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void ( entity chest , float iid , float num ) DropFromChest ;
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void ( entity to , float iid , float amount ) AddNonStackable =
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{
local float slot ;
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slot = SlotOfItem ( to , iid ) ;
if ( ! slot )
slot = FindSuitableEmptySlot ( to , iid ) ;
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if ( slot )
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SetItemSlot ( to , slot , SlotVal ( iid , amount ) ) ;
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} ;
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void ( entity to , float iid , float amount ) AddStackable =
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{
local float slot ;
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slot = FindSuitableEmptySlot ( to , iid ) ;
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if ( slot )
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SetItemSlot ( to , slot , SlotVal ( iid , amount + ToStatus ( ItemInSlot ( to , slot ) ) ) ) ;
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}
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void ( float cost , float iid ) BuyStackable =
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{
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local string z ;
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if ( self . ammo_shells < cost )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
return ;
}
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if ( ! TryGiveStackable ( self , iid ) )
{
sprint ( self , 2 , " full inventory. \n " ) ;
return ;
}
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
self . ammo_shells = self . ammo_shells - cost ;
sprint ( self , PRINT_HIGH , " you bought a " ) ;
z = GetItemName ( iid ) ;
sprint ( self , PRINT_HIGH , z ) ;
sprint ( self , PRINT_HIGH , " \n " ) ;
self . impulse = 0 ;
} ;
void ( float cost , float iid , float amount ) BuyStackableMulti =
{
local string z ;
if ( self . ammo_shells < cost )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
return ;
}
if ( ! TryGiveStackable ( self , iid ) )
{
sprint ( self , 2 , " full inventory. \n " ) ;
return ;
}
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sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
self . ammo_shells = self . ammo_shells - cost ;
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sprint ( self , PRINT_HIGH , " you bought a " ) ;
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z = GetItemName ( iid ) ;
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sprint ( self , PRINT_HIGH , z ) ;
sprint ( self , PRINT_HIGH , " \n " ) ;
//put grenade in inventory
//finds existing grenades, otherwise, empty slot
} ;
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void ( ) BuyBandages =
{
local string y ;
if ( self . ammo_shells < 2 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
return ;
}
if ( self . class ! = 2 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " not a medic. \n " ) ;
return ;
}
if ( self . bandages > = 50 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " too many bandages. \n " ) ;
return ;
}
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
self . bandages = self . bandages + 25 ;
self . ammo_shells = self . ammo_shells - 2 ;
if ( self . bandages > 50 )
self . bandages = 50 ;
y = ftos ( self . bandages ) ;
sprint ( self , PRINT_HIGH , " you now have " ) ;
sprint ( self , PRINT_HIGH , y ) ;
sprint ( self , PRINT_HIGH , " /50 bandages. \n " ) ;
} ;
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void ( float cost , float type , float count ) BuyChem =
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{
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local string chemname ;
local float max ;
local float alreadygot ;
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local float typex ;
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if ( self . ammo_shells < cost )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
return ;
}
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//only medics and engineers can buy superstims
if ( type = = IID_CHEM_SUPERSTIM & & self . class ! = 1 & & self . class ! = 4 )
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{
self . currentmenu = " none " ;
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sprint ( self , PRINT_HIGH , " you'll need a higher first aid skill \n " ) ;
sprint ( self , PRINT_HIGH , " for authorization to purchase those. \n " ) ;
return ;
}
//only medics and engineers can buy adrenaline
if ( type = = IID_CHEM_ADRENALINE & & self . class ! = 1 & & self . class ! = 4 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " you'll need a higher first aid skill \n " ) ;
sprint ( self , PRINT_HIGH , " for authorization to purchase those. \n " ) ;
return ;
}
//only medics can buy psycho
if ( type = = IID_CHEM_PSYCHO & & self . class ! = 1 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " you'll need a higher first aid skill \n " ) ;
sprint ( self , PRINT_HIGH , " for authorization to purchase those. \n " ) ;
return ;
}
//only medics can buy berserk
if ( type = = IID_CHEM_BESERK & & self . class ! = 1 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " you'll need a higher first aid skill \n " ) ;
sprint ( self , PRINT_HIGH , " for authorization to purchase those. \n " ) ;
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return ;
}
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//only medics can buy the doctor bag
if ( type = = IID_CHEM_MEDICALBAG & & self . class ! = 1 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " you will need a higher doctor skill \n " ) ;
sprint ( self , PRINT_HIGH , " for authorization to purchase those. \n " ) ;
return ;
}
if ( type = = IID_CHEM_STIMPACK )
max = 4 ;
if ( type = = IID_CHEM_SUPERSTIM )
