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fteqw/quakec/fallout2/misc.qc

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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
void() info_null =
{
remove(self);
};
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
void() info_notnull =
{
};
//============================================================================
float START_OFF = 1;
void() light_use =
{
if (self.spawnflags & START_OFF)
{
lightstyle(self.style, "m");
self.spawnflags = self.spawnflags - START_OFF;
}
else
{
lightstyle(self.style, "a");
self.spawnflags = self.spawnflags + START_OFF;
}
};
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
*/
void() light =
{
if (!self.targetname)
{ // inert light
remove(self);
return;
}
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
};
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Non-displayed light.
Default light value is 300
Default style is 0
If targeted, it will toggle between on or off.
Makes steady fluorescent humming sound
*/
void() light_fluoro =
{
if (self.style >= 32)
{
self.use = light_use;
if (self.spawnflags & START_OFF)
lightstyle(self.style, "a");
else
lightstyle(self.style, "m");
}
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
Non-displayed light.
Default light value is 300
Default style is 10
Makes sparking, broken fluorescent sound
*/
void() light_fluorospark =
{
if (!self.style)
self.style = 10;
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
Sphere globe light.
Default light value is 300
Default style is 0
*/
void() light_globe =
{
precache_model ("progs/s_light.spr");
setmodel (self, "progs/s_light.spr");
makestatic (self);
};
void() FireAmbient =
{
precache_sound ("ambience/fire1.wav");
// attenuate fast
ambientsound (self.origin, "ambience/fire1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
Short wall torch
Default light value is 200
Default style is 0
*/
void() light_torch_small_walltorch =
{
precache_model ("progs/flame.mdl");
setmodel (self, "progs/flame.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
Large yellow flame ball
*/
void() light_flame_large_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
self.frame = 1;
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
Small yellow flame ball
*/
void() light_flame_small_yellow =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
Small white flame ball
*/
void() light_flame_small_white =
{
precache_model ("progs/flame2.mdl");
setmodel (self, "progs/flame2.mdl");
FireAmbient ();
makestatic (self);
};
//============================================================================
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Balls
*/
void() fire_fly;
void() fire_touch;
void() misc_fireball =
{
precache_model ("progs/lavaball.mdl");
self.classname = "fireball";
self.nextthink = time + (random() * 5);
self.think = fire_fly;
if (!self.speed)
self.speed = 1000;
};
void() fire_fly =
{
local entity fireball;
fireball = spawn();
fireball.solid = SOLID_TRIGGER;
fireball.movetype = MOVETYPE_TOSS;
fireball.velocity = '0 0 1000';
fireball.velocity_x = (random() * 100) - 50;
fireball.velocity_y = (random() * 100) - 50;
fireball.velocity_z = self.speed + (random() * 200);
fireball.classname = "fireball";
setmodel (fireball, "progs/lavaball.mdl");
setsize (fireball, '0 0 0', '0 0 0');
setorigin (fireball, self.origin);
fireball.nextthink = time + 5;
fireball.think = SUB_Remove;
fireball.touch = fire_touch;
self.nextthink = time + (random() * 5) + 3;
self.think = fire_fly;
};
void() fire_touch =
{
T_Damage (other, self, self, 20);
remove(self);
};
//============================================================================
void() barrel_explode =
{
self.takedamage = DAMAGE_NO;
self.classname = "explo_box";
T_RadiusDamage2 (self, self.owner, 65+random()*65, other, 800);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z+32);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
TESTING THING
*/
void() misc_explobox =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model ("maps/b_explob.bsp");
setmodel (self, "maps/b_explob.bsp");
setsize (self, '0 0 0', '32 32 64');
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
void () hostage_die =
{
local entity ze;
self.frame = START_OFF;
if (self.model == "progs/hosfem.mdl")
sound (self, CHAN_VOICE, "misc/hosdie2.wav", 1, ATTN_NONE);
else
sound (self, CHAN_VOICE, "misc/hosdie1.wav", 1, ATTN_NONE);
ze = find (world, classname, "player");
while (ze)
{
if (ze.classname == "player")
ze.score = ze.score - 100;
ze = find(ze, classname, "player");
