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DynamicEntity *player1; // our client
OFMutableArray *players; // other clients
void
initPlayers()
{
player1 = newdynent();
players = [[OFMutableArray alloc] init];
}
VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);
int lastmillis = 0;
int curtime = 10;
OFString *clientmap;
OFString *
getclientmap()
{
return clientmap;
}
void
resetmovement(DynamicEntity *d)
{
d.k_left = false;
d.k_right = false;
d.k_up = false;
d.k_down = false;
d.jumpnext = false;
d.strafe = 0;
d.move = 0;
}
// reset player state not persistent accross spawns
void
spawnstate(DynamicEntity *d)
{
resetmovement(d);
d.vel = OFMakeVector3D(0, 0, 0);
d.onfloor = false;
d.timeinair = 0;
d.health = 100;
d.armour = 50;
d.armourtype = A_BLUE;
d.quadmillis = 0;
d.lastattackgun = d.gunselect = GUN_SG;
d.gunwait = 0;
d.attacking = false;
d.lastaction = 0;
loopi(NUMGUNS) d.ammo[i] = 0;
d.ammo[GUN_FIST] = 1;
if (m_noitems) {
d.gunselect = GUN_RIFLE;
d.armour = 0;
if (m_noitemsrail) {
d.health = 1;
d.ammo[GUN_RIFLE] = 100;
} else {
if (gamemode == 12) {
// eihrul's secret "instafist" mode
d.gunselect = GUN_FIST;
return;
}
d.health = 256;
if (m_tarena) {
int gun1 = rnd(4) + 1;
baseammo(d.gunselect = gun1);
for (;;) {
int gun2 = rnd(4) + 1;
if (gun1 != gun2) {
baseammo(gun2);
break;
}
}
} else if (m_arena) {
// insta arena
d.ammo[GUN_RIFLE] = 100;
} else {
// efficiency
loopi(4) baseammo(i + 1);
d.gunselect = GUN_CG;
}
d.ammo[GUN_CG] /= 2;
}
} else
d.ammo[GUN_SG] = 5;
}
DynamicEntity *
newdynent() // create a new blank player or monster
{
DynamicEntity *d = [[DynamicEntity alloc] init];
d.o = OFMakeVector3D(0, 0, 0);
d.yaw = 270;
d.pitch = 0;
d.roll = 0;
d.maxspeed = 22;
d.outsidemap = false;
d.inwater = false;
d.radius = 1.1f;
d.eyeheight = 3.2f;
d.aboveeye = 0.7f;
d.frags = 0;
d.plag = 0;
d.ping = 0;
d.lastupdate = lastmillis;
d.enemy = NULL;
d.monsterstate = 0;
d.name = d.team = @"";
d.blocked = false;
d.lifesequence = 0;
d.state = CS_ALIVE;
spawnstate(d);
return d;
}
void
respawnself()
{
spawnplayer(player1);
showscores(false);
}
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DynamicEntity *player1; // our client
OFMutableArray *players; // other clients
void
initPlayers()
{
player1 = [[DynamicEntity alloc] init];
players = [[OFMutableArray alloc] init];
}
VARP(sensitivity, 0, 10, 10000);
VARP(sensitivityscale, 1, 1, 10000);
VARP(invmouse, 0, 0, 1);
int lastmillis = 0;
int curtime = 10;
OFString *clientmap;
OFString *
getclientmap()
{
return clientmap;
}
void
respawnself()
{
spawnplayer(player1);
showscores(false);
}
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// when our player moves
gets2c();
}
otherplayers();
if (!demoplayback) {
monsterthink();
if (player1.state == CS_DEAD) {
if (lastmillis - player1.lastaction < 2000) {
player1.move = player1.strafe = 0;
moveplayer(player1, 10, false);
} else if (!m_arena && !m_sp &&
lastmillis - player1.lastaction > 10000)
respawn();
} else if (!intermission) {
moveplayer(player1, 20, true);
checkitems();
}
// do this last, to reduce the effective frame lag
c2sinfo(player1);
}
}
lastmillis = millis;
}
// brute force but effective way to find a free spawn spot in the map
void
entinmap(DynamicEntity *d)
{
loopi(100) // try max 100 times
{
float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
float dy = (rnd(21) - 10) / 10.0f * i;
OFVector3D old = d.o;
d.o = OFMakeVector3D(d.o.x + dx, d.o.y + dy, d.o.z);
if (collide(d, true, 0, 0))
return;
d.o = old;
}
conoutf(
@"can't find entity spawn spot! (%d, %d)", (int)d.o.x, (int)d.o.y);
// leave ent at original pos, possibly stuck
}
int spawncycle = -1;
int fixspawn = 2;
// place at random spawn. also used by monsters!