max = 1 ;
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if ( type = = IID_CHEM_MEDICALBAG )
max = 50 ;
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if ( type = = IID_CHEM_ADRENALINE )
max = 25 ;
if ( type = = IID_CHEM_PSYCHO )
max = 25 ;
if ( type = = IID_CHEM_BESERK )
max = 25 ;
if ( type = = IID_CHEM_RADX )
max = 5 ;
if ( self . class = = 1 )
max = max + 1 ;
if ( ToIID ( self . islot4 ) = = IID_EQUIP_MEDIC_BAG )
max = max * 2 ;
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alreadygot = TotalQuantity ( self , type ) ;
if ( alreadygot > = max )
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{
self . currentmenu = " none " ;
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sprint ( self , PRINT_HIGH , " you can't hold any more of those chems. \n " ) ;
return ;
}
//can only carry two types of chem
typex = 0 ;
if ( SlotOfItem ( self , IID_CHEM_STIMPACK ) > 0 )
typex = typex + 1 ;
if ( SlotOfItem ( self , IID_CHEM_SUPERSTIM ) > 0 )
typex = typex + 1 ;
if ( SlotOfItem ( self , IID_CHEM_MEDICALBAG ) > 0 )
typex = typex + 1 ;
if ( SlotOfItem ( self , IID_CHEM_ADRENALINE ) > 0 )
typex = typex + 1 ;
if ( SlotOfItem ( self , IID_CHEM_PSYCHO ) > 0 )
typex = typex + 1 ;
if ( SlotOfItem ( self , IID_CHEM_BESERK ) > 0 )
typex = typex + 1 ;
if ( SlotOfItem ( self , IID_CHEM_RADX ) > 0 )
typex = typex + 1 ;
max = 2 ;
if ( self . class = = 1 )
max = 4 ;
if ( ToIID ( self . islot4 ) = = IID_EQUIP_MEDIC_BAG )
max = 4 ;
if ( typex > = max )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " only authorized to carry " ) ;
if ( max = = 2 )
sprint ( self , PRINT_HIGH , " two types of chems (non-medic) \n " ) ;
else
sprint ( self , PRINT_HIGH , " four types of chems (medic) \n " ) ;
return ;
}
if ( ! TryGiveStackable ( self , type , count ) )
{
sprint ( self , 2 , " full inventory. \n " ) ;
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return ;
}
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
self . ammo_shells = self . ammo_shells - cost ;
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chemname = GetItemName ( type ) ;
sprint ( self , PRINT_HIGH , chemname ) ;
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sprint ( self , PRINT_HIGH , " purchased. \n " ) ;
} ;
void ( string type ) ChangeAmmo =
{
if ( self . ammo_shells < 1 )
{
self . currentmenu = " none " ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
return ;
}
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
if ( self . current_slot = = 1 )
self . ammotype1 = type ;
if ( self . current_slot = = 2 )
self . ammotype2 = type ;
} ;
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void ( ) SetWeaponModel ;
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void ( float wt , float cost , float wid ) BuyWeapon =
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{
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local string itname ;
local float ammotype , ammocount ;
local float slotnum ;
local float curweap ;
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if ( self . ammo_shells < cost )
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{
self . currentmenu = " none " ;
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sound ( self , CHAN_BODY , " misc/menu3.wav " , 1 , ATTN_IDLE ) ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
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return ;
}
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sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
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self . ammo_shells = self . ammo_shells - cost ;
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sprint ( self , PRINT_HIGH , " you bought " ) ;
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itname = GetItemName ( wid ) ;
sprint ( self , PRINT_HIGH , itname ) ;
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sprint ( self , PRINT_HIGH , " . \n " ) ;
//put new weapon in current slot
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//put old weapon in empty slot (but not armor slot!)
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//otherwise, drop it.
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curweap = ItemInSlot ( self , self . current_slot ) ;
slotnum = FindSuitableEmptySlot ( self , ToIID ( curweap ) ) ;
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if ( slotnum = = 0 ) //no more room
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DropFromSlot ( self . current_slot , 1 , 0 ) ;
else //found a place to stick old weapon
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SetItemSlot ( self , slotnum , curweap ) ;
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ammocount = WeaponMagQuant ( wid ) ; //load weapon with full ammo (may be changed)
SetItemSlot ( self , self . current_slot , SlotVal ( wid , ammocount ) ) ;
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ammotype = WeaponAmmoType ( wid ) ; //load weapon with full ammo (may be changed)
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TryGiveStackable ( self , ammotype , ammocount * 3 ) ;
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SetWeaponModel ( ) ;
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} ;
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void ( float cost , float item , float slot ) BuyPerk =
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{
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if ( slot = = 1 & & self . perk2 = = item )
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{
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sprint ( self , PRINT_HIGH , " you already know that ability! \n " ) ;
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return ;
}
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if ( slot = = 2 & & self . perk1 = = item )
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{
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sprint ( self , PRINT_HIGH , " you already know that ability! \n " ) ;
