1 2/* 3============================================================================== 4 5PLAYER 6 7============================================================================== 8*/ 9 10$cd id1/models/player_4 11$origin 0 -6 24 12$base base 13$skin skin 14 15// 16// running 17// 18$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6 19 20$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6 21 22// 23// standing 24// 25$frame stand1 stand2 stand3 stand4 stand5 26 27$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6 28$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12 29 30 31// 32// pain 33// 34$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6 35 36$frame pain1 pain2 pain3 pain4 pain5 pain6 37 38 39// 40// death 41// 42 43$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6 44$frame axdeth7 axdeth8 axdeth9 45 46$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8 47$frame deatha9 deatha10 deatha11 48 49$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8 50$frame deathb9 51 52$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8 53$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15 54 55$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7 56$frame deathd8 deathd9 57 58$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7 59$frame deathe8 deathe9 60 61// 62// attacks 63// 64$frame nailatt1 nailatt2 65 66$frame light1 light2 67 68$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6 69 70$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6 71 72$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6 73 74$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6 75 76$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6 77 78$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6 79 80 81/* 82============================================================================== 83PLAYER 84============================================================================== 85*/ 86 87.float playermovestate, playermovebegin; 88 89void() player_move = [$stand1, player_move] 90{ 91 local float m, n, t; 92 93 m = (self.velocity_x || self.velocity_y) + (self.weapon == IT_WEAPON1) * 2; 94 if (m != self.playermovestate) 95 self.playermovebegin = time; 96 self.playermovestate = m; 97 98 if (m == 0) {n = 5;self.frame = $stand1; } // gun stand 99 else if (m == 1) {n = 6;self.frame = $rockrun1;} // gun run 100 else if (m == 2) {n = 12;self.frame = $axstnd1; } // axe stand 101 else {n = 6;self.frame = $axrun1; } // axe run 102 103 t = (time - self.playermovebegin) * 10; 104 t = t - (floor(t / n) * n); 105 self.frame = floor(self.frame + t); 106}; 107 108void() player_movestart = 109{ 110 self.playermovebegin = time; 111 self.playermovestate = -1; 112 player_move(); 113}; 114 115void() W_FireAxe; 116void() player_axe1 = [$axatt1 , player_axe2 ] {}; 117void() player_axe2 = [$axatt2 , player_axe3 ] {}; 118void() player_axe3 = [$axatt3 , player_axe4 ] {W_FireAxe();}; 119void() player_axe4 = [$axatt4 , player_movestart ] {}; 120 121void() player_axeb1 = [$axattb1 , player_axeb2 ] {}; 122void() player_axeb2 = [$axattb2 , player_axeb3 ] {}; 123void() player_axeb3 = [$axattb3 , player_axeb4 ] {W_FireAxe();}; 124void() player_axeb4 = [$axattb4 , player_movestart ] {}; 125 126void() player_axec1 = [$axattc1 , player_axec2 ] {}; 127void() player_axec2 = [$axattc2 , player_axec3 ] {}; 128void() player_axec3 = [$axattc3 , player_axec4 ] {W_FireAxe();}; 129void() player_axec4 = [$axattc4 , player_movestart ] {}; 130 131void() player_axed1 = [$axattd1 , player_axed2 ] {}; 132void() player_axed2 = [$axattd2 , player_axed3 ] {}; 133void() player_axed3 = [$axattd3 , player_axed4 ] {W_FireAxe();}; 134void() player_axed4 = [$axattd4 , player_movestart ] {}; 135 136void() player_shot1 = [$shotatt1 , player_shot2 ] {}; 137void() player_shot2 = [$shotatt2 , player_shot3 ] {}; 138void() player_shot3 = [$shotatt3 , player_shot4 ] {}; 139void() player_shot4 = [$shotatt4 , player_shot5 ] {}; 140void() player_shot5 = [$shotatt5 , player_shot6 ] {}; 141void() player_shot6 = [$shotatt6 , player_movestart ] {}; 142 143void() player_nail1 = [$nailatt1 , player_movestart ] {self.frame = $nailatt1 + ((self.weaponframe - 1) & 1);}; 144 145void() player_rocket1 = [$rockatt1 , player_rocket2 ] {}; 146void() player_rocket2 = [$rockatt2 , player_rocket3 ] {}; 147void() player_rocket3 = [$rockatt3 , player_rocket4 ] {}; 148void() player_rocket4 = [$rockatt4 , player_rocket5 ] {}; 149void() player_rocket5 = [$rockatt5 , player_rocket6 ] {}; 150void() player_rocket6 = [$rockatt6 , player_movestart ] {}; 151 152void() player_light1 = [$light1 , player_movestart ] {self.frame = $light1 + ((self.weaponframe - 1) & 1);}; 153 154//============================================================================ 155 156void(float damgtype) PainSound = 157{ 158 local float rs; 159 160 if (self.health < 1) 161 return; 162 163 // water pain sounds 164 if (self.watertype == CONTENT_WATER && self.waterlevel == 3) 165 { 166 self.bubble_count = self.bubble_count + 1; 167 if (random() > 0.5) 168 sound (self, CHAN_VOICE, "player/drown1.wav", 1, ATTN_NORM); 169 else 170 sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM); 171 return; 172 } 173 174 // slime pain sounds 175 if (self.watertype == CONTENT_SLIME) 176 { 177 if (random() > 0.5) 178 sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); 179 else 180 sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); 181 return; 182 } 183 184 if (self.watertype == CONTENT_LAVA) 185 { 186 if (random() > 0.5) 187 sound (self, CHAN_VOICE, "player/lburn1.wav", 1, ATTN_NORM); 188 else 189 sound (self, CHAN_VOICE, "player/lburn2.wav", 1, ATTN_NORM); 190 return; 191 } 192 193 if (self.pain_finished > time) 194 return; 195 self.pain_finished = time + 0.3; 196 197 // don't make multiple pain sounds right after each other 198 199 // ax pain sound 200 if (damgtype & DTF_AXHIT) 201 { 202 sound (self, CHAN_VOICE, "player/axhit1.wav", 1, ATTN_NORM); 203 return; 204 } 205 206 207 rs = random() * 6; 208 209 if (rs < 1) 210 sound (self, CHAN_VOICE, "player/pain1.wav", 1, ATTN_NORM); 211 else if (rs < 2) 212 sound (self, CHAN_VOICE, "player/pain2.wav", 1, ATTN_NORM); 213 else if (rs < 3) 214 sound (self, CHAN_VOICE, "player/pain3.wav", 1, ATTN_NORM); 215 else if (rs < 4) 216 sound (self, CHAN_VOICE, "player/pain4.wav", 1, ATTN_NORM); 217 else if (rs < 5) 218 sound (self, CHAN_VOICE, "player/pain5.wav", 1, ATTN_NORM); 219 else 220 sound (self, CHAN_VOICE, "player/pain6.wav", 1, ATTN_NORM); 221 222 return; 223}; 224 225void() player_pain1 = [$pain1 , player_pain2 ] {}; 226void() player_pain2 = [$pain2 , player_pain3 ] {}; 227void() player_pain3 = [$pain3 , player_pain4 ] {}; 228void() player_pain4 = [$pain4 , player_pain5 ] {}; 229void() player_pain5 = [$pain5 , player_pain6 ] {}; 230void() player_pain6 = [$pain6 , player_movestart ] {}; 231 232void() player_axpain1 = [$axpain1 , player_axpain2 ] {}; 233void() player_axpain2 = [$axpain2 , player_axpain3 ] {}; 234void() player_axpain3 = [$axpain3 , player_axpain4 ] {}; 235void() player_axpain4 = [$axpain4 , player_axpain5 ] {}; 236void() player_axpain5 = [$axpain5 , player_axpain6 ] {}; 237void() player_axpain6 = [$axpain6 , player_movestart ] {}; 238 239void(entity