if(self.killcount != -666)
{
Send_Notification(NOTIF_ALL, world, MSG_INFO, INFO_QUIT_SPECTATE, self.netname);
+ if(autocvar_g_chat_nospectators == 1 || (cvar("g_warmup") && !(warmup_stage || gameover) && autocvar_g_chat_nospectators == 2))
+ Send_Notification(NOTIF_ONE_ONLY, self, MSG_INFO, INFO_CHAT_NOSPECTATORS);
if(self.just_joined == FALSE) {
LogTeamchange(self.playerid, -1, 4);
if(teamplay)
{
string s;
- s = Team_ColorName_Lower(self.team);
+ s = Static_Team_ColorName_Lower(self.team);
if(s != "neutral")
{
defaultmodel = cvar_string(strcat("sv_defaultplayermodel_", s));
RemoveGrapplingHook(self); // Wazat's Grappling Hook
+ if(self.vehicle)
+ vehicles_exit(VHEF_RELESE);
+
self.classname = "player";
self.wasplayer = TRUE;
self.iscreature = TRUE;
self.effects |= EF_TELEPORT_BIT | EF_RESTARTANIM_BIT;
self.air_finished = time + 12;
self.dmg = 2;
- if(WEP_CVAR(nex, charge))
+ if(WEP_CVAR(vortex, charge))
{
- if(WEP_CVAR_SEC(nex, chargepool))
- self.nex_chargepool_ammo = 1;
- self.nex_charge = WEP_CVAR(nex, charge_start);
+ if(WEP_CVAR_SEC(vortex, chargepool))
+ self.vortex_chargepool_ammo = 1;
+ self.vortex_charge = WEP_CVAR(vortex, charge_start);
}
if(warmup_stage)
self.ammo_nails = warmup_start_ammo_nails;
self.ammo_rockets = warmup_start_ammo_rockets;
self.ammo_cells = warmup_start_ammo_cells;
+ self.ammo_plasma = warmup_start_ammo_plasma;
self.ammo_fuel = warmup_start_ammo_fuel;
self.health = warmup_start_health;
self.armorvalue = warmup_start_armorvalue;
self.ammo_nails = start_ammo_nails;
self.ammo_rockets = start_ammo_rockets;
self.ammo_cells = start_ammo_cells;
+ self.ammo_plasma = start_ammo_plasma;
self.ammo_fuel = start_ammo_fuel;
self.health = start_health;
self.armorvalue = start_armorvalue;
else
self.superweapons_finished = 0;
- if(g_weaponarena_random)
+ if(g_weaponarena_random) // WEAPONTODO: more stuff that should be in a mutator. also: rename those cvars
{
if(g_weaponarena_random_with_laser)
- self.weapons &= ~WEPSET_LASER;
+ self.weapons &= ~WEPSET_BLASTER;
W_RandomWeapons(self, g_weaponarena_random);
if(g_weaponarena_random_with_laser)
- self.weapons |= WEPSET_LASER;
+ self.weapons |= WEPSET_BLASTER;
}
self.items = start_items;
self.event_damage = PlayerDamage;
self.bot_attack = TRUE;
+ self.monster_attack = TRUE;
+
+ self.spider_slowness = 0;
self.statdraintime = time + 5;
self.BUTTON_ATCK = self.BUTTON_JUMP = self.BUTTON_ATCK2 = 0;
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[1]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[2]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(hook_shotorigin[3]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[0]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[1]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[2]));
- WriteInt24_t(MSG_ENTITY, compressShotOrigin(electro_shotorigin[3]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[0]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[1]));
WriteInt24_t(MSG_ENTITY, compressShotOrigin(arc_shotorigin[2]));
WriteCoord(MSG_ENTITY, self.bouncestop); // g_balance_mortar_bouncestop
WriteCoord(MSG_ENTITY, self.ebouncefactor); // g_balance_mortar_bouncefactor
WriteCoord(MSG_ENTITY, self.ebouncestop); // g_balance_mortar_bouncestop
- WriteByte(MSG_ENTITY, WEP_CVAR(nex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
+ WriteByte(MSG_ENTITY, WEP_CVAR(vortex, secondary)); // client has to know if it should zoom or not // WEAPONTODO
WriteByte(MSG_ENTITY, WEP_CVAR(rifle, secondary)); // client has to know if it should zoom or not // WEAPONTODO
WriteByte(MSG_ENTITY, serverflags); // client has to know if it should zoom or not
WriteByte(MSG_ENTITY, WEP_CVAR(minelayer, limit)); // minelayer max mines // WEAPONTODO
// add a way to see what the items were BEFORE all of these checks for the mutator hook
olditems = self.items;
- if((self.items & IT_USING_JETPACK) && !self.deadflag)
+ if((self.items & IT_USING_JETPACK) && !self.deadflag && !gameover)
