1
2// prototypes
3void () W_WeaponFrame;
4void() W_SetCurrentAmmo;
5void() player_pain;
6void() player_stand1;
7void (vector org) spawn_tfog;
8void (vector org, entity death_owner) spawn_tdeath;
9
10float   modelindex_eyes, modelindex_player;
11
12/*
13=============================================================================
14
15				LEVEL CHANGING / INTERMISSION
16
17=============================================================================
18*/
19
20string nextmap;
21
22float   intermission_running;
23float   intermission_exittime;
24
25/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
26This is the camera point for the intermission.
27Use mangle instead of angle, so you can set pitch or roll as well as yaw.  'pitch roll yaw'
28*/
29void() info_intermission =
30{
31	self.angles = self.mangle;      // so C can get at it
32};
33
34
35
36void() SetChangeParms =
37{
38	if (self.health <= 0)
39	{
40		SetNewParms ();
41		return;
42	}
43
44// remove items
45	self.items = self.items - (self.items &
46	(IT_KEY1 | IT_KEY2 | IT_INVISIBILITY | IT_INVULNERABILITY | IT_SUIT | IT_QUAD) );
47
48// cap super health
49	if (self.health > 100)
50		self.health = 100;
51	if (self.health < 50)
52		self.health = 50;
53	parm1 = self.items;
54	parm2 = self.health;
55	parm3 = self.armorvalue;
56	if (self.ammo_shells < 25)
57		parm4 = 25;
58	else
59		parm4 = self.ammo_shells;
60	parm5 = self.ammo_nails;
61	parm6 = self.ammo_rockets;
62	parm7 = self.ammo_cells;
63	parm8 = self.weapon;
64	parm9 = self.armortype * 100;
65};
66
67void() SetNewParms =
68{
69	parm1 = IT_SHOTGUN | IT_AXE;
70	parm2 = 100;
71	parm3 = 0;
72	parm4 = 25;
73	parm5 = 0;
74	parm6 = 0;
75	parm7 = 0;
76	parm8 = 1;
77	parm9 = 0;
78};
79
80void() DecodeLevelParms =
81{
82	if (serverflags)
83	{
84		if (world.model == "maps/start.bsp")
85			SetNewParms ();         // take away all stuff on starting new episode
86	}
87
88	self.items = parm1;
89	self.health = parm2;
90	self.armorvalue = parm3;
91	self.ammo_shells = parm4;
92	self.ammo_nails = parm5;
93	self.ammo_rockets = parm6;
94	self.ammo_cells = parm7;
95	self.weapon = parm8;
96	self.armortype = parm9 * 0.01;
97};
98
99/*
100============
101FindIntermission
102
103Returns the entity to view from
104============
105*/
106entity() FindIntermission =
107{
108	local   entity spot;
109	local   float cyc;
110
111// look for info_intermission first
112	spot = find (world, classname, "info_intermission");
113	if (spot)
114	{       // pick a random one
115		cyc = random() * 4;
116		while (cyc > 1)
117		{
118			spot = find (spot, classname, "info_intermission");
119			if (!spot)
120				spot = find (spot, classname, "info_intermission");
121			cyc = cyc - 1;
122		}
123		return spot;
124	}
125
126// then look for the start position
127	spot = find (world, classname, "info_player_start");
128	if (spot)
129		return spot;
130
131	objerror ("FindIntermission: no spot");
132};
133
134
135void() GotoNextMap =
136{
137	local string newmap;
138
139//ZOID: 12-13-96, samelevel is overloaded, only 1 works for same level
140
141	if (cvar("samelevel") == 1)     // if samelevel is set, stay on same level
142		changelevel (mapname);
143	else {
144		// configurable map lists, see if the current map exists as a
145		// serverinfo/localinfo var
146		newmap = infokey(world, mapname);
147		if (newmap != "")
148			changelevel (newmap);
149		else
150			changelevel (nextmap);
151	}
152};
153
154
155
156/*
157============
158IntermissionThink
159
160When the player presses attack or jump, change to the next level
161============
162*/
163void() IntermissionThink =
164{
165	if (time < intermission_exittime)
166		return;
167
168	if (!self.button0 && !self.button1 && !self.button2)
169		return;
170
171	GotoNextMap ();
172};
173
174/*
175============
176execute_changelevel
177
178The global "nextmap" has been set previously.
