add lives and spectating
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			@ -1,5 +1,9 @@
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// ai.qc: monster AI functions
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float(entity enemy) enemy_is_gone = {
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	return enemy.health <= 0 || enemy.flags & FL_NOTARGET;
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};
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//
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// when a monster becomes angry at a player, that monster will be used
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// as the sight target the next frame so that monsters near that one
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						 | 
				
			
			@ -180,14 +184,9 @@ float() FindTarget = {
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		}
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	}
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	if(client == self.enemy) {
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		return FALSE;
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	}
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	if(client.flags & FL_NOTARGET) {
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		return FALSE;
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	}
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	if(client.items & IT_INVISIBILITY) {
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	if(client == self.enemy ||
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	   client.flags & FL_NOTARGET ||
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	   client.items & IT_INVISIBILITY) {
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		return FALSE;
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	}
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						 | 
				
			
			@ -205,7 +204,7 @@ float() FindTarget = {
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			return FALSE;
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		}
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	} else if(r == RANGE_MID) {
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		if(/* client.show_hostile < time || */ !infront(client)) {
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		if(!infront(client)) {
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			return FALSE;
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		}
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	}
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						 | 
				
			
			@ -468,10 +467,9 @@ void(float dist) ai_run = {
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	movedist = dist;
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	// see if the enemy is dead
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	if(self.enemy.health <= 0) {
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	if(enemy_is_gone(self.enemy)) {
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		self.enemy = world;
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		// FIXME: look all around for other targets
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		if(self.oldenemy.health > 0) {
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		if(!enemy_is_gone(self.oldenemy)) {
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			self.enemy = self.oldenemy;
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			HuntTarget();
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		} else {
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						 | 
				
			
			@ -30,9 +30,8 @@ $frame shockc1 shockc2 shockc3 shockc4 shockc5 shockc6 shockc7 shockc8
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$frame shockc9 shockc10
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void() boss_face = {
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	// go for another player if multi player
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	if(self.enemy.health <= 0 || random() < 0.02) {
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	if(enemy_is_gone(self.enemy) || random() < 0.02) {
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		self.enemy = find(self.enemy, classname, "player");
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		if(!self.enemy) {
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			self.enemy = find(self.enemy, classname, "player");
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			@ -211,7 +210,7 @@ void(vector p) boss_missile = {
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	sound(self, CHAN_WEAPON, "boss1/throw.wav", 1, ATTN_NORM);
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	// check for dead enemy
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	if(self.enemy.health <= 0) {
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	if(enemy_is_gone(self.enemy)) {
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		boss_idle1();
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	}
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};
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						 | 
				
			
			
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			@ -16,7 +16,7 @@ void() info_intermission = {
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};
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void() SetChangeParms = {
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	if(self.health <= 0) {
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	if(self.health <= 0 || self.lives == 0) {
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		SetNewParms();
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		return;
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	}
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			@ -253,7 +253,7 @@ void() changelevel_touch = {
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		return;
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	}
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	if((cvar("noexit") == 1) || ((cvar("noexit") == 2) && (mapname != "start"))) {
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	if(cvar("noexit") == 1 || (cvar("noexit") == 2 && mapname != "start")) {
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		T_Damage(other, self, self, 50000);
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		return;
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	}
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						 | 
				
