void (entity chest, float iid, float num) DropFromChest; void(entity to, float iid, float amount) AddNonStackable = { local float slot; slot = SlotOfItem(to, iid); if (!slot) slot = FindSuitableEmptySlot(to, iid); if (slot) SetItemSlot(to, slot, SlotVal(iid, amount)); }; void(entity to, float iid, float amount) AddStackable = { local float slot; slot = FindSuitableEmptySlot(to, iid); if (slot) SetItemSlot(to, slot, SlotVal(iid, amount + ToStatus(ItemInSlot(to, slot)))); } void(float cost, float iid) BuyStackable = { 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; } 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; } 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"); //put grenade in inventory //finds existing grenades, otherwise, empty slot }; 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"); }; void(float cost, float type, float count) BuyChem = { local string chemname; local float max; local float alreadygot; local float typex; if (self.ammo_shells < cost) { self.currentmenu = "none"; sprint(self, PRINT_HIGH, "not enough money.\n"); return; } //only medics and engineers can buy superstims if (type == IID_CHEM_SUPERSTIM && 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 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"); return; } //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; if (type == IID_CHEM_MEDICALBAG) max = 50; 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; alreadygot = TotalQuantity(self, type); if (alreadygot >= max) { self.currentmenu = "none"; 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"); return; } sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM); self.ammo_shells = self.ammo_shells - cost; chemname = GetItemName(type); sprint(self, PRINT_HIGH, chemname); 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; }; void() SetWeaponModel; void (float wt, float cost, float wid) BuyWeapon = { local string itname; local float ammotype, ammocount; local float slotnum; local float curweap; 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 "); itname = GetItemName(wid); sprint(self, PRINT_HIGH, itname); sprint(self, PRINT_HIGH, ".\n"); //put new weapon in current slot //put old weapon in empty slot (but not armor slot!) //otherwise, drop it. curweap = ItemInSlot(self, self.current_slot); slotnum = FindSuitableEmptySlot(self, ToIID(curweap)); if (slotnum == 0)//no more room DropFromSlot (self.current_slot, 1, 0); else //found a place to stick old weapon SetItemSlot(self, slotnum, curweap); ammocount = WeaponMagQuant(wid);//load weapon with full ammo (may be changed) SetItemSlot(self, self.current_slot, SlotVal(wid, ammocount)); ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed) TryGiveStackable(self, ammotype, ammocount*3); SetWeaponModel(); }; void (float cost, float item, float slot) BuyPerk = { if (slot == 1 && self.perk2 == item) { sprint (self, PRINT_HIGH, "you already know that ability!\n"); return; } if (slot == 2 && self.perk1 == item) { sprint (self, PRINT_HIGH, "you already know that ability!\n"); return; } sprint (self, PRINT_HIGH, "you have learned a new ability in the wastes.\n"); if (slot == 1) self.perk1 = item; else if (slot == 2) self.perk2 = item; self.currentmenu = "none"; return; }; void (float wt, float cost, float item) BuyArmor = { local string z; local float x; 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); // if (x == 0) // sprint(self, 2, "no more room. giving armor to merchant.\n"); // if (x != 0) //found a place to stick old armor // SetItemSlot(self, x, SlotVal(self.islot3, 1)); SetItemSlot(self, 3, SlotVal(item, 1)); }; void (float cost, float item) BuyEquipment = { local float lbs; local string x; lbs = weightx (); if ((cost > self.ammo_shells)) { sprint (self, PRINT_HIGH, "not enough money.