/* * Copyright (C) 1997-2001 Id Software, Inc. * * This program is free software; you can redistribute it and/or modify it under * the terms of the GNU General Public License as published by the Free Software * Foundation; either version 2 of the License, or (at your option) any later * version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS * FOR A PARTICULAR PURPOSE. * * See the GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with * this program; if not, write to the Free Software Foundation, Inc., 59 Temple * Place - Suite 330, Boston, MA 02111-1307, USA. * */ // Created on 02.11.2003 by RST. // $Id: GameAI.java,v 1.7 2005-02-20 16:38:36 salomo Exp $ package jake2.game; import jake2.Defines; import jake2.Globals; import jake2.client.M; import jake2.game.monsters.M_Player; import jake2.qcommon.Com; import jake2.server.SV_WORLD; import jake2.util.Lib; import jake2.util.Math3D; import jake2.util.Vargs; import java.util.Comparator; import java.util.StringTokenizer; public class GameAI { public static gitem_armor_t jacketarmor_info = new gitem_armor_t(25, 50, .30f, .00f, Defines.ARMOR_JACKET); public static gitem_armor_t combatarmor_info = new gitem_armor_t(50, 100, .60f, .30f, Defines.ARMOR_COMBAT); public static gitem_armor_t bodyarmor_info = new gitem_armor_t(100, 200, .80f, .60f, Defines.ARMOR_BODY); public static EntInteractAdapter Pickup_Ammo = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { int oldcount; int count; boolean weapon; weapon = (ent.item.flags & Defines.IT_WEAPON) != 0; if ((weapon) && ((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO) != 0) count = 1000; else if (ent.count != 0) count = ent.count; else count = ent.item.quantity; oldcount = other.client.pers.inventory[GameUtil .ITEM_INDEX(ent.item)]; if (!Add_Ammo(other, ent.item, count)) return false; if (weapon && 0 == oldcount) { if (other.client.pers.weapon != ent.item && (0 == GameBase.deathmatch.value || other.client.pers.weapon == GameUtil .FindItem("blaster"))) other.client.newweapon = ent.item; } if (0 == (ent.spawnflags & (Defines.DROPPED_ITEM | Defines.DROPPED_PLAYER_ITEM)) && (GameBase.deathmatch.value != 0)) GameUtil.SetRespawn(ent, 30); return true; } }; public static EntInteractAdapter Pickup_Armor = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { int old_armor_index; gitem_armor_t oldinfo; gitem_armor_t newinfo; int newcount; float salvage; int salvagecount; // get info on new armor newinfo = (gitem_armor_t) ent.item.info; old_armor_index = GameUtil.ArmorIndex(other); // handle armor shards specially if (ent.item.tag == Defines.ARMOR_SHARD) { if (0 == old_armor_index) other.client.pers.inventory[GameUtil.jacket_armor_index] = 2; else other.client.pers.inventory[old_armor_index] += 2; } // if player has no armor, just use it else if (0 == old_armor_index) { other.client.pers.inventory[GameUtil.ITEM_INDEX(ent.item)] = newinfo.base_count; } // use the better armor else { // get info on old armor if (old_armor_index == GameUtil.jacket_armor_index) oldinfo = jacketarmor_info; else if (old_armor_index == GameUtil.combat_armor_index) oldinfo = combatarmor_info; else // (old_armor_index == body_armor_index) oldinfo = bodyarmor_info; if (newinfo.normal_protection > oldinfo.normal_protection) { // calc new armor values salvage = oldinfo.normal_protection / newinfo.normal_protection; salvagecount = (int) salvage * other.client.pers.inventory[old_armor_index]; newcount = newinfo.base_count + salvagecount; if (newcount > newinfo.max_count) newcount = newinfo.max_count; // zero count of old armor so it goes away other.client.pers.inventory[old_armor_index] = 0; // change armor to new item with computed value other.client.pers.inventory[GameUtil.ITEM_INDEX(ent.item)] = newcount; } else { // calc new armor values salvage = newinfo.normal_protection / oldinfo.normal_protection; salvagecount = (int) salvage * newinfo.base_count; newcount = other.client.pers.inventory[old_armor_index] + salvagecount; if (newcount > oldinfo.max_count) newcount = oldinfo.max_count; // if we're already maxed out then we don't need the new // armor if (other.client.pers.inventory[old_armor_index] >= newcount) return false; // update current armor value other.client.pers.inventory[old_armor_index] = newcount; } } if (0 == (ent.spawnflags & Defines.DROPPED_ITEM) && (GameBase.deathmatch.value != 0)) GameUtil.SetRespawn(ent, 20); return true; } }; public static EntInteractAdapter Pickup_PowerArmor = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { int quantity; quantity = other.client.pers.inventory[GameUtil .ITEM_INDEX(ent.item)]; other.client.pers.inventory[GameUtil.ITEM_INDEX(ent.item)]++; if (GameBase.deathmatch.value != 0) { if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) GameUtil.SetRespawn(ent, ent.item.quantity); // auto-use for DM only if we didn't already have one if (0 == quantity) ent.item.use.use(other, ent.item); } return true; } }; // ====================================================================== public static EntInteractAdapter Pickup_Powerup = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { int quantity; quantity = other.client.pers.inventory[GameUtil .ITEM_INDEX(ent.item)]; if ((GameBase.skill.value == 1 && quantity >= 2) || (GameBase.skill.value >= 2 && quantity >= 1)) return false; if ((GameBase.coop.value != 0) && (ent.item.flags & Defines.IT_STAY_COOP) != 0 && (quantity > 0)) return false; other.client.pers.inventory[GameUtil.ITEM_INDEX(ent.item)]++; if (GameBase.deathmatch.value != 0) { if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) GameUtil.SetRespawn(ent, ent.item.quantity); if (((int) GameBase.dmflags.value & Defines.DF_INSTANT_ITEMS) != 0 || ((ent.item.use == GameUtil.Use_Quad) && 0 != (ent.spawnflags & Defines.DROPPED_PLAYER_ITEM))) { if ((ent.item.use == GameUtil.Use_Quad) && 0 != (ent.spawnflags & Defines.DROPPED_PLAYER_ITEM)) GameUtil.quad_drop_timeout_hack = (int) ((ent.nextthink - GameBase.level.time) / Defines.FRAMETIME); ent.item.use.use(other, ent.item); } } return true; } }; public static EntInteractAdapter Pickup_Adrenaline = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { if (GameBase.deathmatch.value == 0) other.max_health += 1; if (other.health < other.max_health) other.health = other.max_health; if (0 == (ent.spawnflags & Defines.DROPPED_ITEM) && (GameBase.deathmatch.value != 0)) GameUtil.SetRespawn(ent, ent.item.quantity); return true; } }; public static EntInteractAdapter Pickup_AncientHead = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { other.max_health += 2; if (0 == (ent.spawnflags & Defines.DROPPED_ITEM) && (GameBase.deathmatch.value != 0)) GameUtil.SetRespawn(ent, ent.item.quantity); return true; } }; public static EntInteractAdapter Pickup_Bandolier = new EntInteractAdapter() { public boolean interact(edict_t ent, edict_t other) { gitem_t item; int index; if (other.client.pers.max_bullets < 250) other.client.pers.max_bullets = 250; if (other.client.pers.max_shells < 150) other.client.pers.max_shells = 150; if (other.client.pers.max_cells < 250) other.client.pers.max_cells = 250; if (other.client.pers.max_slugs < 75) other.client.pers.max_slugs = 75; item = GameUtil.FindItem("Bullets"); if (item != null) { index = GameUtil.ITEM_INDEX(item); other.client.pers.inventory[index] += item.quantity; if (other.client.pers.inventory[index] > other.client.pers.max_bullets) other.client.pers.inventory[index] = other.client.pers.max_bullets; } item = GameUtil.FindItem("Shells"); if (item != null) { index = GameUtil.ITEM_INDEX(item); other.client.pers.inventory[index] += item.quantity; if (other.client.pers.inventory[index] > other.client.pers.max_shells) other.client.pers.inventory[index] = other.client.pers.max_shells; } if (0 == (ent.spawnflags & Defines.DROPPED_ITEM) && (GameBase.deathmatch.value != 0)) GameUtil.SetRespawn(ent, ent.item.quantity); return true; } }; /* * =============== GetItemByIndex =============== */ public static gitem_t GetItemByIndex(int index) { if (index == 0 || index >= GameBase.game.num_items) return null; return itemlist[index]; } public static void AttackFinished(edict_t self, float time) { self.monsterinfo.attack_finished = GameBase.level.time + time; } /* * ============= ai_turn * * don't move, but turn towards ideal_yaw Distance is for slight position * adjustments needed by the animations ============= */ public static void ai_turn(edict_t self, float dist) { if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); if (GameUtil.FindTarget(self)) return; M.M_ChangeYaw(self); } /* * * .enemy Will be world if not currently angry at anyone. * * .movetarget The next path spot to walk toward. If .enemy, ignore * .movetarget. When an enemy is killed, the monster will try to return to * it's path. * * .hunt_time Set to time + something when the player is in sight, but * movement straight for him is blocked. This causes the monster to use wall * following code for movement direction instead of sighting on the player. * * .ideal_yaw A yaw angle of the intended direction, which will be turned * towards at up to 45 deg / state. If the enemy is in view and hunt_time is * not active, this will be the exact line towards the enemy. * * .pausetime A monster will leave it's stand state and head towards it's * .movetarget when time > .pausetime. * * walkmove(angle, speed) primitive is all or nothing */ /* * ============ FacingIdeal * * ============ */ public static boolean FacingIdeal(edict_t self) { float delta; delta = Math3D.anglemod(self.s.angles[Defines.YAW] - self.ideal_yaw); if (delta > 45 && delta < 315) return false; return true; } /* * ============= ai_run_melee * * Turn and close until within an angle to launch a melee attack * ============= */ public static void ai_run_melee(edict_t self) { self.ideal_yaw = GameUtil.enemy_yaw; M.M_ChangeYaw(self); if (FacingIdeal(self)) { self.monsterinfo.melee.think(self); self.monsterinfo.attack_state = Defines.AS_STRAIGHT; } } /* * ============= ai_run_missile * * Turn in place until within an angle to launch a missile attack * ============= */ public static void ai_run_missile(edict_t self) { self.ideal_yaw = GameUtil.enemy_yaw; M.M_ChangeYaw(self); if (FacingIdeal(self)) { self.monsterinfo.attack.think(self); self.monsterinfo.attack_state = Defines.AS_STRAIGHT; } }; /* * ============= ai_run_slide * * Strafe sideways, but stay at aproximately the same range ============= */ public static void ai_run_slide(edict_t self, float distance) { float ofs; self.ideal_yaw = GameUtil.enemy_yaw; M.M_ChangeYaw(self); if (self.monsterinfo.lefty != 0) ofs = 90; else ofs = -90; if (M.M_walkmove(self, self.ideal_yaw + ofs, distance)) return; self.monsterinfo.lefty = 1 - self.monsterinfo.lefty; M.M_walkmove(self, self.ideal_yaw - ofs, distance); } /* * ============= ai_checkattack * * Decides if we're going to attack or do something else used by ai_run and * ai_stand ============= */ public static boolean ai_checkattack(edict_t self, float dist) { float temp[] = { 0, 0, 0 }; boolean hesDeadJim; // this causes monsters to run blindly to the combat point w/o firing if (self.goalentity != null) { if ((self.monsterinfo.aiflags & Defines.AI_COMBAT_POINT) != 0) return false; if ((self.monsterinfo.aiflags & Defines.AI_SOUND_TARGET) != 0) { if ((GameBase.level.time - self.enemy.teleport_time) > 5.0) { if (self.goalentity == self.enemy) if (self.movetarget != null) self.goalentity = self.movetarget; else self.goalentity = null; self.monsterinfo.aiflags &= ~Defines.AI_SOUND_TARGET; if ((self.monsterinfo.aiflags & Defines.AI_TEMP_STAND_GROUND) != 0) self.monsterinfo.aiflags &= ~(Defines.AI_STAND_GROUND | Defines.AI_TEMP_STAND_GROUND); } else { self.show_hostile = (int) GameBase.level.time + 1; return false; } } } GameUtil.enemy_vis = false; // see if the enemy is dead hesDeadJim = false; if ((null == self.enemy) || (!self.enemy.inuse)) { hesDeadJim = true; } else if ((self.monsterinfo.aiflags & Defines.AI_MEDIC) != 0) { if (self.enemy.health > 0) { hesDeadJim = true; self.monsterinfo.aiflags &= ~Defines.AI_MEDIC; } } else { if ((self.monsterinfo.aiflags & Defines.AI_BRUTAL) != 0) { if (self.enemy.health <= -80) hesDeadJim = true; } else { if (self.enemy.health <= 0) hesDeadJim = true; } } if (hesDeadJim) { self.enemy = null; // FIXME: look all around for other targets if (self.oldenemy != null && self.oldenemy.health > 0) { self.enemy = self.oldenemy; self.oldenemy = null; GameUtil.HuntTarget(self); } else { if (self.movetarget != null) { self.goalentity = self.movetarget; self.monsterinfo.walk.think(self); } else { // we need the pausetime otherwise the stand code // will just revert to walking with no target and // the monsters will wonder around aimlessly trying // to hunt the world entity self.monsterinfo.pausetime = GameBase.level.time + 100000000; self.monsterinfo.stand.think(self); } return true; } } self.show_hostile = (int) GameBase.level.time + 1; // wake up other // monsters // check knowledge of enemy GameUtil.enemy_vis = GameUtil.visible(self, self.enemy); if (GameUtil.enemy_vis) { self.monsterinfo.search_time = GameBase.level.time + 5; Math3D.VectorCopy(self.enemy.s.origin, self.monsterinfo.last_sighting); } // look for other coop players here // if (coop && self.monsterinfo.search_time < level.time) // { // if (FindTarget (self)) // return true; // } GameUtil.enemy_infront = GameUtil.infront(self, self.enemy); GameUtil.enemy_range = GameUtil.range(self, self.enemy); Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, temp); GameUtil.enemy_yaw = Math3D.vectoyaw(temp); // JDC self.ideal_yaw = enemy_yaw; if (self.monsterinfo.attack_state == Defines.AS_MISSILE) { ai_run_missile(self); return true; } if (self.monsterinfo.attack_state == Defines.AS_MELEE) { ai_run_melee(self); return true; } // if enemy is not currently visible, we will never attack if (!GameUtil.enemy_vis) return false; return self.monsterinfo.checkattack.think(self); } public static void UpdateChaseCam(edict_t ent) { float[] o = { 0, 0, 0 }, ownerv = { 0, 0, 0 }, goal = { 0, 0, 0 }; edict_t targ; float[] forward = { 0, 0, 0 }, right = { 0, 0, 0 }; trace_t trace; int i; float[] oldgoal = { 0, 0, 0 }; float[] angles = { 0, 0, 0 }; // is our chase target gone? if (!ent.client.chase_target.inuse || ent.client.chase_target.client.resp.spectator) { edict_t old = ent.client.chase_target; ChaseNext(ent); if (ent.client.chase_target == old) { ent.client.chase_target = null; ent.client.ps.pmove.pm_flags &= ~pmove_t.PMF_NO_PREDICTION; return; } } targ = ent.client.chase_target; Math3D.VectorCopy(targ.s.origin, ownerv); Math3D.VectorCopy(ent.s.origin, oldgoal); ownerv[2] += targ.viewheight; Math3D.VectorCopy(targ.client.v_angle, angles); if (angles[Defines.PITCH] > 56) angles[Defines.PITCH] = 56; Math3D.AngleVectors(angles, forward, right, null); Math3D.VectorNormalize(forward); Math3D.VectorMA(ownerv, -30, forward, o); if (o[2] < targ.s.origin[2] + 20) o[2] = targ.s.origin[2] + 20; // jump animation lifts if (targ.groundentity == null) o[2] += 16; trace = GameBase.gi.trace(ownerv, Globals.vec3_origin, Globals.vec3_origin, o, targ, Defines.MASK_SOLID); Math3D.VectorCopy(trace.endpos, goal); Math3D.VectorMA(goal, 2, forward, goal); // pad for floors and ceilings Math3D.VectorCopy(goal, o); o[2] += 6; trace = GameBase.gi.trace(goal, Globals.vec3_origin, Globals.vec3_origin, o, targ, Defines.MASK_SOLID); if (trace.fraction < 1) { Math3D.VectorCopy(trace.endpos, goal); goal[2] -= 6; } Math3D.VectorCopy(goal, o); o[2] -= 6; trace = GameBase.gi.trace(goal, Globals.vec3_origin, Globals.vec3_origin, o, targ, Defines.MASK_SOLID); if (trace.fraction < 1) { Math3D.VectorCopy(trace.endpos, goal); goal[2] += 6; } if (targ.deadflag != 0) ent.client.ps.pmove.pm_type = Defines.PM_DEAD; else ent.client.ps.pmove.pm_type = Defines.PM_FREEZE; Math3D.VectorCopy(goal, ent.s.origin); for (i = 0; i < 3; i++) ent.client.ps.pmove.delta_angles[i] = (short) Math3D .ANGLE2SHORT(targ.client.v_angle[i] - ent.client.resp.cmd_angles[i]); if (targ.deadflag != 0) { ent.client.ps.viewangles[Defines.ROLL] = 40; ent.client.ps.viewangles[Defines.PITCH] = -15; ent.client.ps.viewangles[Defines.YAW] = targ.client.killer_yaw; } else { Math3D.VectorCopy(targ.client.v_angle, ent.client.ps.viewangles); Math3D.VectorCopy(targ.client.v_angle, ent.client.v_angle); } ent.viewheight = 0; ent.client.ps.pmove.pm_flags |= pmove_t.PMF_NO_PREDICTION; SV_WORLD.SV_LinkEdict(ent); } public static void ChaseNext(edict_t ent) { int i; edict_t e; if (null == ent.client.chase_target) return; i = ent.client.chase_target.index; do { i++; if (i > GameBase.maxclients.value) i = 1; e = GameBase.g_edicts[i]; if (!e.inuse) continue; if (!e.client.resp.spectator) break; } while (e != ent.client.chase_target); ent.client.chase_target = e; ent.client.update_chase = true; } public static void ChasePrev(edict_t ent) { int i; edict_t e; if (ent.client.chase_target == null) return; i = ent.client.chase_target.index; do { i--; if (i < 1) i = (int) GameBase.maxclients.value; e = GameBase.g_edicts[i]; if (!e.inuse) continue; if (!e.client.resp.spectator) break; } while (e != ent.client.chase_target); ent.client.chase_target = e; ent.client.update_chase = true; } public static void GetChaseTarget(edict_t ent) { int i; edict_t other; for (i = 1; i <= GameBase.maxclients.value; i++) { other = GameBase.g_edicts[i]; if (other.inuse && !other.client.resp.spectator) { ent.client.chase_target = other; ent.client.update_chase = true; UpdateChaseCam(ent); return; } } GameBase.gi.centerprintf(ent, "No other players to chase."); } /* * =============== SetItemNames * * Called by worldspawn =============== */ public static void SetItemNames() { int i; gitem_t it; for (i = 1; i < GameBase.game.num_items; i++) { it = itemlist[i]; GameBase.gi.configstring(Defines.CS_ITEMS + i, it.pickup_name); } GameUtil.jacket_armor_index = GameUtil.ITEM_INDEX(GameUtil .FindItem("Jacket Armor")); GameUtil.combat_armor_index = GameUtil.ITEM_INDEX(GameUtil .FindItem("Combat Armor")); GameUtil.body_armor_index = GameUtil.ITEM_INDEX(GameUtil .FindItem("Body Armor")); GameUtil.power_screen_index = GameUtil.ITEM_INDEX(GameUtil .FindItem("Power Screen")); GameUtil.power_shield_index = GameUtil.ITEM_INDEX(GameUtil .FindItem("Power Shield")); } public static void SelectNextItem(edict_t ent, int itflags) { gclient_t cl; int i, index; gitem_t it; cl = ent.client; if (cl.chase_target != null) { ChaseNext(ent); return; } // scan for the next valid one for (i = 1; i <= Defines.MAX_ITEMS; i++) { index = (cl.pers.selected_item + i) % Defines.MAX_ITEMS; if (0 == cl.pers.inventory[index]) continue; it = itemlist[index]; if (it.use == null) continue; if (0 == (it.flags & itflags)) continue; cl.pers.selected_item = index; return; } cl.pers.selected_item = -1; } public static void SelectPrevItem(edict_t ent, int itflags) { gclient_t cl; int i, index; gitem_t it; cl = ent.client; if (cl.chase_target != null) { ChasePrev(ent); return; } // scan for the next valid one for (i = 1; i <= Defines.MAX_ITEMS; i++) { index = (cl.pers.selected_item + Defines.MAX_ITEMS - i) % Defines.MAX_ITEMS; if (0 == cl.pers.inventory[index]) continue; it = itemlist[index]; if (null == it.use) continue; if (0 == (it.flags & itflags)) continue; cl.pers.selected_item = index; return; } cl.pers.selected_item = -1; } public static void ValidateSelectedItem(edict_t ent) { gclient_t cl; cl = ent.client; if (cl.pers.inventory[cl.pers.selected_item] != 0) return; // valid SelectNextItem(ent, -1); } //====================================================================== public static boolean Add_Ammo(edict_t ent, gitem_t item, int count) { int index; int max; if (null == ent.client) return false; if (item.tag == Defines.AMMO_BULLETS) max = ent.client.pers.max_bullets; else if (item.tag == Defines.AMMO_SHELLS) max = ent.client.pers.max_shells; else if (item.tag == Defines.AMMO_ROCKETS) max = ent.client.pers.max_rockets; else if (item.tag == Defines.AMMO_GRENADES) max = ent.client.pers.max_grenades; else if (item.tag == Defines.AMMO_CELLS) max = ent.client.pers.max_cells; else if (item.tag == Defines.AMMO_SLUGS) max = ent.client.pers.max_slugs; else return false; index = GameUtil.ITEM_INDEX(item); if (ent.client.pers.inventory[index] == max) return