179Take the players to the intermission spot
180============
181*/
182void() execute_changelevel =
183{
184	local entity    pos;
185
186	intermission_running = 1;
187
188// enforce a wait time before allowing changelevel
189	intermission_exittime = time + 5;
190
191	pos = FindIntermission ();
192
193// play intermission music
194	WriteByte (MSG_ALL, SVC_CDTRACK);
195	WriteByte (MSG_ALL, 3);
196
197	WriteByte (MSG_ALL, SVC_INTERMISSION);
198	WriteCoord (MSG_ALL, pos.origin_x);
199	WriteCoord (MSG_ALL, pos.origin_y);
200	WriteCoord (MSG_ALL, pos.origin_z);
201	WriteAngle (MSG_ALL, pos.mangle_x);
202	WriteAngle (MSG_ALL, pos.mangle_y);
203	WriteAngle (MSG_ALL, pos.mangle_z);
204
205	other = find (world, classname, "player");
206	while (other != world)
207	{
208		other.takedamage = DAMAGE_NO;
209		other.solid = SOLID_NOT;
210		other.movetype = MOVETYPE_NONE;
211		other.modelindex = 0;
212		other = find (other, classname, "player");
213	}
214
215};
216
217
218void() changelevel_touch =
219{
220	local entity    pos;
221
222	if (other.classname != "player")
223		return;
224
225// if "noexit" is set, blow up the player trying to leave
226//ZOID, 12-13-96, noexit isn't supported in QW.  Overload samelevel
227//      if ((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start")))
228	if ((cvar("samelevel") == 2) || ((cvar("samelevel") == 3) && (mapname != "start")))
229	{
230		T_Damage (other, self, self, 50000);
231		return;
232	}
233
234	bprint (PRINT_HIGH, other.netname);
235	bprint (PRINT_HIGH," exited the level\n");
236
237	nextmap = self.map;
238
239	SUB_UseTargets ();
240
241	self.touch = SUB_Null;
242
243// we can't move people right now, because touch functions are called
244// in the middle of C movement code, so set a think time to do it
245	self.think = execute_changelevel;
246	self.nextthink = time + 0.1;
247};
248
249/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
250When the player touches this, he gets sent to the map listed in the "map" variable.  Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
251*/
252void() trigger_changelevel =
253{
254	if (!self.map)
255		objerror ("chagnelevel trigger doesn't have map");
256
257	InitTrigger ();
258	self.touch = changelevel_touch;
259};
260
261
262/*
263=============================================================================
264
265				PLAYER GAME EDGE FUNCTIONS
266
267=============================================================================
268*/
269
270void() set_suicide_frame;
271
272// called by ClientKill and DeadThink
273void() respawn =
274{
275	// make a copy of the dead body for appearances sake
276	CopyToBodyQue (self);
277	// set default spawn parms
278	SetNewParms ();
279	// respawn
280	PutClientInServer ();
281};
282
283
284/*
285============
286ClientKill
287
288Player entered the suicide command
289============
290*/
291void() ClientKill =
292{
293	bprint (PRINT_MEDIUM, self.netname);
294	bprint (PRINT_MEDIUM, " suicides\n");
295	set_suicide_frame ();
296	self.modelindex = modelindex_player;
297	logfrag (self, self);
298	self.frags = self.frags - 2;    // extra penalty
299	respawn ();
300};
301
302float(vector v) CheckSpawnPoint =
303{
304	return FALSE;
305};
306
307/*
308============
309SelectSpawnPoint
310
311Returns the entity to spawn at
312============
313*/
314entity() SelectSpawnPoint =
315{
316	local   entity spot, newspot, thing;
317	local   float   numspots, totalspots;
318	local   float   rnum, pcount;
319	local   float   rs;
320	local entity spots;
321
322	numspots = 0;
323	totalspots = 0;
324
325// testinfo_player_start is only found in regioned levels
326	spot = find (world, classname, "testplayerstart");
327	if (spot)
328		return spot;
329
330// choose a info_player_deathmatch point
331
332// ok, find all spots that don't have players nearby
333
334	spots = world;
335	spot = find (world, classname, "info_player_deathmatch");
336	while (spot)
337	{
338		totalspots = totalspots + 1;
339
340		thing=findradius(spot.origin, 84);
341		pcount=0;
342		while (thing)
343		{
344			if (thing.classname == "player")
345				pcount=pcount + 1;
346			thing=thing.chain;
347		}
348		if (pcount == 0) {
349			spot.goalentity = spots;
350			spots = spot;
351			numspots = numspots + 1;
352		}
353
354		// Get the next spot in the chain
355		spot = find (spot, classname, "info_player_deathmatch");
356	}
357	totalspots=totalspots - 1;
358	if (!numspots) {
359		// ack, they are all full, just pick one at random
360//		bprint (PRINT_HIGH, "Ackk! All spots are full. Selecting random spawn spot\n");
361		totalspots = rint((random() * totalspots));
362		spot = find (world, classname, "info_player_deathmatch");
363		while (totalspots > 0) {
364			totalspots = totalspots - 1;
365			spot = find (spot, classname, "info_player_deathmatch");
366		}
367		return spot;
368	}
369
370// We now have the number of spots available on the map in numspots
371
372	// Generate a random number between 1 and numspots
373
374	numspots = numspots - 1;
375
376	numspots = rint((random() * numspots ) );
377
378	spot = spots;
379	while (numspots > 0) {
380		spot = spot.goalentity;
