/* ============================================================================== PLAYER ============================================================================== */ $cd 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 $frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 /* ============================================================================== PLAYER ============================================================================== */ .float playermovestate, playermovebegin; void() player_move = [$stand1, player_move] { local float m, n, t; m = (self.velocity_x || self.velocity_y) + (self.weapon == IT_WEAPON1) * 2; if (m != self.playermovestate) self.playermovebegin = time; self.playermovestate = m; if (m == 0) {n = 5;self.frame = $stand1; } // gun stand else if (m == 1) {n = 6;self.frame = $rockrun1;} // gun run else if (m == 2) {n = 12;self.frame = $axstnd1; } // axe stand else {n = 6;self.frame = $axrun1; } // axe run t = (time - self.playermovebegin) * 10; t = t - (floor(t / n) * n); self.frame = floor(self.frame + t); }; void() player_movestart = { self.playermovebegin = time; self.playermovestate = -1; player_move(); }; void() W_FireAxe; void() player_axe1 = [$axatt1 , player_axe2 ] {}; void() player_axe2 = [$axatt2 , player_axe3 ] {}; void() player_axe3 = [$axatt3 , player_axe4 ] {W_FireAxe();}; void() player_axe4 = [$axatt4 , player_movestart ] {}; void() player_axeb1 = [$axattb1 , player_axeb2 ] {}; void() player_axeb2 = [$axattb2 , player_axeb3 ] {}; void() player_axeb3 = [$axattb3 , player_axeb4 ] {W_FireAxe();}; void() player_axeb4 = [$axattb4 , player_movestart ] {}; void() player_axec1 = [$axattc1 , player_axec2 ] {}; void() player_axec2 = [$axattc2 , player_axec3 ] {}; void() player_axec3 = [$axattc3 , player_axec4 ] {W_FireAxe();}; void() player_axec4 = [$axattc4 , player_movestart ] {}; void() player_axed1 = [$axattd1 , player_axed2 ] {}; void() player_axed2 = [$axattd2 , player_axed3 ] {}; void() player_axed3 = [$axattd3 , player_axed4 ] {W_FireAxe();}; void() player_axed4 = [$axattd4 , player_movestart ] {}; void() player_shot1 = [$shotatt1 , player_shot2 ] {}; void() player_shot2 = [$shotatt2 , player_shot3 ] {}; void() player_shot3 = [$shotatt3 , player_shot4 ] {}; void() player_shot4 = [$shotatt4 , player_shot5 ] {}; void() player_shot5 = [$shotatt5 , player_shot6 ] {}; void() player_shot6 = [$shotatt6 , player_movestart ] {}; void() player_nail1 = [$nailatt1 , player_movestart ] {self.frame = $nailatt1 + ((self.weaponframe - 1) & 1);}; void() player_rocket1 = [$rockatt1 , player_rocket2 ] {}; void() player_rocket2 = [$rockatt2 , player_rocket3 ] {}; void() player_rocket3 = [$rockatt3 , player_rocket4 ] {}; void() player_rocket4 = [$rockatt4 , player_rocket5 ] {}; void() player_rocket5 = [$rockatt5 , player_rocket6 ] {}; void() player_rocket6 = [$rockatt6 , player_movestart ] {}; void() player_light1 = [$light1 , player_movestart ] {self.frame = $light1 + ((self.weaponframe - 1) & 1);}; //============================================================================ void(float damgtype) PainSound = { local float rs; if (self.health < 1) return; // water pain sounds if (self.watertype == CONTENT_WATER && self.waterlevel == 3) { self.bubble_count = self.bubble_count + 1; if (random() > 0.5) sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); return; } // slime pain sounds if (self.watertype == CONTENT_SLIME) { if (random() > 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.watertype == CONTENT_LAVA) { if (random() > 0.5) sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); return; } if (self.pain_finished > time) return; self.pain_finished = time + 0.3; // don't make multiple pain sounds right after each other // ax pain sound if (damgtype & DTF_AXHIT) { sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); return; } rs = random() * 6; if (rs < 1) sound (self, CHAN_VOICE, "player/pain1.wav", 1, ATTN_NORM); else if (rs < 2) sound (self, CHAN_VOICE, "player/pain2.wav", 1, ATTN_NORM); else if (rs < 3) sound (self, CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM); else if (rs < 4) sound (self, CHAN_VOICE, "player/pain4.wav", 1, ATTN_NORM); else if (rs < 5) sound (self, CHAN_VOICE, "player/pain5.wav", 1, ATTN_NORM); else sound (self, CHAN_VOICE, "player/pain6.wav", 1, ATTN_NORM); return; }; void() player_pain1 = [$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 = [$pain6 , player_movestart ] {}; void() player_axpain1 = [$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_movestart ] {}; void(entity attacker, float damage, float damgtype, string dethtype) player_pain = { if (damage < 5) // ignore return; if (self.deadflag) return; // dead PainSound(damgtype); if (self.think != player_move) return; if (self.invisible_finished > time) return; // eyes don't have pain frames if (self.weapon == IT_WEAPON1) 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() DeathSound = { local float rs, p; // water death sounds p = pointcontents(self.origin + '0 0 22'); if (p == CONTENT_SLIME || p == CONTENT_WATER) { self.bubble_count = self.bubble_count + 20; sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); return; } rs = random() * 5; if (rs < 1) sound (self, CHAN_VOICE, "player/death1.wav", 1, ATTN_NONE); else if (rs < 2) sound (self, CHAN_VOICE, "player/death2.wav", 1, ATTN_NONE); else if (rs < 3) sound (self, CHAN_VOICE, "player/death3.wav", 1, ATTN_NONE); else if (rs < 4) sound (self, CHAN_VOICE, "player/death4.wav", 1, ATTN_NONE); else sound (self, CHAN_VOICE, "player/death5.wav", 1, ATTN_NONE); return; }; void() PlayerDead = { self.nextthink = -1; // allow respawn after a certain time self.deadflag = DEAD_DEAD; }; void() GibPlayer = { PlayerGibs("progs/h_player.mdl", 6, "", 0, "", 0); self.deadflag = DEAD_DEAD; if (self.deathtype == "TELEFRAG" || self.deathtype == "TRIEDTOTELEFRAG") { 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; if (self.deadflag) { bprint("warning: PlayerDie called twice\n"); return; } if (deathmatch || coop) DropBackpack(); 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.weaponmodel=""; self.view_ofs = '0 0 -8'; self.deadflag = DEAD_DYING; self.solid = SOLID_CORPSE; 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; DeathSound(); self.angles_x = 0; self.angles_z = 0; self.avelocity = '0 0 0'; setmodel(self, "progs/player.mdl"); if (self.weapon == IT_WEAPON1) BecomeCorpse(self, player_die_ax1); else { i = random() * 5; if (i < 1) BecomeCorpse(self, player_diea1); else if (i < 2) BecomeCorpse(self, player_dieb1); else if (i < 3) BecomeCorpse(self, player_diec1); else if (i < 4) BecomeCorpse(self, player_died1); else BecomeCorpse(self, player_diee1); } }; void() player_suicideframe = [$deatha11, player_suicideframe] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; void() set_suicide_frame = { // used by kill and disconnect commands if (self.deadflag >= DEAD_DEAD) return; // already dead 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; setmodel(self, "progs/player.mdl"); self.frame = $deatha11; self.deadflag = DEAD_DEAD; self.nextthink = -1; BecomeCorpse(self, player_suicideframe); }; void() player_diea1 = [ $deatha1, player_diea2 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diea2 = [ $deatha2, player_diea3 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diea3 = [ $deatha3, player_diea4 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diea4 = [ $deatha4, player_diea5 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diea5 = [ $deatha5, player_diea6 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diea6 = [ $deatha6, player_diea7 ] {body_solid('-16 -16 -24', '16 16 21');}; void() player_diea7 = [ $deatha7, player_diea8 ] {body_solid('-16 -16 -24', '16 16 12');}; void() player_diea8 = [ $deatha8, player_diea9 ] {body_nonsolid('-16 -16 -24', '16 16 1');}; void() player_diea9 = [ $deatha9, player_diea10 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diea10 = [ $deatha10, player_diea11 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diea11 = [ $deatha11, player_diea11 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; void() player_dieb1 = [ $deathb1, player_dieb2 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_dieb2 = [ $deathb2, player_dieb3 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_dieb3 = [ $deathb3, player_dieb4 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_dieb4 = [ $deathb4, player_dieb5 ] {body_solid('-16 -16 -24', '16 16 21');}; void() player_dieb5 = [ $deathb5, player_dieb6 ] {body_solid('-16 -16 -24', '16 16 12');}; void() player_dieb6 = [ $deathb6, player_dieb7 ] {body_solid('-16 -16 -24', '16 16 7');}; void() player_dieb7 = [ $deathb7, player_dieb8 ] {body_solid('-16 -16 -24', '16 16 5');}; void() player_dieb8 = [ $deathb8, player_dieb9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_dieb9 = [ $deathb9, player_dieb9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; void() player_diec1 = [ $deathc1, player_diec2 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diec2 = [ $deathc2, player_diec3 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diec3 = [ $deathc3, player_diec4 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diec4 = [ $deathc4, player_diec5 ] {body_solid('-16 -16 -24', '16 16 23');}; void() player_diec5 = [ $deathc5, player_diec6 ] {body_solid('-16 -16 -24', '16 16 12');}; void() player_diec6 = [ $deathc6, player_diec7 ] {body_nonsolid('-16 -16 -24', '16 16 2');}; void() player_diec7 = [ $deathc7, player_diec8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec8 = [ $deathc8, player_diec9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec9 = [ $deathc9, player_diec10 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec10 = [ $deathc10, player_diec11 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec11 = [ $deathc11, player_diec12 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec12 = [ $deathc12, player_diec13 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec13 = [ $deathc13, player_diec14 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec14 = [ $deathc14, player_diec15 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diec15 = [ $deathc15, player_diec15 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; void() player_died1 = [ $deathd1, player_died2 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_died2 = [ $deathd2, player_died3 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_died3 = [ $deathd3, player_died4 ] {body_solid('-16 -16 -24', '16 16 22');}; void() player_died4 = [ $deathd4, player_died5 ] {body_solid('-16 -16 -24', '16 16 18');}; void() player_died5 = [ $deathd5, player_died6 ] {body_solid('-16 -16 -24', '16 16 13');}; void() player_died6 = [ $deathd6, player_died7 ] {body_nonsolid('-16 -16 -24', '16 16 3');}; void() player_died7 = [ $deathd7, player_died8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_died8 = [ $deathd8, player_died9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_died9 = [ $deathd9, player_died9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; void() player_diee1 = [ $deathe1, player_diee2 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_diee2 = [ $deathe2, player_diee3 ] {body_solid('-16 -16 -24', '16 16 22');}; void() player_diee3 = [ $deathe3, player_diee4 ] {body_solid('-16 -16 -24', '16 16 13');}; void() player_diee4 = [ $deathe4, player_diee5 ] {body_solid('-16 -16 -24', '16 16 7');}; void() player_diee5 = [ $deathe5, player_diee6 ] {body_nonsolid('-16 -16 -24', '16 16 3');}; void() player_diee6 = [ $deathe6, player_diee7 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diee7 = [ $deathe7, player_diee8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diee8 = [ $deathe8, player_diee9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_diee9 = [ $deathe9, player_diee9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {body_solid('-16 -16 -24', '16 16 24');}; void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {body_solid('-16 -16 -24', '16 16 21');}; void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {body_solid('-16 -16 -24', '16 16 15');}; void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {body_solid('-16 -16 -24', '16 16 3');}; void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; /*QUAKED dead_player (1 0 0) (-16 -16 -24) (16 16 0) */ void() dead_player = { local float r; r = random() * 5; if (r < 1) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_diea11, 6, 5, HEALTHBODY); else if (r < 2) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_dieb9 , 6, 5, HEALTHBODY); else if (r < 3) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_diec15, 6, 5, HEALTHBODY); else if (r < 4) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_died9 , 6, 5, HEALTHBODY); else deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_diee9 , 6, 5, HEALTHBODY); }; /*QUAKED dead_player_axe (1 0 0) (-16 -16 -24) (16 16 0) */ void() dead_player_axe = { deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_die_ax9, 6, 5, HEALTHBODY); };