\n"); self.currentmenu = "none"; return; } sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM); x = GetItemName(item); SetItemSlot(self, 4, SlotVal(item, 1)); sprint (self, PRINT_HIGH, x); sprint (self, PRINT_HIGH, " purchased.\n"); self.ammo_shells = (self.ammo_shells - cost); return; }; void (float cost, float item) BuyProtect = { local string x; /* if ((self.armor >= TE_LIGHTNING2)) { sprint (self, PRINT_HIGH, "too many electronics in\nyour currently worn armor!"); self.currentmenu = "none"; return; } */ if ((cost > self.ammo_shells)) { sprint (self, PRINT_HIGH, "not enough money.\n"); self.currentmenu = "none"; return; } sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM); self.ammo_shells = (self.ammo_shells - cost); self.protect = item; x = GetProtectName(); sprint (self, PRINT_HIGH, x); sprint (self, PRINT_HIGH, " purchased.\n"); return; }; float (float input) overweight = { local float tmp; local float max; tmp = input + self.weight; max = self.max_weight; if (tmp > max) return (TRUE); else return (FALSE); }; void() W_PlayerMenu = { local float xx; local string yy, q, x; if (self.currentmenu == "none") return; else if (self.currentmenu == "shop_list") { if (self.impulse == 1) self.currentmenu = "shop_perk1"; if (self.impulse == 2) self.currentmenu = "shop_perk2"; if (self.impulse == 3) self.currentmenu = "shop_armor"; if (self.impulse == 4) self.currentmenu = "shop_ammo"; 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(); return; } else if (self.currentmenu == "shop_perk1") { if (self.impulse == 1) BuyPerk(1, 1, 1); if (self.impulse == 2) BuyPerk(1, 2, 1); if (self.impulse == 3) BuyPerk(1, 3, 1); if (self.impulse == 4) BuyPerk(2, 4, 1); if (self.impulse == 5) BuyPerk(2, 5, 1); if (self.impulse == 6) BuyPerk(2, 6, 1); if (self.impulse == 7) BuyPerk(2, 7, 1); if (self.impulse == 8) 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); return; } if (self.currentmenu == "shop_perk2") { if (self.impulse == 1) BuyPerk(1, 1, 2); if (self.impulse == 2) BuyPerk(1, 2, 2); if (self.impulse == 3) BuyPerk(1, 3, 2); if (self.impulse == 4) BuyPerk(2, 4, 2); if (self.impulse == 5) BuyPerk(2, 5, 2); if (self.impulse == 6) BuyPerk(2, 6, 2); if (self.impulse == 7) BuyPerk(2, 7, 2); if (self.impulse == 8) BuyPerk(3, 8, 2); if (self.impulse == 9) 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 return; } else if (self.currentmenu == "shop_ammo" && world.map_obj != 4) { if (self.impulse == 1) BuyStackableMulti(15,IID_AM_10MM,50); if (self.impulse == 2) BuyStackableMulti(25,IID_AM_12GAUGESHELLS,50); if (self.impulse == 3) BuyStackableMulti(30,IID_AM_44MAGNUM,50); if (self.impulse == 4) BuyStackableMulti(20,IID_AM_45ACP,50); if (self.impulse == 5) BuyStackableMulti(30,IID_AM_556MM,50); if (self.impulse == 6) BuyStackableMulti(25,IID_AM_5MMHIGHVEL,50); if (self.impulse == 7) BuyStackableMulti(40,IID_AM_762MM,50); if (self.impulse == 8) 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); return; } else if (self.currentmenu == "shop_ammo" && world.map_obj == 4) { if (self.impulse == 1) BuyStackableMulti(5,IID_AM_10MM,50); if (self.impulse == 2) BuyStackableMulti(8,IID_AM_12GAUGESHELLS,50); if (self.impulse == 3) BuyStackableMulti(10,IID_AM_44MAGNUM,50); if (self.impulse == 4) BuyStackableMulti(7,IID_AM_45ACP,50); if (self.impulse == 5) 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); return; } else if (self.currentmenu == "shop_weapons") { 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"; if (self.impulse == 6) self.currentmenu = "shop_heavy"; DisplayMenu(); return; } else if (self.currentmenu == "shop_melee") { if (self.impulse == 1) BuyWeapon(1, 6, IID_WP_KNIFE); //weight, cost, item if (self.impulse == 2) BuyWeapon(3, 8, IID_WP_WRENCH); //weight, cost, item if (self.impulse == 3) BuyWeapon(8, 9, IID_WP_AXE); //weight, cost, item if (self.impulse == 4) BuyWeapon(4, 12, IID_WP_SPEAR); //weight, cost, item return; } else if (self.currentmenu == "shop_thrown") { if (self.impulse == 1) BuyStackableMulti(8, IID_GREN_FLASH, 1); //weight, cost, item if (self.impulse == 2) BuyStackableMulti(12, IID_GREN_FRAG, 1); //weight, cost, item if (self.impulse == 3) BuyStackableMulti(1, IID_GREN_FLARE, 1); //weight, cost, item if (self.impulse == 4) 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 return; } else if (self.currentmenu == "shop_pistols") { if (self.impulse == 1) BuyWeapon(1, 50, IID_WP_USP); //weight, cost, item if (self.impulse == 2) BuyWeapon(2, 70, IID_WP_DEAGLE); //weight, cost, item if (self.impulse == 3) BuyWeapon(1, 40, IID_WP_GLOCK); //weight, cost, item if (self.impulse == 4) BuyWeapon(2, 120, IID_WP_NEEDLER); //weight, cost, item if (self.impulse == 5) BuyWeapon(3, 170, IID_WP_MP7); //weight, cost, item if (self.impulse == 6) BuyWeapon(3, 150, IID_WP_MP9); //weight, cost, item return; } else if (self.currentmenu == "shop_shotguns") { if (self.impulse == 1) BuyWeapon(3, 15, IID_WP_PIPERIFLE); //weight, cost, item if (self.impulse == 2) BuyWeapon(4, 60, IID_WP_WINCHESTER); //weight, cost, item if (self.impulse == 3) BuyWeapon(5, 240, IID_WP_MOSSBERG); //weight, cost, item if (self.impulse == 4) BuyWeapon(7, 350, IID_WP_JACKHAMMER); //weight, cost, item return; } else if (self.currentmenu == "shop_rifles") { if (self.impulse == 1) BuyWeapon(3, 110, IID_WP_RANGEMASTER); //weight, cost, item if (self.impulse == 2) BuyWeapon(4, 180, IID_WP_AK112); //weight, cost, item if (self.impulse == 3) BuyWeapon(8, 190, IID_WP_FNFAL); //weight, cost, item if (self.impulse == 4) BuyWeapon(9, 270, IID_WP_DKS1); //weight, cost, item if (self.impulse == 5) BuyWeapon(5, 280, IID_WP_MOONLIGHT); //weight, cost, item if (self.impulse == 6) BuyWeapon(6, 220, IID_WP_G11); //weight, cost, item return; } else if (self.currentmenu == "shop_heavy") { if (self.impulse == 1) BuyWeapon(10, 650, IID_WP_ROCKETLAUNCHER); //weight, cost, item if (self.impulse == 2) BuyWeapon(7, 550, IID_WP_GAUSERIFLE); //weight, cost, item if (self.impulse == 3) 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 } else if (self.currentmenu == "shop_equipment") { if (self.impulse == 1) BuyEquipment(5, IID_EQUIP_MEDIC_BAG); //cost, item if (self.impulse == 2) BuyEquipment(5, IID_EQUIP_GOGGLES); //cost, item if (self.impulse == 3) BuyEquipment(5, IID_EQUIP_STEALTHBOY); //cost, item if (self.impulse == 4) BuyEquipment(5, IID_EQUIP_BELTPOUCH); //cost, item if (self.impulse == 5) BuyEquipment(5, IID_EQUIP_BACKPACK); //cost, item if (self.impulse == 6) BuyEquipment(5, IID_EQUIP_TOOLKIT); //cost, item if (self.impulse == 7) BuyEquipment(5, IID_EQUIP_CLIMBINGGEAR); //cost, item if (self.impulse == 8) BuyEquipment(5, IID_EQUIP_BATTERY); //cost, item return; } else if (self.currentmenu == "shop_chems") { if (self.impulse == 1) BuyChem(5, IID_CHEM_STIMPACK, 1); //cost, item if (self.impulse == 2) BuyChem(15, IID_CHEM_RADX, 5); //cost, item if (self.impulse == 3) BuyChem(15, IID_CHEM_ADRENALINE, 25); //cost, item if (self.impulse == 4) BuyChem(25, IID_CHEM_MEDICALBAG, 100); //cost, item if (self.impulse == 5) BuyChem(25, IID_CHEM_SUPERSTIM, 1); //cost, item if (self.impulse == 6) BuyChem(25, IID_CHEM_PSYCHO, 25); //cost, item if (self.impulse == 7) BuyChem(25, IID_CHEM_BESERK, 25); //cost, item return; } else if (self.currentmenu == "shop_other") { if (self.impulse == 1) BuyStackableMulti(1, IID_MISC_JUNK, 