attacker, float damage, float damgtype, string dethtype) player_pain = 240{ 241 if (damage < 5) // ignore 242 return; 243 244 if (self.deadflag) 245 return; // dead 246 247 PainSound(damgtype); 248 249 if (self.think != player_move) 250 return; 251 252 if (self.invisible_finished > time) 253 return; // eyes don't have pain frames 254 255 if (self.weapon == IT_WEAPON1) 256 player_axpain1 (); 257 else 258 player_pain1 (); 259}; 260 261void() player_diea1; 262void() player_dieb1; 263void() player_diec1; 264void() player_died1; 265void() player_diee1; 266void() player_die_ax1; 267 268void() DeathSound = 269{ 270 local float rs, p; 271 272 // water death sounds 273 p = pointcontents(self.origin + '0 0 22'); 274 if (p == CONTENT_SLIME || p == CONTENT_WATER) 275 { 276 self.bubble_count = self.bubble_count + 20; 277 sound (self, CHAN_VOICE, "player/h2odeath.wav", 1, ATTN_NONE); 278 return; 279 } 280 281 rs = random() * 5; 282 if (rs < 1) 283 sound (self, CHAN_VOICE, "player/death1.wav", 1, ATTN_NONE); 284 else if (rs < 2) 285 sound (self, CHAN_VOICE, "player/death2.wav", 1, ATTN_NONE); 286 else if (rs < 3) 287 sound (self, CHAN_VOICE, "player/death3.wav", 1, ATTN_NONE); 288 else if (rs < 4) 289 sound (self, CHAN_VOICE, "player/death4.wav", 1, ATTN_NONE); 290 else 291 sound (self, CHAN_VOICE, "player/death5.wav", 1, ATTN_NONE); 292 return; 293}; 294 295 296void() PlayerDead = 297{ 298 self.nextthink = -1; 299// allow respawn after a certain time 300 self.deadflag = DEAD_DEAD; 301}; 302 303void() GibPlayer = 304{ 305 PlayerGibs("progs/h_player.mdl", 6, "", 0, "", 0); 306 307 self.deadflag = DEAD_DEAD; 308 309 if (self.deathtype == "TELEFRAG" || self.deathtype == "TRIEDTOTELEFRAG") 310 { 311 sound (self, CHAN_VOICE, "player/teledth1.wav", 1, ATTN_NONE); 312 return; 313 } 314 315 if (random() < 0.5) 316 sound (self, CHAN_VOICE, "player/gib.wav", 1, ATTN_NONE); 317 else 318 sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NONE); 319}; 320 321void() PlayerDie = 322{ 323 local float i; 324 325 if (self.deadflag) 326 { 327 bprint("warning: PlayerDie called twice\n"); 328 return; 329 } 330 331 if (deathmatch || coop) 332 DropBackpack(); 333 334 self.items = self.items - (self.items & IT_INVISIBILITY); 335 self.invisible_finished = 0; // don't die as eyes 336 self.invincible_finished = 0; 337 self.super_damage_finished = 0; 338 self.radsuit_finished = 0; 339 340 self.weaponmodel=""; 341 self.view_ofs = '0 0 -8'; 342 self.deadflag = DEAD_DYING; 343 self.solid = SOLID_CORPSE; 344 self.flags = self.flags - (self.flags & FL_ONGROUND); 345 self.movetype = MOVETYPE_TOSS; 346 if (self.velocity_z < 10) 347 self.velocity_z = self.velocity_z + random()*300; 348 349 DeathSound(); 350 351 self.angles_x = 0; 352 self.angles_z = 0; 353 self.avelocity = '0 0 0'; 354 setmodel(self, "progs/player.mdl"); 355 356 if (self.weapon == IT_WEAPON1) 357 BecomeCorpse(self, player_die_ax1); 358 else 359 { 360 i = random() * 5; 361 362 if (i < 1) BecomeCorpse(self, player_diea1); 363 else if (i < 2) BecomeCorpse(self, player_dieb1); 364 else if (i < 3) BecomeCorpse(self, player_diec1); 365 else if (i < 4) BecomeCorpse(self, player_died1); 366 else BecomeCorpse(self, player_diee1); 367 } 368}; 369 370void() player_suicideframe = [$deatha11, player_suicideframe] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 371 372void() set_suicide_frame = 373{ 374 // used by kill and disconnect commands 375 if (self.deadflag >= DEAD_DEAD) 376 return; // already dead 377 self.items = self.items - (self.items & IT_INVISIBILITY); 378 self.invisible_finished = 0; // don't die as eyes 379 self.invincible_finished = 