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fteqw/quakec/fallout2/weapons.qc

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/*
*/
void() show_light_level;
void() UseStimpack;
void() UseSuperStim;
void() UseMedicalBag;
void (entity chest, float iid, float num) DropFromChest;
void() AddClone;
void() SpawnGModel;
void (string snd, float type) function_radio;
void () MapInfo;
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore, string dtype) T_RadiusDamage;
void(entity bomb, entity attacker, float rad, entity ignore, float xrange) T_RadiusDamage2;
void() ZoomIn;
void (float dam, float xrecoil, string snd, float rng, float rate) FireMinigun;
void(float db) loud_noise;
void() player_auto_duck1;
void() player_auto_ducka1;
void(vector org, float damage) SpawnBlood;
void(vector org, float damage) SpawnNonBlood;
void() SuperDamageSound;
void (float rec, float speed, float dam, float type) FirePulseRifle;
void (float rec, float number, float dam, float var, float ran, float auto, string snd) W_FireShotgun;
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle;
void (float dam, float rec, string snd, float rng, float rate) FirePistol;
void (float dam, float rec, string snd, float rng, float rate) FireSMG;
float() FireToolkit;
void () HostageReport;
void (entity jeb, float time) spawn_excla;
void () FireAlienBlaster;
void () W_PlayerMenu;
void () player_single_shot;
void () player_single_shot_duck;
//void () UseChem;
void () Special;
void () BuyMenu;
void() Sneak;
//void() Bandage;
void() Shield;
void () player_pull1;
void() player_dragon_kick;
void() player_kick1;
void() player_kick1a;
void() player_swing1;
void() player_swing1a;
void() player_punch1;
void() player_punch2;
void() player_knife1;
void() player_knifea;
void() player_spear1;
void() player_spear1a;
void() player_axe1;
void() player_axeb1;
void() ExitScreen;
void() CharacterSheet;
void() UseEquipment;
void (float slot, float snd, float drop) DropFromSlot;
void() PositionControl;
void() autofire;
void() autofire_s;
float(float iid) UseBoostingChem;
float(float iid) UseHealingChem;
float(float slotno) DecreaseDestroySlot;
void () DropAmmo;
void() player_singlex;
void() player_singley;
void(string arg1) Cmd_InvUse;
#define weightx() (self.weight)
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric4.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric5.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
};
float() crandom =
{
return 2*(random() - 0.5);
};
void() muzzleflash =
{
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
};
float (entity healer, entity saved) RevivePlayer =
{
local entity oself;
oself = self;
self = saved;
/* if (!walkmove(0, 0))
{
//too close?
return FALSE;
}
*/
saved.deadflag = DEAD_NO;
saved.takedamage = DAMAGE_AIM;
saved.movetype = MOVETYPE_WALK;
// saved.solid = SOLID_NOT;
self = oself;
// saved.materialize = 200;
saved.ghost = 0;
saved.health = 1;
saved.air_finished = time + 10;
saved.view_ofs = '0 0 22';
self = saved;
player_run();
self = oself;
stuffcmd(saved, "impulse 1\n");
if (healer.classname == "player")
{
sprint (healer, PRINT_HIGH, "you revive ");
sprint (healer, PRINT_HIGH, trace_ent.netname);
sprint (healer, PRINT_HIGH, ".\n ");
}
sprint (saved, PRINT_HIGH, healer.netname);
sprint (saved, PRINT_HIGH, " saves you from death.\n");
saved.view2 = world;
saved.flags (-) FL_FINDABLE_NONSOLID;
return TRUE;
};
/*
================
W_FireMelee
================
*/
void(float damage, float dist, float rate) FireMelee =
{
local vector source, org, vec, dir;
local float weap, dot, tdam;
local string sdam;
if (getperk(16))//power shot adds a small bonus to the first shot fired
{
if (self.steadyaim == 0)
{
sprint(self, 2, "!POWER SHOT\n");
damage = damage * 1.20;
}
}
self.recoil = self.recoil + 5;
weap = ToIID(self.(SlotField(self.current_slot)));
//large and in charge! adds a small burst of adrenalnie
if ((getperk(8)) && ((weap == IID_WP_SPEAR || weap == IID_WP_AXE || weap == IID_WP_WRENCH)))
{
if (self.ragetime <= 0)
{
sprint(self, 2, "!LARGE AND IN CHARGE\n");
sound (self, CHAN_VOICE, "player/berserk.wav", 1, ATTN_NORM);
self.rage = IID_CHEM_ADRENALINE;
self.ragetime = 3;
}
}
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*dist, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (self.sneak > 0 && weap == IID_WP_KNIFE)
{
makevectors (trace_ent.angles);
vec = normalize ((self.origin - trace_ent.origin));
dot = (vec * v_forward);
