FossilOrigin-Name: b250dfa8d49dc6cf7dd86d6c7836733467c87769e3cedaa4678b94d411b7be12
528 lines
11 KiB
Objective-C
528 lines
11 KiB
Objective-C
// clientgame.cpp: core game related stuff
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#include "cube.h"
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#import "DynamicEntity.h"
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#import "Entity.h"
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#import "OFString+Cube.h"
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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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static void
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mode(int n)
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{
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addmsg(1, 2, SV_GAMEMODE, nextmode = n);
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}
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COMMAND(mode, ARG_1INT)
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bool intermission = false;
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DynamicEntity *player1; // our client
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OFMutableArray *players; // other clients
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void
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initPlayers()
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{
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player1 = newdynent();
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players = [[OFMutableArray alloc] init];
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}
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VARP(sensitivity, 0, 10, 10000);
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VARP(sensitivityscale, 1, 1, 10000);
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VARP(invmouse, 0, 0, 1);
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int lastmillis = 0;
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int curtime = 10;
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OFString *clientmap;
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OFString *
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getclientmap()
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{
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return clientmap;
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}
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void
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resetmovement(DynamicEntity *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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// reset player state not persistent accross spawns
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void
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spawnstate(DynamicEntity *d)
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{
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resetmovement(d);
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d.vel = OFMakeVector3D(0, 0, 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 = 50;
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d.armourtype = A_BLUE;
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d.quadmillis = 0;
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d.lastattackgun = d.gunselect = GUN_SG;
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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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loopi(NUMGUNS) d.ammo[i] = 0;
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d.ammo[GUN_FIST] = 1;
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if (m_noitems) {
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d.gunselect = GUN_RIFLE;
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d.armour = 0;
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if (m_noitemsrail) {
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d.health = 1;
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d.ammo[GUN_RIFLE] = 100;
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} else {
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if (gamemode == 12) {
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// eihrul's secret "instafist" mode
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d.gunselect = GUN_FIST;
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return;
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}
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d.health = 256;
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if (m_tarena) {
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int gun1 = rnd(4) + 1;
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baseammo(d.gunselect = gun1);
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for (;;) {
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int gun2 = rnd(4) + 1;
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if (gun1 != gun2) {
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baseammo(gun2);
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break;
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}
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}
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} else if (m_arena) {
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// insta arena
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d.ammo[GUN_RIFLE] = 100;
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} else {
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// efficiency
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loopi(4) baseammo(i + 1);
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d.gunselect = GUN_CG;
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}
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d.ammo[GUN_CG] /= 2;
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}
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} else
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d.ammo[GUN_SG] = 5;
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}
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DynamicEntity *
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newdynent() // create a new blank player or monster
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{
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DynamicEntity *d = [[DynamicEntity alloc] init];
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d.o = OFMakeVector3D(0, 0, 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 = 22;
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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 = 3.2f;
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d.aboveeye = 0.7f;
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d.frags = 0;
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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 = d.team = @"";
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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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spawnstate(d);
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return d;
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}
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void
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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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static void
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arenacount(
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DynamicEntity *d, int *alive, int *dead, OFString **lastteam, bool *oneteam)
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{
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if (d.state != CS_DEAD) {
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(*alive)++;
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if (![*lastteam isEqual:d.team])
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*oneteam = false;
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*lastteam = d.team;
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} else
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(*dead)++;
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}
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int arenarespawnwait = 0;
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int arenadetectwait = 0;
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void
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arenarespawn()
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{
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if (arenarespawnwait) {
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if (arenarespawnwait < lastmillis) {
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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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} else if (arenadetectwait == 0 || arenadetectwait < lastmillis) {
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arenadetectwait = 0;
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int alive = 0, dead = 0;
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OFString *lastteam = nil;
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bool oneteam = true;
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for (id player in players)
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if (player != [OFNull null])
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arenacount(
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player, &alive, &dead, &lastteam, &oneteam);
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arenacount(player1, &alive, &dead, &lastteam, &oneteam);
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if (dead > 0 && (alive <= 1 || (m_teammode && oneteam))) {
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conoutf(
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@"arena round is over! next round in 5 seconds...");
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if (alive)
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conoutf(
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@"team %s is last man standing", lastteam);
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else
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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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extern int democlientnum;
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void
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otherplayers()
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{
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[players enumerateObjectsUsingBlock:^(id player, size_t i, bool *stop) {
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if (player == [OFNull null])
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return;
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const int lagtime = lastmillis - [player lastupdate];
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if (lagtime > 1000 && [player state] == CS_ALIVE) {
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[player setState:CS_LAGGED];
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return;
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}
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if (lagtime && [player state] != CS_DEAD &&
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(!demoplayback || i != democlientnum))
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// use physics to extrapolate player position
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moveplayer(player, 2, false);
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}];
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}
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void
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respawn()
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{
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if (player1.state == CS_DEAD) {
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player1.attacking = false;
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if (m_arena) {
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conoutf(@"waiting for new round to start...");
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return;
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}
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if (m_sp) {
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nextmode = gamemode;
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changemap(clientmap);
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return;
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} // if we die in SP we try the same map again
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respawnself();
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}
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}
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int sleepwait = 0;
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static OFString *sleepcmd = nil;
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void
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sleepf(OFString *msec, OFString *cmd)
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{
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sleepwait = msec.cube_intValue + lastmillis;
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sleepcmd = cmd;
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}
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COMMANDN(sleep, sleepf, ARG_2STR)
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void
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updateworld(int millis) // main game update loop
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{
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if (lastmillis) {
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curtime = millis - lastmillis;
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if (sleepwait && lastmillis > sleepwait) {
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sleepwait = 0;
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execute(sleepcmd, true);
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}
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physicsframe();
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checkquad(curtime);
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if (m_arena)
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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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if (getclientnum() >= 0)
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// only shoot when connected to server
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shoot(player1, &worldpos);
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// do this first, so we have most accurate information
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// when our player moves
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gets2c();
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}
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otherplayers();
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if (!demoplayback) {
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monsterthink();
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if (player1.state == CS_DEAD) {
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if (lastmillis - player1.lastaction < 2000) {
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player1.move = player1.strafe = 0;
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moveplayer(player1, 10, false);
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} else if (!m_arena && !m_sp &&
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lastmillis - player1.lastaction > 10000)
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respawn();
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} else if (!intermission) {
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moveplayer(player1, 20, true);
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checkitems();
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}
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// do this last, to reduce the effective frame lag
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c2sinfo(player1);
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}
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}
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lastmillis = millis;
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}
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// brute force but effective way to find a free spawn spot in the map
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void
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entinmap(DynamicEntity *d)
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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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OFVector3D old = d.o;
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d.o = OFMakeVector3D(d.o.x + dx, d.o.y + dy, d.o.z);
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if (collide(d, true, 0, 0))
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return;
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d.o = old;
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}
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conoutf(
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@"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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int spawncycle = -1;
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int fixspawn = 2;
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// place at random spawn. also used by monsters!