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return ;
}
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sprint ( self , PRINT_HIGH , " you have learned a new ability in the wastes. \n " ) ;
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if ( slot = = 1 )
self . perk1 = item ;
else if ( slot = = 2 )
self . perk2 = item ;
self . currentmenu = " none " ;
return ;
} ;
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void ( float wt , float cost , float item ) BuyArmor =
{
local string z ;
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local float x ;
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if ( self . ammo_shells < cost )
{
self . currentmenu = " none " ;
sound ( self , CHAN_BODY , " misc/menu3.wav " , 1 , ATTN_IDLE ) ;
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
return ;
}
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
self . ammo_shells = self . ammo_shells - cost ;
sprint ( self , PRINT_HIGH , " you bought " ) ;
z = GetItemName ( item ) ;
sprint ( self , PRINT_HIGH , z ) ;
sprint ( self , PRINT_HIGH , " . \n " ) ;
//put new armor in armor slot
//put old armor in inventory
x = FindEmptySlot ( self ) ;
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// if (x == 0)
// sprint(self, 2, "no more room. giving armor to merchant.\n");
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// if (x != 0) //found a place to stick old armor
// SetItemSlot(self, x, SlotVal(self.islot3, 1));
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SetItemSlot ( self , 3 , SlotVal ( item , 1 ) ) ;
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} ;
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void ( float cost , float item ) BuyEquipment =
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{
local float lbs ;
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local string x ;
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lbs = weightx ( ) ;
if ( ( cost > self . ammo_shells ) )
{
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
self . currentmenu = " none " ;
return ;
}
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sound ( self , CHAN_BODY , " items/item1.wav " , 1 , ATTN_NORM ) ;
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x = GetItemName ( item ) ;
SetItemSlot ( self , 4 , SlotVal ( item , 1 ) ) ;
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sprint ( self , PRINT_HIGH , x ) ;
sprint ( self , PRINT_HIGH , " purchased. \n " ) ;
self . ammo_shells = ( self . ammo_shells - cost ) ;
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return ;
} ;
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void ( float cost , float item ) BuyProtect =
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{
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local string x ;
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/*
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if ( ( self . armor > = TE_LIGHTNING2 ) )
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{
sprint ( self , PRINT_HIGH , " too many electronics in \n your currently worn armor! " ) ;
self . currentmenu = " none " ;
return ;
}
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*/
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if ( ( cost > self . ammo_shells ) )
{
sprint ( self , PRINT_HIGH , " not enough money. \n " ) ;
self . currentmenu = " none " ;
return ;
}
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sound ( self , CHAN_BODY , " items/item1.wav " , 1 , ATTN_NORM ) ;
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self . ammo_shells = ( self . ammo_shells - cost ) ;
self . protect = item ;
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x = GetProtectName ( ) ;
sprint ( self , PRINT_HIGH , x ) ;
sprint ( self , PRINT_HIGH , " purchased. \n " ) ;
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return ;
} ;
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float ( float input ) overweight =
{
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local float tmp ;
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local float max ;
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tmp = input + self . weight ;
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max = self . max_weight ;
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if ( tmp > max )
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return ( TRUE ) ;
else
return ( FALSE ) ;
} ;
void ( ) W_GetClass =
{
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if ( ( self . currentmenu = = " select_skill " ) )
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{
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if ( self . impulse = = 1 )
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{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " none " ;
self . max_health = 80 ;
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self . tclass = 1 ;
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self . currentmenu = " confirm_skill " ;
self . ghost = 0 ;
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return ;
}
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if ( ( self . impulse = = 2 ) )
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{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " none " ;
self . max_health = 70 ;
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self . tclass = 2 ;
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self . currentmenu = " confirm_skill " ;
self . ghost = 0 ;
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return ;
}
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if ( self . impulse = = 3 )
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{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " none " ;
self . max_health = 100 ;
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self . tclass = 3 ;
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self . currentmenu = " confirm_skill " ;