381		numspots = numspots - 1;
382	}
383	return spot;
384
385};
386void() DecodeLevelParms;
387void() PlayerDie;
388
389/*
390===========
391ValidateUser
392
393
394============
395*/
396float(entity e) ValidateUser =
397{
398/*
399	local string    s;
400	local string    userclan;
401	local float     rank, rankmin, rankmax;
402
403//
404// if the server has set "clan1" and "clan2", then it
405// is a clan match that will allow only those two clans in
406//
407	s = serverinfo("clan1");
408	if (s)
409	{
410		userclan = masterinfo(e,"clan");
411		if (s == userclan)
412			return true;
413		s = serverinfo("clan2");
414		if (s == userclan)
415			return true;
416		return false;
417	}
418
419//
420// if the server has set "rankmin" and/or "rankmax" then
421// the users rank must be between those two values
422//
423	s = masterinfo (e, "rank");
424	rank = stof (s);
425
426	s = serverinfo("rankmin");
427	if (s)
428	{
429		rankmin = stof (s);
430		if (rank < rankmin)
431			return false;
432	}
433	s = serverinfo("rankmax");
434	if (s)
435	{
436		rankmax = stof (s);
437		if (rankmax < rank)
438			return false;
439	}
440
441	return true;
442*/
443};
444
445
446/*
447===========
448PutClientInServer
449
450called each time a player enters a new level
451============
452*/
453void() PutClientInServer =
454{
455	local   entity spot;
456	local 	string	s;
457
458	self.classname = "player";
459	self.health = 100;
460	self.takedamage = DAMAGE_AIM;
461	self.solid = SOLID_SLIDEBOX;
462	self.movetype = MOVETYPE_WALK;
463	self.show_hostile = 0;
464	self.max_health = 100;
465	self.flags = FL_CLIENT;
466	self.air_finished = time + 12;
467	self.dmg = 2;                   // initial water damage
468	self.super_damage_finished = 0;
469	self.radsuit_finished = 0;
470	self.invisible_finished = 0;
471	self.invincible_finished = 0;
472	self.effects = 0;
473	self.invincible_time = 0;
474
475	DecodeLevelParms ();
476
477	W_SetCurrentAmmo ();
478
479	self.attack_finished = time;
480	self.th_pain = player_pain;
481	self.th_die = PlayerDie;
482
483	self.deadflag = DEAD_NO;
484// paustime is set by teleporters to keep the player from moving a while
485	self.pausetime = 0;
486
487	spot = SelectSpawnPoint ();
488
489	self.origin = spot.origin + '0 0 1';
490	self.angles = spot.angles;
491	self.fixangle = TRUE;           // turn this way immediately
492
493// oh, this is a hack!
494	setmodel (self, "progs/eyes.mdl");
495	modelindex_eyes = self.modelindex;
496
497	setmodel (self, "progs/player.mdl");
498	modelindex_player = self.modelindex;
499
500	setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
501
502	self.view_ofs = '0 0 22';
503
504// Mod - Xian (May.20.97)
505// Bug where player would have velocity from their last kill
506
507	self.velocity = '0 0 0';
508
509	player_stand1 ();
510
511	makevectors(self.angles);
512	spawn_tfog (self.origin + v_forward*20);
513
514	spawn_tdeath (self.origin, self);
515
516	// Set Rocket Jump Modifiers
517	if (stof(infokey(world, "rj")) != 0)
518	{
519		rj = stof(infokey(world, "rj"));
520	}
521
522	if (deathmatch == 4)
523	{
524		self.ammo_shells = 0;
525		if (stof(infokey(world, "axe")) == 0)
526		{
527			self.ammo_nails = 255;
528			self.ammo_shells = 255;
529			self.ammo_rockets = 255;
530			self.ammo_cells = 255;
531			self.items = self.items | IT_NAILGUN;
532			self.items = self.items | IT_SUPER_NAILGUN;
533			self.items = self.items | IT_SUPER_SHOTGUN;
534			self.items = self.items | IT_ROCKET_LAUNCHER;
535//		self.items = self.items | IT_GRENADE_LAUNCHER;
536			self.items = self.items | IT_LIGHTNING;
537		}
538		self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
539		self.armorvalue = 200;
540		self.armortype = 0.8;
541		self.health = 250;
542		self.items = self.items | IT_INVULNERABILITY;
543		self.invincible_time = 1;
544		self.invincible_finished = time + 3;
545	}
546
547	if (deathmatch == 5)
548	{
549		self.ammo_nails = 80;
550		self.ammo_shells = 30;
551		self.ammo_rockets = 10;
552		self.ammo_cells = 30;
553		self.items = self.items | IT_NAILGUN;
554		self.items = self.items | IT_SUPER_NAILGUN;
555		self.items = self.items | IT_SUPER_SHOTGUN;
556		self.items = self.items | IT_ROCKET_LAUNCHER;
557		self.items = self.items | IT_GRENADE_LAUNCHER;
558		self.items = self.items | IT_LIGHTNING;
559		self.items = self.items - (self.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3)) + IT_ARMOR3;
560		self.armorvalue = 200;
561		self.armortype = 0.8;
562		self.health = 200;
563		self.items = self.items | IT_INVULNERABILITY;
564		self.invincible_time = 1;
565		self.invincible_finished = time + 3;
566	}
567
568
569};
570
571
572/*
573=============================================================================
574
575				QUAKED FUNCTIONS
576
577=============================================================================
578*/
579
580
581/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
582The normal starting point for a level.
583*/
584void() info_player_start =
585{
586};
587
588
589/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
590Only used on start map for the return point from an episode.
