#include "player.qh" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void Drop_Special_Items(entity player) { // called when the player has become stuck or frozen // so objective items aren't stuck with the player MUTATOR_CALLHOOK(DropSpecialItems, player); } void CopyBody_Think(entity this) { if(this.CopyBody_nextthink && time > this.CopyBody_nextthink) { this.CopyBody_think(this); if(wasfreed(this)) return; this.CopyBody_nextthink = this.nextthink; this.CopyBody_think = getthink(this); setthink(this, CopyBody_Think); } CSQCMODEL_AUTOUPDATE(this); this.nextthink = time; } void CopyBody(entity this, float keepvelocity) { if (this.effects & EF_NODRAW) return; entity clone = new(body); clone.enemy = this; clone.lip = this.lip; clone.colormap = this.colormap; clone.iscreature = this.iscreature; clone.teleportable = this.teleportable; clone.damagedbycontents = this.damagedbycontents; if(clone.damagedbycontents) IL_PUSH(g_damagedbycontents, clone); clone.angles = this.angles; clone.v_angle = this.v_angle; clone.avelocity = this.avelocity; clone.damageforcescale = this.damageforcescale; clone.effects = this.effects; clone.glowmod = this.glowmod; clone.event_damage = this.event_damage; clone.event_heal = this.event_heal; clone.anim_state = this.anim_state; clone.anim_time = this.anim_time; clone.anim_lower_action = this.anim_lower_action; clone.anim_lower_time = this.anim_lower_time; clone.anim_upper_action = this.anim_upper_action; clone.anim_upper_time = this.anim_upper_time; clone.anim_implicit_state = this.anim_implicit_state; clone.anim_implicit_time = this.anim_implicit_time; clone.anim_lower_implicit_action = this.anim_lower_implicit_action; clone.anim_lower_implicit_time = this.anim_lower_implicit_time; clone.anim_upper_implicit_action = this.anim_upper_implicit_action; clone.anim_upper_implicit_time = this.anim_upper_implicit_time; clone.dphitcontentsmask = this.dphitcontentsmask; clone.death_time = this.death_time; clone.pain_finished = this.pain_finished; SetResourceExplicit(clone, RES_HEALTH, GetResource(this, RES_HEALTH)); SetResourceExplicit(clone, RES_ARMOR, GetResource(this, RES_ARMOR)); clone.armortype = this.armortype; clone.model = this.model; clone.modelindex = this.modelindex; clone.skin = this.skin; clone.species = this.species; clone.move_qcphysics = false; // don't run gamecode logic on clones, too many set_movetype(clone, this.move_movetype); clone.solid = this.solid; clone.takedamage = this.takedamage; setcefc(clone, getcefc(this)); clone.uncustomizeentityforclient = this.uncustomizeentityforclient; clone.uncustomizeentityforclient_set = this.uncustomizeentityforclient_set; if (keepvelocity == 1) clone.velocity = this.velocity; clone.oldvelocity = clone.velocity; clone.alpha = this.alpha; clone.fade_time = this.fade_time; clone.fade_rate = this.fade_rate; //clone.weapon = this.weapon; setorigin(clone, this.origin); setsize(clone, this.mins, this.maxs); clone.reset = SUB_Remove; clone._ps = this._ps; Drag_MoveDrag(this, clone); if(clone.colormap <= maxclients && clone.colormap > 0) clone.colormap = 1024 + this.clientcolors; CSQCMODEL_AUTOINIT(clone); clone.CopyBody_nextthink = this.nextthink; clone.CopyBody_think = getthink(this); clone.nextthink = time; setthink(clone, CopyBody_Think); // "bake" the current animation frame for clones (they don't get clientside animation) animdecide_load_if_needed(clone); animdecide_setframes(clone, false, frame, frame1time, frame2, frame2time); IL_PUSH(g_clones, clone); MUTATOR_CALLHOOK(CopyBody, this, clone, keepvelocity); } void player_setupanimsformodel(entity this) { // load animation info animdecide_load_if_needed(this); animdecide_setstate(this, 0, false); } void player_anim(entity this) { int deadbits = (this.anim_state & (ANIMSTATE_DEAD1 | ANIMSTATE_DEAD2)); if(IS_DEAD(this)) { if (!deadbits) { // Decide on which death animation to use. if(random() < 0.5) deadbits = ANIMSTATE_DEAD1; else deadbits = ANIMSTATE_DEAD2; } } else { // Clear a previous death animation. deadbits = 0; } int animbits = deadbits; if(STAT(FROZEN, this)) animbits |= ANIMSTATE_FROZEN; if(this.move_movetype == MOVETYPE_FOLLOW) animbits |= ANIMSTATE_FOLLOW; if(IS_DUCKED(this)) animbits |= ANIMSTATE_DUCK; animdecide_setstate(this, animbits, false); animdecide_setimplicitstate(this, IS_ONGROUND(this)); } void PlayerCorpseDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { float take, save; vector v; Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10) sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); } if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); TakeResource(this, RES_ARMOR, save); TakeResource(this, RES_HEALTH, take); // pause regeneration for 5 seconds this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); this.dmg_save = this.dmg_save + save;//max(save - 10, 0); this.dmg_take = this.dmg_take + take;//max(take - 10, 0); this.dmg_inflictor = inflictor; if (GetResource(this, RES_HEALTH) <= -autocvar_sv_gibhealth && this.alpha >= 0) { // don't use any animations as a gib this.frame = 0; // view just above the floor this.view_ofs = '0 0 4'; Violence_GibSplash(this, 1, 1, attacker); this.alpha = -1; this.solid = SOLID_NOT; // restore later this.takedamage = DAMAGE_NO; // restore later if(this.damagedbycontents) IL_REMOVE(g_damagedbycontents, this); this.damagedbycontents = false; } } void PlayerDamage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force) { vector v; float initial_health = max(GetResource(this, RES_HEALTH), 0); float initial_armor = max(GetResource(this, RES_ARMOR), 0); float take = 0, save = 0; if (damage) { if(!DEATH_ISSPECIAL(deathtype)) { damage *= Handicap_GetTotalHandicap(this); if (this != attacker && IS_PLAYER(attacker)) { damage /= Handicap_GetTotalHandicap(attacker); } } if (STAT(FROZEN, this)) { if (!ITEM_DAMAGE_NEEDKILL(deathtype)) damage = 0; } else if (time < this.spawnshieldtime && autocvar_g_spawnshield_blockdamage < 1) damage *= 1 - bound(0, autocvar_g_spawnshield_blockdamage, 1); if(deathtype & HITTYPE_SOUND) // sound based attacks cause bleeding from the ears { vector ear1, ear2; vector d; float f; ear1 = this.origin; ear1_z += 0.125 * this.view_ofs.z + 0.875 * this.maxs.z; // 7/8 ear2 = ear1; makevectors(this.angles); ear1 += v_right * -10; ear2 += v_right * +10; d = inflictor.origin - this.origin; if (d) f = (d * v_right) / vlen(d); // this is cos of angle of d and v_right! else f = 0; // Assum ecenter. force = v_right * vlen(force); Violence_GibSplash_At(ear1, force * -1, 2, bound(0, damage, 25) / 2 * (0.5 - 0.5 * f), this, attacker); Violence_GibSplash_At(ear2, force, 2, bound(0, damage, 25) / 2 * (0.5 + 0.5 * f), this, attacker); if(f > 0) { hitloc = ear1; force = force * -1; } else { hitloc = ear2; // force is already good } } else Violence_GibSplash_At(hitloc, force, 2, bound(0, damage, 200) / 16, this, attacker); v = healtharmor_applydamage(GetResource(this, RES_ARMOR), autocvar_g_balance_armor_blockpercent, deathtype, damage); take = v.x; save = v.y; } if(attacker == this) { // don't reset pushltime for self damage as it may be an attempt to // escape a lava pit or similar //this.pushltime = 0; this.istypefrag = 0; } else if(IS_PLAYER(attacker)) { this.pusher = attacker; this.pushltime = time + autocvar_g_maxpushtime; this.istypefrag = PHYS_INPUT_BUTTON_CHAT(this); } else if(time < this.pushltime) { attacker = this.pusher; this.pushltime = max(this.pushltime, time + 0.6); } else { this.pushltime = 0; this.istypefrag = 0; } MUTATOR_CALLHOOK(PlayerDamage_SplitHealthArmor, inflictor, attacker, this, force, take, save, deathtype, damage); take = bound(0, M_ARGV(4, float), GetResource(this, RES_HEALTH)); save = bound(0, M_ARGV(5, float), GetResource(this, RES_ARMOR)); float excess = max(0, damage - take - save); if(sound_allowed(MSG_BROADCAST, attacker)) { if (save > 10 && (initial_health - take) > 0) // don't play armor sound if the attack is fatal sound (this, CH_SHOTS, SND_ARMORIMPACT, VOL_BASE, ATTEN_NORM); else if (take > 30) sound (this, CH_SHOTS, SND_BODYIMPACT2, VOL_BASE, ATTEN_NORM); else if (take > 10) sound (this, CH_SHOTS, SND_BODYIMPACT1, VOL_BASE, ATTEN_NORM); // FIXME possibly remove them? } if (take > 50) Violence_GibSplash_At(hitloc, force * -0.1, 3, 1, this, attacker); if (take > 100) Violence_GibSplash_At(hitloc, force * -0.2, 3, 1, this, attacker); if (time >= this.spawnshieldtime || autocvar_g_spawnshield_blockdamage < 1) { if (!(this.flags & FL_GODMODE)) { TakeResource(this, RES_ARMOR, save); TakeResource(this, RES_HEALTH, take); // pause regeneration for 5 seconds if(take) this.pauseregen_finished = max(this.pauseregen_finished, time + autocvar_g_balance_pause_health_regen); if (time > this.pain_finished && !STAT(FROZEN, this)) // Don't switch pain sequences like crazy { this.pain_finished = time + 0.5; //Supajoe if(autocvar_sv_gentle < 1) { if(this.classname != "body") // pain anim is BORKED on our ZYMs, FIXME remove this once we have good models { if (!this.animstate_override) { if (random() > 0.5) animdecide_setaction(this, ANIMACTION_PAIN1, true); else animdecide_setaction(this, ANIMACTION_PAIN2, true); } } float myhp = GetResource(this, RES_HEALTH); if(myhp > 1) if(myhp < 25 || !(DEATH_WEAPONOF(deathtype).spawnflags & WEP_FLAG_CANCLIMB) || take > 20 || attacker != this) if(sound_allowed(MSG_BROADCAST, attacker)) // exclude pain sounds for laserjumps as long as you aren't REALLY low on health and would die of the next two { if(deathtype == DEATH_FALL.m_id) PlayerSound(this, playersound_fall, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else if(myhp > 75) PlayerSound(this, playersound_pain100, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else if(myhp > 50) PlayerSound(this, playersound_pain75, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else if(myhp > 25) PlayerSound(this, playersound_pain50, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else PlayerSound(this, playersound_pain25, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); } } } // throw off bot aim temporarily float shake; if(IS_BOT_CLIENT(this) && GetResource(this, RES_HEALTH) >= 1) { shake = damage * 5 / (bound(0,skill,100) + 1); this.v_angle_x = this.v_angle.x + (random() * 2 - 1) * shake; this.v_angle_y = this.v_angle.y + (random() * 2 - 1) * shake; this.v_angle_x = bound(-90, this.v_angle.x, 90); } } else this.max_armorvalue += (save + take); } this.dmg_save = this.dmg_save + save;//max(save - 10, 0); this.dmg_take = this.dmg_take + take;//max(take - 10, 0); this.dmg_inflictor = inflictor; bool abot = (IS_BOT_CLIENT(attacker)); bool vbot = (IS_BOT_CLIENT(this)); bool valid_damage_for_weaponstats = false; Weapon awep = WEP_Null; if (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime) if(vbot || IS_REAL_CLIENT(this)) if(abot || IS_REAL_CLIENT(attacker)) if(attacker && this != attacker) if (DIFF_TEAM(this, attacker) && (!STAT(FROZEN, this) || this.freeze_time > time)) { if(DEATH_ISSPECIAL(deathtype)) awep = attacker.(weaponentity).m_weapon; else awep = DEATH_WEAPONOF(deathtype); valid_damage_for_weaponstats = true; } float dh = initial_health - max(GetResource(this, RES_HEALTH), 0); // health difference float da = initial_armor - max(GetResource(this, RES_ARMOR), 0); // armor difference if(valid_damage_for_weaponstats) { WeaponStats_LogDamage(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot, dh + da); } bool forbid_logging_damage = MUTATOR_CALLHOOK(PlayerDamaged, attacker, this, dh, da, hitloc, deathtype, damage); if ((dh || da) && !forbid_logging_damage) { float realdmg = damage - excess; if ((this != attacker || deathtype == DEATH_KILL.m_id) && realdmg && !STAT(FROZEN, this) && (!