Returns a valid one in doubt.\r
=============\r
*/\r
-string FallbackPlayerModel = "models/player/vixen.zym";\r
+string FallbackPlayerModel = "models/player/vixen.iqm";\r
string CheckPlayerModel(string plyermodel) {\r
if(strlen(plyermodel) < 4)\r
return FallbackPlayerModel;\r
newmodel_name = substring(self.playermodel, 0, strlen(self.playermodel) - 4);\r
newmodel_extension = substring(self.playermodel, strlen(self.playermodel) - 4, 4);\r
\r
- if(self.stomach_load)\r
- applymodel = strcat(newmodel_name, "_state", ftos(floor(self.stomach_load)), newmodel_extension);\r
+ float vore_state;\r
+ if(self.stomach_load > self.stomach_maxload * 0.75)\r
+ vore_state = 3;\r
+ else if(self.stomach_load > self.stomach_maxload * 0.5)\r
+ vore_state = 2;\r
+ else if(self.stomach_load > self.stomach_maxload * 0.25)\r
+ vore_state = 1;\r
+\r
+ if(vore_state)\r
+ applymodel = strcat(newmodel_name, "_state", ftos(vore_state), newmodel_extension);\r
else\r
applymodel = self.playermodel;\r
\r
void Client_setmodel(string applymodel)\r
{\r
local vector m1, m2;\r
- if(self.classname != "player" || self.deadflag != DEAD_NO) // prevent some bugs\r
+ if(self.classname != "player") // prevent some bugs\r
return;\r
if(applymodel == self.model || self.spectatee_status) // no change to apply\r
return;\r
// this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
\r
- if(other.spectatee_status)\r
+ float chase;\r
+ chase = other.cvar_chase_active;\r
+\r
+ if(other.spectatee_status && other.spectatee_status == num_for_edict(other.enemy))\r
other = other.enemy; // also do this for the player we are spectating\r
\r
// don't do this if we have chase_active enabled, as we'd be seeing a floating stomach from third person view\r
- if not(other.cvar_chase_active || other.classname == "observer") // the observer check prevents a bug\r
- if(other.predator == self || other.fakepredator == self)\r
+ if not(chase || other.classname == "observer") // the observer check prevents a bug\r
+ if(other.predator == self)\r
{\r
Client_setmodel(stomachmodel);\r
+ self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\r
}\r
\r
Client_setmodel(setmodel_state());\r
- if not(self.stat_eaten || self.fakeprey)\r
+ self.effects &~= EF_NODEPTHTEST;\r
+ if not(self.stat_eaten)\r
+ {\r
self.alpha = default_player_alpha;\r
- else if(cvar("g_vore_preydistance") && self.predator == other.predator && self != other && !(other.cvar_chase_active || other.classname == "observer"))\r
+ if(cvar("g_vore_swallowfade"))\r
+ if not(other == self && !chase)\r
+ self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+ }\r
+ else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
+ {\r
self.alpha = default_player_alpha; // allow seeing neighboring prey\r
+ self.effects |= EF_NODEPTHTEST; // don't hide behind the stomach's own EF_NODEPTHTEST\r
+ }\r
else\r
self.alpha = -1; // hide prey\r
return TRUE;\r
}\r
\r
Vore_Disconnect();\r
+ entity e;\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ // remove consumable items when we spectate\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
\r
kh_Key_DropAll(self, TRUE);\r
\r
self.health = -666;\r
self.takedamage = DAMAGE_NO;\r
self.solid = SOLID_NOT;\r
- self.movetype = MOVETYPE_NOCLIP;\r
+ self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
self.flags = FL_CLIENT | FL_NOTARGET;\r
self.armorvalue = 666;\r
self.effects = 0;\r
self.fixangle = TRUE;\r
self.crouch = FALSE;\r
\r
- self.view_ofs = PL_VIEW_OFS;\r
+ self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
setorigin (self, spot.origin);\r
- setsize (self, '0 0 0', '0 0 0');\r
+ setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
self.prevorigin = self.origin;\r
self.items = 0;\r
self.weapons = 0;\r
//void() ctf_playerchanged;\r
void PutClientInServer (void)\r
{\r
+ entity e;\r
+\r
if(clienttype(self) == CLIENTTYPE_BOT)\r
{\r
self.classname = "player";\r
\r
RemoveGrabber(self); // Wazat's Grabber\r
\r
- Vore_DeadPrey_Detach(self);\r
- self.fakeprey = FALSE; // clear the fakeprey status\r
+ Vore_Disconnect();\r
+ self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ // remove consumable items when we respawn\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, FALSE);\r
+ }\r
\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
\r
self.angles_z = 0; // never spawn tilted even if the spot says to\r
self.fixangle = TRUE; // turn this way immediately\r
+ self.leanangle_damage_force = '0 0 0';\r
self.velocity = '0 0 0';\r
self.avelocity = '0 0 0';\r
self.punchangle = '0 0 0';\r
\r
if (cvar("g_spawnsound"))\r
sound (self, CHAN_TRIGGER, "misc/spawn.wav", VOL_BASE, ATTN_NORM);\r
+ pointparticles(particleeffectnum("player_respawn"), self.origin, '0 0 0', 1);\r
\r
if(g_assault) {\r
if(self.team == assault_attacker_team)\r
weapon_action(j, WR_RESETPLAYER);\r
\r
// all weapons must be fully loaded when we spawn\r
- entity e;\r
e = get_weaponinfo(j);\r
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
- self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
}\r
\r
oldself = self;\r
WriteString(MSG_ENTITY, world.fog);\r
else\r
WriteString(MSG_ENTITY, "");\r
- WriteCoord(MSG_ENTITY, cvar("g_campaign"));\r
+ WriteShort(MSG_ENTITY, cvar("g_campaign"));\r
WriteByte(MSG_ENTITY, cvar("g_balance_armor_blockpercent") * 255.0);\r
WriteByte(MSG_ENTITY, cvar("g_balance_weaponswitchdelay") * 255.0);\r
\r
- WriteCoord(MSG_ENTITY, cvar("g_vore"));\r
- WriteCoord(MSG_ENTITY, cvar("g_balance_vore_swallow_limit"));\r
+ WriteShort(MSG_ENTITY, cvar("g_vore"));\r
+ if(cvar("g_healthsize"))\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_center"));\r
+ else\r
+ WriteShort(MSG_ENTITY, -1); // healthsize is disabled\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_min"));\r
+ WriteShort(MSG_ENTITY, cvar("g_healthsize_max"));\r
+\r
+ // tell the client if this server uses armor\r
+ float armor_max;\r
+ if(cvar("g_balance_armor_start") || (cvar("g_lms") && cvar("g_lms_start_armor")) /*|| (inWarmupStage && cvar("g_warmup_start_armor"))*/ || cvar("g_balance_armor_regen") || cvar("g_balance_armor_regenlinear"))\r
+ armor_max = cvar("g_balance_armor_limit");\r
+ WriteCoord(MSG_ENTITY, armor_max);\r
+\r
+ float teamheal_max;\r
+ if(cvar("g_vore") && cvar("g_vore_teamvore") && cvar("g_balance_vore_teamheal"))\r
+ teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
+ WriteCoord(MSG_ENTITY, teamheal_max);\r
+\r
+ WriteShort(MSG_ENTITY, cvar("g_power"));\r
+ WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
+ WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
+\r
return TRUE;\r
}\r
\r
=============\r
*/\r
\r
+.float clientkill_nexttime;\r
void ClientKill_Now_TeamChange()\r
{\r
if(self.killindicator_teamchange == -1)\r
self.team = -1;\r
JoinBestTeam( self, FALSE, FALSE );\r
}\r
+ else if(self.killindicator_teamchange == -2)\r
+ {\r
+ if(g_ca)\r
+ self.caplayer = 0;\r
+ if(blockSpectators)\r
+ sprint(self, strcat("^7You have to become a player within the next ", ftos(cvar("g_maxplayers_spectator_blocktime")), " seconds, otherwise you will be kicked, because spectators aren't allowed at this time!\n"));\r
+ PutObserverInServer();\r
+ }\r
else\r
SV_ChangeTeam(self.killindicator_teamchange - 1);\r
}\r
\r
void ClientKill_Now()\r
-{\r
+{ \r