false; ent.client.pers.inventory[index] += count; if (ent.client.pers.inventory[index] > max) ent.client.pers.inventory[index] = max; return true; } /* * =============== PrecacheItem * * Precaches all data needed for a given item. This will be called for each * item spawned in a level, and for each item in each client's inventory. * =============== */ public static void PrecacheItem(gitem_t it) { String s; String data; int len; gitem_t ammo; if (it == null) return; if (it.pickup_sound != null) GameBase.gi.soundindex(it.pickup_sound); if (it.world_model != null) GameBase.gi.modelindex(it.world_model); if (it.view_model != null) GameBase.gi.modelindex(it.view_model); if (it.icon != null) GameBase.gi.imageindex(it.icon); // parse everything for its ammo if (it.ammo != null && it.ammo.length() != 0) { ammo = GameUtil.FindItem(it.ammo); if (ammo != it) PrecacheItem(ammo); } // parse the space seperated precache string for other items s = it.precaches; if (s == null || s.length() != 0) return; StringTokenizer tk = new StringTokenizer(s); while (tk.hasMoreTokens()) { data = tk.nextToken(); len = data.length(); if (len >= Defines.MAX_QPATH || len < 5) GameBase.gi .error("PrecacheItem: it.classname has bad precache string: " + s); // determine type based on extension if (data.endsWith("md2")) GameBase.gi.modelindex(data); else if (data.endsWith("sp2")) GameBase.gi.modelindex(data); else if (data.endsWith("wav")) GameBase.gi.soundindex(data); else if (data.endsWith("pcx")) GameBase.gi.imageindex(data); else GameBase.gi.error("PrecacheItem: bad precache string: " + data); } } /* * ============ SpawnItem * * Sets the clipping size and plants the object on the floor. * * Items can't be immediately dropped to floor, because they might be on an * entity that hasn't spawned yet. ============ */ public static void SpawnItem(edict_t ent, gitem_t item) { PrecacheItem(item); if (ent.spawnflags != 0) { if (Lib.strcmp(ent.classname, "key_power_cube") != 0) { ent.spawnflags = 0; GameBase.gi.dprintf("" + ent.classname + " at " + Lib.vtos(ent.s.origin) + " has invalid spawnflags set\n"); } } // some items will be prevented in deathmatch if (GameBase.deathmatch.value != 0) { if (((int) GameBase.dmflags.value & Defines.DF_NO_ARMOR) != 0) { if (item.pickup == Pickup_Armor || item.pickup == Pickup_PowerArmor) { GameUtil.G_FreeEdict(ent); return; } } if (((int) GameBase.dmflags.value & Defines.DF_NO_ITEMS) != 0) { if (item.pickup == Pickup_Powerup) { GameUtil.G_FreeEdict(ent); return; } } if (((int) GameBase.dmflags.value & Defines.DF_NO_HEALTH) != 0) { if (item.pickup == GameUtil.Pickup_Health || item.pickup == Pickup_Adrenaline || item.pickup == Pickup_AncientHead) { GameUtil.G_FreeEdict(ent); return; } } if (((int) GameBase.dmflags.value & Defines.DF_INFINITE_AMMO) != 0) { if ((item.flags == Defines.IT_AMMO) || (Lib.strcmp(ent.classname, "weapon_bfg") == 0)) { GameUtil.G_FreeEdict(ent); return; } } } if (GameBase.coop.value != 0 && (Lib.strcmp(ent.classname, "key_power_cube") == 0)) { ent.spawnflags |= (1 << (8 + GameBase.level.power_cubes)); GameBase.level.power_cubes++; } // don't let them drop items that stay in a coop game if ((GameBase.coop.value != 0) && (item.flags & Defines.IT_STAY_COOP) != 0) { item.drop = null; } ent.item = item; ent.nextthink = GameBase.level.time + 2 * Defines.FRAMETIME; // items start after other solids ent.think = droptofloor; ent.s.effects = item.world_model_flags; ent.s.renderfx = Defines.RF_GLOW; if (ent.model != null) GameBase.gi.modelindex(ent.model); } /* * =============== Touch_Item =============== */ public static void Touch_Item(edict_t ent, edict_t other, cplane_t plane, csurface_t surf) { boolean taken; if (other.client == null) return; if (other.health < 1) return; // dead people can't pickup if (ent.item.pickup == null) return; // not a grabbable item? taken = ent.item.pickup.interact(ent, other); if (taken) { // flash the screen other.client.bonus_alpha = 0.25f; // show icon and name on status bar other.client.ps.stats[Defines.STAT_PICKUP_ICON] = (short) GameBase.gi .imageindex(ent.item.icon); other.client.ps.stats[Defines.STAT_PICKUP_STRING] = (short) (Defines.CS_ITEMS + GameUtil .ITEM_INDEX(ent.item)); other.client.pickup_msg_time = GameBase.level.time + 3.0f; // change selected item if (ent.item.use != null) other.client.pers.selected_item = other.client.ps.stats[Defines.STAT_SELECTED_ITEM] = (short) GameUtil .ITEM_INDEX(ent.item); if (ent.item.pickup == GameUtil.Pickup_Health) { if (ent.count == 2) GameBase.gi.sound(other, Defines.CHAN_ITEM, GameBase.gi .soundindex("items/s_health.wav"), 1, Defines.ATTN_NORM, 0); else if (ent.count == 10) GameBase.gi.sound(other, Defines.CHAN_ITEM, GameBase.gi .soundindex("items/n_health.wav"), 1, Defines.ATTN_NORM, 0); else if (ent.count == 25) GameBase.gi.sound(other, Defines.CHAN_ITEM, GameBase.gi .soundindex("items/l_health.wav"), 1, Defines.ATTN_NORM, 0); else // (ent.count == 100) GameBase.gi.sound(other, Defines.CHAN_ITEM, GameBase.gi .soundindex("items/m_health.wav"), 1, Defines.ATTN_NORM, 0); } else if (ent.item.pickup_sound != null) { GameBase.gi.sound(other, Defines.CHAN_ITEM, GameBase.gi .soundindex(ent.item.pickup_sound), 1, Defines.ATTN_NORM, 0); } } if (0 == (ent.spawnflags & Defines.ITEM_TARGETS_USED)) { GameUtil.G_UseTargets(ent, other); ent.spawnflags |= Defines.ITEM_TARGETS_USED; } if (!taken) return; if (!((GameBase.coop.value != 0) && (ent.item.flags & Defines.IT_STAY_COOP) != 0) || 0 != (ent.spawnflags & (Defines.DROPPED_ITEM | Defines.DROPPED_PLAYER_ITEM))) { if ((ent.flags & Defines.FL_RESPAWN) != 0) ent.flags &= ~Defines.FL_RESPAWN; else GameUtil.G_FreeEdict(ent); } } /* * ================== LookAtKiller ================== */ public static void LookAtKiller(edict_t self, edict_t inflictor, edict_t attacker) { float dir[] = { 0, 0, 0 }; edict_t world = GameBase.g_edicts[0]; if (attacker != null && attacker != world && attacker != self) { Math3D.VectorSubtract(attacker.s.origin, self.s.origin, dir); } else if (inflictor != null && inflictor != world && inflictor != self) { Math3D.VectorSubtract(inflictor.s.origin, self.s.origin, dir); } else { self.client.killer_yaw = self.s.angles[Defines.YAW]; return; } if (dir[0] != 0) self.client.killer_yaw = (float) (180 / Math.PI * Math.atan2( dir[1], dir[0])); else { self.client.killer_yaw = 0; if (dir[1] > 0) self.client.killer_yaw = 90; else if (dir[1] < 0) self.client.killer_yaw = -90; } if (self.client.killer_yaw < 0) self.client.killer_yaw += 360; } public static void TossClientWeapon(edict_t self) { gitem_t item; edict_t drop; boolean quad; float spread; if (GameBase.deathmatch.value == 0) return; item = self.client.pers.weapon; if (0 == self.client.pers.inventory[self.client.ammo_index]) item = null; if (item != null && (Lib.strcmp(item.pickup_name, "Blaster") == 0)) item = null; if (0 == ((int) (GameBase.dmflags.value) & Defines.DF_QUAD_DROP)) quad = false; else quad = (self.client.quad_framenum > (GameBase.level.framenum + 10)); if (item != null && quad) spread = 22.5f; else spread = 0.0f; if (item != null) { self.client.v_angle[Defines.YAW] -= spread; drop = GameUtil.Drop_Item(self, item); self.client.v_angle[Defines.YAW] += spread; drop.spawnflags = Defines.DROPPED_PLAYER_ITEM; } if (quad) { self.client.v_angle[Defines.YAW] += spread; drop = GameUtil.Drop_Item(self, GameUtil .FindItemByClassname("item_quad")); self.client.v_angle[Defines.YAW] -= spread; drop.spawnflags |= Defines.DROPPED_PLAYER_ITEM; drop.touch = GameUtil.Touch_Item; drop.nextthink = GameBase.level.time + (self.client.quad_framenum - GameBase.level.framenum) * Defines.FRAMETIME; drop.think = GameUtil.G_FreeEdictA; } } public static void ThrowGib(edict_t self, String gibname, int damage, int type) { edict_t gib; float[] vd = { 0, 0, 0 }; float[] origin = { 0, 0, 0 }; float[] size = { 0, 0, 0 }; float vscale; gib = GameUtil.G_Spawn(); Math3D.VectorScale(self.size, 0.5f, size); Math3D.VectorAdd(self.absmin, size, origin); gib.s.origin[0] = origin[0] + Lib.crandom() * size[0]; gib.s.origin[1] = origin[1] + Lib.crandom() * size[1]; gib.s.origin[2] = origin[2] + Lib.crandom() * size[2]; GameBase.gi.setmodel(gib, gibname); gib.solid = Defines.SOLID_NOT; gib.s.effects |= Defines.EF_GIB; gib.flags |= Defines.FL_NO_KNOCKBACK; gib.takedamage = Defines.DAMAGE_YES; gib.die = gib_die; if (type == Defines.GIB_ORGANIC) { gib.movetype = Defines.MOVETYPE_TOSS; gib.touch = gib_touch; vscale = 0.5f; } else { gib.movetype = Defines.MOVETYPE_BOUNCE; vscale = 1.0f; } VelocityForDamage(damage, vd); Math3D.VectorMA(self.velocity, vscale, vd, gib.velocity); ClipGibVelocity(gib); gib.avelocity[0] = Lib.random() * 600; gib.avelocity[1] = Lib.random() * 600; gib.avelocity[2] = Lib.random() * 600; gib.think = GameUtil.G_FreeEdictA; gib.nextthink = GameBase.level.time + 10 + Lib.random() * 10; GameBase.gi.linkentity(gib); } public static void ThrowHead(edict_t self, String gibname, int damage, int type) { float vd[] = { 0, 0, 0 }; float vscale; self.s.skinnum = 0; self.s.frame = 0; Math3D.VectorClear(self.mins); Math3D.VectorClear(self.maxs); self.s.modelindex2 = 0; GameBase.gi.setmodel(self, gibname); self.solid = Defines.SOLID_NOT; self.s.effects |= Defines.EF_GIB; self.s.effects &= ~Defines.EF_FLIES; self.s.sound = 0; self.flags |= Defines.FL_NO_KNOCKBACK; self.svflags &= ~Defines.SVF_MONSTER; self.takedamage = Defines.DAMAGE_YES; self.die = gib_die; if (type == Defines.GIB_ORGANIC) { self.movetype = Defines.MOVETYPE_TOSS; self.touch = gib_touch; vscale = 0.5f; } else { self.movetype = Defines.MOVETYPE_BOUNCE; vscale = 1.0f; } VelocityForDamage(damage, vd); Math3D.VectorMA(self.velocity, vscale, vd, self.velocity); ClipGibVelocity(self); self.avelocity[Defines.YAW] = Lib.crandom() * 600f; self.think = GameUtil.G_FreeEdictA; self.nextthink = GameBase.level.time + 10 + Lib.random() * 10; GameBase.gi.linkentity(self); } public static void VelocityForDamage(int damage, float[] v) { v[0] = 100.0f * Lib.crandom(); v[1] = 100.0f * Lib.crandom(); v[2] = 200.0f + 100.0f * Lib.random(); if (damage < 50) Math3D.VectorScale(v, 0.7f, v); else Math3D.VectorScale(v, 1.2f, v); } public static void