nuclide/Source/Server/Player.c

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/*
Copyright 2016-2018 Marco "eukara" Hladik
MIT LICENSE
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or
sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
*/
string sPainSounds[5] = {
"player/pl_pain2.wav",
"player/pl_pain4.wav",
"player/pl_pain5.wav",
"player/pl_pain6.wav",
"player/pl_pain7.wav"
};
/*
=================
Player_SendEntity
=================
*/
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float Player_SendEntity( entity ePEnt, float fChanged ) {
if ( self.health <= 0 && ePEnt != self ) {
return FALSE;
}
WriteByte( MSG_ENTITY, ENT_PLAYER );
WriteShort( MSG_ENTITY, self.modelindex );
WriteCoord( MSG_ENTITY, self.origin_x );
WriteCoord( MSG_ENTITY, self.origin_y );
WriteCoord( MSG_ENTITY, self.origin_z );
WriteCoord( MSG_ENTITY, self.v_angle_x );
WriteCoord( MSG_ENTITY, self.angles_y );
WriteCoord( MSG_ENTITY, self.angles_z );
WriteCoord( MSG_ENTITY, self.velocity_x );
WriteCoord( MSG_ENTITY, self.velocity_y );
WriteCoord( MSG_ENTITY, self.velocity_z );
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WriteFloat( MSG_ENTITY, self.flags );
WriteFloat( MSG_ENTITY, self.pmove_flags );
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WriteByte( MSG_ENTITY, self.weapon );
WriteByte( MSG_ENTITY, self.health );
WriteFloat( MSG_ENTITY, self.movetype );
return TRUE;
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}
/*
=================
Player_Pain
=================
*/
void Player_Pain( int iHitBody ) {
/*
if ( iHitBody == BODY_HEAD ) {
Animation_PlayerTopTemp( ANIM_HEAD_FLINCH, 0.25f );
} else {
Animation_PlayerTopTemp( ANIM_GUT_FLINCH, 0.25f );
}*/
sound( self, CHAN_VOICE, sPainSounds[ floor( random() * 5 ) ], 1, ATTN_IDLE );
self.velocity = '0 0 0';
}
/*
=================
Player_Death
=================
*/
void Player_Death( int iHitBody ) {
if ( iHitBody == BODY_HEAD ) {
sound( self, CHAN_VOICE, sprintf( "player/headshot%d.wav", floor( ( random() * 3 ) + 1 ) ), 1, ATTN_NORM );
} else {
sound( self, CHAN_VOICE, sprintf( "player/die%d.wav", floor( ( random() * 3 ) + 1 ) ), 1, ATTN_NORM );
}
// Drop a corpse
entity eCorpse = spawn();
eCorpse.classname = "remove_me";
setorigin( eCorpse, self.origin );
setmodel( eCorpse, self.model );
setsize( eCorpse, self.mins, self.maxs );
eCorpse.angles = [ 0, self.angles_y, 0 ];
eCorpse.movetype = MOVETYPE_BOUNCE;
// Drop primary weapon as well as the bomb if present
if ( self.fSlotPrimary ) {
Weapon_DropWeapon( SLOT_PRIMARY );
} else {
if ( self.fSlotSecondary ) {
Weapon_DropWeapon( SLOT_SECONDARY );
}
}
if ( self.fSlotGrenade ) {
Weapon_DropWeapon( SLOT_GRENADE );
}
// Make ourselves disappear
self.modelindex = 0;
if ( self.flags & FL_CROUCHING ) {
eCorpse.frame = ANIM_CROUCH_DIE;
} else {
switch ( iHitBody ) {
case BODY_HEAD:
eCorpse.frame = ANIM_DIE_HEAD;
break;
case BODY_STOMACH:
eCorpse.frame = ANIM_DIE_GUT;
break;
case BODY_LEGLEFT:
case BODY_ARMLEFT:
eCorpse.frame = ANIM_DIE_LEFT;
break;
case BODY_LEGRIGHT:
case BODY_ARMRIGHT:
eCorpse.frame = ANIM_DIE_RIGHT;
break;
default:
eCorpse.frame = ANIM_DEATH1 + floor( random() * 3 );
break;
}
}
Spawn_MakeSpectator();
self.classname = "player";
self.health = 0;
forceinfokey( self, "*dead", "1" );
forceinfokey( self, "*team", ftos( self.team ) );
Rules_CountPlayers();
if ( self.team == TEAM_VIP ) {
Rules_RoundOver( TEAM_T, 2500, FALSE );
return;
}
Rules_DeathCheck();
}
/*
====================
Player_UseDown
====================
*/
void UseWorkaround( entity eTarget )
{
eActivator = self;
entity eOldSelf = self;
self = eTarget;
self.PlayerUse();
self = eOldSelf;
}
void Player_UseDown( void ) {
if ( self.health <= 0 ) {
return;
} else if ( !( self.flags & FL_USERELEASED ) ) {
return;
}
vector vSource;
makevectors(self.v_angle);
vSource = self.origin + self.view_ofs;
traceline ( vSource, vSource + ( v_forward * 64 ), FALSE, self);
if (trace_ent.gflags & GF_USABLE) {
if ( ( trace_ent.classname != "c4bomb" ) && ( trace_ent.classname != "func_pushable" ) ) {
self.flags = ( self.flags - FL_USERELEASED );
sound( self, CHAN_ITEM, "common/wpn_select.wav", 0.25, ATTN_IDLE );
}
UseWorkaround(trace_ent);
} else {
sound( self, CHAN_ITEM, "common/wpn_denyselect.wav", 0.25, ATTN_IDLE );
self.flags = ( self.flags - FL_USERELEASED );
}
}
/*
====================
Player_UseUp
====================
*/
void Player_UseUp( void ) {
if ( !( self.frags & FL_USERELEASED ) ) {
self.flags = self.flags | FL_USERELEASED;
self.fProgressBar = 0;
}
}
/*
=================
PlayerPreThink
Run before physics
=================
*/
void PlayerPreThink( void ) {
BaseGun_ShotMultiplierUpdate();
}
/*
=================
PlayerPreThink
Run after physics
=================
*/
void PlayerPostThink( void ) {
Animation_PlayerUpdate();
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Footsteps_Update();
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self.SendFlags = 1;
}