+ if(self.killindicator && !wasfreed(self.killindicator))\r
+ remove(self.killindicator);\r
+ \r
+ self.killindicator = world;\r
+\r
if(self.killindicator_teamchange)\r
ClientKill_Now_TeamChange();\r
\r
// in any case:\r
Damage(self, self, self, 100000, DEATH_KILL, self.origin, '0 0 0');\r
\r
- if(self.killindicator)\r
- {\r
- dprint("Cleaned up after a leaked kill indicator.\n");\r
- remove(self.killindicator);\r
- self.killindicator = world;\r
- }\r
+ // now I am sure the player IS dead\r
}\r
void KillIndicator_Think()\r
{\r
ClientKill_Now(); // no oldself needed\r
return;\r
}\r
+ else if(g_cts && self.health == 1) // health == 1 means that it's silent\r
+ {\r
+ self.nextthink = time + 1;\r
+ self.cnt -= 1;\r
+ }\r
else\r
{\r
if(self.cnt <= 10)\r
{\r
if(self.owner.killindicator_teamchange == -1)\r
centerprint(self.owner, strcat("Changing team in ", ftos(self.cnt), " seconds"));\r
+ else if(self.owner.killindicator_teamchange == -2)\r
+ centerprint(self.owner, strcat("Spectating in ", ftos(self.cnt), " seconds"));\r
else\r
centerprint(self.owner, strcat("Changing to ", ColoredTeamName(self.owner.killindicator_teamchange), " in ", ftos(self.cnt), " seconds"));\r
}\r
}\r
}\r
\r
-void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto\r
+void ClientKill_TeamChange (float targetteam) // 0 = don't change, -1 = auto, -2 = spec\r
{\r
float killtime;\r
entity e;\r
killtime = cvar("g_balance_kill_delay");\r
\r
- if(g_race_qualifying)\r
+ if(g_race_qualifying || g_cts)\r
killtime = 0;\r
\r
+ if(g_cts && self.killindicator && self.killindicator.health == 1) // self.killindicator.health == 1 means that the kill indicator was spawned by CTS_ClientKill\r
+ {\r
+ remove(self.killindicator);\r
+ self.killindicator = world;\r
+\r
+ ClientKill_Now(); // allow instant kill in this case\r
+ return;\r
+ }\r
+\r
self.killindicator_teamchange = targetteam;\r
\r
- if(!self.killindicator)\r
+ if(!self.killindicator)\r
{\r
+ if(self.modelindex && self.deadflag == DEAD_NO)\r
+ {\r
+ killtime = max(killtime, self.clientkill_nexttime - time);\r
+ self.clientkill_nexttime = time + killtime + cvar("g_balance_kill_antispam");\r
+ }\r
+\r
if(killtime <= 0 || !self.modelindex || self.deadflag != DEAD_NO)\r
{\r
ClientKill_Now();\r
self.killindicator.nextthink = time + (self.lip) * 0.05;\r
self.killindicator.cnt = ceil(killtime);\r
self.killindicator.count = bound(0, ceil(killtime), 10);\r
- sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
+ //sprint(self, strcat("^1You'll be dead in ", ftos(self.killindicator.cnt), " seconds\n"));\r
\r
for(e = world; (e = find(e, classname, "body")) != world; )\r
{\r
}\r
if(self.killindicator)\r
{\r
- if(targetteam)\r
- self.killindicator.colormod = TeamColor(targetteam);\r
- else\r
+ if(targetteam == 0) // just die\r
self.killindicator.colormod = '0 0 0';\r
+ else if(targetteam == -1) // auto\r
+ self.killindicator.colormod = '0 1 0';\r
+ else if(targetteam == -2) // spectate\r
+ self.killindicator.colormod = '0.5 0.5 0.5';\r
+ else\r
+ self.killindicator.colormod = TeamColor(targetteam);\r
}\r
}\r
\r
void ClientKill (void)\r
{\r
- ClientKill_TeamChange(0);\r
+ if((g_arena || g_ca) && ((champion && champion.classname == "player" && player_count > 1) || player_count == 1)) // don't allow a kill in this case either\r
+ {\r
+ // do nothing\r
+ }\r
+ else\r
+ ClientKill_TeamChange(0);\r
+}\r
+\r
+void CTS_ClientKill (entity e) // silent version of ClientKill, used when player finishes a CTS run. Useful to prevent cheating by running back to the start line and starting out with more speed\r
+{\r
+ e.killindicator = spawn();\r
+ e.killindicator.owner = e;\r
