)
- self.weaponframe = 1;
- SuperDamageSound();
-
- if (self.weapon == IT_LIGHTNING)
- {
- W_FireLightning();
- self.attack_finished = time + 0.2;
- }
- else if (self.weapon == IT_PLASMA_GUN)
- {
- W_FirePlasma();
- player_run();
- return;
- }
- };
- void() player_light2 =[$light2, player_light1 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- if (!self.button0)
- {player_run ();return;}
- self.weaponframe = self.weaponframe + 1;
- if (self.weaponframe == 5)
- self.weaponframe = 1;
- SuperDamageSound();
-
- if (self.weapon == IT_LIGHTNING)
- {
- W_FireLightning();
- self.attack_finished = time + 0.2;
- }
- };
- //============================================================================
- 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;};
- 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(20);
- 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;
- 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;
-
- self.items = self.items - (self.items & IT_INVISIBILITY);
- 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
- self.gravity = 1.0;
- self.shield_finished = 0;
- self.antigrav_finished = 0;
- //ZOID--
- if (deathmatch || coop)
- {
- DropBackpack();
- TeamDropFlagOfPlayer(self);
- DropRune();
- }
- if (self.ctf_killed == 2)
- self.ctf_killed = 0;
- else
- self.ctf_killed = 1;
- //--ZOID
-
- 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();};
- void(entity shieldOwner, vector dir) shield_spawn;
- void() player_touch =
- {
- local vector vec;
- local float dot;
- local float doDamage;
-
- if ( self.items2 & IT2_SHIELD)
- {
- if ( other.classname == "player")
- {
- makevectors ( self.angles );
- vec = normalize (other.origin - self.origin);
- dot = vec * v_forward;
- if (dot < 0.3)
- return;
-
- makevectors ( self.angles );
- other.velocity = v_forward * 500;
- other.velocity_z = 250;
-
- doDamage = FALSE;
- if (TeamArmorDam(other, self, self, 15))
- {
- if(self.shield_death_time < time)
- doDamage = TRUE;
- }
- // if shield has timed out, respawn it.
- // don't do particles more than twice a second.
- if ( self.shield_death_time < time)
- {
- sound(self,CHAN_WEAPON,"enforcer/enfstop.wav", 1, ATTN_NORM);
-
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
- WriteCoord (MSG_BROADCAST, other.origin_x);
- WriteCoord (MSG_BROADCAST, other.origin_y);
- WriteCoord (MSG_BROADCAST, other.origin_z);
- WriteByte (MSG_BROADCAST, 230);
- WriteByte (MSG_BROADCAST, 5);
- shield_spawn ( self, v_forward );
- }
- if (doDamage)
- T_Damage (other, self.shield_entity, self.shield_entity, 15);
- // self.shield_death_time = time + 0.5;
- }
- }
- };
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