Returns a valid one in doubt.\r
=============\r
*/\r
-string FallbackPlayerModel = "models/player/vixen.iqm";\r
+string FallbackPlayerModel = "models/player/fox.iqm";\r
string CheckPlayerModel(string plyermodel) {\r
if(strlen(plyermodel) < 4)\r
return FallbackPlayerModel;\r
// now change the predator's player model into a stomach model for the prey\r
// in other words, when a player is swallowed by another player, the predator becomes an inward stomach model so the prey can see theirself in the stomach\r
// this is only visible to the prey however, otherwise players would appear as a floating stomach to everyone (ewww)\r
- stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.md3"); // 4 is the extension length\r
+ stomachmodel = strcat(substring(self.playermodel, 0, strlen(self.playermodel) - 4), "_stomach.iqm"); // 4 is the extension length\r
\r
float chase;\r
chase = other.cvar_chase_active;\r
}\r
\r
Client_setmodel(setmodel_state());\r
- self.effects &~= EF_NODEPTHTEST;\r
+ if(cvar("g_nodepthtestplayers"))\r
+ self.effects |= EF_NODEPTHTEST;\r
+ else\r
+ self.effects &~= EF_NODEPTHTEST;\r
+ if(cvar("g_fullbrightplayers"))\r
+ self.effects |= EF_FULLBRIGHT;\r
+\r
if not(self.stat_eaten)\r
+ {\r
self.alpha = default_player_alpha;\r
+ if(cvar("g_vore_swallowfade"))\r
+ if not(other == self && !chase)\r
+ self.alpha *= 1 - self.swallow_progress_prey; // fade players out as they are swallowed, to better simulate their disappearing\r
+ }\r
else if(cvar("g_vore_neighborprey_distance") && self.predator == other.predator && !(chase || other.classname == "observer"))\r
{\r
self.alpha = default_player_alpha; // allow seeing neighboring prey\r
WriteEntity(MSG_ONE, self);\r
}\r
\r
- Vore_Disconnect();\r
- entity e;\r
- for(e = world; (e = find(e, classname, "consumable")); )\r
- {\r
- // remove consumable items when we spectate\r
- if(e.predator == self)\r
- Item_Consumable_Remove(e, TRUE);\r
- }\r
+ Vore_Disconnect(TRUE);\r
\r
kh_Key_DropAll(self, TRUE);\r
\r
\r
RemoveGrabber(self); // Wazat's Grabber\r
\r
- Vore_Disconnect();\r
+ Vore_Disconnect(TRUE);\r
self.swallow_progress_pred = self.swallow_progress_prey = 0;\r
- for(e = world; (e = find(e, classname, "consumable")); )\r
- {\r
- // remove consumable items when we respawn\r
- if(e.predator == self)\r
- Item_Consumable_Remove(e, FALSE);\r
- }\r
\r
self.classname = "player";\r
self.wasplayer = TRUE;\r
\r
self.angles_z = 0; // never spawn tilted even if the spot says to\r
self.fixangle = TRUE; // turn this way immediately\r
- self.leanangle_damage_force = '0 0 0';\r
self.velocity = '0 0 0';\r
self.avelocity = '0 0 0';\r
self.punchangle = '0 0 0';\r
stuffcmd(e, strcat("cl_movement_maxairspeed ", ftos(cvar("sv_maxairspeed")), "\n"));\r
stuffcmd(e, strcat("cl_movement_stopspeed ", ftos(cvar("sv_stopspeed")), "\n"));\r
stuffcmd(e, strcat("cl_movement_jumpvelocity ", ftos(cvar("sv_jumpvelocity")), "\n"));\r
+ stuffcmd(e, strcat("cl_movement_crouchvelocity ", ftos(cvar("sv_crouchvelocity")), "\n"));\r
stuffcmd(e, strcat("cl_movement_stepheight ", ftos(cvar("sv_stepheight")), "\n"));\r
stuffcmd(e, strcat("set cl_movement_friction_on_land ", ftos(cvar("sv_friction_on_land")), "\n"));\r
stuffcmd(e, strcat("set cl_movement_airaccel_qw ", ftos(cvar("sv_airaccel_qw")), "\n"));\r
return;\r
}\r
\r
- Vore_Disconnect();\r
- entity e;\r
- for(e = world; (e = find(e, classname, "consumable")); )\r
- {\r
- // remove consumable items when we disconnect\r
- if(e.predator == self)\r
- Item_Consumable_Remove(e, TRUE);\r
- }\r
+ Vore_Disconnect(TRUE);\r
\r
CheatShutdownClient();\r
\r
}\r
}\r
\r
- if(cvar("g_nodepthtestplayers"))\r
- self.effects = self.effects | EF_NODEPTHTEST;\r
-\r
- if(cvar("g_fullbrightplayers"))\r
- self.effects = self.effects | EF_FULLBRIGHT;\r
-\r
// midair gamemode: damage only while in the air\r
// if in midair mode, being on ground grants temporary invulnerability\r
// (this is so that multishot weapon don't clear the ground flag on the\r
