Returns a valid one in doubt.\r
=============\r
*/\r
-string FallbackPlayerModel = "models/player/vixen.zym";\r
+string FallbackPlayerModel = "models/player/vixen.iqm";\r
string CheckPlayerModel(string plyermodel) {\r
if(strlen(plyermodel) < 4)\r
return FallbackPlayerModel;\r
if(other.predator == self)\r
{\r
Client_setmodel(stomachmodel);\r
+ self.angles_x = self.angles_z = 0; // don't apply player leaning to stomach models\r
self.effects |= EF_NODEPTHTEST; // don't hide behind walls\r
self.alpha = other.cvar_cl_vore_stomachmodel;\r
return TRUE;\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
+ Vore_Disconnect(TRUE);\r
\r
kh_Key_DropAll(self, TRUE);\r
\r
self.health = -666;\r
self.takedamage = DAMAGE_NO;\r
self.solid = SOLID_NOT;\r
- self.movetype = MOVETYPE_NOCLIP;\r
+ self.movetype = MOVETYPE_FLY_WORLDONLY; // user preference is controlled by playerprethink\r
self.flags = FL_CLIENT | FL_NOTARGET;\r
self.armorvalue = 666;\r
self.effects = 0;\r
self.fixangle = TRUE;\r
self.crouch = FALSE;\r
\r
- self.view_ofs = PL_VIEW_OFS;\r
+ self.view_ofs = '0 0 0'; // so that your view doesn't go into the ceiling with MOVETYPE_FLY_WORLDONLY, previously "PL_VIEW_OFS"\r
setorigin (self, spot.origin);\r
- setsize (self, '0 0 0', '0 0 0');\r
+ setsize (self, PL_CROUCH_MIN, PL_CROUCH_MAX); // give the spectator some space between walls for MOVETYPE_FLY_WORLDONLY\r
self.prevorigin = self.origin;\r
self.items = 0;\r
self.weapons = 0;\r
//void() ctf_playerchanged;\r
void PutClientInServer (void)\r
{\r
+ entity e;\r
+\r
if(clienttype(self) == CLIENTTYPE_BOT)\r
{\r
self.classname = "player";\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
\r
self.classname = "player";\r
weapon_action(j, WR_RESETPLAYER);\r
\r
// all weapons must be fully loaded when we spawn\r
- entity e;\r
e = get_weaponinfo(j);\r
if(e.spawnflags & WEP_FLAG_RELOADABLE) // prevent accessing undefined cvars\r
- self.weapon_load[j] = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
+ self.(weapon_load[j]) = cvar(strcat("g_balance_", e.netname, "_reload_ammo"));\r
}\r
\r
oldself = self;\r
teamheal_max = cvar("g_balance_vore_teamheal_stable");\r
WriteCoord(MSG_ENTITY, teamheal_max);\r
\r
+ WriteShort(MSG_ENTITY, cvar("g_power"));\r
+ WriteShort(MSG_ENTITY, cvar("g_power_reboot"));\r
+ WriteByte(MSG_ENTITY, cvar("g_power_reboot_spawn"));\r
+\r
return TRUE;\r
}\r
\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
+ 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.fixangle = TRUE;\r
self.stomach_load = spectatee.stomach_load;\r
self.stat_eaten = spectatee.stat_eaten;\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
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
\r
void ObserverThink()\r
{\r
+ float prefered_movetype;\r
if (self.flags & FL_JUMPRELEASED) {\r
if (self.BUTTON_JUMP && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
self.flags |= FL_SPAWNING;\r
} else if(self.BUTTON_ATCK && !self.version_mismatch) {\r
- self.welcomemessage_time = 0;\r
self.flags &~= FL_JUMPRELEASED;\r
if(SpectateNext() == 1) {\r
self.classname = "spectator";\r
}\r
+ } else {\r
+ prefered_movetype = ((!self.BUTTON_USE ? self.cvar_cl_clippedspectating : !self.cvar_cl_clippedspectating) ? MOVETYPE_FLY_WORLDONLY : MOVETYPE_NOCLIP);\r
+ if (self.movetype != prefered_movetype)\r
+ self.movetype = prefered_movetype;\r
}\r
} else {\r
if (!(self.BUTTON_ATCK || self.BUTTON_JUMP)) {\r
}\r
}\r
}\r
+\r
PrintWelcomeMessage(self);\r
}\r
\r
void() ctf_setstatus;\r
.float items_added;\r
.vector avg_vel;\r
+.float power_sounded;\r
void PlayerPreThink (void)\r
{\r
self.stat_game_starttime = game_starttime;\r
// core code for the vore system\r
Vore();\r
\r
+ // play power fail sound\r
+ if(self.armorvalue < cvar("g_power"))\r
+ {\r
+ if(!self.power_sounded)\r
+ {\r
+ sound(self, CHAN_TRIGGER, "misc/power_fail.ogg", VOL_BASE, ATTN_NORM);\r
+ self.power_sounded = TRUE;\r
+ }\r
+ }\r
+ else\r
+ self.power_sounded = FALSE;\r
+\r
// version nagging\r
if(self.version_nagtime)\r
if(self.cvar_g_voretournamentversion)\r
self.fixangle = TRUE;\r
}\r
\r
- if(!self.stat_eaten)\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
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);\r
+ L0_x = vlen(accel) * -1;\r
L0_y = L1_y = vectoyaw(accel);\r
\r
L0 = AnglesTransform_FromAngles(L0);\r
\r
LA = AnglesTransform_Multiply(LA, LF);\r
\r
- // fade the player back to normal rotation each frame, based on how much damage they have taken\r
- // this is used to simulate damage, so a wounded player will get back up slower\r
- if(self.leanangle_damage) // prevent division by zero\r
- if(self.leanangle_damage_force) // extra safety\r
- {\r
- float leanangle_damage_fade;\r
- leanangle_damage_fade = 1 / (1 + (self.leanangle_damage * cvar("g_leanplayer_damage_fade")));\r
- self.leanangle_damage_force = self.leanangle_damage_force * leanangle_damage_fade;\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
// set weapon and player glowmod\r
self.glowmod = colormapPaletteColor(self.clientcolors & 0x0F, TRUE) * 2;\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
}\r
\r