self . ghost = 0 ;
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return ;
}
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if ( self . impulse = = 4 )
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{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . max_health = 80 ;
self . currentmenu = " none " ;
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self . tclass = 4 ;
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self . currentmenu = " confirm_skill " ;
self . ghost = 0 ;
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return ;
}
}
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if ( self . impulse > 4 )
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return ;
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} ;
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void ( ) W_PlayerMenu =
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{
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local float xx ;
local string yy , q , x ;
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if ( self . currentmenu = = " none " )
return ;
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else if ( self . currentmenu = = " shop_list " )
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{
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if ( self . impulse = = 1 )
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self . currentmenu = " shop_perk1 " ;
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if ( self . impulse = = 2 )
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self . currentmenu = " shop_perk2 " ;
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if ( self . impulse = = 3 )
self . currentmenu = " shop_armor " ;
if ( self . impulse = = 4 )
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self . currentmenu = " shop_ammo " ;
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if ( self . impulse = = 5 )
self . currentmenu = " shop_weapons " ;
if ( self . impulse = = 6 )
self . currentmenu = " shop_equipment " ;
if ( self . impulse = = 7 )
self . currentmenu = " shop_chems " ;
if ( self . impulse = = 8 )
self . currentmenu = " shop_other " ;
DisplayMenu ( ) ;
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return ;
}
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else if ( self . currentmenu = = " shop_perk1 " )
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{
if ( self . impulse = = 1 )
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BuyPerk ( 1 , 1 , 1 ) ;
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if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 1 , 2 , 1 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 1 , 3 , 1 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 4 , 1 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 5 , 1 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 6 , 1 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 7 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 7 , 1 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 8 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 3 , 8 , 1 ) ;
if ( self . impulse = = 9 )
BuyPerk ( 4 , 9 , 1 ) ;
if ( self . impulse = = 10 )
BuyPerk ( 4 , 10 , 1 ) ;
if ( self . impulse = = 212 )
BuyPerk ( 4 , 11 , 1 ) ;
if ( self . impulse = = 213 )
BuyPerk ( 4 , 12 , 1 ) ;
if ( self . impulse = = 214 )
BuyPerk ( 4 , 13 , 1 ) ;
if ( self . impulse = = 215 )
BuyPerk ( 4 , 14 , 1 ) ;
if ( self . impulse = = 216 )
BuyPerk ( 4 , 15 , 1 ) ;
if ( self . impulse = = 217 )
BuyPerk ( 4 , 16 , 1 ) ;
if ( self . impulse = = 218 )
BuyPerk ( 4 , 17 , 1 ) ;
if ( self . impulse = = 219 )
BuyPerk ( 4 , 18 , 1 ) ;
if ( self . impulse = = 220 )
BuyPerk ( 4 , 19 , 1 ) ;
2006-01-01 21:33:21 +00:00
2009-11-05 03:40:39 +00:00
return ;
2006-01-01 21:33:21 +00:00
}
2009-11-05 03:40:39 +00:00
if ( self . currentmenu = = " shop_perk2 " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 1 , 1 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 1 , 2 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 1 , 3 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 4 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 5 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 6 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 7 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 2 , 7 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 8 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 3 , 8 , 2 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 9 )
2009-11-05 03:40:39 +00:00
BuyPerk ( 4 , 9 , 2 ) ;
if ( self . impulse = = 10 )
BuyPerk ( 4 , 10 , 2 ) ;
if ( self . impulse = = 212 )
BuyPerk ( 4 , 11 , 2 ) ;
if ( self . impulse = = 213 )
BuyPerk ( 4 , 12 , 2 ) ;
if ( self . impulse = = 214 )
BuyPerk ( 4 , 13 , 2 ) ;
if ( self . impulse = = 215 )
BuyPerk ( 4 , 14 , 2 ) ;
if ( self . impulse = = 216 )
BuyPerk ( 4 , 15 , 2 ) ;
if ( self . impulse = = 217 )
BuyPerk ( 4 , 16 , 2 ) ;
if ( self . impulse = = 218 )
BuyPerk ( 4 , 17 , 2 ) ;
if ( self . impulse = = 219 )
BuyPerk ( 4 , 18 , 2 ) ;
if ( self . impulse = = 220 )
BuyPerk ( 4 , 19 , 2 ) ;
return ;
}
else if ( self . currentmenu = = " shop_armor " )
{
if ( self . impulse = = 1 )
BuyArmor ( 3 , 50 , IID_ARM_SHIRT ) ; //weight, cost, item
if ( self . impulse = = 2 )
BuyArmor ( 7 , 100 , IID_ARM_LEATHER ) ; //weight, cost, item
if ( self . impulse = = 3 )
BuyArmor ( 9 , 125 , IID_ARM_KEVLAR ) ; //weight, cost, item
if ( self . impulse = = 4 )
BuyArmor ( 15 , 150 , IID_ARM_METAL ) ; //weight, cost, item
if ( self . impulse = = 5 )
BuyArmor ( 12 , 200 , IID_ARM_COMBAT ) ; //weight, cost, item
if ( self . impulse = = 6 )
BuyArmor ( 17 , 250 , IID_ARM_BROTHERHOOD ) ; //weight, cost, item
if ( self . impulse = = 7 )
BuyArmor ( 5 , 300 , IID_ARM_FORCE ) ; //weight, cost, item
if ( self . impulse = = 8 )