591*/
592void() info_player_start2 =
593{
594};
595
596/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
597potential spawning position for deathmatch games
598*/
599void() info_player_deathmatch =
600{
601};
602
603/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
604potential spawning position for coop games
605*/
606void() info_player_coop =
607{
608};
609
610/*
611===============================================================================
612
613RULES
614
615===============================================================================
616*/
617
618/*
619go to the next level for deathmatch
620*/
621void() NextLevel =
622{
623	local entity o;
624	local string newmap;
625
626	if (nextmap != "")
627		return; // already done
628
629	if (mapname == "start")
630	{
631		if (!cvar("registered"))
632		{
633			mapname = "e1m1";
634		}
635		else if (!(serverflags & 1))
636		{
637			mapname = "e1m1";
638			serverflags = serverflags | 1;
639		}
640		else if (!(serverflags & 2))
641		{
642			mapname = "e2m1";
643			serverflags = serverflags | 2;
644		}
645		else if (!(serverflags & 4))
646		{
647			mapname = "e3m1";
648			serverflags = serverflags | 4;
649		}
650		else if (!(serverflags & 8))
651		{
652			mapname = "e4m1";
653			serverflags = serverflags - 7;
654		}
655
656		o = spawn();
657		o.map = mapname;
658	}
659	else
660	{
661		// find a trigger changelevel
662		o = find(world, classname, "trigger_changelevel");
663		if (!o || mapname == "start")
664		{       // go back to same map if no trigger_changelevel
665			o = spawn();
666			o.map = mapname;
667		}
668	}
669
670	nextmap = o.map;
671
672	if (o.nextthink < time)
673	{
674		o.think = execute_changelevel;
675		o.nextthink = time + 0.1;
676	}
677};
678
679/*
680============
681CheckRules
682
683Exit deathmatch games upon conditions
684============
685*/
686void() CheckRules =
687{
688	if (timelimit && time >= timelimit)
689		NextLevel ();
690
691	if (fraglimit && self.frags >= fraglimit)
692		NextLevel ();
693};
694
695//============================================================================
696
697void() PlayerDeathThink =
698{
699	local entity    old_self;
700	local float             forward;
701
702	if ((self.flags & FL_ONGROUND))
703	{
704		forward = vlen (self.velocity);
705		forward = forward - 20;
706		if (forward <= 0)
707			self.velocity = '0 0 0';
708		else
709			self.velocity = forward * normalize(self.velocity);
710	}
711
712// wait for all buttons released
713	if (self.deadflag == DEAD_DEAD)
714	{
715		if (self.button2 || self.button1 || self.button0)
716			return;
717		self.deadflag = DEAD_RESPAWNABLE;
718		return;
719	}
720
721// wait for any button down
722	if (!self.button2 && !self.button1 && !self.button0)
723		return;
724
725	self.button0 = 0;
726	self.button1 = 0;
727	self.button2 = 0;
728	respawn();
729};
730
731
732void() PlayerJump =
733{
734	local vector start, end;
735
736	if (self.flags & FL_WATERJUMP)
737		return;
738
739	if (self.waterlevel >= 2)
740	{
741// play swiming sound
742		if (self.swim_flag < time)
743		{
744			self.swim_flag = time + 1;
745			if (random() < 0.5)
746				sound (self, CHAN_BODY, "misc/water1.wav", 1, ATTN_NORM);
747			else
748				sound (self, CHAN_BODY, "misc/water2.wav", 1, ATTN_NORM);
749		}
750
751		return;
752	}
753
754	if (!(self.flags & FL_ONGROUND))
755		return;
756
757	if ( !(self.flags & FL_JUMPRELEASED) )
758		return;         // don't pogo stick
759
760	self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
761	self.button2 = 0;
762
763// player jumping sound
764	sound (self, CHAN_BODY, "player/plyrjmp8.wav", 1, ATTN_NORM);
765};
766
767
768/*
769===========
770WaterMove
771
772============
773*/
774.float  dmgtime;
775
776void() WaterMove =
777{
778//dprint (ftos(self.waterlevel));
779	if (self.movetype == MOVETYPE_NOCLIP)
780		return;
781	if (self.health < 0)
782		return;
783
784	if (self.waterlevel != 3)
785	{
786		if (self.air_finished < time)
787			sound (self, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
788		else if (self.air_finished < time + 9)
789			sound (self, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
790		self.air_finished = time + 12;
791		self.dmg = 2;
792	}
793	else if (self.air_finished < time)
794	{       // drown!