}
hos_deatha1 ();
self.solid = SOLID_NOT;
setsize (self, VEC_ORIGIN, VEC_ORIGIN);
};
void () hostage_pain =
{
if (((random () * SECRET_NO_SHOOT) < SECRET_1ST_DOWN))
{
sound (self, CHAN_VOICE, "player/paina.wav", START_OFF, ATTN_NORM);
}
else
{
sound (self, CHAN_VOICE, "player/painb.wav", START_OFF, ATTN_NORM);
}
if (((random () * SECRET_NO_SHOOT) < SECRET_1ST_DOWN))
{
sound (self, CHAN_BODY, "player/hit1.wav", START_OFF, ATTN_NORM);
}
hos_run1 ();
};
void () hostage_think =
{
self.nextthink = (time + MULTICAST_PVS_R);
self.think = hostage_think;
if ((self.health <= MULTICAST_ALL))
{
return;
}
if ((self.cnt == MULTICAST_ALL))
{
hos_stand1 ();
}
if ((self.cnt == START_OFF))
{
hos_run1 ();
}
};
void () sci_think =
{
self.think = sci_think;
self.nextthink = (time + 15);
if (self.health <= 0)
return;
};
void (vector place) hostage_new =
{
local entity te;
local float qq;
precache_model ("progs/hosfem.mdl");
precache_model ("progs/hosguy.mdl");
precache_sound ("misc/hosdie1.wav");
precache_sound ("misc/hosdie2.wav");
precache_sound ("misc/hosdown.wav");
precache_sound ("misc/rescued.wav");
hostages = hostages + 1;
setorigin(self, place + '0 0 24');
hos_stand1 ();
self.movetype = MOVETYPE_STEP;
self.velocity = VEC_ORIGIN;
self.touch = SUB_Null;
self.classname = "rhostage";
self.takedamage = DAMAGE_AIM;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.home = self.origin;
setmodel (self, "progs/hosfem.mdl");
self.health = 70;
self.think = hostage_think;
self.nextthink = (time + START_OFF);
self.solid = SOLID_BBOX;
self.th_die = hostage_die;
self.th_pain = hostage_pain;
self.rescued = MULTICAST_ALL;
self.angles_y = floor ((random () * 360));
self.netname = "citizen";
};
void () hostage_spawn =
{
local entity te;
local float qq;
precache_model ("progs/hosfem.mdl");
precache_model ("progs/hosguy.mdl");
precache_sound ("misc/hosdie1.wav");
precache_sound ("misc/hosdie2.wav");
precache_sound ("misc/hosdown.wav");
precache_sound ("misc/rescued.wav");
if (((random () * SECRET_NO_SHOOT) <= SILENT))
{
return;
}
if (((random () * SECRET_NO_SHOOT) <= SECRET_NO_SHOOT))
{
te = find (world, classname, "hostage");
while (te)
{
qq = (qq + START_OFF);
te = find (te, classname, "hostage");
}
if ((qq >= MULTICAST_PVS_R))
{
remove (self);
return;
}
}
hos_stand1 ();
self.movetype = MOVETYPE_STEP;
self.velocity = VEC_ORIGIN;
self.touch = SUB_Null;
self.classname = "hostage";
self.takedamage = DAMAGE_AIM;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
self.home = self.origin;
if (((random () * SECRET_NO_SHOOT) <= SECRET_1ST_DOWN))
{
setmodel (self, "progs/hosfem.mdl");
}
else
{
setmodel (self, "progs/hosguy.mdl");
}
self.health = 70;
self.think = hostage_think;
self.nextthink = (time + START_OFF);
self.solid = SOLID_BBOX;
self.th_die = hostage_die;
self.th_pain = hostage_pain;
self.rescued = MULTICAST_ALL;
self.angles_y = floor ((random () * 360));
self.netname = "citizen";
};
void () scientist =
{
precache_model ("progs/hosguy.mdl");
precache_sound ("misc/hosdie1.wav");
precache_sound ("misc/hosdie2.wav");
hos_stand1 ();
self.movetype = MOVETYPE_STEP;
self.velocity = VEC_ORIGIN;
self.touch = SUB_Null;
self.classname = "scientist";
self.takedamage = DAMAGE_AIM;
setsize (self, VEC_HULL_MIN, VEC_HULL_MAX);
setmodel (self, "progs/hosguy.mdl");
self.health = 70;
self.think = hostage_think;
self.nextthink = (time + START_OFF);
self.team = START_OFF;
self.solid = SOLID_BBOX;
self.th_die = hostage_die;
self.th_pain = hostage_pain;
self.rescued = MULTICAST_ALL;
self.netname = "scientist";
};
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box, REGISTERED ONLY
*/
void() misc_explobox2 =
{
local float oldz;
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
precache_model2 ("maps/b_exbox2.bsp");
setmodel (self, "maps/b_exbox2.bsp");
setsize (self, '0 0 0', '32 32 32');
precache_sound ("weapons/r_exp3.wav");
self.health = 20;
self.th_die = barrel_explode;
self.takedamage = DAMAGE_AIM;
self.origin_z = self.origin_z + 2;
oldz = self.origin_z;
droptofloor();
if (oldz - self.origin_z > 250)
{
dprint ("item fell out of level at ");
dprint (vtos(self.origin));
dprint ("\n");
remove(self);
}
};
//============================================================================
float SPAWNFLAG_SUPERSPIKE = 1;
float SPAWNFLAG_LASER = 2;
void() Laser_Touch =
{
local vector org;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC);
org = self.origin - 8*normalize(self.velocity);
if (other.health)
{
SpawnBlood (org, 15);
other.deathtype = "laser";