ClipGibVelocity(edict_t ent) { if (ent.velocity[0] < -300) ent.velocity[0] = -300; else if (ent.velocity[0] > 300) ent.velocity[0] = 300; if (ent.velocity[1] < -300) ent.velocity[1] = -300; else if (ent.velocity[1] > 300) ent.velocity[1] = 300; if (ent.velocity[2] < 200) ent.velocity[2] = 200; // always some upwards else if (ent.velocity[2] > 500) ent.velocity[2] = 500; } public static void ThrowClientHead(edict_t self, int damage) { float vd[] = { 0, 0, 0 }; String gibname; if ((Lib.rand() & 1) != 0) { gibname = "models/objects/gibs/head2/tris.md2"; self.s.skinnum = 1; // second skin is player } else { gibname = "models/objects/gibs/skull/tris.md2"; self.s.skinnum = 0; } self.s.origin[2] += 32; self.s.frame = 0; GameBase.gi.setmodel(self, gibname); Math3D.VectorSet(self.mins, -16, -16, 0); Math3D.VectorSet(self.maxs, 16, 16, 16); self.takedamage = Defines.DAMAGE_NO; self.solid = Defines.SOLID_NOT; self.s.effects = Defines.EF_GIB; self.s.sound = 0; self.flags |= Defines.FL_NO_KNOCKBACK; self.movetype = Defines.MOVETYPE_BOUNCE; VelocityForDamage(damage, vd); Math3D.VectorAdd(self.velocity, vd, self.velocity); if (self.client != null) // bodies in the queue don't have a client anymore { self.client.anim_priority = Defines.ANIM_DEATH; self.client.anim_end = self.s.frame; } else { self.think = null; self.nextthink = 0; } GameBase.gi.linkentity(self); } public static void ThrowDebris(edict_t self, String modelname, float speed, float[] origin) { edict_t chunk; float[] v = { 0, 0, 0 }; chunk = GameUtil.G_Spawn(); Math3D.VectorCopy(origin, chunk.s.origin); GameBase.gi.setmodel(chunk, modelname); v[0] = 100 * Lib.crandom(); v[1] = 100 * Lib.crandom(); v[2] = 100 + 100 * Lib.crandom(); Math3D.VectorMA(self.velocity, speed, v, chunk.velocity); chunk.movetype = Defines.MOVETYPE_BOUNCE; chunk.solid = Defines.SOLID_NOT; chunk.avelocity[0] = Lib.random() * 600; chunk.avelocity[1] = Lib.random() * 600; chunk.avelocity[2] = Lib.random() * 600; chunk.think = GameUtil.G_FreeEdictA; chunk.nextthink = GameBase.level.time + 5 + Lib.random() * 5; chunk.s.frame = 0; chunk.flags = 0; chunk.classname = "debris"; chunk.takedamage = Defines.DAMAGE_YES; chunk.die = debris_die; GameBase.gi.linkentity(chunk); } public static void BecomeExplosion1(edict_t self) { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_EXPLOSION1); GameBase.gi.WritePosition(self.s.origin); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); GameUtil.G_FreeEdict(self); } public static void BecomeExplosion2(edict_t self) { GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_EXPLOSION2); GameBase.gi.WritePosition(self.s.origin); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); GameUtil.G_FreeEdict(self); } /** Returns true, if the players gender flag was set to female . */ public static boolean IsFemale(edict_t ent) { char info; if (null == ent.client) return false; info = Info.Info_ValueForKey(ent.client.pers.userinfo, "gender") .charAt(0); if (info == 'f' || info == 'F') return true; return false; } /** * Returns true, if the players gender flag was neither set to female nor to * male. */ public static boolean IsNeutral(edict_t ent) { char info; if (ent.client == null) return false; info = Info.Info_ValueForKey(ent.client.pers.userinfo, "gender") .charAt(0); if (info != 'f' && info != 'F' && info != 'm' && info != 'M') return true; return false; } /** Some reports about the cause of the players death. */ public static void ClientObituary(edict_t self, edict_t inflictor, edict_t attacker) { int mod; String message; String message2; boolean ff; // attacker can be null by some mods! bug fix by rene stoeckel if (GameBase.coop.value != 0 && attacker != null && attacker.client != null) GameBase.meansOfDeath |= Defines.MOD_FRIENDLY_FIRE; if (GameBase.deathmatch.value != 0 || GameBase.coop.value != 0) { ff = (GameBase.meansOfDeath & Defines.MOD_FRIENDLY_FIRE) != 0; mod = GameBase.meansOfDeath & ~Defines.MOD_FRIENDLY_FIRE; message = null; message2 = ""; switch (mod) { case Defines.MOD_SUICIDE: message = "suicides"; break; case Defines.MOD_FALLING: message = "cratered"; break; case Defines.MOD_CRUSH: message = "was squished"; break; case Defines.MOD_WATER: message = "sank like a rock"; break; case Defines.MOD_SLIME: message = "melted"; break; case Defines.MOD_LAVA: message = "does a back flip into the lava"; break; case Defines.MOD_EXPLOSIVE: case Defines.MOD_BARREL: message = "blew up"; break; case Defines.MOD_EXIT: message = "found a way out"; break; case Defines.MOD_TARGET_LASER: message = "saw the light"; break; case Defines.MOD_TARGET_BLASTER: message = "got blasted"; break; case Defines.MOD_BOMB: case Defines.MOD_SPLASH: case Defines.MOD_TRIGGER_HURT: message = "was in the wrong place"; break; } if (attacker == self) { switch (mod) { case Defines.MOD_HELD_GRENADE: message = "tried to put the pin back in"; break; case Defines.MOD_HG_SPLASH: case Defines.MOD_G_SPLASH: if (IsNeutral(self)) message = "tripped on its own grenade"; else if (IsFemale(self)) message = "tripped on her own grenade"; else message = "tripped on his own grenade"; break; case Defines.MOD_R_SPLASH: if (IsNeutral(self)) message = "blew itself up"; else if (IsFemale(self)) message = "blew herself up"; else message = "blew himself up"; break; case Defines.MOD_BFG_BLAST: message = "should have used a smaller gun"; break; default: if (IsNeutral(self)) message = "killed itself"; else if (IsFemale(self)) message = "killed herself"; else message = "killed himself"; break; } } if (message != null) { GameBase.gi.bprintf(Defines.PRINT_MEDIUM, "" + self.client.pers.netname + " " + message + ".\n"); if (GameBase.deathmatch.value != 0) self.client.resp.score--; self.enemy = null; return; } self.enemy = attacker; if (attacker != null && attacker.client != null) { switch (mod) { case Defines.MOD_BLASTER: message = "was blasted by"; break; case Defines.MOD_SHOTGUN: message = "was gunned down by"; break; case Defines.MOD_SSHOTGUN: message = "was blown away by"; message2 = "'s super shotgun"; break; case Defines.MOD_MACHINEGUN: message = "was machinegunned by"; break; case Defines.MOD_CHAINGUN: message = "was cut in half by"; message2 = "'s chaingun"; break; case Defines.MOD_GRENADE: message = "was popped by"; message2 = "'s grenade"; break; case Defines.MOD_G_SPLASH: message = "was shredded by"; message2 = "'s shrapnel"; break; case Defines.MOD_ROCKET: message = "ate"; message2 = "'s rocket"; break; case Defines.MOD_R_SPLASH: message = "almost dodged"; message2 = "'s rocket"; break; case Defines.MOD_HYPERBLASTER: message = "was melted by"; message2 = "'s hyperblaster"; break; case Defines.MOD_RAILGUN: message = "was railed by"; break; case Defines.MOD_BFG_LASER: message = "saw the pretty lights from"; message2 = "'s BFG"; break; case Defines.MOD_BFG_BLAST: message = "was disintegrated by"; message2 = "'s BFG blast"; break; case Defines.MOD_BFG_EFFECT: message = "couldn't hide from"; message2 = "'s BFG"; break; case Defines.MOD_HANDGRENADE: message = "caught"; message2 = "'s handgrenade"; break; case Defines.MOD_HG_SPLASH: message = "didn't see"; message2 = "'s handgrenade"; break; case Defines.MOD_HELD_GRENADE: message = "feels"; message2 = "'s pain"; break; case Defines.MOD_TELEFRAG: message = "tried to invade"; message2 = "'s personal space"; break; } if (message != null) { GameBase.gi.bprintf(Defines.PRINT_MEDIUM, self.client.pers.netname + " " + message + " " + attacker.client.pers.netname + "" + message2); if (GameBase.deathmatch.value != 0) { if (ff) attacker.client.resp.score--; else attacker.client.resp.score++; } return; } } } GameBase.gi.bprintf(Defines.PRINT_MEDIUM, self.client.pers.netname + " died.\n"); if (GameBase.deathmatch.value != 0) self.client.resp.score--; } /** * HelpComputer. Draws the help computer. */ public static void HelpComputer(edict_t ent) { StringBuffer sb = new StringBuffer(256); String sk; if (GameBase.skill.value == 0) sk = "easy"; else if (GameBase.skill.value == 1) sk = "medium"; else if (GameBase.skill.value == 2) sk = "hard"; else sk = "hard+"; // send the layout sb.append("xv 32 yv 8 picn help "); // background sb.append("xv 202 yv 12 string2 \"").append(sk).append("\" "); // skill sb.append("xv 0 yv 24 cstring2 \"").append(GameBase.level.level_name) .append("\" "); // level name sb.append("xv 0 yv 54 cstring2 \"").append(GameBase.game.helpmessage1) .append("\" "); // help 1 sb.append("xv 0 yv 110 cstring2 \"").append(GameBase.game.helpmessage2) .append("\" "); // help 2 sb.append("xv 50 yv 164 string2 \" kills goals secrets\" "); sb.append("xv 50 yv 172 string2 \""); sb.append(Com.sprintf("%3i/%3i %i/%i %i/%i\" ", new Vargs(6) .add(GameBase.level.killed_monsters).add( GameBase.level.total_monsters).add( GameBase.level.found_goals).add( GameBase.level.total_goals).add( GameBase.level.found_secrets).add( GameBase.level.total_secrets))); GameBase.gi.WriteByte(Defines.svc_layout); GameBase.gi.WriteString(sb.toString()); GameBase.gi.unicast(ent, true); } /** * Processes the commands the player enters in the quake console. * */ public static void ClientCommand(edict_t ent) { String cmd; if (ent.client == null) return; // not fully in game yet cmd = GameBase.gi.argv(0); if (Lib.Q_stricmp(cmd, "players") == 0) { Cmd.Players_f(ent); return; } if (Lib.Q_stricmp(cmd, "say") == 0) { Cmd.Say_f(ent, false, false); return; } if (Lib.Q_stricmp(cmd, "say_team") == 0) { Cmd.Say_f(ent, true, false); return; } if (Lib.Q_stricmp(cmd, "score") == 0) { Cmd.Score_f(ent); return; } if (Lib.Q_stricmp(cmd, "help") == 0) { Cmd.Help_f(ent); return; } if (GameBase.level.intermissiontime != 0) return; if (Lib.Q_stricmp(cmd, "use") == 0) Cmd.Use_f(ent); else if (Lib.Q_stricmp(cmd, "drop") == 0) Cmd.Drop_f(ent); else if (Lib.Q_stricmp(cmd, "give") == 0) Cmd.Give_f(ent); else if (Lib.Q_stricmp(cmd, "god") == 0) Cmd.God_f(ent); else if (Lib.Q_stricmp(cmd, "notarget") == 0) Cmd.Notarget_f(ent); else if (Lib.Q_stricmp(cmd, "noclip") == 0) Cmd.Noclip_f(ent); else if (Lib.Q_stricmp(cmd, "inven") == 0) Cmd.Inven_f(ent); else if (Lib.Q_stricmp(cmd, "invnext") == 0) SelectNextItem(ent, -1); else if (Lib.Q_stricmp(cmd, "invprev") == 