BuyArmor ( 20 , 400 , IID_ARM_LPOWER ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_ammo " & & world . map_obj ! = 4 )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 15 , IID_AM_10MM , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 25 , IID_AM_12GAUGESHELLS , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 30 , IID_AM_44MAGNUM , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 20 , IID_AM_45ACP , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 30 , IID_AM_556MM , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 25 , IID_AM_5MMHIGHVEL , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 7 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 40 , IID_AM_762MM , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 8 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 35 , IID_AM_NEEDLER , 50 ) ;
if ( self . impulse = = 9 )
BuyStackableMulti ( 40 , IID_AM_CASELESS , 50 ) ;
if ( self . impulse = = 10 )
BuyStackableMulti ( 55 , IID_AM_ENERGYCELL , 50 ) ;
if ( random ( ) < 0.5 )
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
else
sound ( self , CHAN_BODY , " misc/item2.wav " , 1 , ATTN_NORM ) ;
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_ammo " & & world . map_obj = = 4 )
2006-01-01 00:37:52 +00:00
{
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 5 , IID_AM_10MM , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 8 , IID_AM_12GAUGESHELLS , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 10 , IID_AM_44MAGNUM , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 7 , IID_AM_45ACP , 50 ) ;
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 10 , IID_AM_556MM , 50 ) ;
if ( self . impulse = = 6 )
BuyStackableMulti ( 8 , IID_AM_5MMHIGHVEL , 50 ) ;
if ( self . impulse = = 7 )
BuyStackableMulti ( 15 , IID_AM_762MM , 50 ) ;
if ( self . impulse = = 8 )
BuyStackableMulti ( 10 , IID_AM_NEEDLER , 50 ) ;
if ( self . impulse = = 9 )
BuyStackableMulti ( 20 , IID_AM_CASELESS , 50 ) ;
if ( self . impulse = = 10 )
BuyStackableMulti ( 15 , IID_AM_ENERGYCELL , 50 ) ;
if ( random ( ) < 0.5 )
sound ( self , CHAN_BODY , " misc/item1.wav " , 1 , ATTN_NORM ) ;
else
sound ( self , CHAN_BODY , " misc/item2.wav " , 1 , ATTN_NORM ) ;
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_weapons " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
self . currentmenu = " shop_melee " ;
if ( self . impulse = = 2 )
self . currentmenu = " shop_thrown " ;
if ( self . impulse = = 3 )
self . currentmenu = " shop_pistols " ;
if ( self . impulse = = 4 )
self . currentmenu = " shop_shotguns " ;
if ( self . impulse = = 5 )
self . currentmenu = " shop_rifles " ;
2006-01-12 02:12:31 +00:00
if ( self . impulse = = 6 )
self . currentmenu = " shop_heavy " ;
2006-01-01 21:33:21 +00:00
DisplayMenu ( ) ;
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_melee " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 1 , 6 , IID_WP_KNIFE ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 3 , 8 , IID_WP_WRENCH ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 8 , 9 , IID_WP_AXE ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 4 , 12 , IID_WP_SPEAR ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_thrown " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 8 , IID_GREN_FLASH , 1 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 12 , IID_GREN_FRAG , 1 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 1 , IID_GREN_FLARE , 1 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 2 , IID_MISC_HMXCOMPOUND , 1 ) ; //weight, cost, item
if ( self . impulse = = 5 )
BuyStackableMulti ( 2 , IID_MISC_RDXCRYSTAL , 1 ) ; //weight, cost, item
if ( self . impulse = = 6 )
BuyStackableMulti ( 10 , IID_AM_ROCKET , 1 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_pistols " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 1 , 50 , IID_WP_USP ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 2 , 70 , IID_WP_DEAGLE ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 1 , 40 , IID_WP_GLOCK ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 2 , 120 , IID_WP_NEEDLER ) ; //weight, cost, item
2006-01-02 00:14:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 3 , 170 , IID_WP_MP7 ) ; //weight, cost, item
2006-01-02 00:14:21 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 3 , 150 , IID_WP_MP9 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_shotguns " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 3 , 15 , IID_WP_PIPERIFLE ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 4 , 60 , IID_WP_WINCHESTER ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 5 , 240 , IID_WP_MOSSBERG ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 7 , 350 , IID_WP_JACKHAMMER ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_rifles " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 3 , 110 , IID_WP_RANGEMASTER ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 4 , 180 , IID_WP_AK112 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 8 , 190 , IID_WP_FNFAL ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 9 , 270 , IID_WP_DKS1 ) ; //weight, cost, item
2006-01-02 05:40:11 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 5 , 280 , IID_WP_MOONLIGHT ) ; //weight, cost, item
2006-01-02 05:40:11 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 6 , 220 , IID_WP_G11 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_heavy " )
2006-01-12 02:12:31 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 10 , 650 , IID_WP_ROCKETLAUNCHER ) ; //weight, cost, item
2006-01-12 02:12:31 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 7 , 550 , IID_WP_GAUSERIFLE ) ; //weight, cost, item
2006-01-12 02:12:31 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyWeapon ( 2 , 250 , IID_WP_ALIENBLASTER ) ; //weight, cost, item
if ( self . impulse = = 4 )
BuyWeapon ( 11 , 450 , IID_WP_PULSERIFLE ) ; //weight, cost, item
if ( self . impulse = = 5 )
BuyWeapon ( 8 , 550 , IID_WP_PLASMACARBINE ) ; //weight, cost, item
if ( self . impulse = = 6 )
BuyWeapon ( 25 , 650 , IID_WP_LASERGATLING ) ; //weight, cost, item
2006-01-12 02:12:31 +00:00