0; 380 self.super_damage_finished = 0; 381 self.radsuit_finished = 0; 382 setmodel(self, "progs/player.mdl"); 383 self.frame = $deatha11; 384 self.deadflag = DEAD_DEAD; 385 self.nextthink = -1; 386 BecomeCorpse(self, player_suicideframe); 387}; 388 389void() player_diea1 = [ $deatha1, player_diea2 ] {body_solid('-16 -16 -24', '16 16 24');}; 390void() player_diea2 = [ $deatha2, player_diea3 ] {body_solid('-16 -16 -24', '16 16 24');}; 391void() player_diea3 = [ $deatha3, player_diea4 ] {body_solid('-16 -16 -24', '16 16 24');}; 392void() player_diea4 = [ $deatha4, player_diea5 ] {body_solid('-16 -16 -24', '16 16 24');}; 393void() player_diea5 = [ $deatha5, player_diea6 ] {body_solid('-16 -16 -24', '16 16 24');}; 394void() player_diea6 = [ $deatha6, player_diea7 ] {body_solid('-16 -16 -24', '16 16 21');}; 395void() player_diea7 = [ $deatha7, player_diea8 ] {body_solid('-16 -16 -24', '16 16 12');}; 396void() player_diea8 = [ $deatha8, player_diea9 ] {body_nonsolid('-16 -16 -24', '16 16 1');}; 397void() player_diea9 = [ $deatha9, player_diea10 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 398void() player_diea10 = [ $deatha10, player_diea11 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 399void() player_diea11 = [ $deatha11, player_diea11 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 400 401void() player_dieb1 = [ $deathb1, player_dieb2 ] {body_solid('-16 -16 -24', '16 16 24');}; 402void() player_dieb2 = [ $deathb2, player_dieb3 ] {body_solid('-16 -16 -24', '16 16 24');}; 403void() player_dieb3 = [ $deathb3, player_dieb4 ] {body_solid('-16 -16 -24', '16 16 24');}; 404void() player_dieb4 = [ $deathb4, player_dieb5 ] {body_solid('-16 -16 -24', '16 16 21');}; 405void() player_dieb5 = [ $deathb5, player_dieb6 ] {body_solid('-16 -16 -24', '16 16 12');}; 406void() player_dieb6 = [ $deathb6, player_dieb7 ] {body_solid('-16 -16 -24', '16 16 7');}; 407void() player_dieb7 = [ $deathb7, player_dieb8 ] {body_solid('-16 -16 -24', '16 16 5');}; 408void() player_dieb8 = [ $deathb8, player_dieb9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 409void() player_dieb9 = [ $deathb9, player_dieb9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 410 411void() player_diec1 = [ $deathc1, player_diec2 ] {body_solid('-16 -16 -24', '16 16 24');}; 412void() player_diec2 = [ $deathc2, player_diec3 ] {body_solid('-16 -16 -24', '16 16 24');}; 413void() player_diec3 = [ $deathc3, player_diec4 ] {body_solid('-16 -16 -24', '16 16 24');}; 414void() player_diec4 = [ $deathc4, player_diec5 ] {body_solid('-16 -16 -24', '16 16 23');}; 415void() player_diec5 = [ $deathc5, player_diec6 ] {body_solid('-16 -16 -24', '16 16 12');}; 416void() player_diec6 = [ $deathc6, player_diec7 ] {body_nonsolid('-16 -16 -24', '16 16 2');}; 417void() player_diec7 = [ $deathc7, player_diec8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 418void() player_diec8 = [ $deathc8, player_diec9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 419void() player_diec9 = [ $deathc9, player_diec10 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 420void() player_diec10 = [ $deathc10, player_diec11 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 421void() player_diec11 = [ $deathc11, player_diec12 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 422void() player_diec12 = [ $deathc12, player_diec13 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 423void() player_diec13 = [ $deathc13, player_diec14 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 424void() player_diec14 = [ $deathc14, player_diec15 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 425void() player_diec15 = [ $deathc15, player_diec15 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 426 427void() player_died1 = [ $deathd1, player_died2 ] {body_solid('-16 -16 -24', '16 16 24');}; 428void() player_died2 = [ $deathd2, player_died3 ] {body_solid('-16 -16 -24', '16 16 24');}; 429void() player_died3 = [ $deathd3, player_died4 ] {body_solid('-16 -16 -24', '16 16 22');}; 430void() player_died4 = [ $deathd4, player_died5 ] {body_solid('-16 -16 -24', '16 16 18');}; 431void() player_died5 = [ $deathd5, player_died6 ] {body_solid('-16 -16 -24', '16 16 13');}; 432void() player_died6 = [ $deathd6, player_died7 ] {body_nonsolid('-16 -16 -24', '16 16 3');}; 433void() player_died7 = [ $deathd7, player_died8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 434void() player_died8 = [ $deathd8, player_died9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 435void() player_died9 = [ $deathd9, player_died9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 436 437void() player_diee1 = [ $deathe1, player_diee2 ] {body_solid('-16 -16 -24', '16 16 24');}; 438void() player_diee2 = [ $deathe2, player_diee3 ] {body_solid('-16 -16 -24', '16 16 22');}; 439void() player_diee3 = [ $deathe3, player_diee4 ] {body_solid('-16 -16 -24', '16 16 13');}; 440void() player_diee4 = [ $deathe4, player_diee5 ] {body_solid('-16 -16 -24', '16 16 7');}; 441void() player_diee5 = [ $deathe5, player_diee6 ] {body_nonsolid('-16 -16 -24', '16 16 3');}; 442void() player_diee6 = [ $deathe6, player_diee7 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 443void() player_diee7 = [ $deathe7, player_diee8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 444void() player_diee8 = [ $deathe8, player_diee9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 445void() player_diee9 = [ $deathe9, player_diee9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 446 447void() player_die_ax1 = [ $axdeth1, player_die_ax2 ] {body_solid('-16 -16 -24', '16 16 24');}; 448void() player_die_ax2 = [ $axdeth2, player_die_ax3 ] {body_solid('-16 -16 -24', '16 16 24');}; 449void() player_die_ax3 = [ $axdeth3, player_die_ax4 ] {body_solid('-16 -16 -24', '16 16 21');}; 450void() player_die_ax4 = [ $axdeth4, player_die_ax5 ] {body_solid('-16 -16 -24', '16 16 15');}; 451void() player_die_ax5 = [ $axdeth5, player_die_ax6 ] {body_solid('-16 -16 -24', '16 16 3');}; 452void() player_die_ax6 = [ $axdeth6, player_die_ax7 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 453void() player_die_ax7 = [ $axdeth7, player_die_ax8 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 454void() player_die_ax8 = [ $axdeth8, player_die_ax9 ] {body_nonsolid('-16 -16 -24', '16 16 0');}; 455void() player_die_ax9 = [ $axdeth9, player_die_ax9 ] {body_nonsolid('-16 -16 -24', '16 16 0');PlayerDead();}; 456 457/*QUAKED dead_player (1 0 0) (-16 -16 -24) (16 16 0) 458*/ 459void() dead_player = 460{ 461 local float r; 462 r = random() * 5; 463 if (r < 1) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_diea11, 6, 5, HEALTHBODY); 464 else if (r < 2) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_dieb9 , 6, 5, HEALTHBODY); 465 else if (r < 3) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_diec15, 6, 5, HEALTHBODY); 466 else if (r < 4) deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_died9 , 6, 5, HEALTHBODY); 467 else deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_diee9 , 6, 5, HEALTHBODY); 468}; 469 470/*QUAKED dead_player_axe (1 0 0) (-16 -16 -24) (16 16 0) 471*/ 472void() dead_player_axe = 473{ 474 deadmonstersetup("progs/player.mdl", "progs/h_player.mdl", player_die_ax9, 6, 5, HEALTHBODY); 475}; 476 477