{\r
msg_entity = self;\r
if(clienttype(msg_entity) == CLIENTTYPE_REAL)\r
- soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE);\r
+ soundto(MSG_ONE, self, CHAN_AUTO, regensound, VOL_BASE, ATTN_NONE, 0);\r
}\r
self.regen_soundtime = time + 1; // only replay the sound if regen was paused for one second\r
}\r
zoomstate_set = 1;\r
}\r
\r
+// get pressed keys for PlayerDodge\r
+void PlayerDodge_GetPressedKeys()\r
+{\r
+ float length;\r
+ float tap_direction_x;\r
+ float tap_direction_y;\r
+ float dodge_detected;\r
+\r
+ // first check if the last dodge is far enough back in time so we can dodge again\r
+ if ((time - self.last_dodging_time) < cvar("sv_dodging_delay"))\r
+ return;\r
+\r
+ if (check_close_to_ground(cvar("sv_dodging_height_threshold")) != 1 \r
+ && check_close_to_wall(cvar("sv_dodging_wall_distance_threshold")) != 1)\r
+ return;\r
+\r
+ if (self.movement_x > 0) {\r
+ // is this a state change?\r
+ if (!(self.pressedkeys & KEY_FORWARD)) {\r
+ if ((time - self.last_FORWARD_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+ tap_direction_x = 1.0;\r
+ dodge_detected = 1;\r
+ }\r
+ self.last_FORWARD_KEY_time = time;\r
+ }\r
+ }\r
+\r
+ if (self.movement_x < 0) {\r
+ // is this a state change?\r
+ if (!(self.pressedkeys & KEY_BACKWARD)) {\r
+ tap_direction_x = -1.0;\r
+ if ((time - self.last_BACKWARD_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+ dodge_detected = 1;\r
+ }\r
+ self.last_BACKWARD_KEY_time = time;\r
+ }\r
+ }\r
+\r
+ if (self.movement_y > 0) {\r
+ // is this a state change?\r
+ if (!(self.pressedkeys & KEY_RIGHT)) {\r
+ tap_direction_y = 1.0;\r
+ if ((time - self.last_RIGHT_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+ dodge_detected = 1;\r
+ }\r
+ self.last_RIGHT_KEY_time = time;\r
+ }\r
+ }\r
+\r
+ if (self.movement_y < 0) {\r
+ // is this a state change?\r
+ if (!(self.pressedkeys & KEY_LEFT)) {\r
+ tap_direction_y = -1.0;\r
+ if ((time - self.last_LEFT_KEY_time) < self.cvar_cl_dodging_timeout) { \r
+ dodge_detected = 1;\r
+ }\r
+ self.last_LEFT_KEY_time = time;\r
+ }\r
+ }\r
+\r
+ if (dodge_detected == 1) {\r
+ self.last_dodging_time = time;\r
+\r
+ self.dodging_action = 1;\r
+ self.dodging_single_action = 1;\r
+\r
+ self.dodging_velocity_gain = cvar("sv_dodging_horiz_speed");\r
+\r
+ self.dodging_direction_x = tap_direction_x;\r
+ self.dodging_direction_y = tap_direction_y;\r
+\r
+ // normalize the dodging_direction vector.. (unlike UT99) XD\r
+ length = self.dodging_direction_x * self.dodging_direction_x;\r
+ length = length + self.dodging_direction_y * self.dodging_direction_y;\r
+ length = sqrt(length);\r
+\r
+ self.dodging_direction_x = self.dodging_direction_x * 1.0 / length;\r
+ self.dodging_direction_y = self.dodging_direction_y * 1.0 / length;\r
+ }\r
+}\r
+\r
void GetPressedKeys(void) {\r
+ // get keys for dodging\r
+ if(cvar("g_dodging"))\r
+ PlayerDodge_GetPressedKeys();\r
+\r
if (self.movement_x > 0) // get if movement keys are pressed\r
{ // forward key pressed\r
self.pressedkeys |= KEY_FORWARD;\r
self.swallow_progress_prey = spectatee.swallow_progress_prey;\r
self.swallow_progress_pred = spectatee.swallow_progress_pred;\r
self.stat_stomachload = spectatee.stat_stomachload;\r
- self.stat_stomachmaxload = spectatee.stomach_maxload;\r
+ self.stat_stomachmaxload = spectatee.stat_stomachmaxload;\r
self.stat_digesting = spectatee.stat_digesting;\r
self.stat_canleave = spectatee.stat_canleave;\r
self.stat_canswallow = spectatee.stat_canswallow;\r
self.stat_sbring1_clip = spectatee.stat_sbring1_clip;\r
self.stat_sbring2_type = spectatee.stat_sbring2_type;\r
self.stat_sbring2_clip = spectatee.stat_sbring2_clip;\r
+ self.stat_respawn_time = spectatee.stat_respawn_time;\r
setorigin(self, spectatee.origin);\r
setsize(self, spectatee.mins, spectatee.maxs);\r
SetZoomState(spectatee.zoomstate);\r
\r
+ // copy necessary flags\r
+ if(spectatee.flags & FL_ONGROUND) self.flags |= FL_ONGROUND; else self.flags &~= FL_ONGROUND;\r