+ e.killindicator.think = KillIndicator_Think;\r
+ e.killindicator.nextthink = time + (e.lip) * 0.05;\r
+ e.killindicator.cnt = ceil(cvar("g_cts_finish_kill_delay"));\r
+ e.killindicator.health = 1; // this is used to indicate that it should be silent\r
+ e.lip = 0;\r
}\r
\r
void DoTeamChange(float destteam)\r
{\r
float t, c0;\r
- if(!teams_matter)\r
+ if(!teamplay)\r
{\r
if(destteam >= 0)\r
SetPlayerColors(self, destteam);\r
ctf_clientconnect();\r
}*/\r
\r
- if(teams_matter || radar_showennemies)\r
- attach_entcs();\r
+ attach_entcs();\r
\r
bot_relinkplayerlist();\r
\r
=============\r
*/\r
.entity chatbubbleentity;\r
-.entity teambubbleentity;\r
void ReadyCount();\r
void ClientDisconnect (void)\r
{\r
}\r
\r
Vore_Disconnect();\r
+ entity e;\r
+ for(e = world; (e = find(e, classname, "consumable")); )\r
+ {\r
+ // remove consumable items when we disconnect\r
+ if(e.predator == self)\r
+ Item_Consumable_Remove(e, TRUE);\r
+ }\r
\r
CheatShutdownClient();\r
\r
if (self.chatbubbleentity)\r
remove (self.chatbubbleentity);\r
\r
- if (self.teambubbleentity)\r
- remove (self.teambubbleentity);\r
-\r
if (self.killindicator)\r
remove (self.killindicator);\r
\r
remove(self);\r
return;\r
}\r
- if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten && self.owner.fakepredator.classname != "player")\r
+ if ((self.owner.BUTTON_CHAT && !self.owner.deadflag && !self.owner.stat_eaten)\r
#ifdef TETRIS\r
|| self.owner.tetris_on\r
#endif\r
}\r
}\r
\r
-void TeamBubbleThink()\r
-{\r
- self.nextthink = time;\r
- if (!self.owner.modelindex || self.owner.teambubbleentity != self)\r
- {\r
- if(self.owner) // but why can that ever be world?\r
- self.owner.teambubbleentity = world;\r
- remove(self);\r
- return;\r
- }\r
-// setorigin(self, self.owner.origin + '0 0 15' + self.owner.maxs_z * '0 0 1'); // bandwidth hog. setattachment does this now\r
- if (self.owner.BUTTON_CHAT || self.owner.deadflag || self.owner.killindicator || self.owner.stat_eaten)\r
- self.model = "";\r
- else\r
- {\r
- if(cvar("g_balance_vore_teamheal") && cvar("g_vore_teamvore"))\r
- if(self.owner.health < cvar("g_balance_vore_teamheal_stable"))\r
- setmodel(self, "models/misc/teambubbleheal.spr"); // indicate that this player can be teamhealed\r
- else\r
- setmodel(self, "models/misc/teambubble.spr");\r
- }\r
-};\r
-\r
-float TeamBubble_customizeentityforclient()\r
-{\r
- return (self.owner != other && self.owner.team == other.team && other.killcount > -666);\r
-}\r
-\r
-void UpdateTeamBubble()\r
-{\r
- if (!self.modelindex || !teams_matter)\r
- return;\r
- // spawn a teambubble entity if needed\r
- if (!self.teambubbleentity && teams_matter)\r
- {\r
- self.teambubbleentity = spawn();\r
- self.teambubbleentity.owner = self;\r
- self.teambubbleentity.exteriormodeltoclient = self;\r
- self.teambubbleentity.think = TeamBubbleThink;\r
- self.teambubbleentity.nextthink = time;\r
- setmodel(self.teambubbleentity, "models/misc/teambubble.spr"); // precision set below\r
-// setorigin(self.teambubbleentity, self.origin + '0 0 15' + self.maxs_z * '0 0 1');\r
- setorigin(self.teambubbleentity, '0 0 15' + self.maxs_z * '0 0 1');\r
- setattachment(self.teambubbleentity, self, ""); // sticks to moving player better, also conserves bandwidth\r
-// self.teambubbleentity.mdl = self.teambubbleentity.model;\r
-// self.teambubbleentity.model = self.teambubbleentity.mdl;\r
- self.teambubbleentity.customizeentityforclient = TeamBubble_customizeentityforclient;\r
- self.teambubbleentity.effects = EF_LOWPRECISION;\r
- }\r
-}\r
-\r
// LordHavoc: this hack will be removed when proper _pants/_shirt layers are\r
