git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@261 e016b1c5-ed68-44aa-a2f7-31cac88cffde
625 lines
17 KiB
C++
625 lines
17 KiB
C++
// clientgame.cpp: core game related stuff
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#include "cube.h"
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#define sleep my_sleep
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int nextmode = 0; // nextmode becomes gamemode after next map load
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VAR(gamemode, 1, 0, 0);
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flaginfo flaginfos[2];
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void mode(int n) { addmsg(1, 2, SV_GAMEMODE, nextmode = n); };
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COMMAND(mode, ARG_1INT);
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bool intermission = false;
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dynent *player1 = newdynent(); // our client
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dvector players; // other clients
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vector <physent *>physents;
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VAR(sensitivity, 0, 10, 1000);
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VAR(sensitivityscale, 1, 1, 100);
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VAR(invmouse, 0, 0, 1);
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int lastmillis = 0;
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int curtime;
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string clientmap;
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extern int framesinmap;
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char *getclientmap() { return clientmap; };
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void resetmovement(dynent *d)
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{
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d->k_left = false;
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d->k_right = false;
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d->k_up = false;
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d->k_down = false;
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d->jumpnext = false;
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d->strafe = 0;
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d->move = 0;
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};
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void spawnstate(dynent *d) // reset player state not persistent accross spawns
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{
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resetmovement(d);
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d->vel.x = d->vel.y = d->vel.z = 0;
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d->onfloor = false;
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d->timeinair = 0;
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d->health = 100;
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d->armour = 0;
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//d->hasarmour = false;
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//d->armourtype = A_BLUE;
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//d->quadmillis = 0;
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d->gunselect = GUN_PISTOL;
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d->mag[6]=10;
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d->gunwait = 0;
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d->attacking = false;
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d->lastaction = 0;
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if(d==player1)
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{
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gun_changed = true;
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player1->primary = player1->nextprimary;
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scoped = false;
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};
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radd(d);
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d->akimbo = false;
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};
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dynent *newdynent() // create a new blank player or monster
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{
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dynent *d = (dynent *)gp()->alloc(sizeof(dynent));
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d->o.x = 0;
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d->o.y = 0;
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d->o.z = 0;
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d->yaw = 270;
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d->pitch = 0;
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d->roll = 0;
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d->maxspeed = 16; //16 max speed, 14 max with armour
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d->outsidemap = false;
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d->inwater = false;
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d->radius = 1.1f;
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d->eyeheight = 4.25f;
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d->aboveeye = 0.7f;
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d->frags = 0;
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d->flagscore = 0; // EDIT: AH
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d->plag = 0;
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d->ping = 0;
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d->lastupdate = lastmillis;
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d->enemy = NULL;
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d->monsterstate = 0;
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d->name[0] = d->team[0] = 0;
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d->blocked = false;
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d->lifesequence = 0;
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d->state = CS_ALIVE;
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d->shots = 0;
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d->reloading = false;
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d->primary = d->nextprimary = GUN_ASSULT;
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d->hasarmour = false;
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d->gunselect = GUN_PISTOL;
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d->onladder = false;
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d->isphysent = false;
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spawnstate(d);
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return d;
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};
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void ctf_death() // EDIT: AH
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{
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int flag = rb_opposite(rb_team_int(player1->team));
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flaginfo &f = flaginfos[flag];
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if(f.state==CTFF_STOLEN && f.thief==player1)
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{
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addmsg(1, 2, SV_FLAGDROP, flag);
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f.flag->spawned = false;
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f.state = CTFF_DROPPED;
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};
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};
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void respawnself()
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{
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spawnplayer(player1);
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showscores(false);
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};
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void respawn()
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{
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if(player1->state==CS_DEAD)
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{
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player1->attacking = false;
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if(m_arena) { conoutf("waiting for new round to start..."); return; };
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respawnself();
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};
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};
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void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, char *&lastname, bool &oneteam)
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//void arenacount(dynent *d, int &alive, int &dead, char *&lastteam, bool &oneteam)
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{
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if(d->state!=CS_DEAD)
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{
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alive++;
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if(lastteam && strcmp(lastteam, d->team)) oneteam = false;
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lastteam = d->team;
