/* * Copyright (c) 2016-2020 Marco Hladik * * Permission to use, copy, modify, and distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES * WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER * IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING * OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE. */ enum { CLASS_SCOUT = 1, CLASS_SNIPER, CLASS_SOLDIER, CLASS_DEMO, CLASS_MEDIC, CLASS_HVYWEAPON, CLASS_PYRO, CLASS_SPY, CLASS_ENGINEER }; string g_teammodels[] = { "", "models/player/scout/scout2.mdl", "models/player/sniper/sniper2.mdl", "models/player/soldier/soldier2.mdl", "models/player/demo/demo.mdl", "models/player/medic/medic2.mdl", "models/player/hvyweapon/hvyweapon2.mdl", "models/player/pyro/pyro2.mdl", "models/player/spy/spy2.mdl", "models/player/engineer/engineer2.mdl" }; void CSEv_TeamJoin_f(float f) { if (self.classname != "player") { spawnfunc_player(); } player pl = (player)self; entity spot = world; pl.classname = "player"; pl.health = self.max_health = 100; pl.takedamage = DAMAGE_YES; pl.solid = SOLID_SLIDEBOX; pl.movetype = MOVETYPE_WALK; pl.flags = FL_CLIENT; pl.viewzoom = 1.0; /* mess, do it better */ if (f < 10) { pl.team = 1; /* Blue */ } else if (f < 20) { pl.team = 2; /* Red */ f -= 10; } else if (f < 30) { pl.team = 3; /* Yellow */ f -= 20; } else if (f < 40) { pl.team = 4; /* Green */ f -= 30; } pl.model = g_teammodels[f]; setmodel(pl, pl.model); setsize(pl, VEC_HULL_MIN, VEC_HULL_MAX); pl.view_ofs = VEC_PLAYER_VIEWPOS; pl.velocity = [0,0,0]; pl.gravity = __NULL__; pl.frame = 1; // pl.SendEntity = Player_SendEntity; pl.SendFlags = UPDATE_ALL; pl.armor = pl.activeweapon = pl.g_items = 0; pl.customphysics = Empty; pl.iBleeds = TRUE; forceinfokey(pl, "*spec", "0"); forceinfokey(self, "*deaths", ftos(self.deaths)); switch (pl.team) { case 1: spot = Spawn_SelectRandom("info_teamspawn_blue"); break; case 2: spot = Spawn_SelectRandom("info_teamspawn_red"); break; case 3: spot = Spawn_SelectRandom("info_teamspawn_yellow"); break; case 4: spot = Spawn_SelectRandom("info_teamspawn_green"); break; } setorigin(pl, spot.origin); pl.angles = spot.angles; pl.fixangle = TRUE; switch (f) { case CLASS_SCOUT: Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SBS, -1); Weapons_AddItem(pl, WEAPON_NAILGUN, -1); env_message_single(pl, "HELP_SCOUT"); break; case CLASS_SNIPER: Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SNIPER, -1); Weapons_AddItem(pl, WEAPON_AUTORIFLE, -1); Weapons_AddItem(pl, WEAPON_NAILGUN, -1); env_message_single(pl, "HELP_SNIPER"); break; case CLASS_SOLDIER: Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SBS, -1); Weapons_AddItem(pl, WEAPON_DBS, -1); Weapons_AddItem(pl, WEAPON_RPG, -1); env_message_single(pl, "HELP_SOLDIER"); break; case CLASS_DEMO: Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SBS, -1); Weapons_AddItem(pl, WEAPON_GLAUNCHER, -1); Weapons_AddItem(pl, WEAPON_PIPEBOMB, -1); env_message_single(pl, "HELP_DEMOMAN"); break; case CLASS_MEDIC: Weapons_AddItem(pl, WEAPON_MEDKIT, -1); Weapons_AddItem(pl, WEAPON_SBS, -1); Weapons_AddItem(pl, WEAPON_DBS, -1); Weapons_AddItem(pl, WEAPON_SUPERNAIL, -1); env_message_single(pl, "HELP_MEDIC"); break; case CLASS_HVYWEAPON: Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SBS, -1); Weapons_AddItem(pl, WEAPON_DBS, -1); Weapons_AddItem(pl, WEAPON_ASSCAN, -1); env_message_single(pl, "HELP_HWGUY"); break; case CLASS_PYRO: Weapons_AddItem(pl, WEAPON_CROWBAR, -1); Weapons_AddItem(pl, WEAPON_SBS, -1); Weapons_AddItem(pl, WEAPON_FLAMER, -1); Weapons_AddItem(pl, WEAPON_INCENDIARY, -1); env_message_single(pl, "HELP_PYRO"); break; case CLASS_SPY: Weapons_AddItem(pl, WEAPON_KNIFE, -1); Weapons_AddItem(pl, WEAPON_TRANQUIL, -1); Weapons_AddItem(pl, WEAPON_DBS, -1); Weapons_AddItem(pl, WEAPON_NAILGUN, -1); env_message_single(pl, "HELP_SPY"); break; case CLASS_ENGINEER: Weapons_AddItem(pl, WEAPON_WRENCH, -1); Weapons_AddItem(pl, WEAPON_RAILGUN, -1); Weapons_AddItem(pl, WEAPON_DBS, -1); env_message_single(pl, "HELP_ENGINEER"); break; } pl.g_items |= ITEM_SUIT; }