// added to the model skins\r
/*void UpdateColorModHack()\r
.float oldcolormap;\r
void respawn(void)\r
{\r
+ // don't allow respawing if the prey is still digesting\r
+ if(cvar("g_balance_vore_digestion_limit_blockrespawn"))\r
+ if(self.predator.digesting && self.health > cvar("g_balance_vore_digestion_limit"))\r
+ return;\r
+\r
+ setmodel(self, self.playermodel); // prevents an issue with dead predators\r
if(self.alpha >= 0 && self.modelindex != 0 && cvar("g_respawn_ghosts"))\r
{\r
self.solid = SOLID_NOT;\r
self.fixangle = TRUE;\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\r
+ self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
+ self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
self.stat_stomachload = spectatee.stat_stomachload;\r
+ self.stat_stomachmaxload = spectatee.stomach_maxload;\r
self.stat_digesting = spectatee.stat_digesting;\r
self.stat_canleave = spectatee.stat_canleave;\r
self.stat_canswallow = spectatee.stat_canswallow;\r
return vercmp_recursive(v1, v2);\r
}\r
\r
-void ApplyHealthSize()\r
+.float last_alive_scale;\r
+void SetPlayerSize()\r
{\r
- // change player scale based on the amount of health we have\r
-\r
- if not(cvar("g_healthsize"))\r
+ if(!cvar("g_healthsize"))\r
return;\r
\r
- self.scale = bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize");\r
+ if(self.deadflag == DEAD_NO)\r
+ {\r
+ // change player scale based on the amount of health we have\r
+ self.scale = pow(bound(cvar("g_healthsize_min"), self.health, cvar("g_healthsize_max")) / cvar("g_healthsize_center"), cvar("g_healthsize"));\r
\r
- // The following code sets the bounding box to match the player's size.\r
- // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
- // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
- // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
- if(self.crouch)\r
+ // The following code sets the bounding box to match the player's size.\r
+ // It is currently disabled because of issues with engine movement prediction (cl_movement).\r
+ // The engine expects the bounding box to be default size, and changing it will cause glitches.\r
+ // This code may be enabled once the engine has the ability to use different bbox sizes for movement prediction.\r
+ if(self.crouch)\r
+ {\r
+ //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ }\r
+ else\r
+ {\r
+ //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
+ if(!self.stat_eaten)\r
+ self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
+ }\r
+\r
+ self.last_alive_scale = self.scale;\r
+ }\r
+ else if(self.last_alive_scale)\r
{\r
- //setsize (self, PL_CROUCH_MIN * self.scale, PL_CROUCH_MAX * self.scale);\r
- if(!self.stat_eaten)\r
- self.view_ofs = PL_CROUCH_VIEW_OFS * self.scale;\r
+ // if the player is dead, use the last scale he had when he was alive\r
+ self.scale = self.last_alive_scale;\r
}\r
- else\r
+\r
+ if(cvar("g_healthsize_death") && self.deadflag != DEAD_NO)\r
{\r
- //setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
- if(!self.stat_eaten)\r
- self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ // dead players shrink to zero as they head toward the health limit\r
+ self.scale *= 1 - bound(0, (self.health / cvar("g_healthsize_death_min")) * cvar("g_healthsize_death"), 1);\r
}\r
+\r
+ if(self.scale < 0.1)\r
+ self.scale = 0.1; // stuff breaks if scale is smaller than this\r
}\r
\r
void ObserverThink()\r
{\r
+ float prefered_movetype;\r
if (self.flags & FL_JUMPRELEASED) {\r
if (self.BUTTON_JUMP && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
self.flags |= FL_SPAWNING;\r
} else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