1); //weight, cost, item if (self.impulse == 2) BuyStackableMulti(1, IID_MISC_NUKACOLA, 1); //weight, cost, item if (self.impulse == 3) BuyStackableMulti(2, IID_MISC_CHEMICALS, 1); //weight, cost, item if (self.impulse == 4) BuyStackableMulti(2, IID_MISC_AEROSOL, 1); //weight, cost, item if (self.impulse == 5) BuyStackableMulti(5, IID_MISC_CIRCUITBOARD, 1); //weight, cost, item if (self.impulse == 6) 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 return; } else if (self.currentmenu == "select_team") { if (self.impulse == 1) { sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); bprint(2, self.netname); bprint(2, " has joined the rangers.\n"); self.currentmenu = "confirm_team"; DisplayMenu(); self.team = 1; return; } if (self.impulse == 2) { sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); bprint(2, self.netname); bprint(2, " has joined the raiders.\n"); self.currentmenu = "confirm_team"; DisplayMenu(); self.team = 2; return; } } else if (self.currentmenu == "gain_skill") { if (self.impulse == 1) { self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; self.tclass = 1; self.currentmenu = "confirm_skill"; self.ghost = 0; return; } if ((self.impulse == 2)) { self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; self.tclass = 2; self.currentmenu = "confirm_skill"; self.ghost = 0; return; } if (self.impulse == 3) { self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; self.tclass = 3; self.currentmenu = "confirm_skill"; self.ghost = 0; return; } if (self.impulse == 4) { self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; self.tclass = 4; self.currentmenu = "confirm_skill"; self.ghost = 0; return; } } else if (self.currentmenu == "confirm_team") { if (self.impulse == 1) { sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "select_skill"; DisplayMenu(); self.impulse = 0; return; } if (self.impulse == 2) { sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "select_team"; DisplayMenu(); self.impulse = 0; self.team = 0; return; } } else if (self.currentmenu == "confirm_skill") { if (self.impulse == 1) { self.missionbrief = 0; self.class = self.tclass; if (self.class == 1) self.skill_doctor = self.skill_doctor + 1; if (self.class == 2) self.skill_sneak = self.skill_sneak + 1; if (self.class == 3) self.skill_combat = self.skill_combat + 1; if (self.class == 4) self.skill_science = self.skill_science + 1; self.score = 0; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; centerprint(self, ""); bprint(2, self.netname); bprint(2, " has gained a level.\n"); self.class = self.tclass; self.impulse = 0; return; } if (self.impulse == 2) { sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "gain_skill"; DisplayMenu(); self.impulse = 0; self.class = 0; return; } } else if (self.currentmenu == "display_enter_screen") { if (self.impulse == 1 && coop == 1) { self.missionbrief = 0; self.team = 1; self.connected = 1; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); centerprint(self, "\n"); self.currentmenu = "none"; PutClientInServer(); self.impulse = 0; self.current_slot = 1; 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.skill_combat == 0 && self.skill_sneak == 0 && self.skill_doctor == 0 && self.skill_science == 0) { 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 { 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; } } } 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; 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, "‘ 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, "‘ 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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, "‘ "); 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; } } };