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lastname = d->name;
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}
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else
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{
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dead++;
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};
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};
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int arenarespawnwait = 0;
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int arenadetectwait = 0;
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void arenarespawn()
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{
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if (!m_arena) return;
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if(arenarespawnwait)
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{
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if(arenarespawnwait<lastmillis)
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{
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arenarespawnwait = 0;
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conoutf("new round starting... fight!");
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respawnself();
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};
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}
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else if(arenadetectwait==0 || arenadetectwait<lastmillis)
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{
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arenadetectwait = 0;
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int alive = 0, dead = 0;
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char *lastteam = NULL;
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char *lastname = NULL;
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bool oneteam = true;
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loopv(players) if(players[i]) arenacount(players[i], alive, dead, lastteam, lastname, oneteam);
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arenacount(player1, alive, dead, lastteam, lastname, oneteam);
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if(dead>0 && (alive<=1 || (m_teammode && oneteam)))
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{
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conoutf("arena round is over! next round in 5 seconds...");
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if(alive)
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{
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if(m_teammode)
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conoutf("team %s has won the round", (int)lastteam);
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else
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conoutf("%s is the survior!", (int)lastname);
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}
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else conoutf("everyone died!");
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arenarespawnwait = lastmillis+5000;
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arenadetectwait = lastmillis+10000;
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player1->roll = 0;
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};
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};
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};
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void checkquad(int time)
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{
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/* if(player1->quadmillis && (player1->quadmillis -= time)<0)
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{
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player1->quadmillis = 0;
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playsoundc(S_PUPOUT);
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conoutf("quad damage is over");
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};
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*/
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};
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void zapdynent(dynent *&d)
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{
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if(d) gp()->dealloc(d, sizeof(dynent));
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d = NULL;
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};
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extern int democlientnum;
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void otherplayers()
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{
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loopv(players) if(players[i])
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{
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const int lagtime = lastmillis-players[i]->lastupdate;
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if(lagtime>1000 && players[i]->state==CS_ALIVE)
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{
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players[i]->state = CS_LAGGED;
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continue;
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};
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if(lagtime && players[i]->state != CS_DEAD && (!demoplayback || i!=democlientnum)) moveplayer(players[i], 2, false); // use physics to extrapolate player position
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};
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};
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extern void explode_nade(physent *i);
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void mphysents()
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{
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loopv(physents) if(physents[i])
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{
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physent *p = physents[i];
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if(p->state == NADE_THROWED) moveplayer(p, 2, false);
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if(lastmillis - p->millis >= p->timetolife)
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{
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if(p->state==NADE_ACTIVATED || p->state==NADE_THROWED) explode_nade(physents[i]);
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physents.remove(i);
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i--;
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};
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};
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};
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int sleepwait = 0;
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string sleepcmd;
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void sleep(char *msec, char *cmd) { sleepwait = atoi(msec)+lastmillis; strcpy_s(sleepcmd, cmd); };
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COMMAND(sleep, ARG_2STR);
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void updateworld(int millis) // main game update loop
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{
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if(lastmillis)
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{
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curtime = millis - lastmillis;
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if(sleepwait && lastmillis>sleepwait) { execute(sleepcmd); sleepwait = 0; };
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physicsframe();
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//if(m_arena) arenarespawn();
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arenarespawn();
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moveprojectiles((float)curtime);
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demoplaybackstep();
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if(!demoplayback)
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{
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if(getclientnum()>=0) shoot(player1, worldpos); // only shoot when connected to server
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gets2c(); // do this first, so we have most accurate information when our player moves
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};
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mphysents();
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otherplayers();
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if(!demoplayback)
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{
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//put game mode extra call here
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if(player1->state==CS_DEAD)
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{
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if(lastmillis-player1->lastaction<2000)
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{
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player1->move = player1->strafe = 0;
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moveplayer(player1, 10, false);
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};
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}