T_Damage (other, self, self.owner, 15);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 5);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
}
remove(self);
};
void(vector org, vector vec) LaunchLaser =
{
if (self.classname == "monster_enforcer")
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
vec = normalize(vec);
newmis = spawn();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLY;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
setmodel (newmis, "progs/laser.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, org);
newmis.velocity = vec * 600;
newmis.angles = vectoangles(newmis.velocity);
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.touch = Laser_Touch;
};
void() spikeshooter_use =
{
if (self.spawnflags & SPAWNFLAG_LASER)
{
sound (self, CHAN_VOICE, "enforcer/enfire.wav", 1, ATTN_NORM);
LaunchLaser (self.origin, self.movedir);
}
else
{
sound (self, CHAN_VOICE, "weapons/spike2.wav", 1, ATTN_NORM);
launch_spike (self.origin, self.movedir);
newmis.velocity = self.movedir * 500;
if (self.spawnflags & SPAWNFLAG_SUPERSPIKE)
newmis.touch = superspike_touch;
}
};
void() shooter_think =
{
spikeshooter_use ();
self.nextthink = time + self.wait;
newmis.velocity = self.movedir * 500;
};
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
When triggered, fires a spike in the direction set in QuakeEd.
Laser is only for REGISTERED.
*/
void() trap_spikeshooter =
{
SetMovedir ();
self.use = spikeshooter_use;
if (self.spawnflags & SPAWNFLAG_LASER)
{
precache_model2 ("progs/laser.mdl");
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
}
else
precache_sound ("weapons/spike2.wav");
};
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
Continuously fires spikes.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can be stagered.
*/
void() trap_shooter =
{
trap_spikeshooter ();
if (self.wait == 0)
self.wait = 1;
self.nextthink = self.nextthink + self.wait + self.ltime;
self.think = shooter_think;
};
/*
===============================================================================
===============================================================================
*/
void() make_bubbles;
void() bubble_remove;
void() bubble_bob;
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
testing air bubbles
*/
void() air_bubbles =
{
remove (self);
};
void() make_bubbles =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = '0 0 15';
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 0;
bubble.cnt = 0;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.nextthink = time + random() + 0.5;
self.think = make_bubbles;
};
void() bubble_split =
{
local entity bubble;
bubble = spawn();
setmodel (bubble, "progs/s_bubble.spr");
setorigin (bubble, self.origin);
bubble.movetype = MOVETYPE_NOCLIP;
bubble.solid = SOLID_NOT;
bubble.velocity = self.velocity;
bubble.nextthink = time + 0.5;
bubble.think = bubble_bob;
bubble.touch = bubble_remove;
bubble.classname = "bubble";
bubble.frame = 1;
bubble.cnt = 10;
setsize (bubble, '-8 -8 -8', '8 8 8');
self.frame = 1;
self.cnt = 10;
if (self.waterlevel != 3)
remove (self);
};
void() bubble_remove =
{
if (other.classname == self.classname)
{
// dprint ("bump");
return;
}
remove(self);
};
void() bubble_bob =
{
local float rnd1, rnd2, rnd3;
self.cnt = self.cnt + 1;
if (self.cnt == 4)
bubble_split();
if (self.cnt == 20)
remove(self);
rnd1 = self.velocity_x + (-10 + (random() * 20));
rnd2 = self.velocity_y + (-10 + (random() * 20));
rnd3 = self.velocity_z + 10 + random() * 10;
if (rnd1 > 10)
rnd1 = 5;
if (rnd1 < -10)
rnd1 = -5;
if (rnd2 > 10)
rnd2 = 5;
if (rnd2 < -10)
rnd2 = -5;
if (rnd3 < 10)
rnd3 = 15;
if (rnd3 > 30)
rnd3 = 25;
self.velocity_x = rnd1;
self.velocity_y = rnd2;
self.velocity_z = rnd3;
self.nextthink = time + 0.5;
self.think = bubble_bob;
};
/*~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>
~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~<~>~*/
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
Just for the debugging level. Don't use
*/
void() viewthing =
{
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
precache_model ("progs/player.mdl");
setmodel (self, "progs/player.mdl");
};
/*
==============================================================================
SIMPLE BMODELS
==============================================================================
*/
void() func_wall_use =
{ // change to alternate textures
self.frame = 1 - self.frame;
};
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not inhibitted
*/
void() func_wall =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid but lets you walk through it.