self.modelflags |= MF_ROCKET;
else
self.modelflags &= ~MF_ROCKET;
void player_regen (void)
{
- float minh, mina, minf, maxh, maxa, maxf, limith, limita, limitf, max_mod, regen_mod, rot_mod, limit_mod;
- maxh = autocvar_g_balance_health_rotstable;
- maxa = autocvar_g_balance_armor_rotstable;
- maxf = autocvar_g_balance_fuel_rotstable;
- minh = autocvar_g_balance_health_regenstable;
- mina = autocvar_g_balance_armor_regenstable;
- minf = autocvar_g_balance_fuel_regenstable;
- limith = autocvar_g_balance_health_limit;
- limita = autocvar_g_balance_armor_limit;
- limitf = autocvar_g_balance_fuel_limit;
-
- max_mod = regen_mod = rot_mod = limit_mod = 1;
-
- maxh = maxh * max_mod;
- //maxa = maxa * max_mod;
- //maxf = maxf * max_mod;
- minh = minh * max_mod;
- //mina = mina * max_mod;
- //minf = minf * max_mod;
- limith = limith * limit_mod;
- limita = limita * limit_mod;
- //limitf = limitf * limit_mod;
-
- if(g_ca)
- rot_mod = 0;
-
- if (!g_minstagib && !g_ca && (!g_lms || autocvar_g_lms_regenerate))
+ if(!MUTATOR_CALLHOOK(PlayerRegen))
{
+ float minh, mina, maxh, maxa, limith, limita, max_mod, regen_mod, rot_mod, limit_mod;
+ maxh = autocvar_g_balance_health_rotstable;
+ maxa = autocvar_g_balance_armor_rotstable;
+ minh = autocvar_g_balance_health_regenstable;
+ mina = autocvar_g_balance_armor_regenstable;
+ limith = autocvar_g_balance_health_limit;
+ limita = autocvar_g_balance_armor_limit;
+
+ max_mod = regen_mod = rot_mod = limit_mod = 1;
+
+ maxh = maxh * max_mod;
+ minh = minh * max_mod;
+ limith = limith * limit_mod;
+ limita = limita * limit_mod;
+
self.armorvalue = CalcRotRegen(self.armorvalue, mina, autocvar_g_balance_armor_regen, autocvar_g_balance_armor_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxa, autocvar_g_balance_armor_rot, autocvar_g_balance_armor_rotlinear, rot_mod * frametime * (time > self.pauserotarmor_finished), limita);
self.health = CalcRotRegen(self.health, minh, autocvar_g_balance_health_regen, autocvar_g_balance_health_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished), maxh, autocvar_g_balance_health_rot, autocvar_g_balance_health_rotlinear, rot_mod * frametime * (time > self.pauserothealth_finished), limith);
-
- // if player rotted to death... die!
- if(self.health < 1)
- self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
}
+ // if player rotted to death... die!
+ // check this outside above checks, as player may still be able to rot to death
+ if(self.health < 1)
+ self.event_damage(self, self, 1, DEATH_ROT, self.origin, '0 0 0');
+
if (!(self.items & IT_UNLIMITED_WEAPON_AMMO))
- self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, regen_mod * frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, rot_mod * frametime * (time > self.pauserotfuel_finished), limitf);
+ {
+ float minf, maxf, limitf;
+
+ maxf = autocvar_g_balance_fuel_rotstable;
+ minf = autocvar_g_balance_fuel_regenstable;
+ limitf = autocvar_g_balance_fuel_limit;
+
+ self.ammo_fuel = CalcRotRegen(self.ammo_fuel, minf, autocvar_g_balance_fuel_regen, autocvar_g_balance_fuel_regenlinear, frametime * (time > self.pauseregen_finished) * ((self.items & IT_FUEL_REGEN) != 0), maxf, autocvar_g_balance_fuel_rot, autocvar_g_balance_fuel_rotlinear, frametime * (time > self.pauserotfuel_finished), limitf);
+ }
}
float zoomstate_set;
self.armortype = spectatee.armortype;
self.armorvalue = spectatee.armorvalue;
self.ammo_cells = spectatee.ammo_cells;
+ self.ammo_plasma = spectatee.ammo_plasma;
self.ammo_shells = spectatee.ammo_shells;
self.ammo_nails = spectatee.ammo_nails;
self.ammo_rockets = spectatee.ammo_rockets;
self.switchweapon = spectatee.switchweapon;
self.switchingweapon = spectatee.switchingweapon;
self.weapon = spectatee.weapon;
- self.nex_charge = spectatee.nex_charge;
- self.nex_chargepool_ammo = spectatee.nex_chargepool_ammo;
+ self.vortex_charge = spectatee.vortex_charge;
+ self.vortex_chargepool_ammo = spectatee.vortex_chargepool_ammo;