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else if(!intermission)
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{
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moveplayer(player1, 20, true);
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checkitems();
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};
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c2sinfo(player1); // do this last, to reduce the effective frame lag
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};
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};
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lastmillis = millis;
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};
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void entinmap(dynent *d) // brute force but effective way to find a free spawn spot in the map
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{
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loopi(100) // try max 100 times
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{
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float dx = (rnd(21)-10)/10.0f*i; // increasing distance
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float dy = (rnd(21)-10)/10.0f*i;
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d->o.x += dx;
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d->o.y += dy;
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if(collide(d, true, 0, 0)) return;
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d->o.x -= dx;
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d->o.y -= dy;
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};
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conoutf("can't find entity spawn spot! (%d, %d)", (int)d->o.x, (int)d->o.y);
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// leave ent at original pos, possibly stuck
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};
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// EDIT: AH
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int securespawndist = 15;
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// Returns -1 for a free place, if not it returns the vdist to the nearest enemy
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int nearestenemy(vec *v, string team)
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{
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float nearestPlayerDistSquared = -1;
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loopv(players)
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{
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dynent *other = players[i];
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if(!other) continue;
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if(isteam(team,other->team))continue; // its a teammate
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vec place = {v->x, v->y, v->z};
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vdistsquared(distsquared, t, place, other->o);
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if(nearestPlayerDistSquared == -1) nearestPlayerDistSquared = distsquared; // first run
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else if(distsquared < nearestPlayerDistSquared) nearestPlayerDistSquared = distsquared; // if a player is closer
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};
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if(nearestPlayerDistSquared >= securespawndist * securespawndist || nearestPlayerDistSquared == -1) return -1; // a distance more than securespawndist means the place is free
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else return sqrt(nearestPlayerDistSquared);
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};
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int spawncycle = -1;
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int fixspawn = 2;
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void spawnplayer(dynent *d, bool secure) // place at random spawn
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{
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loopj(10) // EDIT: AH
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{
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int r = fixspawn-->0 ? 4 : rnd(10)+1;
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loopi(r) spawncycle = m_ctf ? findteamplayerstart(rb_team_int(d->team), spawncycle+1) : findentity(PLAYERSTART, spawncycle+1);
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if(spawncycle!=-1 && secure)
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{
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entity &e = ents[spawncycle];
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vec pos = { e.x, e.y, e.z };
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if(nearestenemy(&pos, d->team) == -1) break;
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} else break;
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};
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if(spawncycle!=-1)
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{
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d->o.x = ents[spawncycle].x;
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d->o.y = ents[spawncycle].y;
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d->o.z = ents[spawncycle].z;
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d->yaw = ents[spawncycle].attr1;
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d->pitch = 0;
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d->roll = 0;
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}
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else
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{
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d->o.x = d->o.y = (float)ssize/2;
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d->o.z = 4;
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};
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entinmap(d);
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spawnstate(d);
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d->state = CS_ALIVE;
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};
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// movement input code
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#define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; };
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dir(backward, move, -1, k_down, k_up);
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dir(forward, move, 1, k_up, k_down);
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dir(left, strafe, 1, k_left, k_right);
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dir(right, strafe, -1, k_right, k_left);
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void attack(bool on)
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{
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if(intermission) return;
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if(editmode) editdrag(on);
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else if(player1->attacking = on) respawn();
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};
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void jumpn(bool on) { if(!intermission && (player1->jumpnext = on) ) respawn(); };
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COMMAND(backward, ARG_DOWN);
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COMMAND(forward, ARG_DOWN);
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COMMAND(left, ARG_DOWN);
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COMMAND(right, ARG_DOWN);
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COMMANDN(jump, jumpn, ARG_DOWN);
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COMMAND(attack, ARG_DOWN);
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COMMAND(showscores, ARG_DOWN);
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void fixplayer1range()
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{
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const float MAXPITCH = 90.0f;
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if(player1->pitch>MAXPITCH) player1->pitch = MAXPITCH;
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if(player1->pitch<-MAXPITCH) player1->pitch = -MAXPITCH;
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while(player1->yaw<0.0f) player1->yaw += 360.0f;
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while(player1->yaw>=360.0f) player1->yaw -= 360.0f;
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};
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void mousemove(int dx, int dy)
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{
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if(player1->state==CS_DEAD || intermission) return;
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const float SENSF = 33.0f; // try match quake sens
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player1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
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player1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
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fixplayer1range();
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};
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// damage arriving from the network, monsters, yourself, all ends up here.