if (dot < 0.5 && trace_ent.takedamage)
{
tdam = self.sneak*random()*3;
if (getperk(7))
tdam = self.sneak*random()*6;
if (self.steadyaim == 0)
tdam = tdam * 5;
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else
SpawnNonBlood (org, 1);
T_Damage (trace_ent, self, self, tdam);
self.attack_finished = time + 2;
if (trace_ent.health > 0)//victim survived the attack
{
bprint(2, self.netname);
bprint(2, " ambushes ");
bprint(2, trace_ent.netname);
bprint(2, "!\n");
if (random()*4<2)
sound (trace_ent, CHAN_WEAPON, "player/headshot.wav", 1, ATTN_NONE);
else
sound (trace_ent, CHAN_WEAPON, "player/udeath.wav", 1, ATTN_NONE);
loud_noise(15);
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
spawn_excla(self, 3);
}
else
{
bprint(2, self.netname);
bprint(2, " assassinates ");
bprint(2, trace_ent.netname);
bprint(2, "!\n");
self.score = self.score + 25;
if (random()*4<2)
sound (trace_ent, CHAN_WEAPON, "player/headshot.wav", 0.25, ATTN_IDLE);
else
sound (trace_ent, CHAN_WEAPON, "player/udeath.wav", 0.25, ATTN_IDLE);
}
return;
}
else if (trace_ent.takedamage)
{
loud_noise(15);
tdam = (30*(random()*30));
sdam = ftos(tdam);
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else
SpawnNonBlood (org, 1); T_Damage (trace_ent, self, self, tdam);
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
spawn_excla(self, 3);
return;
}
}
else if (trace_ent.takedamage)
{
//soldiers and assassins do more melee damage
if (self.class == 2 || self.class == 3)
damage = damage * 1.25;
if (weap == IID_WP_AXE || weap == IID_WP_SPEAR || weap == IID_WP_KNIFE)
SpawnBlood (org, 1);
if ((getperk(8)) && (weap == IID_WP_AXE || weap == IID_WP_SPEAR || weap == IID_WP_WRENCH))
{
sprint(self, 2, "!LARGE AND IN CHARGE\n");
dir = normalize(trace_ent.origin - self.origin);
trace_ent.velocity = dir * 600;
trace_ent.velocity_z = 100+random()*200;
}
trace_ent.axhitme = 1;
if (trace_ent.classname != "car")
{
if (weap == IID_NONE)
{
if (random()<0.5)
sound (self, CHAN_BODY, "weapons/brawl-1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "weapons/brawl-2.wav", 1, ATTN_NORM);
}
else
sound (trace_ent, CHAN_VOICE, "player/headshot.wav", 0.5, ATTN_IDLE);
}
T_Damage (trace_ent, self, self, damage+random()*damage);
}
else if (weap == IID_NONE)
{
if (random()<0.5)
sound (self, CHAN_BODY, "weapons/brawl-1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "weapons/brawl-2.wav", 1, ATTN_NORM);
}
else if (weap == IID_WP_AXE || weap == IID_WP_WRENCH)
{
if (random()<0.5)
sound (self, CHAN_BODY, "effects/axe_hit1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "effects/axe_hit2.wav", 1, ATTN_NORM);
}
else if (weap == IID_WP_SPEAR)
{
if (random()<0.5)
sound (self, CHAN_BODY, "effects/spear_hit1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "effects/spear_hit2.wav", 1, ATTN_NORM);
}
else
sound (self, CHAN_WEAPON, "weapons/knifehit.wav", 1, ATTN_NORM);
};
void() W_FireMelee =
{
local float iid;
iid = ToIID(self.(SlotField(self.current_slot)));
if (iid == IID_NONE)
FireMelee(5+random()*10, 64, 0.6);
else if (iid == IID_WP_WRENCH)
FireMelee(5+random()*30, 64, 1.2);
else if (iid == IID_WP_KNIFE)
FireMelee(5+random()*20, 64, 0.4);
else if (iid == IID_WP_AXE)
FireMelee(5+random()*80, 96, 1);
else if (iid == IID_WP_SPEAR)
FireMelee(5+random()*60, 160, 0.8);
else if (iid == IID_CHEM_STIMPACK ||
iid == IID_CHEM_MEDICALBAG ||
iid == IID_CHEM_SUPERSTIM ||
iid == IID_MISC_NUKACOLA)
{
if (UseHealingChem(iid))
DecreaseDestroySlot(self.current_slot);
}
else if (iid == IID_CHEM_ADRENALINE ||
iid == IID_CHEM_PSYCHO ||
iid == IID_CHEM_RADX ||
iid == IID_CHEM_BESERK)
{
if (UseBoostingChem(iid))
DecreaseDestroySlot(self.current_slot);
}
else
dprint(strcat("W_FireMelee - ", ftos(iid), "not implemented\n"));
};
void () player_single1 = [ 89, player_single2 ]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_single2 = [ 90, player_run ]
{
self.weaponframe = 2;
};
void () player_single1_s = [ 182, player_single2_s ]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_single2_s = [ 183, player_run ]
{
self.weaponframe = 2;
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*random();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, float damage) SpawnBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, 1);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
void(vector org, float damage) SpawnNonBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
