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@ -44,6 +44,9 @@ enumflags
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class player:NSClientPlayer
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{
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/* class info */
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PREDICTED_INT(classtype);
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/* animation */
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PREDICTED_INT(anim_top);
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PREDICTED_FLOAT(anim_top_time);
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@ -87,6 +90,9 @@ class player:NSClientPlayer
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virtual void(void) EvaluateEntity;
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virtual float(entity, float) SendEntity;
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virtual void(void) SpawnIntoGame;
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virtual void(classtype_e) MakeClass;
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#endif
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};
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@ -133,6 +139,7 @@ player::ReceiveEntity(float new, float fl)
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if (fl & PLAYER_AMMO3) {
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mode_tempstate = readbyte();
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classtype = readbyte();
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}
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setorigin(this, origin);
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@ -168,6 +175,7 @@ player::PredictPreFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPreFrame();
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SAVE_STATE(classtype);
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SAVE_STATE(anim_top);
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SAVE_STATE(anim_top_delay);
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@ -201,6 +209,7 @@ player::PredictPostFrame(void)
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{
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/* the generic client attributes */
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NSClientPlayer::PredictPostFrame();
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ROLL_BACK(classtype);
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ROLL_BACK(anim_top);
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ROLL_BACK(anim_top_delay);
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@ -260,6 +269,9 @@ player::EvaluateEntity(void)
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if (ATTR_CHANGED(mode_tempstate))
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SendFlags |= PLAYER_AMMO3;
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if (ATTR_CHANGED(classtype))
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SendFlags |= PLAYER_AMMO3;
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SAVE_STATE(mag_sbs);
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SAVE_STATE(mag_dbs);
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SAVE_STATE(mag_rpg);
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@ -278,6 +290,231 @@ player::EvaluateEntity(void)
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SAVE_STATE(anim_top_time);
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SAVE_STATE(anim_bottom);
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SAVE_STATE(anim_bottom_time);
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SAVE_STATE(classtype);
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}
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void
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player::SpawnIntoGame(void)
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{
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entity spot = world;
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/* spawn into the world */
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switch (team) {
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case 1:
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spot = Spawn_SelectRandom("info_teamspawn_blue");
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break;
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case 2:
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spot = Spawn_SelectRandom("info_teamspawn_red");
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break;
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case 3:
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spot = Spawn_SelectRandom("info_teamspawn_yellow");
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break;
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case 4:
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spot = Spawn_SelectRandom("info_teamspawn_green");
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break;
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}
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setorigin(this, spot.origin);
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angles = spot.angles;
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fixangle = TRUE;
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}
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void
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player::MakeClass(classtype_e class)
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{
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health = self.max_health = 100;
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takedamage = DAMAGE_YES;
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solid = SOLID_SLIDEBOX;
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movetype = MOVETYPE_WALK;
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flags = FL_CLIENT;
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viewzoom = 1.0;
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/* select our class model */
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model = g_teammodels[classtype];
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setmodel(this, model);
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setsize(this, VEC_HULL_MIN, VEC_HULL_MAX);
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velocity = [0,0,0];
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gravity = __NULL__;
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armor = activeweapon = g_items = 0;
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iBleeds = TRUE;
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forceinfokey(this, "*spec", "0");
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forceinfokey(this, "*team", ftos(team));
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switch (classtype) {
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case CLASS_SCOUT:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_NAILGUN, -1);
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m_iAmmoShells = 17;
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m_iAmmoNails = 100;
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m_iMaxHealth = 75;
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m_iMaxArmor = 50;
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health = m_iMaxHealth;
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armor = 25;
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m_iMaxShells = 50;
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m_iMaxNails = 200;
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m_iMaxCells = 100;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_SCOUT");
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break;
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case CLASS_SNIPER:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SNIPER, -1);
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Weapons_AddItem(this, WEAPON_AUTORIFLE, -1);
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Weapons_AddItem(this, WEAPON_NAILGUN, -1);
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m_iAmmoShells = 60; /* sniper rifles use shells */
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m_iAmmoNails = 50;
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m_iMaxHealth = 90;
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m_iMaxArmor = 50;
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health = m_iMaxHealth;
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armor = 0;
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m_iMaxShells = 75;
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m_iMaxNails = 100;
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m_iMaxCells = 50;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_SNIPER");