0) SelectPrevItem(ent, -1); else if (Lib.Q_stricmp(cmd, "invnextw") == 0) SelectNextItem(ent, Defines.IT_WEAPON); else if (Lib.Q_stricmp(cmd, "invprevw") == 0) SelectPrevItem(ent, Defines.IT_WEAPON); else if (Lib.Q_stricmp(cmd, "invnextp") == 0) SelectNextItem(ent, Defines.IT_POWERUP); else if (Lib.Q_stricmp(cmd, "invprevp") == 0) SelectPrevItem(ent, Defines.IT_POWERUP); else if (Lib.Q_stricmp(cmd, "invuse") == 0) Cmd.InvUse_f(ent); else if (Lib.Q_stricmp(cmd, "invdrop") == 0) Cmd.InvDrop_f(ent); else if (Lib.Q_stricmp(cmd, "weapprev") == 0) Cmd.WeapPrev_f(ent); else if (Lib.Q_stricmp(cmd, "weapnext") == 0) Cmd.WeapNext_f(ent); else if (Lib.Q_stricmp(cmd, "weaplast") == 0) Cmd.WeapLast_f(ent); else if (Lib.Q_stricmp(cmd, "kill") == 0) Cmd.Kill_f(ent); else if (Lib.Q_stricmp(cmd, "putaway") == 0) Cmd.PutAway_f(ent); else if (Lib.Q_stricmp(cmd, "wave") == 0) Cmd.Wave_f(ent); else if (Lib.Q_stricmp(cmd, "playerlist") == 0) Cmd.PlayerList_f(ent); else // anything that doesn't match a command will be a chat Cmd.Say_f(ent, false, true); } public static boolean Pickup_PowerArmor(edict_t ent, edict_t other) { int quantity; quantity = other.client.pers.inventory[GameUtil.ITEM_INDEX(ent.item)]; other.client.pers.inventory[GameUtil.ITEM_INDEX(ent.item)]++; if (GameBase.deathmatch.value != 0) { if (0 == (ent.spawnflags & Defines.DROPPED_ITEM)) GameUtil.SetRespawn(ent, ent.item.quantity); // auto-use for DM only if we didn't already have one if (0 == quantity) ent.item.use.use(other, ent.item); } return true; } public static void InitItems() { GameBase.game.num_items = itemlist.length - 1; } /* * QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) */ public static void SP_item_health(edict_t self) { if (GameBase.deathmatch.value != 0 && ((int) GameBase.dmflags.value & Defines.DF_NO_HEALTH) != 0) { GameUtil.G_FreeEdict(self); } self.model = "models/items/healing/medium/tris.md2"; self.count = 10; SpawnItem(self, GameUtil.FindItem("Health")); GameBase.gi.soundindex("items/n_health.wav"); } /* * QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) */ static void SP_item_health_small(edict_t self) { if (GameBase.deathmatch.value != 0 && ((int) GameBase.dmflags.value & Defines.DF_NO_HEALTH) != 0) { GameUtil.G_FreeEdict(self); return; } self.model = "models/items/healing/stimpack/tris.md2"; self.count = 2; SpawnItem(self, GameUtil.FindItem("Health")); self.style = Defines.HEALTH_IGNORE_MAX; GameBase.gi.soundindex("items/s_health.wav"); } /* * QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) */ static void SP_item_health_large(edict_t self) { if (GameBase.deathmatch.value != 0 && ((int) GameBase.dmflags.value & Defines.DF_NO_HEALTH) != 0) { GameUtil.G_FreeEdict(self); return; } self.model = "models/items/healing/large/tris.md2"; self.count = 25; SpawnItem(self, GameUtil.FindItem("Health")); GameBase.gi.soundindex("items/l_health.wav"); } /* * QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) */ static void SP_item_health_mega(edict_t self) { if (GameBase.deathmatch.value != 0 && ((int) GameBase.dmflags.value & Defines.DF_NO_HEALTH) != 0) { GameUtil.G_FreeEdict(self); return; } self.model = "models/items/mega_h/tris.md2"; self.count = 100; SpawnItem(self, GameUtil.FindItem("Health")); GameBase.gi.soundindex("items/m_health.wav"); self.style = Defines.HEALTH_IGNORE_MAX | Defines.HEALTH_TIMED; } public static ItemUseAdapter Use_PowerArmor = new ItemUseAdapter() { public void use(edict_t ent, gitem_t item) { int index; if ((ent.flags & Defines.FL_POWER_ARMOR) != 0) { ent.flags &= ~Defines.FL_POWER_ARMOR; GameBase.gi .sound(ent, Defines.CHAN_AUTO, GameBase.gi .soundindex("misc/power2.wav"), 1, Defines.ATTN_NORM, 0); } else { index = GameUtil.ITEM_INDEX(GameUtil.FindItem("cells")); if (0 == ent.client.pers.inventory[index]) { GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "No cells for power armor.\n"); return; } ent.flags |= Defines.FL_POWER_ARMOR; GameBase.gi .sound(ent, Defines.CHAN_AUTO, GameBase.gi .soundindex("misc/power1.wav"), 1, Defines.ATTN_NORM, 0); } } }; public static ItemDropAdapter Drop_Ammo = new ItemDropAdapter() { public void drop(edict_t ent, gitem_t item) { edict_t dropped; int index; index = GameUtil.ITEM_INDEX(item); dropped = GameUtil.Drop_Item(ent, item); if (ent.client.pers.inventory[index] >= item.quantity) dropped.count = item.quantity; else dropped.count = ent.client.pers.inventory[index]; if (ent.client.pers.weapon != null && ent.client.pers.weapon.tag == Defines.AMMO_GRENADES && item.tag == Defines.AMMO_GRENADES && ent.client.pers.inventory[index] - dropped.count <= 0) { GameBase.gi.cprintf(ent, Defines.PRINT_HIGH, "Can't drop current weapon\n"); GameUtil.G_FreeEdict(dropped); return; } ent.client.pers.inventory[index] -= dropped.count; ValidateSelectedItem(ent); } }; public static ItemDropAdapter Drop_General = new ItemDropAdapter() { public void drop(edict_t ent, gitem_t item) { GameUtil.Drop_Item(ent, item); ent.client.pers.inventory[GameUtil.ITEM_INDEX(item)]--; ValidateSelectedItem(ent); } }; public static ItemDropAdapter Drop_PowerArmor = new ItemDropAdapter() { public void drop(edict_t ent, gitem_t item) { if (0 != (ent.flags & Defines.FL_POWER_ARMOR) && (ent.client.pers.inventory[GameUtil.ITEM_INDEX(item)] == 1)) Use_PowerArmor.use(ent, item); Drop_General.drop(ent, item); } }; public static gitem_t itemlist[] = { //leave index 0 alone new gitem_t(null, null, null, null, null, null, null, 0, null, null, null, 0, 0, null, 0, 0, null, 0, null), // // ARMOR // new gitem_t( /* * QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) */ "item_armor_body", Pickup_Armor, null, null, null, "misc/ar1_pkup.wav", "models/items/armor/body/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_bodyarmor", /* pickup */ "Body Armor", /* width */ 3, 0, null, Defines.IT_ARMOR, 0, bodyarmor_info, Defines.ARMOR_BODY, /* precache */ ""), /* * QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_armor_combat", Pickup_Armor, null, null, null, "misc/ar1_pkup.wav", "models/items/armor/combat/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_combatarmor", /* pickup */ "Combat Armor", /* width */ 3, 0, null, Defines.IT_ARMOR, 0, combatarmor_info, Defines.ARMOR_COMBAT, /* precache */ ""), /* * QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_armor_jacket", Pickup_Armor, null, null, null, "misc/ar1_pkup.wav", "models/items/armor/jacket/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_jacketarmor", /* pickup */ "Jacket Armor", /* width */ 3, 0, null, Defines.IT_ARMOR, 0, jacketarmor_info, Defines.ARMOR_JACKET, /* precache */ ""), /* * QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_armor_shard", Pickup_Armor, null, null, null, "misc/ar2_pkup.wav", "models/items/armor/shard/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_jacketarmor", /* pickup */ "Armor Shard", /* width */ 3, 0, null, Defines.IT_ARMOR, 0, null, Defines.ARMOR_SHARD, /* precache */ ""), /* * QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_power_screen", Pickup_PowerArmor, Use_PowerArmor, Drop_PowerArmor, null, "misc/ar3_pkup.wav", "models/items/armor/screen/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_powerscreen", /* pickup */ "Power Screen", /* width */ 0, 60, null, Defines.IT_ARMOR, 0, null, 0, /* precache */ ""), /* * QUAKED item_power_shield (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_power_shield", Pickup_PowerArmor, Use_PowerArmor, Drop_PowerArmor, null, "misc/ar3_pkup.wav", "models/items/armor/shield/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_powershield", /* pickup */ "Power Shield", /* width */ 0, 60, null, Defines.IT_ARMOR, 0, null, 0, /* precache */ "misc/power2.wav misc/power1.wav"), // // WEAPONS // /* * weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) always owned, * never in the world */ new gitem_t("weapon_blaster", null, GamePWeapon.Use_Weapon, null, GamePWeapon.Weapon_Blaster, "misc/w_pkup.wav", null, 0, "models/weapons/v_blast/tris.md2", /* icon */ "w_blaster", /* pickup */ "Blaster", 0, 0, null, Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_BLASTER, null, 0, /* precache */ "weapons/blastf1a.wav misc/lasfly.wav"), /* * QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("weapon_shotgun", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_Shotgun, "misc/w_pkup.wav", "models/weapons/g_shotg/tris.md2", Defines.EF_ROTATE, "models/weapons/v_shotg/tris.md2", /* icon */ "w_shotgun", /* pickup */ "Shotgun", 0, 1, "Shells", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_SHOTGUN, null, 0, /* precache */ "weapons/shotgf1b.wav weapons/shotgr1b.wav"), /* * QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("weapon_supershotgun", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_SuperShotgun, "misc/w_pkup.wav", "models/weapons/g_shotg2/tris.md2", Defines.EF_ROTATE, "models/weapons/v_shotg2/tris.md2", /* icon */ "w_sshotgun", /* pickup */ "Super Shotgun", 0, 2, "Shells", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_SUPERSHOTGUN, null, 0, /* precache */ "weapons/sshotf1b.wav"), /* * QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "weapon_machinegun", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_Machinegun, "misc/w_pkup.wav", "models/weapons/g_machn/tris.md2", Defines.EF_ROTATE, "models/weapons/v_machn/tris.md2", /* icon */ "w_machinegun", /* pickup */ "Machinegun", 0, 1, "Bullets", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_MACHINEGUN, null, 0, /* precache */ "weapons/machgf1b.wav weapons/machgf2b.wav weapons/machgf3b.wav weapons/machgf4b.wav weapons/machgf5b.wav"), /* * QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "weapon_chaingun", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_Chaingun, "misc/w_pkup.wav", "models/weapons/g_chain/tris.md2", Defines.EF_ROTATE, "models/weapons/v_chain/tris.md2", /* icon */ "w_chaingun", /* pickup */ "Chaingun", 0, 1, "Bullets", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_CHAINGUN, null, 0, /* precache */ "weapons/chngnu1a.wav weapons/chngnl1a.wav weapons/machgf3b.wav` weapons/chngnd1a.wav"), /* * QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "ammo_grenades", Pickup_Ammo, GamePWeapon.Use_Weapon, Drop_Ammo, GamePWeapon.Weapon_Grenade, "misc/am_pkup.wav", "models/items/ammo/grenades/medium/tris.md2", 