void(vector org, float damage) MassBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 1);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, damage);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
blood_count = 0;
puff_count = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent)
{
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
}
else
multi_damage = multi_damage + damage;
};
void() Multi_Finish =
{
if (puff_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, puff_count);
WriteCoord (MSG_MULTICAST, puff_org_x);
WriteCoord (MSG_MULTICAST, puff_org_y);
WriteCoord (MSG_MULTICAST, puff_org_z);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, blood_count);
WriteCoord (MSG_MULTICAST, blood_org_x);
WriteCoord (MSG_MULTICAST, blood_org_y);
WriteCoord (MSG_MULTICAST, blood_org_z);
multicast (puff_org, MULTICAST_PVS);
}
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void(float damage, vector dir) TraceAttack =
{
local vector vel, org;
vel = normalize(dir + v_up*crandom() + v_right*crandom());
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
org = trace_endpos - dir*4;
if (trace_ent.takedamage)
{
blood_count = blood_count + 1;
blood_org = org;
AddMultiDamage (trace_ent, damage);
}
else
{
puff_count = puff_count + 1;
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() T_MissileTouch =
{
local float damg;
// if (deathmatch == 4)
// {
// if ( ((other.weapon == 32) || (other.weapon == 16)))
// {
// if (random() < 0.1)
// {
// if (other != world)
// {
// // bprint (PRINT_HIGH, "Got here\n");
// other.deathtype = "blaze";
// T_Damage (other, self, self.owner, 1000 );
// T_RadiusDamage (self, self.owner, 1000, other);
// }
// }
// }
// }
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
T_RadiusDamage2 (self, self.owner, 100+random()*100, world, 600);
self.origin = self.origin - 8 * normalize(self.velocity);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
/*
================
W_FirePlasma
================
*/
void () PlasmaBolt =
{
local float dam;
local float zdif;
local float ydif;
local float xdif;
local float tru;
if (other.solid == SOLID_TRIGGER)
return; //they're not really solid
if (pointcontents (self.origin) == CONTENT_SKY)
{
remove (self);
return;
}
if (other.takedamage)
{
dam = 30 + (random () * 30);
T_Damage (other, self, self.owner, dam);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_NORM);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_NORM);
}
remove (self);
};
void() FirePlasmaBolt =
{
local float tmp;
local vector adjust;
if (self.attack >= 3)
return;
DropAmmo ();
self.attack_finished = time + 0.1;
sound (self, CHAN_WEAPON, "weapons/energy2.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
self.recoil = self.recoil + 4;
self.attack = self.attack + 1;
if (random()*3<=2)
self.driftx = self.driftx + 72;
else
self.driftx = self.driftx - 72;
if (random()*2<=1)
self.drifty = self.drifty + 72;
else
self.drifty = self.drifty - 72;
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
makevectors (self.v_angle);
newmis.velocity = aim(self, 2000);
newmis.velocity = newmis.velocity * 2000;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = PlasmaBolt;
newmis.voided = 0;
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.classname = "rocket";
if (self.position == 0)
player_single1();
if (self.position == 1)
player_single1_s();
if (self.position == 2)
player_single1_s();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
newmis.effects = EF_BLUE;
setmodel (newmis, "progs/plasma.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16' + adjust);
tmp = 60;
tmp = tmp + self.velocity_y + self.velocity_x;
newmis.velocity = newmis.velocity + (v_right * crandom () * tmp) + (v_up * crandom () * tmp);
};
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
DropAmmo ();
self.attack_finished = time + 0.7;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = aim(self, 1000);
newmis.velocity = newmis.velocity * 1000;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_MissileTouch;
newmis.voided = 0;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.classname = "rocket";
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(entity from, float damage) LightningHit =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PVS);
T_Damage (trace_ent, from, from, damage);
if (trace_ent.classname == "player")
trace_ent.hold = 120;
};
/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
LightningHit (from, damage);
/*
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