			
			@ -266,7 +266,7 @@ void() changelevel_touch = {
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	SUB_UseTargets();
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	if((self.spawnflags & 1) && (deathmatch == 0)) {
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	if(self.spawnflags & 1 && deathmatch == 0) {
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		// NO_INTERMISSION
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		GotoNextMap();
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		return;
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			@ -285,7 +285,7 @@ When the player touches this, they get sent to the map listed in the "map" varia
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*/
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void() trigger_changelevel = {
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	if(!self.map) {
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		objerror("chagnelevel trigger doesn't have map");
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		objerror("changelevel trigger doesn't have map");
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	}
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	InitTrigger();
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			@ -300,7 +300,26 @@ void() trigger_changelevel = {
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=============================================================================
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*/
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// called by ClientKill and DeadThink
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void() become_spectator = {
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	self.health       = self.max_health;
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	self.armortype    = 0;
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	self.armorvalue   = 0;
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	self.items        = 0;
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	self.weapon       = 0;
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	self.ammo_shells  = 0;
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	self.ammo_nails   = 0;
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	self.ammo_rockets = 0;
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	self.ammo_cells   = 0;
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	self.takedamage   = DAMAGE_NO;
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	self.solid        = SOLID_NOT;
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	self.movetype     = MOVETYPE_NOCLIP;
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	self.flags       |= FL_NOTARGET;
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	self.deadflag     = DEAD_DEAD;
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	self.view_ofs     = VEC_ORIGIN;
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	self.modelindex   = modelindex_eyes;
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	W_SetCurrentAmmo();
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};
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void() respawn = {
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	if(coop) {
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		// make a copy of the dead body for appearances sake
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			@ -308,6 +327,7 @@ void() respawn = {
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		// get the spawn parms as they were at level start
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		setspawnparms(self);
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		// respawn
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		player_respawned = TRUE;
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		PutClientInServer();
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	} else if(deathmatch) {
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		// make a copy of the dead body for appearances sake
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			@ -315,6 +335,7 @@ void() respawn = {
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		// set default spawn parms
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		SetNewParms();
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		// respawn
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		player_respawned = TRUE;
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		PutClientInServer();
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	} else {
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		// restart the entire server
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			@ -402,6 +423,31 @@ called each time a player is spawned
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*/
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void() PutClientInServer = {
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	entity spot;
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	float respawned;
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	respawned = player_respawned;
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	player_respawned = FALSE;
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	if(sf_lives) {
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		if(respawned) {
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			self.lives--;
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			bprint(self.netname, " has ");
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			if(self.lives == 0) {
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				bprint("run out of lives...\n");
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				become_spectator();
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				return;
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			} else if(self.lives == 1) {
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				bprint("one life left!\n");
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			} else {
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				bprint(ftos(self.lives), " lives left\n");
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			}
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		} else {
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			self.lives = sf_lives;
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			dprint("lives reset to ", ftos(sf_lives), "\n");
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		}
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	} else {
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		self.lives = 1;
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	}
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	spot = SelectSpawnPoint();
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			@ -583,11 +629,10 @@ void() CheckRules = {
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//============================================================================
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void() PlayerDeathThink = {
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	entity old_self;
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void() reset_death_vel = {
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	float forward;
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	if((self.flags & FL_ONGROUND)) {
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	if(self.flags & FL_ONGROUND) {
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		forward = vlen(self.velocity);
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		forward = forward - 20;
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		if(forward <= 0) {
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			@ -596,6 +641,10 @@ void() PlayerDeathThink = {
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			self.velocity = forward * normalize(self.velocity);
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		}
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	}
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};
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void() PlayerDeathThink = {
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	reset_death_vel();
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	// wait for all buttons released
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	if(self.deadflag == DEAD_DEAD) {
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			@ -786,7 +835,7 @@ void() PlayerPreThink = {
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	}
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	if(self.view_ofs == VEC_ORIGIN) {
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		return; // intermission or finale
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		return; // intermission, finale or spectating
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	}
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	makevectors(self.v_angle); // is this still used
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			@ -841,7 +890,7 @@ void() CheckPowerups = {
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		// sound and screen flash when items starts to run out
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		if(self.invisible_sound < time) {
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			sound(self, CHAN_AUTO, "items/inv3.wav", 0.5, ATTN_IDLE);
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			self.invisible_sound = time + ((random() * 3) + 1);
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			self.invisible_sound = time + random() * 3 + 1;
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		}
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		if(self.invisible_finished < time + 3) {
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			if(self.invisible_time == 1) {
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			@ -969,7 +1018,7 @@ void() PlayerPostThink = {
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	W_WeaponFrame();
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	// check to see if player landed and play landing sound
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	if((self.jump_flag < -300) && (self.flags & FL_ONGROUND) && (self.health > 0)) {
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	if(self.jump_flag < -300 && self.flags & FL_ONGROUND && self.health > 0) {
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		if(self.watertype == CONTENT_WATER) {
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			sound(self, CHAN_BODY, "player/h2ojump.wav", 1, ATTN_NORM);
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		} else if(self.jump_flag < -650) {
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			@ -1026,7 +1075,7 @@ void() ClientDisconnect = {
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};
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void() cheat = {
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	if((deathmatch || coop) && !(temp1flag & SF_CHEATS)) {
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	if((deathmatch || coop) && !sf_cheats) {
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		return;
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	}
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			@ -1051,7 +1100,7 @@ void() cheat = {
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};
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void() cheat_quad = {
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	if((deathmatch || coop) && !(temp1flag & SF_CHEATS)) {
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	if((deathmatch || coop) && !sf_cheats) {
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		return;
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	}
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			@ -1123,13 +1172,13 @@ float(entity targ, entity attacker) obit_teledeath = {
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};
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float(entity targ, entity attacker) obit_teledeath2 = {
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	targ.frags = targ.frags - 1;
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	targ.frags--;
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	bprint("'s telefrag was deflected by satanic power\n");
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	return TRUE;
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};
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float(entity targ, entity attacker) obit_suicide = {
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	targ.frags = targ.frags - 1;
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	targ.frags--;
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	if(targ.weapon == IT_LIGHTNING && targ.waterlevel > 1) {
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		bprint(" discharges into the water\n");
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			@ -1150,7 +1199,7 @@ float(entity targ, entity attacker) obit_teamkill = {
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	float rnum;
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	rnum = random();
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	attacker.frags = attacker.frags - 1;
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	attacker.frags--;
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	if(rnum < 0.25) {
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		bprint(" mows down a teammate\n");
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			@ -1417,7 +1466,7 @@ float(entity targ, entity attacker) obit_trap = {
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};
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float(entity targ, entity attacker) obit_worldkill = {
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	targ.frags = targ.frags - 1;
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	targ.frags--;
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	if(attacker.flags & FL_MONSTER) {
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		return obit_monster(targ, attacker);
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			@ -1482,9 +1531,12 @@ Player entered the suicide command
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============
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*/
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void() ClientKill = {
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	self.frags = self.frags - 1; // extra penalty
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	ClientObituary(self, self);
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	set_suicide_frame();
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	self.modelindex = modelindex_player;
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	respawn();
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	if(self.view_ofs != VEC_ORIGIN) {
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		reset_death_vel();
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		self.frags--; // extra penalty
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		ClientObituary(self, self);
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		set_suicide_frame();
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		self.modelindex = modelindex_player;
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		respawn();
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	}
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};
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			@ -1,5 +1,18 @@
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// common.qc: common functions
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const float PO2_LUT[25] = {
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	1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768,
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	65536, 131072, 262144, 524288, 1048576, 2097152, 4194304, 8388608, 16777216
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};
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float(float x, float y) bit_shift_right = {
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	return rint(x / PO2_LUT[y]);
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};
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float(float x, float y) bit_shift_left = {
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	return rint(x * PO2_LUT[y]);
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};
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float() crandom = {
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	return 2 * (random() - 0.5);
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};
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						 | 
				