0, "models/weapons/v_handgr/tris.md2", /* icon */ "a_grenades", /* pickup */ "Grenades", /* width */ 3, 5, "grenades", Defines.IT_AMMO | Defines.IT_WEAPON, Defines.WEAP_GRENADES, null, Defines.AMMO_GRENADES, /* precache */ "weapons/hgrent1a.wav weapons/hgrena1b.wav weapons/hgrenc1b.wav weapons/hgrenb1a.wav weapons/hgrenb2a.wav "), /* * QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "weapon_grenadelauncher", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_GrenadeLauncher, "misc/w_pkup.wav", "models/weapons/g_launch/tris.md2", Defines.EF_ROTATE, "models/weapons/v_launch/tris.md2", /* icon */ "w_glauncher", /* pickup */ "Grenade Launcher", 0, 1, "Grenades", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_GRENADELAUNCHER, null, 0, /* precache */ "models/objects/grenade/tris.md2 weapons/grenlf1a.wav weapons/grenlr1b.wav weapons/grenlb1b.wav"), /* * QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "weapon_rocketlauncher", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_RocketLauncher, "misc/w_pkup.wav", "models/weapons/g_rocket/tris.md2", Defines.EF_ROTATE, "models/weapons/v_rocket/tris.md2", /* icon */ "w_rlauncher", /* pickup */ "Rocket Launcher", 0, 1, "Rockets", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_ROCKETLAUNCHER, null, 0, /* precache */ "models/objects/rocket/tris.md2 weapons/rockfly.wav weapons/rocklf1a.wav weapons/rocklr1b.wav models/objects/debris2/tris.md2"), /* * QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "weapon_hyperblaster", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_HyperBlaster, "misc/w_pkup.wav", "models/weapons/g_hyperb/tris.md2", Defines.EF_ROTATE, "models/weapons/v_hyperb/tris.md2", /* icon */ "w_hyperblaster", /* pickup */ "HyperBlaster", 0, 1, "Cells", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_HYPERBLASTER, null, 0, /* precache */ "weapons/hyprbu1a.wav weapons/hyprbl1a.wav weapons/hyprbf1a.wav weapons/hyprbd1a.wav misc/lasfly.wav"), /* * QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("weapon_railgun", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_Railgun, "misc/w_pkup.wav", "models/weapons/g_rail/tris.md2", Defines.EF_ROTATE, "models/weapons/v_rail/tris.md2", /* icon */ "w_railgun", /* pickup */ "Railgun", 0, 1, "Slugs", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_RAILGUN, null, 0, /* precache */ "weapons/rg_hum.wav"), /* * QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t( "weapon_bfg", GamePWeapon.Pickup_Weapon, GamePWeapon.Use_Weapon, GamePWeapon.Drop_Weapon, GamePWeapon.Weapon_BFG, "misc/w_pkup.wav", "models/weapons/g_bfg/tris.md2", Defines.EF_ROTATE, "models/weapons/v_bfg/tris.md2", /* icon */ "w_bfg", /* pickup */ "BFG10K", 0, 50, "Cells", Defines.IT_WEAPON | Defines.IT_STAY_COOP, Defines.WEAP_BFG, null, 0, /* precache */ "sprites/s_bfg1.sp2 sprites/s_bfg2.sp2 sprites/s_bfg3.sp2 weapons/bfg__f1y.wav weapons/bfg__l1a.wav weapons/bfg__x1b.wav weapons/bfg_hum.wav"), // // AMMO ITEMS // /* * QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("ammo_shells", Pickup_Ammo, null, Drop_Ammo, null, "misc/am_pkup.wav", "models/items/ammo/shells/medium/tris.md2", 0, null, /* icon */ "a_shells", /* pickup */ "Shells", /* width */ 3, 10, null, Defines.IT_AMMO, 0, null, Defines.AMMO_SHELLS, /* precache */ ""), /* * QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("ammo_bullets", Pickup_Ammo, null, Drop_Ammo, null, "misc/am_pkup.wav", "models/items/ammo/bullets/medium/tris.md2", 0, null, /* icon */ "a_bullets", /* pickup */ "Bullets", /* width */ 3, 50, null, Defines.IT_AMMO, 0, null, Defines.AMMO_BULLETS, /* precache */ ""), /* * QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("ammo_cells", Pickup_Ammo, null, Drop_Ammo, null, "misc/am_pkup.wav", "models/items/ammo/cells/medium/tris.md2", 0, null, /* icon */ "a_cells", /* pickup */ "Cells", /* width */ 3, 50, null, Defines.IT_AMMO, 0, null, Defines.AMMO_CELLS, /* precache */ ""), /* * QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("ammo_rockets", Pickup_Ammo, null, Drop_Ammo, null, "misc/am_pkup.wav", "models/items/ammo/rockets/medium/tris.md2", 0, null, /* icon */ "a_rockets", /* pickup */ "Rockets", /* width */ 3, 5, null, Defines.IT_AMMO, 0, null, Defines.AMMO_ROCKETS, /* precache */ ""), /* * QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("ammo_slugs", Pickup_Ammo, null, Drop_Ammo, null, "misc/am_pkup.wav", "models/items/ammo/slugs/medium/tris.md2", 0, null, /* icon */ "a_slugs", /* pickup */ "Slugs", /* width */ 3, 10, null, Defines.IT_AMMO, 0, null, Defines.AMMO_SLUGS, /* precache */ ""), // // POWERUP ITEMS // /* * QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_quad", Pickup_Powerup, GameUtil.Use_Quad, Drop_General, null, "items/pkup.wav", "models/items/quaddama/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_quad", /* pickup */ "Quad Damage", /* width */ 2, 60, null, Defines.IT_POWERUP, 0, null, 0, /* precache */ "items/damage.wav items/damage2.wav items/damage3.wav"), /* * QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_invulnerability", Pickup_Powerup, GameUtil.Use_Invulnerability, Drop_General, null, "items/pkup.wav", "models/items/invulner/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_invulnerability", /* pickup */ "Invulnerability", /* width */ 2, 300, null, Defines.IT_POWERUP, 0, null, 0, /* precache */ "items/protect.wav items/protect2.wav items/protect4.wav"), /* * QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_silencer", Pickup_Powerup, GameUtil.Use_Silencer, Drop_General, null, "items/pkup.wav", "models/items/silencer/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_silencer", /* pickup */ "Silencer", /* width */ 2, 60, null, Defines.IT_POWERUP, 0, null, 0, /* precache */ ""), /* * QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_breather", Pickup_Powerup, GameUtil.Use_Breather, Drop_General, null, "items/pkup.wav", "models/items/breather/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_rebreather", /* pickup */ "Rebreather", /* width */ 2, 60, null, Defines.IT_STAY_COOP | Defines.IT_POWERUP, 0, null, 0, /* precache */ "items/airout.wav"), /* * QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_enviro", Pickup_Powerup, GameUtil.Use_Envirosuit, Drop_General, null, "items/pkup.wav", "models/items/enviro/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_envirosuit", /* pickup */ "Environment Suit", /* width */ 2, 60, null, Defines.IT_STAY_COOP | Defines.IT_POWERUP, 0, null, 0, /* precache */ "items/airout.wav"), /* * QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16) * Special item that gives +2 to maximum health */ new gitem_t("item_ancient_head", Pickup_AncientHead, null, null, null, "items/pkup.wav", "models/items/c_head/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_fixme", /* pickup */ "Ancient Head", /* width */ 2, 60, null, 0, 0, null, 0, /* precache */ ""), /* * QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) gives * +1 to maximum health */ new gitem_t("item_adrenaline", Pickup_Adrenaline, null, null, null, "items/pkup.wav", "models/items/adrenal/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_adrenaline", /* pickup */ "Adrenaline", /* width */ 2, 60, null, 0, 0, null, 0, /* precache */ ""), /* * QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_bandolier", Pickup_Bandolier, null, null, null, "items/pkup.wav", "models/items/band/tris.md2", Defines.EF_ROTATE, null, /* icon */ "p_bandolier", /* pickup */ "Bandolier", /* width */ 2, 60, null, 0, 0, null, 0, /* precache */ ""), /* * QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) */ new gitem_t("item_pack", GameUtil.Pickup_Pack, null, null, null, "items/pkup.wav", "models/items/pack/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_pack", /* pickup */ "Ammo Pack", /* width */ 2, 180, null, 0, 0, null, 0, /* precache */ ""), // // KEYS // /* * QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16) key for * computer centers */ new gitem_t("key_data_cd", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/data_cd/tris.md2", Defines.EF_ROTATE, null, "k_datacd", "Data CD", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) * TRIGGER_SPAWN NO_TOUCH warehouse circuits */ new gitem_t("key_power_cube", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/power/tris.md2", Defines.EF_ROTATE, null, "k_powercube", "Power Cube", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16) key for the * entrance of jail3 */ new gitem_t("key_pyramid", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/pyramid/tris.md2", Defines.EF_ROTATE, null, "k_pyramid", "Pyramid Key", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16) key * for the city computer */ new gitem_t("key_data_spinner", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/spinner/tris.md2", Defines.EF_ROTATE, null, "k_dataspin", "Data Spinner", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16) security pass * for the security level */ new gitem_t("key_pass", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/pass/tris.md2", Defines.EF_ROTATE, null, "k_security", "Security Pass", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16) normal * door key - blue */ new gitem_t("key_blue_key", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/key/tris.md2", Defines.EF_ROTATE, null, "k_bluekey", "Blue Key", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16) normal door * key - red */ new gitem_t("key_red_key", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/red_key/tris.md2", Defines.EF_ROTATE, null, "k_redkey", "Red Key", 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16) tank * commander's head */ new gitem_t("key_commander_head", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/monsters/commandr/head/tris.md2", Defines.EF_GIB, null, /* icon */ "k_comhead", /* pickup */ "Commander's Head", /* width */ 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), /* * QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16) * tank commander's head */ new