*/
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
LightningHit (from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
LightningHit (from, damage);
}
};
void() W_FireLightning =
{
local vector org;
local float cells;
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
if (deathmatch > 3)
{
if (random() <= 0.5)
{
self.deathtype = "selfwater";
T_Damage (self, self, self.owner, 4000 );
}
else
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world, "");
return;
}
}
else
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world,"");
return;
}
}
if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
if (deathmatch != 4)
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
if (self.voided) {
return;
}
self.voided = 1;
T_RadiusDamage (self, self.owner, 120, world, "grenade");
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.voided=0;
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
// set newmis speed
makevectors (self.v_angle);
if (self.v_angle_x)
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = GrenadeTouch;
// set newmis duration
if (deathmatch == 4)
{
newmis.nextthink = time + 2.5;
self.attack_finished = time + 1.1;
// self.health = self.health - 1;
T_Damage (self, self, self.owner, 10 );
}
else
newmis.nextthink = time + 2.5;
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
};
//=============================================================================
void() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.voided=0;
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (self.v_angle);
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
{
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
//.float hit_z;
void() spike_touch =
{
if (other == self.owner)
return;
if (self.voided) {
return;
}
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (9);
other.deathtype = "nail";
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
{
T_Damage (other, self, self.owner, 9+random()*18);
WriteByte (MSG_MULTICAST, TE_WIZSPIKE);
}
else if (self.classname == "knightspike")
WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
void() superspike_touch =
{
if (other == self.owner)
return;
if (self.voided) {
return;
}
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (18);
other.deathtype = "supernail";
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() SetWeaponModel =
{
self.weaponmodel = GetItemVModel(ToIID(ItemInSlot(self, self.current_slot)));
};
void() W_SetCurrentAmmo =
{
local string x;
player_run (); // get out of any weapon firing states
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
/*SPIKEREMOVED
if (self.current_slot == 1)
self.currentammo = ToStatus(self.islot1);
else if (self.current_slot == 2)
self.currentammo = ToStatus(self.islot2);
else if (self.current_slot == 4)
{
if (self.team == 1)
{
sound (self, CHAN_WEAPON, "misc/tools.wav", 1, ATTN_NORM);
self.items = (self.items | IT_LIGHTNING);
self.currentammo = 0;
self.weaponmodel = "";
}
else
sound (self, CHAN_WEAPON, "misc/menu3.wav", 1, ATTN_NORM);
}
*/
// else
sound (self, CHAN_WEAPON, "misc/menu3.wav", 1, ATTN_NORM);
if (self.current_slot == 1)
x = GetItemName(ToIID(self.islot1));
if (self.current_slot == 2)
x = GetItemName(ToIID(self.islot2));
/*SPIKEREMOVED
if (self.current_slot == 3)
x = "grenade";
if (self.current_slot == 4)
x = "tools";
*/
sprint(self, 2, x);
sprint (self, PRINT_HIGH, " selected.\n");
sound (self, CHAN_WEAPON, "misc/weapon.wav", 1, ATTN_NORM);
SetWeaponModel();
self.currentammo = ToStatus(ItemInSlot(self, self.current_slot));
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
return IT_LIGHTNING;
else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
return IT_SUPER_SHOTGUN;
else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
return IT_NAILGUN;
else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
return IT_SHOTGUN;
/*
if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
return IT_ROCKET_LAUNCHER;
else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
return IT_GRENADE_LAUNCHER;
*/
return IT_AXE;
};
void() player_reload1;
void() player_creload1;
void (float slotno) ReloadWeapon =
{
local float at;
local float as;
local float asv;
local float ac;
local float x;
local float wid;
local float r;
local .float wslot;
if (self.rtime > time || self.attack_finished > time)
return;
if (self.zoom > 0)
ZoomIn();
wslot = SlotField(slotno);
if (self.wslot == 0)
return; //already empty..