*/
void() func_illusionary =
{
self.angles = '0 0 0';
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_NOT;
setmodel (self, self.model);
makestatic (self);
};
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the episode has allready been completed, so players can't reenter it.
*/
void() func_episodegate =
{
if (!(serverflags & self.spawnflags))
return; // can still enter episode
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players have all of the episode sigils.
*/
void() func_bossgate =
{
if ( (serverflags & 15) == 15)
return; // all episodes completed
self.angles = '0 0 0';
self.movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
self.solid = SOLID_BSP;
self.use = func_wall_use;
setmodel (self, self.model);
};
//============================================================================
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_suck_wind =
{
precache_sound ("ambience/suck1.wav");
ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drone =
{
precache_sound ("ambience/drone6.wav");
ambientsound (self.origin, "ambience/drone6.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_flouro_buzz =
{
precache_sound ("ambience/buzz1.wav");
ambientsound (self.origin, "ambience/buzz1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_drip =
{
precache_sound ("ambience/drip1.wav");
ambientsound (self.origin, "ambience/drip1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_comp_hum =
{
precache_sound ("ambience/comp1.wav");
ambientsound (self.origin, "ambience/comp1.wav", 1, ATTN_STATIC);
};
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_thunder =
{
precache_sound ("ambience/thunder1.wav");
ambientsound (self.origin, "ambience/thunder1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_light_buzz =
{
precache_sound ("ambience/fl_hum1.wav");
ambientsound (self.origin, "ambience/fl_hum1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp1 =
{
precache_sound ("ambience/swamp1.wav");
ambientsound (self.origin, "ambience/swamp1.wav", 0.5, ATTN_STATIC);
};
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
*/
void() ambient_swamp2 =
{
precache_sound ("ambience/swamp2.wav");
ambientsound (self.origin, "ambience/swamp2.wav", 0.5, ATTN_STATIC);
};
//============================================================================
void() noise_think =
{
self.nextthink = time + 0.5;
sound (self, 1, "enforcer/enfire.wav", 1, ATTN_NORM);
sound (self, 2, "enforcer/enfstop.wav", 1, ATTN_NORM);
sound (self, 3, "enforcer/sight1.wav", 1, ATTN_NORM);
sound (self, 4, "enforcer/sight2.wav", 1, ATTN_NORM);
sound (self, 5, "enforcer/sight3.wav", 1, ATTN_NORM);
sound (self, 6, "enforcer/sight4.wav", 1, ATTN_NORM);
sound (self, 7, "enforcer/pain1.wav", 1, ATTN_NORM);
};
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
For optimzation testing, starts a lot of sounds.