795		if (self.pain_finished < time)
796		{
797			self.dmg = self.dmg + 2;
798			if (self.dmg > 15)
799				self.dmg = 10;
800			T_Damage (self, world, world, self.dmg);
801			self.pain_finished = time + 1;
802		}
803	}
804
805	if (!self.waterlevel)
806	{
807		if (self.flags & FL_INWATER)
808		{
809			// play leave water sound
810			sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
811			self.flags = self.flags - FL_INWATER;
812		}
813		return;
814	}
815
816	if (self.watertype == CONTENT_LAVA)
817	{       // do damage
818		if (self.dmgtime < time)
819		{
820			if (self.radsuit_finished > time)
821				self.dmgtime = time + 1;
822			else
823				self.dmgtime = time + 0.2;
824
825			T_Damage (self, world, world, 10*self.waterlevel);
826		}
827	}
828	else if (self.watertype == CONTENT_SLIME)
829	{       // do damage
830		if (self.dmgtime < time && self.radsuit_finished < time)
831		{
832			self.dmgtime = time + 1;
833			T_Damage (self, world, world, 4*self.waterlevel);
834		}
835	}
836
837	if ( !(self.flags & FL_INWATER) )
838	{
839
840// player enter water sound
841
842		if (self.watertype == CONTENT_LAVA)
843			sound (self, CHAN_BODY, "player/inlava.wav", 1, ATTN_NORM);
844		if (self.watertype == CONTENT_WATER)
845			sound (self, CHAN_BODY, "player/inh2o.wav", 1, ATTN_NORM);
846		if (self.watertype == CONTENT_SLIME)
847			sound (self, CHAN_BODY, "player/slimbrn2.wav", 1, ATTN_NORM);
848
849		self.flags = self.flags + FL_INWATER;
850		self.dmgtime = 0;
851	}
852};
853
854void() CheckWaterJump =
855{
856	local vector start, end;
857
858// check for a jump-out-of-water
859	makevectors (self.angles);
860	start = self.origin;
861	start_z = start_z + 8;
862	v_forward_z = 0;
863	normalize(v_forward);
864	end = start + v_forward*24;
865	traceline (start, end, TRUE, self);
866	if (trace_fraction < 1)
867	{       // solid at waist
868		start_z = start_z + self.maxs_z - 8;
869		end = start + v_forward*24;
870		self.movedir = trace_plane_normal * -50;
871		traceline (start, end, TRUE, self);
872		if (trace_fraction == 1)
873		{       // open at eye level
874			self.flags = self.flags | FL_WATERJUMP;
875			self.velocity_z = 225;
876			self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
877			self.teleport_time = time + 2;  // safety net
878			return;
879		}
880	}
881};
882
883/*
884================
885PlayerPreThink
886
887Called every frame before physics are run
888================
889*/
890void() PlayerPreThink =
891{
892	local   float   mspeed, aspeed;
893	local   float   r;
894
895	if (intermission_running)
896	{
897		IntermissionThink ();   // otherwise a button could be missed between
898		return;                                 // the think tics
899	}
900
901	if (self.view_ofs == '0 0 0')
902		return;         // intermission or finale
903
904	makevectors (self.v_angle);             // is this still used
905
906        self.deathtype = "";
907
908	CheckRules ();
909	WaterMove ();
910/*
911	if (self.waterlevel == 2)
912		CheckWaterJump ();
913*/
914
915	if (self.deadflag >= DEAD_DEAD)
916	{
917		PlayerDeathThink ();
918		return;
919	}
920
921	if (self.deadflag == DEAD_DYING)
922		return; // dying, so do nothing
923
924	if (self.button2)
925	{
926		PlayerJump ();
927	}
928	else
929		self.flags = self.flags | FL_JUMPRELEASED;
930
931// teleporters can force a non-moving pause time
932	if (time < self.pausetime)
933		self.velocity = '0 0 0';
934
935	if(time > self.attack_finished && self.currentammo == 0 && self.weapon != IT_AXE)
936	{
937		self.weapon = W_BestWeapon ();
938		W_SetCurrentAmmo ();
939	}
940};
941
942/*
943================
944CheckPowerups
945
946Check for turning off powerups
947================
948*/
949void() CheckPowerups =
950{
951	if (self.health <= 0)
952		return;
953
954// invisibility
955	if (self.invisible_finished)
956	{
957// sound and screen flash when items starts to run out
958		if (self.invisible_sound < time)
959		{
960			sound (self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
961			self.invisible_sound = time + ((random() * 3) + 1);
962		}
963
964
965		if (self.invisible_finished < time + 3)
966		{
967			if (self.invisible_time == 1)
968			{
969				sprint (self, PRINT_HIGH, "Ring of Shadows magic is fading\n");
970				stuffcmd (self, "bf\n");
971				sound (self, CHAN_AUTO, "items/inv2.wav", 1, ATTN_NORM);
972				self.invisible_time = time + 1;
973			}
974
975			if (self.invisible_time < time)
976			{
977				self.invisible_time = time + 1;
978				stuffcmd (self, "bf\n");
979			}
980		}
981
982		if (self.invisible_finished < time)
983		{       // just stopped
984			self.items = self.items - IT_INVISIBILITY;
985			self.invisible_finished = 0;
986			self.invisible_time = 0;