wid = ToIID(self.wslot);
at = WeaponAmmoType(wid);
as = SlotOfItem(self, at);
if (as == 0)
{
sprint(self, 2, "no suitable ammo\n");
return;
}
asv = ItemInSlot(self, as);
ac = ToStatus(asv);
x = WeaponMagQuant(wid); //get the max ammo capacity
if (ToStatus(self.wslot) == x) //weapon full already
return;
x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
if (x > ac) //make sure there's enough ammo
x = ac;
ac -= x;
if (ac)
asv = SlotVal(at, ac);
else
asv = 0; //totally used up.
SetItemSlot(self, as, asv);
self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
r = 3;
if (wid == IID_WP_ROCKETLAUNCHER || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
{
sound (self, CHAN_VOICE, "weapons/shell.wav", TRUE, ATTN_NORM);
r = 1;
if (self.current_slot == slotno)
self.currentammo = ToStatus(ItemInSlot(self, slotno));
self.attack_finished = time + r;
self.rtime = time + r;
return;
}
else if (wid == IID_WP_PIPERIFLE_R || wid == IID_WP_PIPERIFLE_S_R || wid == IID_WP_PIPERIFLE_SCOPE_R || wid == IID_WP_PIPERIFLE_SCOPE_S_R)
{
sound (self, CHAN_VOICE, "weapons/shell.wav", TRUE, ATTN_NORM);
r = 0.5;
if (self.current_slot == slotno)
self.currentammo = ToStatus(ItemInSlot(self, slotno));
self.attack_finished = time + r;
self.rtime = time + r;
return;
}
else if (wid >= IID_WP_PIPERIFLE && wid <= IID_WP_PIPERIFLE_S_R)
{
sound (self, CHAN_VOICE, "weapons/shell.wav", TRUE, ATTN_NORM);
r = 1;
if (self.current_slot == slotno)
self.currentammo = ToStatus(ItemInSlot(self, slotno));
self.attack_finished = time + r;
self.rtime = time + r;
return;
}
else
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
sprint(self, 2, "reloading...\n");
if (self.position == 0)
player_reload1();
else if (self.position == 1)
player_creload1();
if (getperk(5))
r = r * 0.5;
self.attack_finished = time + r;
self.rtime = time + r;
if (self.current_slot == slotno)
self.currentammo = ToStatus(ItemInSlot(self, slotno));
player_run();
};
float() W_CheckNoAmmo =
{
local float at;
local .float slotfield;
slotfield = SlotField(self.current_slot);
if (ToIID(self.slotfield) == IID_NONE)
return FALSE;
if (ToStatus(self.slotfield) < 1)
{
at = WeaponAmmoType(ToIID(self.slotfield));
if (at == 0)
return FALSE;
at = SlotOfItem(self, at);
if (at == 0)
{
self.attack_finished = (time + 0.2);
stuffcmd (self, "-attack\n");
sound (self, CHAN_WEAPON, "weapons/click.wav", TRUE, ATTN_NORM);
return TRUE;
}
else
{
stuffcmd (self, "-attack\n");
ReloadWeapon (self.current_slot);
return TRUE;
}
}
return FALSE;
};
void() ToggleFlare =
{
if (self.flare == 0)
{
sound (self, CHAN_BODY, "weapons/flare.wav", 1, ATTN_NORM);
self.flare = 1;
self.effects = EF_BLUE;
}
else if (self.flare == 1)
{
sound (self, CHAN_BODY, "weapons/gpull.wav", 1, ATTN_NORM);
self.flare = 0;
self.effects = self.effects - EF_BLUE;
}
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() W_Attack =
{
local float weap;
if (self.hold > 0)
return;
if (self.popup > 0)
{
self.popup = 0;
self.attack_finished = time + 5;
stuffcmd(self, "-attack\n");
return;
}
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (self.rtime > time)
return;
if (self.class == 0)
return;
if (self.team == 0)
return;
if (self.attack_finished > time)
return;
if (W_CheckNoAmmo())
return;
weap = ToIID(self.(SlotField(self.current_slot)));
self.safezone = 0;