*/
void() misc_noisemaker =
{
precache_sound2 ("enforcer/enfire.wav");
precache_sound2 ("enforcer/enfstop.wav");
precache_sound2 ("enforcer/sight1.wav");
precache_sound2 ("enforcer/sight2.wav");
precache_sound2 ("enforcer/sight3.wav");
precache_sound2 ("enforcer/sight4.wav");
precache_sound2 ("enforcer/pain1.wav");
precache_sound2 ("enforcer/pain2.wav");
precache_sound2 ("enforcer/death1.wav");
precache_sound2 ("enforcer/idle1.wav");
self.nextthink = time + 0.1 + random();
self.think = noise_think;
};
void() brotherhood_merchant =
{
local entity sign;
sign = spawn();
sign.movetype = MOVETYPE_BOUNCE;
sign.velocity_x = crandom()*50;
sign.velocity_y = crandom()*50;
sign.velocity_z = -100;
setsize (sign, '-2 -2 -6', '2 2 2');
sign.origin = self.origin + '32 0 32';
setmodel(sign, "progs/money.mdl");
sign.solid = SOLID_BBOX;
sign.scale = 10;
sign = spawn();
sign.movetype = MOVETYPE_BOUNCE;
sign.velocity_x = crandom()*50;
sign.velocity_y = crandom()*50;
sign.velocity_z = -100;
setsize (sign, '-2 -2 -6', '2 2 2');
sign.origin = self.origin + '0 32 32';
setmodel(sign, "progs/money.mdl");
sign.solid = SOLID_BBOX;
sign.scale = 10;
setmodel (self, "progs/enforcer.mdl");
self.touch = SUB_Null;
self.solid = SOLID_SLIDEBOX;
setsize (self, '-16 -16 -24', '16 16 32');
self.takedamage = DAMAGE_NO;
self.classname = "merchant";
self.think = shop_face;
self.nextthink = time + 0.5;
self.xslot1 = SlotVal(IID_WP_GLOCK, 1);
self.xslot6 = SlotVal(IID_AM_10MM, 100);
self.xslot2 = SlotVal(IID_WP_PIPERIFLE, 1);
self.xslot7 = SlotVal(IID_AM_44MAGNUM, 100);
self.xslot3 = SlotVal(IID_WP_WINCHESTER, 1);
self.xslot8 = SlotVal(IID_AM_12GAUGESHELLS, 100);
self.xslot4 = SlotVal(IID_WP_RANGEMASTER, 1);
self.xslot9 = SlotVal(IID_AM_556MM, 100);
self.xslot5 = SlotVal(IID_WP_MP9, 1);
self.xslot10 = SlotVal(IID_AM_10MM, 100);
self.xslot11 = SlotVal(IID_ARM_VANDAL, 1);
self.xslot12 = SlotVal(IID_ARM_METAL, 1);
self.xslot13 = SlotVal(IID_ARM_TESLA, 1);
self.xslot14 = SlotVal(IID_CHEM_STIMPACK, 1);
self.xslot15 = SlotVal(IID_CHEM_MEDICALBAG, 25);
self.xslot16 = SlotVal(IID_WP_DKS1, 1);
self.xslot17 = SlotVal(IID_AM_762MM, 100);
self.xslot18 = SlotVal(IID_WP_ALIENBLASTER, 1);
self.xslot19 = SlotVal(IID_AM_ENERGYCELL, 100);
if (random()*100 < 20)
self.xslot20 = SlotVal(IID_AM_ENERGYCELL, 100);
else if (random()*100 < 20)
self.xslot20 = SlotVal(IID_EQUIP_BELTPOUCH, 1);
else if (random()*100 < 20)
self.xslot20 = SlotVal(IID_EQUIP_STEALTHBOY, 1);
else if (random()*100 < 20)
self.xslot20 = SlotVal(IID_EQUIP_CLIMBINGGEAR, 1);
else
self.xslot20 = SlotVal(IID_EQUIP_TOOLKIT, 1);
};
void() brotherhood_sergeant =
{
setorigin(self, self.origin + '0 0 64');
self.movetype = MOVETYPE_BOUNCE;
self.velocity_z = -200;
setmodel (self, "progs/enforcer.mdl");
self.touch = SUB_Null;
self.solid = SOLID_SLIDEBOX;
setsize (self, '-16 -16 -24', '16 16 32');
self.takedamage = DAMAGE_NO;
};
void() brotherhood_soldier =
{
setorigin(self, self.origin + '0 0 64');
self.movetype = MOVETYPE_BOUNCE;
self.velocity_z = -200;
setmodel (self, "progs/enforcer.mdl");
self.touch = SUB_Null;
self.solid = SOLID_SLIDEBOX;
setsize (self, '-16 -16 -24', '16 16 32');
self.takedamage = DAMAGE_NO;
self.xslot1 = SlotVal(IID_WP_SLEDGE, 1);
self.xslot2 = SlotVal(IID_AM_10MM, 100);
self.xslot3 = SlotVal(IID_AM_12GAUGESHELLS, 100);
self.xslot4 = SlotVal(IID_AM_5MMHIGHVEL, 100);
self.xslot5 = SlotVal(IID_AM_762MM, 100);
self.xslot6 = SlotVal(IID_AM_556MM, 100);
self.xslot7 = SlotVal(IID_AM_ENERGYCELL, 100);
self.xslot8 = SlotVal(IID_AM_CASELESS, 100);