987		}
988
989	// use the eyes
990		self.frame = 0;
991		self.modelindex = modelindex_eyes;
992	}
993	else
994		self.modelindex = modelindex_player;    // don't use eyes
995
996// invincibility
997	if (self.invincible_finished)
998	{
999// sound and screen flash when items starts to run out
1000		if (self.invincible_finished < time + 3)
1001		{
1002			if (self.invincible_time == 1)
1003			{
1004				sprint (self, PRINT_HIGH, "Protection is almost burned out\n");
1005				stuffcmd (self, "bf\n");
1006				sound (self, CHAN_AUTO, "items/protect2.wav", 1, ATTN_NORM);
1007				self.invincible_time = time + 1;
1008			}
1009
1010			if (self.invincible_time < time)
1011			{
1012				self.invincible_time = time + 1;
1013				stuffcmd (self, "bf\n");
1014			}
1015		}
1016
1017		if (self.invincible_finished < time)
1018		{       // just stopped
1019			self.items = self.items - IT_INVULNERABILITY;
1020			self.invincible_time = 0;
1021			self.invincible_finished = 0;
1022		}
1023		if (self.invincible_finished > time)
1024		{
1025			self.effects = self.effects | EF_DIMLIGHT;
1026			self.effects = self.effects | EF_RED;
1027		}
1028		else
1029		{
1030			self.effects = self.effects - (self.effects & EF_DIMLIGHT);
1031			self.effects = self.effects - (self.effects & EF_RED);
1032		}
1033	}
1034
1035// super damage
1036	if (self.super_damage_finished)
1037	{
1038
1039// sound and screen flash when items starts to run out
1040
1041		if (self.super_damage_finished < time + 3)
1042		{
1043			if (self.super_time == 1)
1044			{
1045				if (deathmatch == 4)
1046					sprint (self, PRINT_HIGH, "OctaPower is wearing off\n");
1047				else
1048					sprint (self, PRINT_HIGH, "Quad Damage is wearing off\n");
1049				stuffcmd (self, "bf\n");
1050				sound (self, CHAN_AUTO, "items/damage2.wav", 1, ATTN_NORM);
1051				self.super_time = time + 1;
1052			}
1053
1054			if (self.super_time < time)
1055			{
1056				self.super_time = time + 1;
1057				stuffcmd (self, "bf\n");
1058			}
1059		}
1060
1061		if (self.super_damage_finished < time)
1062		{       // just stopped
1063			self.items = self.items - IT_QUAD;
1064			if (deathmatch == 4)
1065			{
1066				self.ammo_cells = 255;
1067				self.armorvalue = 1;
1068				self.armortype = 0.8;
1069				self.health = 100;
1070			}
1071			self.super_damage_finished = 0;
1072			self.super_time = 0;
1073		}
1074		if (self.super_damage_finished > time)
1075		{
1076			self.effects = self.effects | EF_DIMLIGHT;
1077			self.effects = self.effects | EF_BLUE;
1078		}
1079		else
1080		{
1081			self.effects = self.effects - (self.effects & EF_DIMLIGHT);
1082			self.effects = self.effects - (self.effects & EF_BLUE);
1083		}
1084	}
1085
1086// suit
1087	if (self.radsuit_finished)
1088	{
1089		self.air_finished = time + 12;          // don't drown
1090
1091// sound and screen flash when items starts to run out
1092		if (self.radsuit_finished < time + 3)
1093		{
1094			if (self.rad_time == 1)
1095			{
1096				sprint (self, PRINT_HIGH, "Air supply in Biosuit expiring\n");
1097				stuffcmd (self, "bf\n");
1098				sound (self, CHAN_AUTO, "items/suit2.wav", 1, ATTN_NORM);
1099				self.rad_time = time + 1;
1100			}
1101
1102			if (self.rad_time < time)
1103			{
1104				self.rad_time = time + 1;
1105				stuffcmd (self, "bf\n");
1106			}
1107		}
1108
1109		if (self.radsuit_finished < time)
1110		{       // just stopped
1111			self.items = self.items - IT_SUIT;
1112			self.rad_time = 0;
1113			self.radsuit_finished = 0;
1114		}
1115	}
1116
1117};
1118
1119
1120/*
1121================
1122PlayerPostThink
1123
1124Called every frame after physics are run
1125================
1126*/
1127void() PlayerPostThink =
1128{
1129	local   float   mspeed, aspeed;
1130	local   float   r;
1131
1132//dprint ("post think\n");
1133	if (self.view_ofs == '0 0 0')
1134		return;         // intermission or finale
1135	if (self.deadflag)
1136		return;
1137
1138// check to see if player landed and play landing sound
1139	if ((self.jump_flag < -300) && (self.flags & FL_ONGROUND) )
1140	{
1141		if (self.watertype == CONTENT_WATER)
1142			sound (self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
1143		else if (self.jump_flag < -650)
1144		{
1145			self.deathtype = "falling";
1146			T_Damage (self, world, world, 5);
1147			sound (self, CHAN_VOICE, "player/land2.wav", 1, ATTN_NORM);
1148		}
1149		else
1150			sound (self, CHAN_VOICE, "player/land.wav", 1, ATTN_NORM);
1151	}
1152
1153	self.jump_flag = self.velocity_z;
1154
1155	CheckPowerups ();
1156
1157	W_WeaponFrame ();
1158
1159};
1160
1161
1162/*
1163===========
1164ClientConnect
1165
1166called when a player connects to a server
1167============
1168*/
1169void() ClientConnect =
1170{