if (weap == IID_NONE)
{
if (getperk(15))
{
if ((self.velocity_z > 0) && self.recoil == 0)
player_dragon_kick ();
else
{
if (random()<0.25)
player_swing1 ();
else if (random()<0.25)
player_swing1a ();
else if (random()<0.25)
player_kick1 ();
else if (random()<0.25)
player_kick1a ();
}
sound (self, CHAN_WEAPON, "effects/axe_swing.wav", TRUE, ATTN_IDLE);
}
else
{
self.attack_finished = time + 0.50;
if (random()<0.5)
player_punch1 ();
else
player_punch2 ();
sound (self, CHAN_WEAPON, "weapons/ax1.wav", TRUE, ATTN_IDLE);
}
}
else if (weap == IID_WP_KNIFE)
{
self.attack_finished = time + 0.50;
if (random()<0.5)
player_knife1 ();
else
player_knifea ();
sound (self, CHAN_WEAPON, "weapons/ax1.wav", TRUE, ATTN_NORM);
}
else if (weap == IID_WP_SPEAR)
{
self.attack_finished = time + 0.80;
if (random()<0.5)
player_spear1 ();
else
player_spear1a ();
sound (self, CHAN_WEAPON, "effects/miss.wav", TRUE, ATTN_NORM);
}
else if (weap == IID_WP_AXE || weap == IID_WP_WRENCH)
{
if (random()<0.75)
{
player_axeb1 ();
self.attack_finished = time + 1;
}
else
{
player_axe1 ();
self.attack_finished = time + 1.25;
}
}
else if (weap == IID_WP_USP)
FirePistol(14, 6, "weapons/usp.wav", 2000, 0.1);
else if (weap == IID_WP_USP_S)
FirePistol(12, 6, "weapons/smg_s.wav", 2000, 0.1);
else if (weap == IID_WP_DEAGLE)
FirePistol(18, 9, "weapons/deagle.wav", 3000, 0.1);
else if (weap == IID_WP_DEAGLE_M)
FirePistol(18, 9, "weapons/deagle.wav", 3000, 0.1);
else if (weap == IID_WP_NEEDLER)
FirePistol(16, 2, "weapons/needler.wav", 2000, 0.1);
else if (weap == IID_WP_GLOCK)
FirePistol(12, 6, "weapons/glock.wav", 2000, 0.1);
else if (weap == IID_WP_GLOCK_S)
FirePistol(10, 6, "weapons/smg_s.wav", 2000, 0.1);
else if (weap == IID_WP_ALIENBLASTER)
FirePulseRifle(16, 0.1, 48, 2);
else if (weap == IID_WP_PIPERIFLE)
FireAssaultRifle(20, 5, "weapons/rangem.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_S)
FireAssaultRifle(20, 5, "weapons/needler.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_S_R)
FireAssaultRifle(20, 5, "weapons/needler.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_SCOPE_S_R)
FireAssaultRifle(20, 5, "weapons/needler.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_SCOPE_S)
FireAssaultRifle(20, 5, "weapons/needler.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_R)
FireAssaultRifle(20, 5, "weapons/rangem.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_SCOPE)
FireAssaultRifle(20, 5, "weapons/rangem.wav", 5000, 0.1);
else if (weap == IID_WP_PIPERIFLE_SCOPE_R)
FireAssaultRifle(20, 5, "weapons/rangem.wav", 5000, 0.1);
else if (weap == IID_WP_DKS1_S)
FireAssaultRifle(35, 3, "weapons/moonlight1.wav", 5000, 0.25);
else if (weap == IID_WP_WINCHESTER)
W_FireShotgun (2, 4, 8, 30, 1500, 0, "weapons/shotgun1.wav");
else if (weap == IID_WP_MOSSBERG)
W_FireShotgun (2, 4, 8, 20, 2000, 1, "weapons/citykiller.wav");
else if (weap == IID_WP_JACKHAMMER)
W_FireShotgun (1, 4, 9, 25, 1750, 2, "weapons/citykiller.wav");
else if (weap == IID_WP_MP9)
FireSMG(14, 0, "weapons/mp7.wav", 1500, 0.10);
else if (weap == IID_WP_MP7)
FireSMG(12, 0, "weapons/mp5.wav", 1500, 0.08);
else if (weap == IID_WP_MP9_S)
FireSMG(12, 0, "weapons/smg_s.wav", 1500, 0.10);
else if (weap == IID_WP_MP7_S)
FireSMG(10, 0, "weapons/smg_s.wav", 1500, 0.08);
else if (weap == IID_WP_RANGEMASTER)