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_equipment " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_MEDIC_BAG ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_GOGGLES ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_STEALTHBOY ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_BELTPOUCH ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_BACKPACK ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_TOOLKIT ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 7 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_CLIMBINGGEAR ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 8 )
2009-11-05 03:40:39 +00:00
BuyEquipment ( 5 , IID_EQUIP_BATTERY ) ; //cost, item
2006-01-01 21:33:21 +00:00
return ;
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_chems " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyChem ( 5 , IID_CHEM_STIMPACK , 1 ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 2 )
2009-11-05 03:40:39 +00:00
BuyChem ( 15 , IID_CHEM_RADX , 5 ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyChem ( 15 , IID_CHEM_ADRENALINE , 25 ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyChem ( 25 , IID_CHEM_MEDICALBAG , 100 ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyChem ( 25 , IID_CHEM_SUPERSTIM , 1 ) ; //cost, item
2006-01-01 21:33:21 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyChem ( 25 , IID_CHEM_PSYCHO , 25 ) ; //cost, item
if ( self . impulse = = 7 )
BuyChem ( 25 , IID_CHEM_BESERK , 25 ) ; //cost, item
2006-01-06 01:52:52 +00:00
return ;
2006-01-01 21:33:21 +00:00
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " shop_other " )
2006-01-06 01:52:52 +00:00
{
2006-01-09 02:52:18 +00:00
if ( self . impulse = = 1 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 1 , IID_MISC_JUNK , 1 ) ; //weight, cost, item
if ( self . impulse = = 2 )
BuyStackableMulti ( 1 , IID_MISC_NUKACOLA , 1 ) ; //weight, cost, item
2006-01-06 01:52:52 +00:00
if ( self . impulse = = 3 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 2 , IID_MISC_CHEMICALS , 1 ) ; //weight, cost, item
2006-01-06 01:52:52 +00:00
if ( self . impulse = = 4 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 2 , IID_MISC_AEROSOL , 1 ) ; //weight, cost, item
2006-01-06 01:52:52 +00:00
if ( self . impulse = = 5 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 5 , IID_MISC_CIRCUITBOARD , 1 ) ; //weight, cost, item
2006-01-15 01:38:45 +00:00
if ( self . impulse = = 6 )
2009-11-05 03:40:39 +00:00
BuyStackableMulti ( 3 , IID_MISC_STEELPIPE , 1 ) ; //weight, cost, item
if ( self . impulse = = 7 )
BuyStackableMulti ( 1 , IID_MISC_DUCKTAPE , 1 ) ; //weight, cost, item
if ( self . impulse = = 8 )
BuyStackableMulti ( 1 , IID_MISC_GUM , 1 ) ; //weight, cost, item
if ( self . impulse = = 9 )
BuyStackableMulti ( 1 , IID_MISC_COPPERWIRE , 1 ) ; //weight, cost, item
if ( self . impulse = = 10 )
BuyStackableMulti ( 7 , IID_MISC_XRAYTUBE , 1 ) ; //weight, cost, item
2006-01-01 21:33:21 +00:00
return ;
2006-01-06 01:52:52 +00:00
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " select_team " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
2006-01-01 00:37:52 +00:00
{
2009-11-05 03:40:39 +00:00
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
2006-01-01 21:33:21 +00:00
bprint ( 2 , self . netname ) ;
bprint ( 2 , " has joined the rangers. \n " ) ;
self . currentmenu = " confirm_team " ;
DisplayMenu ( ) ;
self . team = 1 ;
return ;
}
if ( self . impulse = = 2 )
{
2009-11-05 03:40:39 +00:00
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
2006-01-01 21:33:21 +00:00
bprint ( 2 , self . netname ) ;
bprint ( 2 , " has joined the raiders. \n " ) ;
self . currentmenu = " confirm_team " ;
DisplayMenu ( ) ;
self . team = 2 ;
return ;
}
}
2009-11-05 03:40:39 +00:00
else if ( self . currentmenu = = " select_skill " )
2006-01-01 21:33:21 +00:00
{
if ( self . impulse = = 1 )
{
2009-11-05 03:40:39 +00:00
self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
2006-01-01 21:33:21 +00:00
self . currentmenu = " none " ;
self . max_health = 80 ;
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self . tclass = 1 ;
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self . currentmenu = " confirm_skill " ;
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centerprint ( self , " <EFBFBD> your skill-set will be<62> \n \n first aid - OK? \n <EFBFBD> 1<EFBFBD> Yes \n <EFBFBD> 2<EFBFBD> No \n \n primary: first aid \n secondary: buff allies \n " ) ;
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self . ghost = 0 ;
return ;
}
if ( ( self . impulse = = 2 ) )
{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " none " ;
self . max_health = 70 ;
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self . tclass = 2 ;
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self . currentmenu = " confirm_skill " ;
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centerprint ( self , " <EFBFBD> your skill-set will be<62> \n \n stealth - OK? \n <EFBFBD> 1<EFBFBD> Yes \n <EFBFBD> 2<EFBFBD> No \n \n primary: stealth \n secondary: damage " ) ;
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self . ghost = 0 ;
return ;
}
if ( self . impulse = = 3 )
{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " none " ;
self . max_health = 100 ;
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self . tclass = 3 ;
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self . currentmenu = " confirm_skill " ;
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centerprint ( self , " <EFBFBD> your skill-set will be<62> \n \n combat - OK? \n <EFBFBD> 1<EFBFBD> Yes \n <EFBFBD> 2<EFBFBD> No \n \n primary: survival \n secondary: damage " ) ;
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self . ghost = 0 ;
return ;
}
if ( self . impulse = = 4 )
{
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self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . max_health = 80 ;
self . currentmenu = " none " ;