+\r
anticheat_spectatecopy(spectatee);\r
}\r
\r
{\r
//setsize (self, PL_MIN * self.scale, PL_MAX * self.scale);\r
if(!self.stat_eaten)\r
- self.view_ofs = PL_VIEW_OFS * self.scale;\r
+ self.view_ofs = PL_VIEW_OFS * pow(self.scale, cvar("g_healthsize_viewfactor"));\r
}\r
\r
self.last_alive_scale = self.scale;\r
.float power_sounded;\r
void PlayerPreThink (void)\r
{\r
- portrait(self, self); // TEMPORARY TEST\r
-\r
self.stat_game_starttime = game_starttime;\r
self.stat_allow_oldnexbeam = cvar("g_allow_oldnexbeam");\r
self.stat_leadlimit = cvar("leadlimit");\r
\r
+ if(g_arena || (g_ca && !allowed_to_spawn))\r
+ self.stat_respawn_time = 0;\r
+ else\r
+ self.stat_respawn_time = self.death_time;\r
+\r
if(frametime)\r
{\r
// physics frames: update anticheat stuff\r
self.fixangle = TRUE;\r
}\r
\r
- if(self.deadflag == DEAD_NO && !self.stat_eaten) // prevents bugs\r
- {\r
- // lean the player with damage and acceleration\r
- // credits go to divVerent for these maths :)\r
- vector L0, L1, LF, LA;\r
-\r
- LA = AnglesTransform_FromAngles(self.angles);\r
-\r
- // acceleration leaning\r
- if(cvar("g_leanplayer_acceleration"))\r
- {\r
- // average velocity to obtain a smooth acceleration\r
- float f;\r
- f = frametime * cvar("g_leanplayer_acceleration_fade");\r
- self.avg_vel = self.avg_vel * (1 - f) + self.velocity * f;\r
- }\r
-\r
- vector accel;\r
- accel = self.velocity - self.avg_vel * cvar("g_leanplayer_acceleration"); // acceleration\r
-\r
- // bound angles to the specified limit\r
- accel_x = bound(-cvar("g_leanplayer_acceleration_max"), accel_x, cvar("g_leanplayer_acceleration_max"));\r
- accel_y = bound(-cvar("g_leanplayer_acceleration_max"), accel_y, cvar("g_leanplayer_acceleration_max"));\r
- accel_z = bound(-cvar("g_leanplayer_acceleration_max"), accel_z, cvar("g_leanplayer_acceleration_max"));\r
-\r
- L0_x = vlen(accel) * -1;\r
- L0_y = L1_y = vectoyaw(accel);\r
-\r
- L0 = AnglesTransform_FromAngles(L0);\r
- L1 = AnglesTransform_FromAngles(L1);\r
- LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
- LA = AnglesTransform_Multiply(LA, LF);\r
- // end of acceleration leaning\r
-\r
- // damage leaning\r
- L0 = vectoangles(self.leanangle_damage_loc);\r
- L1 = vectoangles(self.leanangle_damage_loc + self.leanangle_damage_force);\r
-\r
- L0 = AnglesTransform_FromAngles(L0);\r
- L1 = AnglesTransform_FromAngles(L1);\r
- LF = AnglesTransform_Multiply(AnglesTransform_Invert(L1), L0);\r
-\r
- LA = AnglesTransform_Multiply(LA, LF);\r
-\r
- // fade the player back to normal rotation each frame\r
- self.leanangle_damage_force = self.leanangle_damage_force * cvar("g_leanplayer_damage_fade");\r
- // end of damage leaning\r
-\r
- self.angles = AnglesTransform_Normalize(AnglesTransform_ToAngles(LA), TRUE);\r
- }\r
-\r
SetPlayerSize();\r
\r
if(frametime)\r
{\r
+ vector glowcolor = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
if(self.health <= 0 && cvar("g_deathglow"))\r
{\r
if(self.glowmod_x > 0)\r
else\r
{\r
// set weapon and player glowmod\r
- self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\r
+ self.glowmod = glowcolor;\r
if(self.armorvalue < cvar("g_power"))\r
- self.glowmod = self.glowmod * random(); // make glow flicker when power is down\r
- self.weaponentity_glowmod = self.glowmod;\r
+ self.glowmod = '-1 -1 -1'; // turn glow off when power is down\r
+ else if(self.armorvalue < cvar("g_armorglow"))\r
+ self.glowmod = glowcolor * (self.armorvalue / cvar("g_armorglow")); // glow intensity reflects armor charge\r
}\r
\r
+ if(cvar("g_weaponloadglow") && self.clip_size)\r
+ self.weaponentity_glowmod = glowcolor * (self.clip_load / self.clip_size); // glow intensity reflects weapon load\r
+\r
player_powerups();\r
}\r
\r
}\r
ShowRespawnCountdown();\r
}\r
+\r
+ // if respawning, invert stat_respawn_time to indicate this, the client translates it\r
+ if(self.deadflag == DEAD_RESPAWNING && self.stat_respawn_time > 0)\r
+ self.stat_respawn_time *= -1;\r
+\r
return;\r
}\r
\r