void
spawnplayer(DynamicEntity *d)
{
int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
if (spawncycle != -1) {
d.o = OFMakeVector3D(
ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);
d.yaw = ents[spawncycle].attr1;
d.pitch = 0;
d.roll = 0;
} else
d.o = OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4);
entinmap(d);
spawnstate(d);
d.state = CS_ALIVE;
}
// movement input code
#define dir(name, v, d, s, os) \
static void name(bool isdown) \
{ \
player1.s = isdown; \
player1.v = isdown ? d : (player1.os ? -(d) : 0); \
player1.lastmove = lastmillis; \
}
dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);
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// when our player moves
gets2c();
}
otherplayers();
if (!demoplayback) {
monsterthink();
if (player1.state == CS_DEAD) {
if (lastmillis - player1.lastAction < 2000) {
player1.move = player1.strafe = 0;
moveplayer(player1, 10, false);
} else if (!m_arena && !m_sp &&
lastmillis - player1.lastAction > 10000)
respawn();
} else if (!intermission) {
moveplayer(player1, 20, true);
checkitems();
}
// do this last, to reduce the effective frame lag
c2sinfo(player1);
}
}
lastmillis = millis;
}
// brute force but effective way to find a free spawn spot in the map
void
entinmap(DynamicEntity *d)
{
loopi(100) // try max 100 times
{
float dx = (rnd(21) - 10) / 10.0f * i; // increasing distance
float dy = (rnd(21) - 10) / 10.0f * i;
OFVector3D old = d.origin;
d.origin = OFAddVector3D(d.origin, OFMakeVector3D(dx, dy, 0));
if (collide(d, true, 0, 0))
return;
d.origin = old;
}
conoutf(@"can't find entity spawn spot! (%d, %d)", (int)d.origin.x,
(int)d.origin.y);
// leave ent at original pos, possibly stuck
}
int spawncycle = -1;
int fixspawn = 2;
// place at random spawn. also used by monsters!
void
spawnplayer(DynamicEntity *d)
{
int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
if (spawncycle != -1) {
d.origin = OFMakeVector3D(
ents[spawncycle].x, ents[spawncycle].y, ents[spawncycle].z);
d.yaw = ents[spawncycle].attr1;
d.pitch = 0;
d.roll = 0;
} else
d.origin =
OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4);
entinmap(d);
[d resetToSpawnState];
d.state = CS_ALIVE;
}
// movement input code
#define dir(name, v, d, s, os) \
static void name(bool isdown) \
{ \
player1.s = isdown; \
player1.v = isdown ? d : (player1.os ? -(d) : 0); \
player1.lastMove = lastmillis; \
}
dir(backward, move, -1, k_down, k_up);
dir(forward, move, 1, k_up, k_down);
dir(left, strafe, 1, k_left, k_right);
dir(right, strafe, -1, k_right, k_left);
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else if ((player1.attacking = on))
respawn();
}
void
jumpn(bool on)
{
if (!intermission && (player1.jumpnext = on))
respawn();
}
COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
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else if ((player1.attacking = on))
respawn();
}
void
jumpn(bool on)
{
if (!intermission && (player1.jumpNext = on))
respawn();
}
COMMAND(backward, ARG_DOWN)
COMMAND(forward, ARG_DOWN)
COMMAND(left, ARG_DOWN)
COMMAND(right, ARG_DOWN)
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else
conoutf(
@"you got fragged by %@", a.name);
}
}
showscores(true);
addmsg(1, 2, SV_DIED, actor);
player1.lifesequence++;
player1.attacking = false;
player1.state = CS_DEAD;
player1.pitch = 0;
player1.roll = 60;
playsound(S_DIE1 + rnd(2), NULL);
spawnstate(player1);
player1.lastaction = lastmillis;
} else
playsound(S_PAIN6, NULL);
}
void
timeupdate(int timeremain)
{
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else
conoutf(
@"you got fragged by %@", a.name);
}
}
showscores(true);
addmsg(1, 2, SV_DIED, actor);
player1.lifeSequence++;
player1.attacking = false;
player1.state = CS_DEAD;
player1.pitch = 0;
player1.roll = 60;
playsound(S_DIE1 + rnd(2), NULL);
[player1 resetToSpawnState];
player1.lastAction = lastmillis;
} else
playsound(S_PAIN6, NULL);
}
void
timeupdate(int timeremain)
{
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