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self . tclass = 4 ;
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self . currentmenu = " confirm_skill " ;
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centerprint ( self , " <EFBFBD> your skill-set will be<62> \n \n science - OK? \n <EFBFBD> 1<EFBFBD> Yes \n <EFBFBD> 2<EFBFBD> No \n \n primary: create \n secondary: bypass " ) ;
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self . ghost = 0 ;
return ;
}
}
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else if ( self . currentmenu = = " confirm_team " )
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{
if ( self . impulse = = 1 )
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{
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sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " select_skill " ;
DisplayMenu ( ) ;
self . impulse = 0 ;
return ;
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}
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if ( self . impulse = = 2 )
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{
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sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " select_team " ;
DisplayMenu ( ) ;
self . impulse = 0 ;
self . team = 0 ;
return ;
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}
}
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else if ( self . currentmenu = = " confirm_skill " )
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{
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if ( self . impulse = = 1 )
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{
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self . missionbrief = 0 ;
self . class = self . tclass ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " none " ;
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centerprint ( self , " " ) ;
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PutClientInServer ( ) ;
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bprint ( 2 , self . netname ) ;
bprint ( 2 , " has entered the wasteland. \n " ) ;
self . class = self . tclass ;
total_players = total_players + 1 ;
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self . impulse = 0 ;
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return ;
}
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if ( self . impulse = = 2 )
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{
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sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
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self . currentmenu = " select_skill " ;
DisplayMenu ( ) ;
self . impulse = 0 ;
self . class = 0 ;
return ;
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}
}
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else if ( self . currentmenu = = " display_enter_screen " )
{
if ( self . impulse = = 1 & & coop = = 1 )
{
if ( time > 3000 )
{
self . currentmenu = " display_wait_screen " ;
return ;
}
self . missionbrief = 1 ;
self . team = 1 ;
self . connected = 1 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
centerprint ( self , " \n " ) ;
self . currentmenu = " display_brief " ;
DisplayMenu ( ) ;
self . impulse = 0 ;
return ;
}
else if ( self . impulse = = 1 & & coop = = 0 )
{
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
self . connected = 1 ;
self . currentmenu = " select_team " ;
DisplayMenu ( ) ;
self . impulse = 0 ;
return ;
}
}
else if ( self . currentmenu = = " display_brief " )
{
if ( self . impulse = = 1 )
{
if ( self . class > 0 )
{
self . missionbrief = 0 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
self . currentmenu = " none " ;
centerprint ( self , " " ) ;
PutClientInServer ( ) ;
bprint ( 2 , self . netname ) ;
bprint ( 2 , " has entered the wasteland. \n " ) ;
total_players = total_players + 1 ;
return ;
}
self . team = 1 ;
self . missionbrief = 2 ;
sound ( self , CHAN_WEAPON , " player/yourturn.wav " , TRUE , ATTN_NORM ) ;
self . currentmenu = " select_skill " ;
DisplayMenu ( ) ;
self . impulse = 0 ;
return ;
}
}
else if ( self . currentmenu = = " select_mission " )
{
if ( self . impulse = = 1 )
{
if ( infokey ( world , " objective " ) = = " return " | | infokey ( world , " objective " ) = = " start " )
get_new_mission ( ) ;
else
{
sprint ( self , 2 , " you're already on a mission! \n " ) ;
self . currentmenu = " none " ;
return ;
}
self . team = 1 ;
sound ( self , CHAN_WEAPON , " effects/radio2.wav " , TRUE , ATTN_IDLE ) ;
centerprint ( self , " mission obtained \n " ) ;
self . currentmenu = " none " ;
self . impulse = 0 ;
return ;
}
else if ( self . impulse = = 2 )
{
centerprint ( self , " \n " ) ;
self . currentmenu = " none " ;
self . impulse = 0 ;
return ;
}
}
else if ( self . currentmenu = = " confirm_depart " )
{
if ( self . impulse = = 1 )
{
if ( infokey ( world , " objective " ) = = " return " )
{
sprint ( self , 2 , " you're not on a mission! \n " ) ;
self . currentmenu = " none " ;
return ;
}
else
{
changelevel ( m_map ) ;
return ;
}
}
else if ( self . impulse = = 2 )
{
centerprint ( self , " \n " ) ;
self . currentmenu = " none " ;
self . impulse = 0 ;
return ;
}
}
else if ( self . currentmenu = = " menu_lockpick " )
{
if ( self . impulse = = 1 )
{
if ( self . chest . inplace = = 1 & & self . chest . tumbler1 . inplace = = 1 & & self . chest . tumbler2 . inplace = = 1 )
{
local entity te ;
local float greed ;
te = findradius ( self . origin , 600 ) ;
while ( te )
{
if ( te . classname = = " player " & & te ! = self )
greed = 0 ;
else
greed = 1 ;
te = te . chain ;
}
/*
if ( greed = = 1 )
self . score = self . score - 50 ;
else
self . score = self . score - 25 ; */
self . chest . solid = SOLID_NOT ;
sound ( self , CHAN_WEAPON , " effects/openlock.wav " , TRUE , ATTN_NORM ) ;
sprint ( self , 2 , " you manage to pick the lock. you find: \n " ) ;
if ( random ( ) < 1 )
{
sprint ( self , 2 , " <EFBFBD> <EFBFBD> money (" ) ;
xx = 10 + ceil ( random ( ) * 30 ) ;