1171	bprint (PRINT_HIGH, self.netname);
1172	bprint (PRINT_HIGH, " entered the game\n");
1173
1174// a client connecting during an intermission can cause problems
1175	if (intermission_running)
1176		GotoNextMap ();
1177};
1178
1179
1180/*
1181===========
1182ClientDisconnect
1183
1184called when a player disconnects from a server
1185============
1186*/
1187void() ClientDisconnect =
1188{
1189	// let everyone else know
1190	bprint (PRINT_HIGH, self.netname);
1191		bprint (PRINT_HIGH, " left the game with ");
1192		bprint (PRINT_HIGH, ftos(self.frags));
1193		bprint (PRINT_HIGH, " frags\n");
1194	sound (self, CHAN_BODY, "player/tornoff2.wav", 1, ATTN_NONE);
1195	set_suicide_frame ();
1196};
1197
1198/*
1199===========
1200ClientObituary
1201
1202called when a player dies
1203============
1204*/
1205
1206void(entity targ, entity attacker) ClientObituary =
1207{
1208	local   float rnum;
1209	local   string deathstring, deathstring2;
1210	local   string s;
1211	local   string  attackerteam, targteam;
1212
1213	rnum = random();
1214	//ZOID 12-13-96: self.team doesn't work in QW.  Use keys
1215	attackerteam = infokey(attacker, "team");
1216	targteam = infokey(targ, "team");
1217
1218	if (targ.classname == "player")
1219	{
1220
1221		if (deathmatch > 3)
1222		{
1223			if (targ.deathtype == "selfwater")
1224			{
1225				bprint (PRINT_MEDIUM, targ.netname);
1226				bprint (PRINT_MEDIUM," electrocutes himself.\n ");
1227				targ.frags = targ.frags - 1;
1228				return;
1229			}
1230		}
1231
1232		if (attacker.classname == "teledeath")
1233		{
1234			bprint (PRINT_MEDIUM,targ.netname);
1235			bprint (PRINT_MEDIUM," was telefragged by ");
1236			bprint (PRINT_MEDIUM,attacker.owner.netname);
1237			bprint (PRINT_MEDIUM,"\n");
1238			logfrag (attacker.owner, targ);
1239
1240			attacker.owner.frags = attacker.owner.frags + 1;
1241			return;
1242		}
1243
1244		if (attacker.classname == "teledeath2")
1245		{
1246			bprint (PRINT_MEDIUM,"Satan's power deflects ");
1247			bprint (PRINT_MEDIUM,targ.netname);
1248			bprint (PRINT_MEDIUM,"'s telefrag\n");
1249
1250			targ.frags = targ.frags - 1;
1251			logfrag (targ, targ);
1252			return;
1253		}
1254
1255		// double 666 telefrag (can happen often in deathmatch 4)
1256		if (attacker.classname == "teledeath3")
1257		{
1258			bprint (PRINT_MEDIUM,targ.netname);
1259			bprint (PRINT_MEDIUM," was telefragged by ");
1260			bprint (PRINT_MEDIUM,attacker.owner.netname);
1261			bprint (PRINT_MEDIUM, "'s Satan's power\n");
1262			targ.frags = targ.frags - 1;
1263			logfrag (targ, targ);
1264			return;
1265		}
1266
1267
1268		if (targ.deathtype == "squish")
1269		{
1270			if (teamplay && targteam == attackerteam && attackerteam != "" && targ != attacker)
1271			{
1272				logfrag (attacker, attacker);
1273				attacker.frags = attacker.frags - 1;
1274				bprint (PRINT_MEDIUM,attacker.netname);
1275				bprint (PRINT_MEDIUM," squished a teammate\n");
1276				return;
1277			}
1278			else if (attacker.classname == "player" && attacker != targ)
1279			{
1280				bprint (PRINT_MEDIUM, attacker.netname);
1281				bprint (PRINT_MEDIUM," squishes ");
1282				bprint (PRINT_MEDIUM,targ.netname);
1283				bprint (PRINT_MEDIUM,"\n");
1284				logfrag (attacker, targ);
1285				attacker.frags = attacker.frags + 1;
1286				return;
1287			}
1288			else
1289			{
1290				logfrag (targ, targ);
1291				targ.frags = targ.frags - 1;            // killed self
1292				bprint (PRINT_MEDIUM,targ.netname);
1293				bprint (PRINT_MEDIUM," was squished\n");
1294				return;
1295			}
1296		}
1297
1298		if (attacker.classname == "player")
1299		{
1300			if (targ == attacker)
1301			{
1302				// killed self
1303				logfrag (attacker, attacker);
1304				attacker.frags = attacker.frags - 1;
1305				bprint (PRINT_MEDIUM,targ.netname);
1306				if (targ.deathtype == "grenade")
1307					bprint (PRINT_MEDIUM," tries to put the pin back in\n");
1308				else if (targ.deathtype == "rocket")
1309					bprint (PRINT_MEDIUM," becomes bored with life\n");
1310				else if (targ.weapon == 64 && targ.waterlevel > 1)
1311				{
1312					if (targ.watertype == CONTENT_SLIME)
1313						bprint (PRINT_MEDIUM," discharges into the slime\n");
1314					else if (targ.watertype == CONTENT_LAVA)
1315						bprint (PRINT_MEDIUM," discharges into the lava\n");
1316					else
1317						bprint (PRINT_MEDIUM," discharges into the water.\n");
1318				}
1319				else
1320					bprint (PRINT_MEDIUM," becomes bored with life\n");
1321				return;
1322			}
1323			else if ( (teamplay == 2) && (targteam == attackerteam) &&
1324				(attackerteam != "") )
1325			{
1326				if (rnum < 0.25)
1327					deathstring = " mows down a teammate\n";
1328				else if (rnum < 0.50)
1329					deathstring = " checks his glasses\n";