(round_handler_IsActive() && !round_handler_IsRoundStarted()) && time >= game_starttime)) { if (IS_PLAYER(attacker) && DIFF_TEAM(attacker, this) && deathtype != DEATH_KILL.m_id) GameRules_scoring_add(attacker, DMG, realdmg); if (IS_PLAYER(this)) GameRules_scoring_add(this, DMGTAKEN, realdmg); } } if (GetResource(this, RES_HEALTH) < 1) { bool defer_ClientKill_Now_TeamChange = false; if(this.alivetime) { PlayerStats_GameReport_Event_Player(this, PLAYERSTATS_ALIVETIME, time - this.alivetime); this.alivetime = 0; } if(valid_damage_for_weaponstats) WeaponStats_LogKill(awep.m_id, abot, this.(weaponentity).m_weapon.m_id, vbot); if(autocvar_sv_gentle < 1) if(sound_allowed(MSG_BROADCAST, attacker)) { if(deathtype == DEATH_DROWN.m_id) PlayerSound(this, playersound_drown, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); else PlayerSound(this, playersound_death, CH_PAIN, VOL_BASE, VOICETYPE_PLAYERSOUND); } // get rid of kill indicator if(this.killindicator) { delete(this.killindicator); this.killindicator = NULL; if(this.killindicator_teamchange) defer_ClientKill_Now_TeamChange = true; if(this.classname == "body") if(deathtype == DEATH_KILL.m_id) { // for the lemmings fans, a small harmless explosion Send_Effect(EFFECT_ROCKET_EXPLODE, this.origin, '0 0 0', 1); } } // print an obituary message if(this.classname != "body") Obituary(attacker, inflictor, this, deathtype, weaponentity); // increment frag counter for used weapon type Weapon w = DEATH_WEAPONOF(deathtype); if(w != WEP_Null && accuracy_isgooddamage(attacker, this)) CS(attacker).accuracy.(accuracy_frags[w.m_id-1]) += 1; this.respawn_time = 0; MUTATOR_CALLHOOK(PlayerDies, inflictor, attacker, this, deathtype, damage); damage = M_ARGV(4, float); excess = max(0, damage - take - save); //Weapon wep = this.(weaponentity).m_weapon; for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity went = weaponentities[slot]; if(!this.(went)) continue; // TODO: clones have no weapon, but we don't want to have to check this all the time Weapon wep = this.(went).m_weapon; wep.wr_playerdeath(wep, this, went); } RemoveGrapplingHooks(this); Portal_ClearAllLater(this); this.fixangle = true; if(defer_ClientKill_Now_TeamChange) ClientKill_Now_TeamChange(this); // can turn player into spectator // player could have been miraculously resuscitated ;) // e.g. players in freezetag get frozen, they don't really die if(GetResource(this, RES_HEALTH) >= 1 || !(IS_PLAYER(this) || this.classname == "body")) return; if (!this.respawn_time) // can be set in the mutator hook PlayerDies calculate_player_respawn_time(this); // when we get here, player actually dies Unfreeze(this, false); // remove any icy remains // clear waypoints WaypointSprite_PlayerDead(this); // throw a weapon for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { .entity went = weaponentities[slot]; SpawnThrownWeapon(this, this.origin + (this.mins + this.maxs) * 0.5, this.