yy = ftos ( xx ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " ) \n " ) ;
self . ammo_shells = self . ammo_shells + xx ;
}
if ( random ( ) < 0.5 )
{
xx = ceil ( random ( ) * 2 ) ;
DropFromChest ( self . chest . owner , IID_CHEM_STIMPACK , xx ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> stimpacks (" ) ;
yy = ftos ( xx ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " ) \n " ) ;
}
if ( random ( ) < 0.75 )
{
xx = ceil ( 309 + random ( ) * 12 ) ;
yy = GetItemName ( xx ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , xx , 1 ) ;
//TryGiveStackable(self, xx, 1);
}
if ( random ( ) < 0.75 )
{
xx = ceil ( 309 + random ( ) * 12 ) ;
yy = GetItemName ( xx ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , xx , 1 ) ;
//TryGiveStackable(self, xx, 1);
}
if ( random ( ) < 0.75 )
{
xx = ceil ( 309 + random ( ) * 12 ) ;
yy = GetItemName ( xx ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , xx , 1 ) ;
//TryGiveStackable(self, xx, 1);
}
if ( random ( ) < 0.75 )
{
xx = ceil ( 309 + random ( ) * 12 ) ;
yy = GetItemName ( xx ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , xx , 1 ) ;
//TryGiveStackable(self, xx, 1);
}
if ( random ( ) < 0.05 )
{
yy = GetItemName ( IID_WP_MP9 ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_WP_MP9 , 30 ) ;
//AddNonStackable(self, IID_WP_MP9, 30);
}
if ( random ( ) < 0.05 )
{
yy = GetItemName ( IID_WP_NEEDLER ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_WP_NEEDLER , 10 ) ;
//AddNonStackable(self, IID_WP_NEEDLER, 10);
}
if ( random ( ) < 0.50 )
{
yy = GetItemName ( IID_ARM_LEATHER ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_ARM_LEATHER , 1 ) ;
//AddNonStackable(self, IID_ARM_LEATHER, 1);
}
if ( random ( ) < 0.05 )
{
yy = GetItemName ( IID_WP_PIPERIFLE_SCOPE_S ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_WP_PIPERIFLE_SCOPE_S , 1 ) ;
//AddNonStackable(self, IID_WP_PIPERIFLE_SCOPE_S, 1);
//AddNonStackable(self, IID_AM_44MAGNUM, 12);
}
if ( random ( ) < 0.05 )
{
yy = GetItemName ( IID_WP_USP ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_WP_USP , 12 ) ;
//AddNonStackable(self, IID_WP_USP, 10);
//AddNonStackable(self, IID_AM_45ACP, 12);
}
if ( random ( ) < 0.05 )
{
yy = GetItemName ( IID_WP_WINCHESTER ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_WP_WINCHESTER , 2 ) ;
//AddNonStackable(self, IID_WP_WINCHESTER, 2);
//AddNonStackable(self, IID_AM_12GAUGESHELLS, 18);
}
if ( random ( ) < 0.75 )
{
xx = ceil ( 309 + random ( ) * 12 ) ;
yy = GetItemName ( xx ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , xx , 1 ) ;
//TryGiveStackable(self, xx, 1);
}
if ( random ( ) < 0.25 )
{
yy = GetItemName ( IID_GREN_FRAG ) ;
sprint ( self , 2 , " <EFBFBD> <EFBFBD> " ) ;
sprint ( self , 2 , yy ) ;
sprint ( self , 2 , " \n " ) ;
DropFromChest ( self . chest . owner , IID_GREN_FRAG , 1 ) ;
//TryGiveStackable(self, IID_GREN_FRAG, 1);
}
self . picking = 0 ;
self . chest . owner . picking = 2 ;
self . chest . owner . frame = 1 ;
self . currentmenu = " none " ;
remove ( self . chest . tumbler1 ) ;
remove ( self . chest . tumbler2 ) ;
remove ( self . chest ) ;
return ;
}
else
{
if ( random ( ) < 0.90 )
{
sprint ( self , 2 , " failed to pick the lock. \n " ) ;
self . chest . owner . picking = 0 ;
}
else if ( ToIID ( self . islot4 ) = = IID_EQUIP_TOOLKIT )
{
sprint ( self , 2 , " failed, almost jammed but super toolkit prevented. \n " ) ;
self . chest . owner . picking = 0 ;
}
else
{
sprint ( self , 2 , " failed. lock is jammed. \n " ) ;
self . chest . owner . picking = 3 ;
}
self . picking = 0 ;
self . currentmenu = " none " ;
remove ( self . chest . tumbler1 ) ;
remove ( self . chest . tumbler2 ) ;
remove ( self . chest ) ;
return ;
}
}
else if ( self . impulse = = 2 )
{
self . picking = 0 ;
self . chest . owner . picking = 0 ;
remove ( self . chest . tumbler1 ) ;
remove ( self . chest . tumbler2 ) ;
remove ( self . chest ) ;
self . currentmenu = " none " ;
self . impulse = 0 ;
return ;
}
}
else if ( self . currentmenu = = " menu_defuse " )
{
if ( self . impulse = = 1 )
{
if ( self . chest . inplace = = 1 & & self . chest . tumbler1 . inplace = = 1 & & self . chest . tumbler2 . inplace = = 1 )
{
if ( self . chest . owner . rtime < = 0 )
{
sound ( self , CHAN_WEAPON , " effects/beep1.wav " , TRUE , ATTN_NORM ) ;
sprint ( self , 2 , " you manage to disarm the bomb \n " ) ;
self . score = self . score + 75 ;
spawn_excla ( self . chest . owner , 3000 ) ;
remove ( self . chest . owner ) ;
self . picking = 0 ;
self . chest . owner . picking = 2 ;
self . chest . owner . frame = 1 ;
self . currentmenu = " none " ;
remove ( self . chest . tumbler1 ) ;
remove ( self . chest . tumbler2 ) ;
remove ( self . chest ) ;
return ;
}
else
{
sprint ( self , 2 , " almost got it... " ) ;
self . chest . owner . rtime = self . chest . owner . rtime - 1 ;
x = ftos ( self . chest . owner . rtime ) ;
sprint ( self , 2 , x ) ;
sprint ( self , 2 , " circuits left \n " ) ;
return ;
}
}
else
{
if ( random ( ) < 0.75 )
{
sprint ( self , 2 , " oops! slipped... \n " ) ;
self . chest . owner . picking = 0 ;
}
else if ( ToIID ( self . islot4 ) = = IID_EQUIP_TOOLKIT )
{
sprint ( self , 2 , " failed, almost jammed but super toolkit prevented. \n " ) ;
self . chest . owner . picking = 0 ;
}
else
{
sprint ( self , 2 , " oops! circuits have been shorted. " ) ;
self . chest . owner . rtime = self . chest . owner . rtime + 1 ;
self . chest . owner . picking = 0 ;
x = ftos ( self . chest . owner . rtime ) ;
sprint ( self , 2 , x ) ;
sprint ( self , 2 , " circuits left \n " ) ;
}
self . picking = 0 ;
self . currentmenu = " none " ;
remove ( self . chest . tumbler1 ) ;
remove ( self . chest . tumbler2 ) ;
remove ( self . chest ) ;
return ;
}
}
else if ( self . impulse = = 2 )
{
self . picking = 0 ;
self . chest . owner . picking = 0 ;
remove ( self . chest . tumbler1 ) ;
remove ( self . chest . tumbler2 ) ;
remove ( self . chest ) ;
self . currentmenu = " none " ;
self . impulse = 0 ;
return ;
}
}
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} ;