self.xslot9 = SlotVal(IID_AM_NEEDLER, 100);
self.xslot10 = SlotVal(IID_EQUIP_STEALTHBOY, 1);
self.xslot11 = SlotVal(IID_EQUIP_BACKPACK, 1);
self.xslot12 = SlotVal(IID_ARM_COMBAT, 1);
self.xslot13 = SlotVal(IID_ARM_SEVA, 1);
self.xslot14 = SlotVal(IID_WP_AK112, 1);
self.xslot15 = SlotVal(IID_WP_ACR, 1);
self.xslot16 = SlotVal(IID_WP_AK112_M, 1);
self.xslot17 = SlotVal(IID_WP_G11, 1);
self.xslot18 = SlotVal(IID_WP_JACKHAMMER, 1);
self.xslot19 = SlotVal(IID_WP_MOONLIGHT, 1);
self.xslot20 = SlotVal(IID_WP_MOSSBERG, 1);
self.think = shop_face;
self.nextthink = time + 0.5;
};
void() brotherhood_guard =
{
precache_model ("progs/enforcer.mdl");
precache_sound ("enforcer/sight1.wav");
precache_sound ("enforcer/sight2.wav");
precache_sound ("enforcer/sight3.wav");
precache_sound ("enforcer/sight4.wav");
setorigin(self, self.origin + '0 0 64');
self.movetype = MOVETYPE_BOUNCE;
self.velocity_z = -200;
setmodel (self, "progs/enforcer.mdl");
self.touch = SUB_Null;
self.solid = SOLID_SLIDEBOX;
setsize (self, '-16 -16 -24', '16 16 32');
self.takedamage = DAMAGE_NO;
};
void() brotherhood_doctor =
{
setorigin(self, self.origin + '0 0 64');
self.movetype = MOVETYPE_BOUNCE;
self.velocity_z = -200;
setmodel (self, "progs/enforcer.mdl");
self.touch = SUB_Null;
self.solid = SOLID_SLIDEBOX;
setsize (self, '-16 -16 -24', '16 16 32');
self.takedamage = DAMAGE_NO;
self.classname = "merchant";
self.think = shop_face;
self.nextthink = time + 0.5;
self.xslot1 = SlotVal(IID_WP_KNIFE, 1);
self.xslot2 = SlotVal(IID_WP_NEEDLER, 1);
self.xslot3 = SlotVal(IID_ARM_LEATHER, 1);
self.xslot16 = SlotVal(IID_CHEM_STIMPACK, 1);
self.xslot17 = SlotVal(IID_CHEM_MEDICALBAG, 25);
self.xslot18 = SlotVal(IID_CHEM_SUPERSTIM, 1);
self.xslot19 = SlotVal(IID_CHEM_ADRENALINE, 1);
self.xslot20 = SlotVal(IID_CHEM_PSYCHO, 1);
};
void() computer_noise =
{
if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/beep1.wav", 1, ATTN_IDLE);
else if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/beep2.wav", 1, ATTN_IDLE);
else if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/beep3.wav", 1, ATTN_IDLE);
else if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/beep4.wav", 1, ATTN_IDLE);
self.nextthink = time + 5;
};
void() misc_computer =
{
precache_sound ("effects/beep1.wav");
precache_sound ("effects/beep2.wav");
precache_sound ("effects/beep3.wav");
precache_sound ("effects/beep4.wav");
self.nextthink = time + 5;
self.think = computer_noise;
};
void() medical_noise =
{
sound (self, CHAN_WEAPON, "effects/beep5.wav", 1, ATTN_IDLE);
self.nextthink = time + 2.50;
};
void() misc_medical =
{
precache_sound ("effects/beep5.wav");
self.nextthink = time + 2.50;
self.think = medical_noise;
};
void() radio_noise =
{
if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/radio1.wav", 1, ATTN_NORM);
else if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/radio2.wav", 1, ATTN_NORM);
else if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/radio3.wav", 1, ATTN_NORM);
else if (random()<0.10)
sound (self, CHAN_WEAPON, "effects/radio4.wav", 1, ATTN_NORM);
self.nextthink = time + 4;
};
void() misc_radio =
{
self.nextthink = time + 5;
self.think = radio_noise;
};
void() brotherhood_wounded =
{
remove(self);
};
void() func_tank =
{
precache_model ("progs/x_tank.mdl");
setmodel (self, "progs/x_tank.mdl");
setorigin(self, self.origin + '0 0 64');
self.movetype = MOVETYPE_BOUNCE;
self.velocity_z = -200;
self.touch = SUB_Null;
self.solid = SOLID_SLIDEBOX;
setsize (self, '-64 -64 -32', '64 64 32');
self.takedamage = DAMAGE_NO;
};