1330				else if (rnum < 0.75)
1331					deathstring = " gets a frag for the other team\n";
1332				else
1333					deathstring = " loses another friend\n";
1334				bprint (PRINT_MEDIUM, attacker.netname);
1335				bprint (PRINT_MEDIUM, deathstring);
1336				attacker.frags = attacker.frags - 1;
1337				//ZOID 12-13-96:  killing a teammate logs as suicide
1338				logfrag (attacker, attacker);
1339				return;
1340			}
1341			else
1342			{
1343				logfrag (attacker, targ);
1344				attacker.frags = attacker.frags + 1;
1345
1346				rnum = attacker.weapon;
1347				if (targ.deathtype == "nail")
1348				{
1349					deathstring = " was nailed by ";
1350					deathstring2 = "\n";
1351				}
1352				else if (targ.deathtype == "supernail")
1353				{
1354					deathstring = " was punctured by ";
1355					deathstring2 = "\n";
1356				}
1357				else if (targ.deathtype == "grenade")
1358				{
1359					deathstring = " eats ";
1360					deathstring2 = "'s pineapple\n";
1361					if (targ.health < -40)
1362					{
1363						deathstring = " was gibbed by ";
1364						deathstring2 = "'s grenade\n";
1365					}
1366				}
1367				else if (targ.deathtype == "rocket")
1368				{
1369					if (attacker.super_damage_finished > 0 && targ.health < -40)
1370					{
1371						rnum = random();
1372						if (rnum < 0.3)
1373							deathstring = " was brutalized by ";
1374						else if (rnum < 0.6)
1375							deathstring = " was smeared by ";
1376						else
1377						{
1378							bprint (PRINT_MEDIUM, attacker.netname);
1379							bprint (PRINT_MEDIUM, " rips ");
1380							bprint (PRINT_MEDIUM, targ.netname);
1381							bprint (PRINT_MEDIUM, " a new one\n");
1382							return;
1383						}
1384						deathstring2 = "'s quad rocket\n";
1385					}
1386					else
1387					{
1388						deathstring = " rides ";
1389						deathstring2 = "'s rocket\n";
1390						if (targ.health < -40)
1391						{
1392							deathstring = " was gibbed by ";
1393							deathstring2 = "'s rocket\n" ;
1394						}
1395					}
1396				}
1397				else if (rnum == IT_AXE)
1398				{
1399					deathstring = " was ax-murdered by ";
1400					deathstring2 = "\n";
1401				}
1402				else if (rnum == IT_SHOTGUN)
1403				{
1404					deathstring = " chewed on ";
1405					deathstring2 = "'s boomstick\n";
1406				}
1407				else if (rnum == IT_SUPER_SHOTGUN)
1408				{
1409					deathstring = " ate 2 loads of ";
1410					deathstring2 = "'s buckshot\n";
1411				}
1412				else if (rnum == IT_LIGHTNING)
1413				{
1414					deathstring = " accepts ";
1415					if (attacker.waterlevel > 1)
1416						deathstring2 = "'s discharge\n";
1417					else
1418						deathstring2 = "'s shaft\n";
1419				}
1420				bprint (PRINT_MEDIUM,targ.netname);
1421				bprint (PRINT_MEDIUM,deathstring);
1422				bprint (PRINT_MEDIUM,attacker.netname);
1423				bprint (PRINT_MEDIUM,deathstring2);
1424			}
1425			return;
1426		}
1427		else
1428		{
1429			logfrag (targ, targ);
1430			targ.frags = targ.frags - 1;            // killed self
1431			rnum = targ.watertype;
1432
1433			bprint (PRINT_MEDIUM,targ.netname);
1434			if (rnum == -3)
1435			{
1436				if (random() < 0.5)
1437					bprint (PRINT_MEDIUM," sleeps with the fishes\n");
1438				else
1439					bprint (PRINT_MEDIUM," sucks it down\n");
1440				return;
1441			}
1442			else if (rnum == -4)
1443			{
1444				if (random() < 0.5)
1445					bprint (PRINT_MEDIUM," gulped a load of slime\n");
1446				else
1447					bprint (PRINT_MEDIUM," can't exist on slime alone\n");
1448				return;
1449			}
1450			else if (rnum == -5)
1451			{
1452				if (targ.health < -15)
1453				{
1454					bprint (PRINT_MEDIUM," burst into flames\n");
1455					return;
1456				}
1457				if (random() < 0.5)
1458					bprint (PRINT_MEDIUM," turned into hot slag\n");
1459				else
1460					bprint (PRINT_MEDIUM," visits the Volcano God\n");
1461				return;
1462			}
1463
1464			if (attacker.classname == "explo_box")
1465			{
1466				bprint (PRINT_MEDIUM," blew up\n");
1467				return;
1468			}
1469			if (targ.deathtype == "falling")
1470			{
1471				bprint (PRINT_MEDIUM," fell to his death\n");
1472				return;
1473			}
1474			if (targ.deathtype == "nail" || targ.deathtype == "supernail")
1475			{
1476				bprint (PRINT_MEDIUM," was spiked\n");
1477				return;
1478			}
1479			if (targ.deathtype == "laser")
1480			{
1481				bprint (PRINT_MEDIUM," was zapped\n");
1482				return;
1483			}
1484			if (attacker.classname == "fireball")
1485			{
1486				bprint (PRINT_MEDIUM," ate a lavaball\n");
1487				return;
1488			}
1489			if (attacker.classname == "trigger_changelevel")
1490			{
1491				bprint (PRINT_MEDIUM," tried to leave\n");
1492				return;
1493			}
1494
1495			bprint (PRINT_MEDIUM," died\n");
1496		}
1497	}
1498};
1499