if(SpectateNext() == 1) {\r
self.classname = "spectator";\r
}\r
+ } else {\r
+ prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+ if (self.movetype != prefered_movetype)\r
+ self.movetype = prefered_movetype;\r
}\r
} else {\r
if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
}\r
}\r
}\r
+\r
PrintWelcomeMessage(self);\r
}\r
\r
*/\r
void() ctf_setstatus;\r
.float items_added;\r
+.vector avg_vel;\r
+.float power_sounded;\r
void PlayerPreThink (void)\r
{\r
self.stat_game_starttime = game_starttime;\r
// core code for the vore system\r
Vore();\r
\r
+ // play power fail sound\r
+ if(self.armorvalue < cvar("g_power"))\r
+ {\r
+ if(!self.power_sounded)\r
+ {\r
+ sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
+ self.power_sounded = TRUE;\r
+ }\r
+ }\r
+ else\r
+ self.power_sounded = FALSE;\r
+\r
// version nagging\r
if(self.version_nagtime)\r
if(self.cvar_g_voretournamentversion)\r
self.fixangle = TRUE;\r
}\r
\r
+ if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs\r
+ {\r
+ // lean the player with damage and acceleration\r
+ // credits go to divVerent for these maths :)\r
+ vector L0, L1, LF, LA;\r
+\r
+ LA = AnglesTransform_FromAngles(self.angles);\r
+\r
+ // acceleration leaning\r
+ if(cvar("g_leanplayer_acceleration"))\r
+ {\r
+ // average velocity to obtain a smooth acceleration\r
+ float f;\r
+ f = frametime * cvar("g_leanplayer_acceleration_fade");\r
+ self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
+ }\r
+\r
+ vector accel;\r
+ accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
+\r
+ // bound angles to the specified limit\r
+ accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
+ accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
+ accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
+\r
+ L0_x = vlen(accel) * -1;\r
+ L0_y = L1_y = vectoyaw(accel);\r
+\r
+ L0 = AnglesTransform_FromAngles(L0);\r
+ L1 = AnglesTransform_FromAngles(L1);\r
+ LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+ LA = AnglesTransform_Multiply(LA, LF);\r
+ // end of acceleration leaning\r
+\r
+ // damage leaning\r
+ L0 = vectoangles(self.leanangle_damage_loc);\r
+ L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
+\r
+ L0 = AnglesTransform_FromAngles(L0);\r
+ L1 = AnglesTransform_FromAngles(L1);\r
+ LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
+\r
+ LA = AnglesTransform_Multiply(LA, LF);\r
+\r
+ // fade the player back to normal rotation each frame\r
+ self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
+ // end of damage leaning\r
+\r
+ self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
+ }\r
+\r
+ SetPlayerSize();\r
+\r
if(frametime)\r
{\r
+ if(self.health <= 0 && cvar("g_deathglow"))\r
+ {\r
+ if(self.glowmod_x > 0)\r
+ self.glowmod_x -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_x = -1;\r
+ if(self.glowmod_y > 0)\r
+ self.glowmod_y -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_y = -1;\r
+ if(self.glowmod_z > 0)\r
+ self.glowmod_z -= cvar("g_deathglow") * frametime;\r
+ else\r
+ self.glowmod_z = -1;\r
+ }\r
+ else\r
+ {\r
+ // set weapon and player glowmod\r
+ self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+ if(self.armorvalue < cvar("g_power"))\r
+ self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
+ self.weaponentity_glowmod = self.glowmod;\r
+ }\r
+\r
player_powerups();\r
}\r
\r
}\r
}\r
\r
- ApplyHealthSize();\r
-\r
FixPlayermodel();\r
\r
GrabberFrame();\r
if(self.classname == "player") {\r
CheckRules_Player();\r
UpdateChatBubble();\r
- UpdateTeamBubble();\r
if (self.impulse)\r
ImpulseCommands();\r
if (intermission_running)\r