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void selfdamage(int damage, int actor, dynent *act)
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{
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if(player1->state!=CS_ALIVE || editmode || intermission) return;
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damageblend(damage);
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demoblend(damage);
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int ad = damage*30/100;//int ad = damage*(player1->armourtype+1)*20/100; // let armour absorb when possible
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if(ad>player1->armour) ad = player1->armour;
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player1->armour -= ad;
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damage -= ad;
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float droll = damage/0.5f;
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player1->roll += player1->roll>0 ? droll : (player1->roll<0 ? -droll : (rnd(2) ? droll : -droll)); // give player a kick depending on amount of damage
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if((player1->health -= damage)<=0)
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{
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if(actor==-2)
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{
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conoutf("you got killed by %s!", (int)&act->name);
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}
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else if(actor==-1)
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{
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actor = getclientnum();
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conoutf("you suicided!");
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addmsg(1, 2, SV_FRAGS, --player1->frags);
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}
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else
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{
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dynent *a = getclient(actor);
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if(a)
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{
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if(isteam(a->team, player1->team))
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{
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conoutf("you got fragged by a teammate (%s)", (int)a->name);
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}
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else
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{
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conoutf("you got fragged by %s", (int)a->name);
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};
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};
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};
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// EDIT: AH
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if(m_ctf) ctf_death();
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showscores(true);
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addmsg(1, 2, SV_DIED, actor);
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player1->lifesequence++;
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player1->attacking = false;
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player1->state = CS_DEAD;
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player1->oldpitch = player1->pitch;
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player1->pitch = 0;
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player1->roll = 60;
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playsound(S_DIE1+rnd(2));
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spawnstate(player1);
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player1->lastaction = lastmillis;
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}
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else
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{
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playsound(S_PAIN6);
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};
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};
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void timeupdate(int timeremain)
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{
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if(!timeremain)
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{
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intermission = true;
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player1->attacking = false;
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conoutf("intermission:");
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conoutf("game has ended!");
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showscores(true);
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}
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else
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{
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conoutf("time remaining: %d minutes", timeremain);
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};
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};
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dynent *getclient(int cn) // ensure valid entity
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{
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if(cn<0 || cn>=MAXCLIENTS)
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{
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neterr("clientnum");
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return NULL;
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};
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while(cn>=players.length()) players.add(NULL);
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return players[cn] ? players[cn] : (players[cn] = newdynent());
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};
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void initclient()
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{
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clientmap[0] = 0;
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initclientnet();
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};
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void preparectf(bool cleanonly = false)
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{
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loopi(2) flaginfos[i].flag = NULL;
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if(!cleanonly)
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{
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type==CTF_FLAG)
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{
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e.spawned = true;
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if(e.attr2<0||e.attr2>2) { conoutf("invalid ctf-flag entity (%i)", i); e.attr2 = 0; };
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flaginfo &f = flaginfos[e.attr2];
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f.flag = &e;
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f.state = CTFF_INBASE;
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f.originalpos.x = (float) e.x;
|
|
f.originalpos.y = (float) e.y;
|
|
f.originalpos.z = (float) e.z;
|
|
};
|
|
};
|
|
};
|
|
loopi(2) // ignore missing flags
|
|
{
|
|
flaginfo &f = flaginfos[i];
|
|
if(f.flag == NULL) f.flag = new entity();
|
|
}
|
|
ctf_team(player1->team); // ensure valid team
|
|
};
|
|
|
|
void startmap(char *name) // called just after a map load
|
|
{
|
|
//if(netmapstart()) { gamemode = 0;}; //needs fixed to switch modes?