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void
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spawnplayer(DynamicEntity *d)
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{
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int r = fixspawn-- > 0 ? 4 : rnd(10) + 1;
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loopi(r) spawncycle = findentity(PLAYERSTART, spawncycle + 1);
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if (spawncycle != -1) {
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d.o = OFMakeVector3D(
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ents[spawncycle].x, ents[spawncycle].y, 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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} else
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d.o = OFMakeVector3D((float)ssize / 2, (float)ssize / 2, 4);
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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) \
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static void name(bool isdown) \
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{ \
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player1.s = isdown; \
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player1.v = isdown ? d : (player1.os ? -(d) : 0); \
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player1.lastmove = lastmillis; \
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}
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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
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attack(bool on)
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{
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if (intermission)
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return;
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if (editmode)
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editdrag(on);
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else if ((player1.attacking = on))
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respawn();
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}
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void
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jumpn(bool on)
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{
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if (!intermission && (player1.jumpnext = on))
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respawn();
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}
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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
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fixplayer1range()
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{
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const float MAXPITCH = 90.0f;
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if (player1.pitch > MAXPITCH)
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player1.pitch = MAXPITCH;
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if (player1.pitch < -MAXPITCH)
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player1.pitch = -MAXPITCH;
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while (player1.yaw < 0.0f)
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player1.yaw += 360.0f;
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while (player1.yaw >= 360.0f)
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player1.yaw -= 360.0f;
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}
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void
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mousemove(int dx, int dy)
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{
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if (player1.state == CS_DEAD || intermission)
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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) *
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(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
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selfdamage(int damage, int actor, DynamicEntity *act)
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{
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if (player1.state != CS_ALIVE || editmode || intermission)
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return;
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damageblend(damage);
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demoblend(damage);
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// let armour absorb when possible
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int ad = damage * (player1.armourtype + 1) * 20 / 100;
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if (ad > player1.armour)
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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
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? droll
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: (player1.roll < 0
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? -droll
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: (rnd(2) ? droll
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: -droll)); // give player a kick depending
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// on amount of damage
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if ((player1.health -= damage) <= 0) {
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if (actor == -2) {
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conoutf(@"you got killed by %@!", act.name);
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} else if (actor == -1) {
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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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} else {
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DynamicEntity *a = getclient(actor);
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if (a != nil) {
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if (isteam(a.team, player1.team))
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conoutf(@"you got fragged by a "
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@"teammate (%@)",
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a.name);
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else
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conoutf(
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@"you got fragged by %@", a.name);
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}
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}
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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.pitch = 0;
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player1.roll = 60;
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playsound(S_DIE1 + rnd(2), NULL);
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spawnstate(player1);
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player1.lastaction = lastmillis;
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} else
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playsound(S_PAIN6, NULL);
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}
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void
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timeupdate(int timeremain)
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{
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if (!timeremain) {
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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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} else {
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conoutf(@"time remaining: %d minutes", timeremain);
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}
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}
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DynamicEntity *
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getclient(int cn) // ensure valid entity
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{
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if (cn < 0 || cn >= MAXCLIENTS) {
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neterr(@"clientnum");
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return nil;
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}
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while (cn >= players.count)
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[players addObject:[OFNull null]];
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return (players[cn] != [OFNull null] ? players[cn]
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: (players[cn] = newdynent()));
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}
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void
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setclient(int cn, id client)
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{
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if (cn < 0 || cn >= MAXCLIENTS)
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neterr(@"clientnum");
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while (cn >= players.count)
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[players addObject:[OFNull null]];
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players[cn] = client;
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}
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void
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initclient()
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{
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clientmap = @"";
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initclientnet();
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}
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void
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startmap(OFString *name) // called just after a map load
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{
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if (netmapstart() && m_sp) {
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gamemode = 0;
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conoutf(@"coop sp not supported yet");
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}
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sleepwait = 0;
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monsterclear();
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projreset();
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spawncycle = -1;
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spawnplayer(player1);
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player1.frags = 0;
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for (id player in players)
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if (player != [OFNull null])
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[player setFrags:0];
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resetspawns();
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clientmap = name;
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if (editmode)
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toggleedit();
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setvar(@"gamespeed", 100);
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setvar(@"fog", 180);
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setvar(@"fogcolour", 0x8099B3);
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showscores(false);
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intermission = false;
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Cube.sharedInstance.framesInMap = 0;
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conoutf(@"game mode is %@", modestr(gamemode));
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}
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COMMANDN(map, changemap, ARG_1STR)
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