(went).m_weapon, went); } // become fully visible this.alpha = default_player_alpha; // make the corpse upright (not tilted) this.angles_x = 0; this.angles_z = 0; // don't spin this.avelocity = '0 0 0'; // view from the floor this.view_ofs = '0 0 -8'; if(this.move_movetype == MOVETYPE_NOCLIP) { // don't toss the corpse in this case, it can get stuck in solid (causing low fps) // or fall indefinitely into the void if out of the map this.velocity = '0 0 0'; } else { // toss the corpse set_movetype(this, MOVETYPE_TOSS); } // shootable corpse this.solid = SOLID_CORPSE; PS(this).ballistics_density = autocvar_g_ballistics_density_corpse; // don't stick to the floor UNSET_ONGROUND(this); // dying animation this.deadflag = DEAD_DYING; // don't play teleportation sounds this.teleportable = TELEPORT_SIMPLE; STAT(AIR_FINISHED, this) = 0; this.death_time = time; if (random() < 0.5) animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD1, true); else animdecide_setstate(this, this.anim_state | ANIMSTATE_DEAD2, true); // set damage function to corpse damage this.event_damage = PlayerCorpseDamage; this.event_heal = func_null; // call the corpse damage function just in case it wants to gib this.event_damage(this, inflictor, attacker, excess, deathtype, weaponentity, hitloc, force); // set up to fade out later SUB_SetFade (this, time + 6 + random (), 1); // reset body think wrapper broken by SUB_SetFade if(this.classname == "body" && getthink(this) != CopyBody_Think) { this.CopyBody_think = getthink(this); this.CopyBody_nextthink = this.nextthink; setthink(this, CopyBody_Think); this.nextthink = time; } if(autocvar_sv_gentle > 0 || autocvar_ekg || this.classname == "body") { // remove corpse // clones don't run any animation code any more, so we must gib them when they die :( this.event_damage(this, inflictor, attacker, autocvar_sv_gibhealth + 1, deathtype, weaponentity, hitloc, force); } // reset fields the weapons may use just in case if(this.classname != "body") { FOREACH(Weapons, it != WEP_Null, { it.wr_resetplayer(it, this); for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot) { ATTACK_FINISHED_FOR(this, it.m_id, slot) = 0; } }); } MUTATOR_CALLHOOK(PlayerDied, this); } } bool PlayerHeal(entity targ, entity inflictor, float amount, float limit) { if(GetResource(targ, RES_HEALTH) <= 0 || GetResource(targ, RES_HEALTH) >= limit) return false; GiveResourceWithLimit(targ, RES_HEALTH, amount, limit); return true; } void precache_playermodel(string m) { int globhandle, i, n; string f; // remove : suffix int j = strstrofs(m, ":", 0); if(j >= 0) m = substring(m, 0, j); if(substring(m, -9, 5) == "_lod1") return; if(substring(m, -9, 5) == "_lod2") return; precache_model(m); f = strcat(substring(m, 0, -5), "_lod1", substring(m, -4, -1)); if(fexists(f)) precache_model(f); f = strcat(substring(m, 0, -5), "_lod2", substring(m, -4, -1)); if(fexists(f)) precache_model(f); globhandle = search_begin(strcat(m, "_*.sounds"), true, false); if (globhandle < 0) return; n = search_getsize(globhandle); for (i = 0; i < n; ++i) { //print(search_getfilename(globhandle, i), "\n"); f = search_getfilename(globhandle, i); PrecachePlayerSounds(f); } search_end(globhandle); } void precache_all_playermodels(string pattern) { int globhandle = search_begin(pattern, true, false); if (globhandle < 0) return; int n = search_getsize(globhandle); for (int i = 0; i < n; ++i) { string s = search_getfilename(globhandle, i); precache_playermodel(s); } search_end(globhandle); } void precache_playermodels(string s) { FOREACH_WORD(s, true, { precache_playermodel(it); }); } PRECACHE(PlayerModels) { // Precache all player models if desired if (autocvar_sv_precacheplayermodels) { PrecachePlayerSounds("sound/player/default.sounds"); precache_all_playermodels("models/player/*.zym"); precache_all_playermodels("models/player/*.dpm"); precache_all_playermodels("models/player/*.md3"); precache_all_playermodels("models/player/*.psk"); precache_all_playermodels("models/player/*.iqm"); } if (autocvar_sv_defaultcharacter) { precache_playermodels(autocvar_sv_defaultplayermodel_red); precache_playermodels(autocvar_sv_defaultplayermodel_blue); precache_playermodels(autocvar_sv_defaultplayermodel_yellow); precache_playermodels(autocvar_sv_defaultplayermodel_pink); precache_playermodels(autocvar_sv_defaultplayermodel); } }