|
|
netmapstart(); //should work
|
|
sleepwait = 0;
|
|
//put call to clear/restart game mode extras here
|
|
projreset();
|
|
if(m_ctf) preparectf();
|
|
shotlinereset();
|
|
spawncycle = -1;
|
|
spawnplayer(player1, true);
|
|
player1->frags = 0;
|
|
player1->flagscore = 0;
|
|
loopv(players) if(players[i]) players[i]->frags = 0;
|
|
resetspawns();
|
|
strcpy_s(clientmap, name);
|
|
if(editmode) toggleedit();
|
|
setvar("gamespeed", 100);
|
|
setvar("fog", 180);
|
|
setvar("fogcolour", 0x8099B3);
|
|
showscores(false);
|
|
intermission = false;
|
|
framesinmap = 0;
|
|
conoutf("game mode is %s", (int)modestr(gamemode));
|
|
};
|
|
|
|
COMMANDN(map, changemap, ARG_1STR);
|
|
|
|
void suicide()
|
|
{
|
|
if (multiplayer()) conoutf("there are others willing to kill you...");
|
|
else conoutf("this is not the answer");
|
|
selfdamage(1000, -1, player1);
|
|
//if(d==player1) selfdamage(dm, -1, d);
|
|
//else { addmsg(1, 4, SV_DAMAGE, d, dm, d->lifesequence); playsound(S_FALL1+rnd(5), &d->o); };
|
|
//particle_splash(3, 1000, 1000, player1->o); //edit out?
|
|
demodamage(1000, player1->o);
|
|
playsound(S_SUICIDE, &player1->o);
|
|
|
|
};
|
|
|
|
COMMAND(suicide, ARG_NONE);
|
|
|
|
void killdummies()
|
|
{
|
|
loopv(players) if(strcmp(players[i]->name, "dummy") == 0) { players[i]->lastaction = lastmillis; players[i]->health=1; };
|
|
}; COMMAND(killdummies, ARG_NONE);
|
|
|
|
// EDIT: AH
|
|
void flagaction(int flag, int action)
|
|
{
|
|
flaginfo &f = flaginfos[flag];
|
|
if(!f.thief) return;
|
|
bool ownflag = flag == rb_team_int(player1->team);
|
|
switch(action)
|
|
{
|
|
case SV_FLAGPICKUP:
|
|
{
|
|
playsound(S_FLAGPICKUP);
|
|
if(f.thief==player1)
|
|
{
|
|
conoutf("you got the enemy flag");
|
|
f.pick_ack = true;
|
|
}
|
|
else conoutf("%s got %s flag", (int) f.thief->name, (int)(ownflag ? "your": "the enemy"));
|
|
break;
|
|
};
|
|
case SV_FLAGDROP:
|
|
{
|
|
playsound(S_FLAGDROP);
|
|
if(f.thief==player1) conoutf("you lost the flag");
|
|
else conoutf("%s lost %s flag", (int) f.thief->name, (int)(ownflag ? "your" : "the enemy"));
|
|
break;
|
|
};
|
|
case SV_FLAGRETURN:
|
|
{
|
|
playsound(S_FLAGRETURN);
|
|
if(f.thief==player1) conoutf("you returned your flag");
|
|
else conoutf("%s returned %s flag", (int) f.thief->name, (int)(ownflag ? "your" : "the enemy"));
|
|
break;
|
|
};
|
|
case SV_FLAGSCORE:
|
|
{
|
|
playsound(S_FLAGSCORE);
|
|
if(f.thief==player1)
|
|
{
|
|
conoutf("you scored");
|
|
addmsg(1, 2, SV_FLAGS, ++player1->flagscore);
|
|
}
|
|
else conoutf("%s scored for %s team", (int) f.thief->name, (int)(ownflag ? "the enemy" : "your"));
|
|
break;
|
|
};
|
|
default: break;
|
|
};
|
|
};
|