gitem_t("key_airstrike_target", GameUtil.Pickup_Key, null, Drop_General, null, "items/pkup.wav", "models/items/keys/target/tris.md2", Defines.EF_ROTATE, null, /* icon */ "i_airstrike", /* pickup */ "Airstrike Marker", /* width */ 2, 0, null, Defines.IT_STAY_COOP | Defines.IT_KEY, 0, null, 0, /* precache */ ""), new gitem_t(null, GameUtil.Pickup_Health, null, null, null, "items/pkup.wav", null, 0, null, /* icon */ "i_health", /* pickup */ "Health", /* width */ 3, 0, null, 0, 0, null, 0, /* precache */ "items/s_health.wav items/n_health.wav items/l_health.wav items/m_health.wav"), // end of list marker null }; /** Common Boss explode animation. */ public static EntThinkAdapter BossExplode = new EntThinkAdapter() { public boolean think(edict_t self) { float[] org = { 0, 0, 0 }; int n; self.think = BossExplode; Math3D.VectorCopy(self.s.origin, org); org[2] += 24 + (Lib.rand() & 15); switch (self.count++) { case 0: org[0] -= 24; org[1] -= 24; break; case 1: org[0] += 24; org[1] += 24; break; case 2: org[0] += 24; org[1] -= 24; break; case 3: org[0] -= 24; org[1] += 24; break; case 4: org[0] -= 48; org[1] -= 48; break; case 5: org[0] += 48; org[1] += 48; break; case 6: org[0] -= 48; org[1] += 48; break; case 7: org[0] += 48; org[1] -= 48; break; case 8: self.s.sound = 0; for (n = 0; n < 4; n++) ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", 500, Defines.GIB_ORGANIC); for (n = 0; n < 8; n++) ThrowGib(self, "models/objects/gibs/sm_metal/tris.md2", 500, Defines.GIB_METALLIC); ThrowGib(self, "models/objects/gibs/chest/tris.md2", 500, Defines.GIB_ORGANIC); ThrowHead(self, "models/objects/gibs/gear/tris.md2", 500, Defines.GIB_METALLIC); self.deadflag = Defines.DEAD_DEAD; return true; } GameBase.gi.WriteByte(Defines.svc_temp_entity); GameBase.gi.WriteByte(Defines.TE_EXPLOSION1); GameBase.gi.WritePosition(org); GameBase.gi.multicast(self.s.origin, Defines.MULTICAST_PVS); self.nextthink = GameBase.level.time + 0.1f; return true; } }; public static EntThinkAdapter walkmonster_start_go = new EntThinkAdapter() { public boolean think(edict_t self) { if (0 == (self.spawnflags & 2) && GameBase.level.time < 1) { M.M_droptofloor.think(self); if (self.groundentity != null) if (!M.M_walkmove(self, 0, 0)) GameBase.gi.dprintf(self.classname + " in solid at " + Lib.vtos(self.s.origin) + "\n"); } if (0 == self.yaw_speed) self.yaw_speed = 40; self.viewheight = 25; Monster.monster_start_go(self); if ((self.spawnflags & 2) != 0) Monster.monster_triggered_start.think(self); return true; } }; public static EntThinkAdapter walkmonster_start = new EntThinkAdapter() { public boolean think(edict_t self) { self.think = walkmonster_start_go; Monster.monster_start(self); return true; } }; public static EntThinkAdapter flymonster_start_go = new EntThinkAdapter() { public boolean think(edict_t self) { if (!M.M_walkmove(self, 0, 0)) GameBase.gi.dprintf(self.classname + " in solid at " + Lib.vtos(self.s.origin) + "\n"); if (0 == self.yaw_speed) self.yaw_speed = 20; self.viewheight = 25; Monster.monster_start_go(self); if ((self.spawnflags & 2) != 0) Monster.monster_triggered_start.think(self); return true; } }; public static EntThinkAdapter flymonster_start = new EntThinkAdapter() { public boolean think(edict_t self) { self.flags |= Defines.FL_FLY; self.think = flymonster_start_go; Monster.monster_start(self); return true; } }; public static EntThinkAdapter swimmonster_start_go = new EntThinkAdapter() { public boolean think(edict_t self) { if (0 == self.yaw_speed) self.yaw_speed = 20; self.viewheight = 10; Monster.monster_start_go(self); if ((self.spawnflags & 2) != 0) Monster.monster_triggered_start.think(self); return true; } }; public static EntThinkAdapter swimmonster_start = new EntThinkAdapter() { public boolean think(edict_t self) { self.flags |= Defines.FL_SWIM; self.think = swimmonster_start_go; Monster.monster_start(self); return true; } }; /* * ============= ai_turn * * don't move, but turn towards ideal_yaw Distance is for slight position * adjustments needed by the animations ============= */ public static AIAdapter ai_turn = new AIAdapter() { public void ai(edict_t self, float dist) { if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); if (GameUtil.FindTarget(self)) return; M.M_ChangeYaw(self); } }; /* * ============= ai_move * * Move the specified distance at current facing. This replaces the QC * functions: ai_forward, ai_back, ai_pain, and ai_painforward * ============== */ public static AIAdapter ai_move = new AIAdapter() { public void ai(edict_t self, float dist) { M.M_walkmove(self, self.s.angles[Defines.YAW], dist); } }; /* * ============= ai_walk * * The monster is walking it's beat ============= */ public static AIAdapter ai_walk = new AIAdapter() { public void ai(edict_t self, float dist) { if (self.index == 312) self.index = 312; M.M_MoveToGoal(self, dist); // check for noticing a player if (GameUtil.FindTarget(self)) return; if ((self.monsterinfo.search != null) && (GameBase.level.time > self.monsterinfo.idle_time)) { if (self.monsterinfo.idle_time != 0) { self.monsterinfo.search.think(self); self.monsterinfo.idle_time = GameBase.level.time + 15 + Globals.rnd.nextFloat() * 15; } else { self.monsterinfo.idle_time = GameBase.level.time + Globals.rnd.nextFloat() * 15; } } } }; /* * ============= ai_stand * * Used for standing around and looking for players Distance is for slight * position adjustments needed by the animations ============== */ public static AIAdapter ai_stand = new AIAdapter() { public void ai(edict_t self, float dist) { float[] v = { 0, 0, 0 }; if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); if ((self.monsterinfo.aiflags & Defines.AI_STAND_GROUND) != 0) { if (self.enemy != null) { Math3D .VectorSubtract(self.enemy.s.origin, self.s.origin, v); self.ideal_yaw = Math3D.vectoyaw(v); if (self.s.angles[Defines.YAW] != self.ideal_yaw && 0 != (self.monsterinfo.aiflags & Defines.AI_TEMP_STAND_GROUND)) { self.monsterinfo.aiflags &= ~(Defines.AI_STAND_GROUND | Defines.AI_TEMP_STAND_GROUND); self.monsterinfo.run.think(self); } M.M_ChangeYaw(self); ai_checkattack(self, 0); } else GameUtil.FindTarget(self); return; } if (GameUtil.FindTarget(self)) return; if (GameBase.level.time > self.monsterinfo.pausetime) { self.monsterinfo.walk.think(self); return; } if (0 == (self.spawnflags & 1) && (self.monsterinfo.idle != null) && (GameBase.level.time > self.monsterinfo.idle_time)) { if (self.monsterinfo.idle_time != 0) { self.monsterinfo.idle.think(self); self.monsterinfo.idle_time = GameBase.level.time + 15 + Globals.rnd.nextFloat() * 15; } else { self.monsterinfo.idle_time = GameBase.level.time + Globals.rnd.nextFloat() * 15; } } } }; /* * ============= ai_charge * * Turns towards target and advances Use this call with a distnace of 0 to * replace ai_face ============== */ public static AIAdapter ai_charge = new AIAdapter() { public void ai(edict_t self, float dist) { float[] v = { 0, 0, 0 }; Math3D.VectorSubtract(self.enemy.s.origin, self.s.origin, v); self.ideal_yaw = Math3D.vectoyaw(v); M.M_ChangeYaw(self); if (dist != 0) M.M_walkmove(self, self.s.angles[Defines.YAW], dist); } }; /* * ============= ai_run * * The monster has an enemy it is trying to kill ============= *///ok public static AIAdapter ai_run = new AIAdapter() { public void ai(edict_t self, float dist) { float[] v = { 0, 0, 0 }; edict_t tempgoal; edict_t save; boolean new1; edict_t marker; float d1, d2; trace_t tr; // mem float[] v_forward = { 0, 0, 0 }, v_right = { 0, 0, 0 }; float left, center, right; float[] left_target = { 0, 0, 0 }, right_target = { 0, 0, 0 }; // if we're going to a combat point, just proceed if ((self.monsterinfo.aiflags & Defines.AI_COMBAT_POINT) != 0) { M.M_MoveToGoal(self, dist); return; } // rst: monster heard a sound.... if ((self.monsterinfo.aiflags & Defines.AI_SOUND_TARGET) != 0) { Math3D.VectorSubtract(self.s.origin, self.enemy.s.origin, v); // ...and reached it if (Math3D.VectorLength(v) < 64) { //don't move, just stand and listen. //self.monsterinfo.aiflags |= (Defines.AI_STAND_GROUND | Defines.AI_TEMP_STAND_GROUND); self.monsterinfo.stand.think(self); // since now it is aware and does not to be triggered again. self.spawnflags &= ~1; self.enemy = null; } else M.M_MoveToGoal(self, dist); // look for new targets if (!GameUtil.FindTarget(self)) return; } if (ai_checkattack(self, dist)) return; if (self.monsterinfo.attack_state == Defines.AS_SLIDING) { ai_run_slide(self, dist); return; } if (GameUtil.enemy_vis) { // if (self.aiflags & AI_LOST_SIGHT) // dprint("regained sight\n"); M.M_MoveToGoal(self, dist); self.monsterinfo.aiflags &= ~Defines.AI_LOST_SIGHT; Math3D.VectorCopy(self.enemy.s.origin, self.monsterinfo.last_sighting); self.monsterinfo.trail_time = GameBase.level.time; return; } // coop will change to another enemy if visible^ if (GameBase.coop.value != 0) { // FIXME: insane guys get mad with this, which causes crashes! if (GameUtil.FindTarget(self)) return; } if ((self.monsterinfo.search_time != 0) && (GameBase.level.time > (self.monsterinfo.search_time + 20))) { M.M_MoveToGoal(self, dist); self.monsterinfo.search_time = 0; //dprint("search timeout\n"); return; } save = self.goalentity; tempgoal = GameUtil.G_Spawn(); self.goalentity = tempgoal; new1 = false; if (0 == (self.monsterinfo.aiflags & Defines.AI_LOST_SIGHT)) { // just lost sight of the player, decide where to go first // dprint("lost sight of player, last seen at "); // dprint(vtos(self.last_sighting)); dprint("\n"); self.monsterinfo.aiflags |= (Defines.AI_LOST_SIGHT | Defines.AI_PURSUIT_LAST_SEEN); self.monsterinfo.aiflags &= ~(Defines.AI_PURSUE_NEXT | Defines.AI_PURSUE_TEMP); new1 = true; } if ((self.monsterinfo.aiflags & Defines.AI_PURSUE_NEXT) != 0) { self.monsterinfo.aiflags &= ~Defines.AI_PURSUE_NEXT; // dprint("reached current goal: "); dprint(vtos(self.origin)); // dprint(" "); dprint(vtos(self.last_sighting)); dprint(" "); // dprint(ftos(vlen(self.origin - self.last_sighting))); // dprint("\n"); // give ourself more time since we got this far self.monsterinfo.search_time = GameBase.level.time + 5; if ((self.monsterinfo.aiflags & Defines.AI_PURSUE_TEMP) != 0) { // dprint("was temp