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break;
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case CLASS_SOLDIER:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_RPG, -1);
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m_iAmmoShells = 26;
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m_iAmmoRockets = 6;
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m_iMaxHealth = 100;
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m_iMaxArmor = 200;
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health = m_iMaxHealth;
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armor = 100;
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m_iMaxShells = 100;
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m_iMaxNails = 100;
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m_iMaxCells = 50;
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m_iMaxRockets = 50;
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env_message_single(this, "HELP_SOLDIER");
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break;
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case CLASS_DEMO:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_GLAUNCHER, -1);
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Weapons_AddItem(this, WEAPON_PIPEBOMB, -1);
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m_iAmmoShells = 22;
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m_iAmmoRockets = 14;
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m_iMaxHealth = 90;
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m_iMaxArmor = 100;
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health = m_iMaxHealth;
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armor = 50;
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m_iMaxShells = 75;
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m_iMaxNails = 50;
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m_iMaxCells = 50;
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m_iMaxRockets = 50;
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env_message_single(this, "HELP_DEMOMAN");
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break;
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case CLASS_MEDIC:
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Weapons_AddItem(this, WEAPON_MEDKIT, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_SUPERNAIL, -1);
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m_iAmmoShells = 26;
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m_iAmmoNails = 50;
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m_iMaxHealth = 90;
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m_iMaxArmor = 100;
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health = m_iMaxHealth;
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armor = 50;
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m_iMaxShells = 75;
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m_iMaxNails = 150;
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m_iMaxCells = 50;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_MEDIC");
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break;
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case CLASS_HVYWEAPON:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_ASSCAN, -1);
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m_iAmmoShells = 176; /* all of the heavy's weapons use shells */
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m_iMaxHealth = 100;
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m_iMaxArmor = 250;
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health = m_iMaxHealth;
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armor = 150;
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m_iMaxShells = 200;
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m_iMaxNails = 200;
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m_iMaxCells = 50;
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m_iMaxRockets = 25;
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env_message_single(this, "HELP_HWGUY");
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break;
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case CLASS_PYRO:
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Weapons_AddItem(this, WEAPON_CROWBAR, -1);
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Weapons_AddItem(this, WEAPON_SBS, -1);
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Weapons_AddItem(this, WEAPON_FLAMER, -1);
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Weapons_AddItem(this, WEAPON_INCENDIARY, -1);
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m_iAmmoShells = 12;
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m_iAmmoCells = 120;
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m_iAmmoRockets = 5;
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m_iMaxHealth = 100;
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m_iMaxArmor = 150;
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health = m_iMaxHealth;
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armor = 50;
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m_iMaxShells = 40;
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m_iMaxNails = 50;
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m_iMaxCells = 200;
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m_iMaxRockets = 60;
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env_message_single(this, "HELP_PYRO");
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break;
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case CLASS_SPY:
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Weapons_AddItem(this, WEAPON_KNIFE, -1);
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Weapons_AddItem(this, WEAPON_TRANQUIL, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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Weapons_AddItem(this, WEAPON_NAILGUN, -1);
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m_iAmmoShells = 24; /* tranquil and dbs use shells */
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m_iAmmoNails = 50;
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m_iMaxHealth = 90;
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m_iMaxArmor = 100;
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health = m_iMaxHealth;
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armor = 25;
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m_iMaxShells = 40;
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m_iMaxNails = 50;
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m_iMaxCells = 30;
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m_iMaxRockets = 15;
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env_message_single(this, "HELP_SPY");
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break;
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case CLASS_ENGINEER:
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Weapons_AddItem(this, WEAPON_WRENCH, -1);
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Weapons_AddItem(this, WEAPON_RAILGUN, -1);
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Weapons_AddItem(this, WEAPON_DBS, -1);
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m_iAmmoCells = 100;
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m_iAmmoNails = 25;
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m_iAmmoShells = 4;
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m_iMaxHealth = 80;
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m_iMaxArmor = 50;
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health = m_iMaxHealth;
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armor = 25;
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m_iMaxShells = 50;
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m_iMaxNails = 50;
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m_iMaxCells = 200;
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m_iMaxRockets = 30;
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env_message_single(this, "HELP_ENGINEER");
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break;
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}
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g_items |= ITEM_SUIT;
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}
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/*
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@ -338,6 +575,7 @@ player::SendEntity(entity ePEnt, float fChanged)
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if (fChanged & PLAYER_AMMO3) {
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WriteByte(MSG_ENTITY, mode_tempstate);
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WriteByte(MSG_ENTITY, classtype);
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}
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return (1);
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