			
			
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			@ -555,9 +555,9 @@ enum {
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enum {
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	SF_CHEATS    = 1 << 0,
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	SF_LIVES_BEG = 1 << 1,
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	SF_LIVES_END = 1 << 3,
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	SF_LIVES_FLG = 0x0E,
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	SF_LIVES_BEG = 1,
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	SF_LIVES_END = 3,
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	SF_LIVES_MSK = 0x0E,
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	SF_DIST_AMMO = 1 << 4,
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};
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#pragma noref 0
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| 
						 | 
				
			
			@ -605,7 +605,12 @@ string nextmap;
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entity sight_entity;
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float sight_entity_time;
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float temp1flag;
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// super co-op additions
 | 
			
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float sf_cheats;
 | 
			
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float sf_lives;
 | 
			
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float sf_dist_ammo;
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float player_respawned;
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 | 
			
		||||
// fields --------------------------------------------------------------------|
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -723,6 +728,7 @@ float temp1flag;
 | 
			
		|||
 | 
			
		||||
// super co-op additions
 | 
			
		||||
.float pronoun;
 | 
			
		||||
.float lives;
 | 
			
		||||
 | 
			
		||||
// functions -----------------------------------------------------------------|
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -179,10 +179,16 @@ void() worldspawn = {
 | 
			
		|||
};
 | 
			
		||||
 | 
			
		||||
void() StartFrame = {
 | 
			
		||||
	float temp1flag;
 | 
			
		||||
 | 
			
		||||
	teamplay   = cvar("teamplay");
 | 
			
		||||
	skill      = cvar("skill");
 | 
			
		||||
	temp1flag  = cvar("temp1");
 | 
			
		||||
	framecount = framecount + 1;
 | 
			
		||||
 | 
			
		||||
	sf_cheats    = temp1flag & SF_CHEATS;
 | 
			
		||||
	sf_lives     = bit_shift_right(temp1flag & SF_LIVES_MSK, SF_LIVES_BEG);
 | 
			
		||||
	sf_dist_ammo = temp1flag & SF_DIST_AMMO;
 | 
			
		||||
};
 | 
			
		||||
 | 
			
		||||
/*
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
							
								
								
									
										6
									
								
								todo
									
									
									
									
									
								
							
							
						
						
									
										6
									
								
								todo
									
									
									
									
									
								
							| 
						 | 
				
			
			@ -1,3 +1,7 @@
 | 
			
		|||
bugs:
 | 
			
		||||
 | 
			
		||||
enforcers are broken
 | 
			
		||||
 | 
			
		||||
refactoring:
 | 
			
		||||
 | 
			
		||||
add expansion pack entities
 | 
			
		||||
| 
						 | 
				
			
			@ -6,7 +10,6 @@ rename all functions to be lower_underscore
 | 
			
		|||
core features:
 | 
			
		||||
 | 
			
		||||
distributed ammo
 | 
			
		||||
lives counting
 | 
			
		||||
 | 
			
		||||
useful features:
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			@ -27,4 +30,5 @@ done:
 | 
			
		|||
 | 
			
		||||
corpse pickups have keys
 | 
			
		||||
custom pronouns
 | 
			
		||||
lives counting
 | 
			
		||||
no friendly fire
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
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