goal; retrying original\n"); self.monsterinfo.aiflags &= ~Defines.AI_PURSUE_TEMP; marker = null; Math3D.VectorCopy(self.monsterinfo.saved_goal, self.monsterinfo.last_sighting); new1 = true; } else if ((self.monsterinfo.aiflags & Defines.AI_PURSUIT_LAST_SEEN) != 0) { self.monsterinfo.aiflags &= ~Defines.AI_PURSUIT_LAST_SEEN; marker = PlayerTrail.PickFirst(self); } else { marker = PlayerTrail.PickNext(self); } if (marker != null) { Math3D.VectorCopy(marker.s.origin, self.monsterinfo.last_sighting); self.monsterinfo.trail_time = marker.timestamp; self.s.angles[Defines.YAW] = self.ideal_yaw = marker.s.angles[Defines.YAW]; // dprint("heading is "); dprint(ftos(self.ideal_yaw)); // dprint("\n"); // debug_drawline(self.origin, self.last_sighting, 52); new1 = true; } } Math3D.VectorSubtract(self.s.origin, self.monsterinfo.last_sighting, v); d1 = Math3D.VectorLength(v); if (d1 <= dist) { self.monsterinfo.aiflags |= Defines.AI_PURSUE_NEXT; dist = d1; } Math3D.VectorCopy(self.monsterinfo.last_sighting, self.goalentity.s.origin); if (new1) { // gi.dprintf("checking for course correction\n"); tr = GameBase.gi.trace(self.s.origin, self.mins, self.maxs, self.monsterinfo.last_sighting, self, Defines.MASK_PLAYERSOLID); if (tr.fraction < 1) { Math3D.VectorSubtract(self.goalentity.s.origin, self.s.origin, v); d1 = Math3D.VectorLength(v); center = tr.fraction; d2 = d1 * ((center + 1) / 2); self.s.angles[Defines.YAW] = self.ideal_yaw = Math3D .vectoyaw(v); Math3D .AngleVectors(self.s.angles, v_forward, v_right, null); Math3D.VectorSet(v, d2, -16, 0); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, left_target); tr = GameBase.gi.trace(self.s.origin, self.mins, self.maxs, left_target, self, Defines.MASK_PLAYERSOLID); left = tr.fraction; Math3D.VectorSet(v, d2, 16, 0); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, right_target); tr = GameBase.gi.trace(self.s.origin, self.mins, self.maxs, right_target, self, Defines.MASK_PLAYERSOLID); right = tr.fraction; center = (d1 * center) / d2; if (left >= center && left > right) { if (left < 1) { Math3D.VectorSet(v, d2 * left * 0.5f, -16f, 0f); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, left_target); // gi.dprintf("incomplete path, go part way and // adjust again\n"); } Math3D.VectorCopy(self.monsterinfo.last_sighting, self.monsterinfo.saved_goal); self.monsterinfo.aiflags |= Defines.AI_PURSUE_TEMP; Math3D .VectorCopy(left_target, self.goalentity.s.origin); Math3D.VectorCopy(left_target, self.monsterinfo.last_sighting); Math3D.VectorSubtract(self.goalentity.s.origin, self.s.origin, v); self.s.angles[Defines.YAW] = self.ideal_yaw = Math3D .vectoyaw(v); // gi.dprintf("adjusted left\n"); // debug_drawline(self.origin, self.last_sighting, 152); } else if (right >= center && right > left) { if (right < 1) { Math3D.VectorSet(v, d2 * right * 0.5f, 16f, 0f); Math3D.G_ProjectSource(self.s.origin, v, v_forward, v_right, right_target); // gi.dprintf("incomplete path, go part way and // adjust again\n"); } Math3D.VectorCopy(self.monsterinfo.last_sighting, self.monsterinfo.saved_goal); self.monsterinfo.aiflags |= Defines.AI_PURSUE_TEMP; Math3D.VectorCopy(right_target, self.goalentity.s.origin); Math3D.VectorCopy(right_target, self.monsterinfo.last_sighting); Math3D.VectorSubtract(self.goalentity.s.origin, self.s.origin, v); self.s.angles[Defines.YAW] = self.ideal_yaw = Math3D .vectoyaw(v); // gi.dprintf("adjusted right\n"); // debug_drawline(self.origin, self.last_sighting, 152); } } // else gi.dprintf("course was fine\n"); } M.M_MoveToGoal(self, dist); GameUtil.G_FreeEdict(tempgoal); if (self != null) self.goalentity = save; } }; public static EntUseAdapter Use_Item = new EntUseAdapter() { public void use(edict_t ent, edict_t other, edict_t activator) { ent.svflags &= ~Defines.SVF_NOCLIENT; ent.use = null; if ((ent.spawnflags & Defines.ITEM_NO_TOUCH) != 0) { ent.solid = Defines.SOLID_BBOX; ent.touch = null; } else { ent.solid = Defines.SOLID_TRIGGER; ent.touch = GameUtil.Touch_Item; } GameBase.gi.linkentity(ent); } }; /* * ================ droptofloor ================ */ public static EntThinkAdapter droptofloor = new EntThinkAdapter() { public boolean think(edict_t ent) { trace_t tr; float[] dest = { 0, 0, 0 }; //float v[]; //v = Lib.tv(-15, -15, -15); //Math3D.VectorCopy(v, ent.mins); ent.mins[0] = ent.mins[1] = ent.mins[2] = -15; //v = Lib.tv(15, 15, 15); //Math3D.VectorCopy(v, ent.maxs); ent.maxs[0] = ent.maxs[1] = ent.maxs[2] = 15; if (ent.model != null) GameBase.gi.setmodel(ent, ent.model); else GameBase.gi.setmodel(ent, ent.item.world_model); ent.solid = Defines.SOLID_TRIGGER; ent.movetype = Defines.MOVETYPE_TOSS; ent.touch = GameUtil.Touch_Item; float v[] = { 0, 0, -128 }; Math3D.VectorAdd(ent.s.origin, v, dest); tr = GameBase.gi.trace(ent.s.origin, ent.mins, ent.maxs, dest, ent, Defines.MASK_SOLID); if (tr.startsolid) { GameBase.gi.dprintf("droptofloor: " + ent.classname + " startsolid at " + Lib.vtos(ent.s.origin) + "\n"); GameUtil.G_FreeEdict(ent); return true; } Math3D.VectorCopy(tr.endpos, ent.s.origin); if (ent.team != null) { ent.flags &= ~Defines.FL_TEAMSLAVE; ent.chain = ent.teamchain; ent.teamchain = null; ent.svflags |= Defines.SVF_NOCLIENT; ent.solid = Defines.SOLID_NOT; if (ent == ent.teammaster) { ent.nextthink = GameBase.level.time + Defines.FRAMETIME; ent.think = GameUtil.DoRespawn; } } if ((ent.spawnflags & Defines.ITEM_NO_TOUCH) != 0) { ent.solid = Defines.SOLID_BBOX; ent.touch = null; ent.s.effects &= ~Defines.EF_ROTATE; ent.s.renderfx &= ~Defines.RF_GLOW; } if ((ent.spawnflags & Defines.ITEM_TRIGGER_SPAWN) != 0) { ent.svflags |= Defines.SVF_NOCLIENT; ent.solid = Defines.SOLID_NOT; ent.use = Use_Item; } GameBase.gi.linkentity(ent); return true; } }; public static EntThinkAdapter gib_think = new EntThinkAdapter() { public boolean think(edict_t self) { self.s.frame++; self.nextthink = GameBase.level.time + Defines.FRAMETIME; if (self.s.frame == 10) { self.think = GameUtil.G_FreeEdictA; self.nextthink = GameBase.level.time + 8 + Globals.rnd.nextFloat() * 10; } return true; } }; public static EntTouchAdapter gib_touch = new EntTouchAdapter() { public void touch(edict_t self, edict_t other, cplane_t plane, csurface_t surf) { float[] normal_angles = { 0, 0, 0 }, right = { 0, 0, 0 }; if (null == self.groundentity) return; self.touch = null; if (plane != null) { GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi .soundindex("misc/fhit3.wav"), 1, Defines.ATTN_NORM, 0); Math3D.vectoangles(plane.normal, normal_angles); Math3D.AngleVectors(normal_angles, null, right, null); Math3D.vectoangles(right, self.s.angles); if (self.s.modelindex == GameBase.sm_meat_index) { self.s.frame++; self.think = gib_think; self.nextthink = GameBase.level.time + Defines.FRAMETIME; } } } }; public static EntDieAdapter gib_die = new EntDieAdapter() { public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { GameUtil.G_FreeEdict(self); } }; /* * ================= debris ================= */ public static EntDieAdapter debris_die = new EntDieAdapter() { public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { GameUtil.G_FreeEdict(self); } }; public static int player_die_i = 0; /* * ================== player_die ================== */ static EntDieAdapter player_die = new EntDieAdapter() { public void die(edict_t self, edict_t inflictor, edict_t attacker, int damage, float[] point) { int n; Math3D.VectorClear(self.avelocity); self.takedamage = Defines.DAMAGE_YES; self.movetype = Defines.MOVETYPE_TOSS; self.s.modelindex2 = 0; // remove linked weapon model self.s.angles[0] = 0; self.s.angles[2] = 0; self.s.sound = 0; self.client.weapon_sound = 0; self.maxs[2] = -8; // self.solid = SOLID_NOT; self.svflags |= Defines.SVF_DEADMONSTER; if (self.deadflag == 0) { self.client.respawn_time = GameBase.level.time + 1.0f; LookAtKiller(self, inflictor, attacker); self.client.ps.pmove.pm_type = Defines.PM_DEAD; ClientObituary(self, inflictor, attacker); TossClientWeapon(self); if (GameBase.deathmatch.value != 0) Cmd.Help_f(self); // show scores // clear inventory // this is kind of ugly, but it's how we want to handle keys in // coop for (n = 0; n < GameBase.game.num_items; n++) { if (GameBase.coop.value != 0 && (itemlist[n].flags & Defines.IT_KEY) != 0) self.client.resp.coop_respawn.inventory[n] = self.client.pers.inventory[n]; self.client.pers.inventory[n] = 0; } } // remove powerups self.client.quad_framenum = 0; self.client.invincible_framenum = 0; self.client.breather_framenum = 0; self.client.enviro_framenum = 0; self.flags &= ~Defines.FL_POWER_ARMOR; if (self.health < -40) { // gib GameBase.gi .sound(self, Defines.CHAN_BODY, GameBase.gi .soundindex("misc/udeath.wav"), 1, Defines.ATTN_NORM, 0); for (n = 0; n < 4; n++) ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, Defines.GIB_ORGANIC); ThrowClientHead(self, damage); self.takedamage = Defines.DAMAGE_NO; } else { // normal death if (self.deadflag == 0) { player_die_i = (player_die_i + 1) % 3; // start a death animation self.client.anim_priority = Defines.ANIM_DEATH; if ((self.client.ps.pmove.pm_flags & pmove_t.PMF_DUCKED) != 0) { self.s.frame = M_Player.FRAME_crdeath1 - 1; self.client.anim_end = M_Player.FRAME_crdeath5; } else switch (player_die_i) { case 0: self.s.frame = M_Player.FRAME_death101 - 1; self.client.anim_end = M_Player.FRAME_death106; break; case 1: self.s.frame = M_Player.FRAME_death201 - 1; self.client.anim_end = M_Player.FRAME_death206; break; case 2: self.s.frame = M_Player.FRAME_death301 - 1; self.client.anim_end = M_Player.FRAME_death308; break; } GameBase.gi.sound(self, Defines.CHAN_VOICE, GameBase.gi .soundindex("*death" + ((Lib.rand() % 4) + 1) + ".wav"), 1, Defines.ATTN_NORM, 0); } } self.deadflag = Defines.DEAD_DEAD; GameBase.gi.linkentity(self); } }; public static Comparator PlayerSort = new Comparator() { public int compare(Object o1, Object o2) { int anum = ((Integer) o1).intValue(); int bnum = ((Integer) o2).intValue(); int anum1 = GameBase.game.clients[anum].ps.stats[Defines.STAT_FRAGS]; int bnum1 = GameBase.game.clients[bnum].ps.stats[Defines.STAT_FRAGS]; if (anum1 < bnum1) return -1; if (anum1 > bnum1) return 1; return 0; } }; }