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fteqw/quakec/fallout2/mod_buy.qc

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37 KiB
C++
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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_GetClass =
{
if ((self.currentmenu == "select_skill"))
{
if (self.impulse == 1)
{
self.missionbrief = 2;
sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM);
self.currentmenu = "none";
self.max_health = 80;
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.max_health = 70;
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.max_health = 100;
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.max_health = 80;
self.currentmenu = "none";
self.tclass = 4;
self.currentmenu = "confirm_skill";
self.ghost = 0;
return;
}
}
if (self.impulse > 4)
return;
};
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 == "select_skill")
{
if (self.impulse == 1)
{
self.missionbrief = 2;
sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM);
self.currentmenu = "none";
self.max_health = 80;
self.tclass = 1;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your skill-set will be<62>\n\nfirst aid - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n\nprimary: first aid\nsecondary: buff allies\n");
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.max_health = 70;
self.tclass = 2;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your skill-set will be<62>\n\nstealth - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n\nprimary: stealth\nsecondary: damage");
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.max_health = 100;
self.tclass = 3;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your skill-set will be<62>\n\ncombat - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n\nprimary: survival\nsecondary: damage");
self.ghost = 0;
return;
}
if (self.impulse == 4)
{
self.missionbrief = 2;
sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM);
self.max_health = 80;
self.currentmenu = "none";
self.tclass = 4;
self.currentmenu = "confirm_skill";
centerprint (self, "<EFBFBD>your skill-set will be<62>\n\nscience - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n\nprimary: create\nsecondary: bypass");
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;
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");
self.class = self.tclass;
total_players = total_players + 1;
self.impulse = 0;
return;
}
if (self.impulse == 2)
{
sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM);
self.currentmenu = "select_skill";
DisplayMenu();
self.impulse = 0;
self.class = 0;
return;
}
}
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;
}
}
};