self.hagar_load = spectatee.hagar_load;
self.minelayer_mines = spectatee.minelayer_mines;
self.punchangle = spectatee.punchangle;
if(frametime)
{
- if(self.weapon == WEP_NEX && WEP_CVAR(nex, charge))
+ if(self.weapon == WEP_VORTEX && WEP_CVAR(vortex, charge))
{
- self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
- self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
- self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.nex_charge / WEP_CVAR(nex, charge_animlimit));
+ self.weaponentity_glowmod_x = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_y = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_z = autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_half * min(1, self.vortex_charge / WEP_CVAR(vortex, charge_animlimit));
- if(self.nex_charge > WEP_CVAR(nex, charge_animlimit))
+ if(self.vortex_charge > WEP_CVAR(vortex, charge_animlimit))
{
- self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
- self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
- self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.nex_charge - WEP_CVAR(nex, charge_animlimit)) / (1 - WEP_CVAR(nex, charge_animlimit));
+ self.weaponentity_glowmod_x = self.weaponentity_glowmod_x + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_red_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_y = self.weaponentity_glowmod_y + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_green_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
+ self.weaponentity_glowmod_z = self.weaponentity_glowmod_z + autocvar_g_weapon_charge_colormod_hdrmultiplier * autocvar_g_weapon_charge_colormod_blue_full * (self.vortex_charge - WEP_CVAR(vortex, charge_animlimit)) / (1 - WEP_CVAR(vortex, charge_animlimit));
}
}
else
do_crouch = 0;
if(self.freezetag_frozen)
do_crouch = 0;
- if(self.weapon == WEP_SHOTGUN && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
+
+ // WEAPONTODO: THIS SHIT NEEDS TO GO EVENTUALLY
+ // It cannot be predicted by the engine!
+ if((self.weapon == WEP_SHOCKWAVE || self.weapon == WEP_SHOTGUN) && self.weaponentity.wframe == WFRAME_FIRE2 && time < self.weapon_nextthink)
do_crouch = 0;
if (do_crouch)
player_regen();
+ // WEAPONTODO: Add a weapon request for this
// rot nex charge to the charge limit
- if(WEP_CVAR(nex, charge_rot_rate) && self.nex_charge > WEP_CVAR(nex, charge_limit) && self.nex_charge_rottime < time)
- self.nex_charge = bound(WEP_CVAR(nex, charge_limit), self.nex_charge - WEP_CVAR(nex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
+ if(WEP_CVAR(vortex, charge_rot_rate) && self.vortex_charge > WEP_CVAR(vortex, charge_limit) && self.vortex_charge_rottime < time)
+ self.vortex_charge = bound(WEP_CVAR(vortex, charge_limit), self.vortex_charge - WEP_CVAR(vortex, charge_rot_rate) * frametime / W_TICSPERFRAME, 1);
if(frametime)
player_anim();
// secret status
secrets_setstatus();
+ // monsters status
+ monsters_setstatus();
+
self.dmg_team = max(0, self.dmg_team - autocvar_g_teamdamage_resetspeed * frametime);
//self.angles_y=self.v_angle_y + 90; // temp
SpectatorThink();
}
+ // WEAPONTODO: Add weapon request for this
if(!zoomstate_set)
- SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_NEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
+ SetZoomState(self.BUTTON_ZOOM || self.BUTTON_ZOOMSCRIPT || (self.BUTTON_ATCK2 && self.weapon == WEP_VORTEX) || (self.BUTTON_ATCK2 && self.weapon == WEP_RIFLE && WEP_CVAR(rifle, secondary) == 0)); // WEAPONTODO
float oldspectatee_status;
oldspectatee_status = self.spectatee_status;
target_voicescript_next(self);
+ // WEAPONTODO: Move into weaponsystem somehow
// if a player goes unarmed after holding a loaded weapon, empty his clip size and remove the crosshair ammo ring
if(!self.weapon)
self.clip_load = self.clip_size = 0;
/*
if(g_race)
- dprint(sprintf("%f %.6f\n", time, race_GetFractionalLapCount(self)));
+ dprintf("%f %.6f\n", time, race_GetFractionalLapCount(self));
*/
CSQCMODEL_AUTOUPDATE();