FireAssaultRifle(18, 4, "weapons/rangem.wav", 4000, 0.1);
else if (weap == IID_WP_AK112)
FireAssaultRifle(16, 10, "weapons/ak112.wav", 4000, 0.095);
else if (weap == IID_WP_AK112_M)
FireAssaultRifle(16, 10, "weapons/ak112.wav", 4000, 0.095);
else if (weap == IID_WP_ACR)
FireAssaultRifle(16, 7, "weapons/auto2.wav", 9000, 0.090);
else if (weap == IID_WP_AK74)
FireAssaultRifle(20, 12, "ogre/ak47.wav", 3500, 0.090);
else if (weap == IID_WP_DKS1)
FireAssaultRifle(40, 3, "weapons/dks-1.wav", 8000, 0.2);
else if (weap == IID_WP_MOONLIGHT && self.zoom == 0)
FireAssaultRifle(16, 10, "weapons/m4-nw.wav", 4000, 0.09);
else if (weap == IID_WP_MOONLIGHT && self.zoom == 1)
FireAssaultRifle(16, 5, "weapons/m4-nw.wav", 4000, 0.20);
else if (weap == IID_WP_G11 && self.zoom == 0)
FireAssaultRifle(14, 7, "weapons/g11.wav", 4000, 0.11);
else if (weap == IID_WP_G11 && self.zoom == 1)
FireAssaultRifle(14, 7, "weapons/g11.wav", 4000, 0.02);
else if (weap == IID_WP_FNFAL)
FireAssaultRifle(30, 6, "weapons/fnfal.wav", 7000, 0.11);
else if (weap == IID_WP_PULSERIFLE)
FirePulseRifle(12, 0.8, 36, 2);
else if (weap == IID_WP_TURBOPLASMA)
FirePulseRifle(8, 0.4, 30, 2);
else if (weap == IID_WP_PLASMACARBINE)
FirePlasmaBolt();
else if (weap == IID_WP_GAUSERIFLE)
FireAssaultRifle(30, 80, "weapons/gauss.wav", 9000, 0.2);
else if (weap == IID_WP_LASERGATLING)
FireMinigun(16, 20, "weapons/ak112.wav", 4000, 0.05);
//FirePulseRifle(2, 0.1, 30, 3);
//float IID_WP_GAUSERIFLE = 421;
//float IID_WP_PULSERIFLE = 422;
else if (weap == IID_GREN_FRAG)
player_pull1();
else if (weap == IID_GREN_EMP)
player_pull1();
else if (weap == IID_GREN_SMOKE)
player_pull1();
else if (weap == IID_GREN_FLASH)
player_pull1();
else if (weap == IID_WP_ROCKETLAUNCHER)
W_FireRocket();
else if (weap == IID_WP_WRENCH)
{
if (!FireToolkit())
{
self.attack_finished = time + 1;
if (random()<0.5)
player_knife1 ();
else
player_knifea ();
}
}
else if (IsChem(weap))
{
self.attack_finished = time + 0.25;
player_knife1 ();
}
else
centerprint(self, "Not implemented (", ftos(weap), ")");
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
it = self.items;
am = 0;
if (self.impulse == 1 && self.current_slot != 1)
{
if (!getperk(5))
{
self.weaponframe = 4;
self.attack_finished = time + 1;
self.rtime = time + 1;
}
fl = IT_NAILGUN;
self.current_slot = 1;
if (IsMelee(ToIID(self.islot1)))
SpawnGModel();
}
else if (self.impulse == 2 && self.current_slot != 2)
{
if (!getperk(5))
{
self.weaponframe = 4;
self.attack_finished = time + 1;
self.rtime = time + 1;
}
fl = IT_SUPER_NAILGUN;
self.current_slot = 2;
if (IsMelee(ToIID(self.islot2)))
SpawnGModel();
}
self.weapon = fl;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
local float x;
local string y;
x = self.waterlevel;
y = ftos(x);
sprint(self, 2, "waterlevel: ");
sprint(self, 2, y);
sprint(self, 2, "\n");
self.ammo_shells = 900;
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (self.items & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
void () ProneOff =
{
setsize(self, '-16 -16 -24', '16 16 32');
//if (!walkmove(0, 0) && self.waterlevel == 0)
if (pointcontents (self.origin + '0 0 32') == CONTENT_SOLID) //not enough room to stand up
{
sprint (self, 2, "not enough room to stand up.\n");
setsize(self, '-16 -16 -24', '16 16 0');
return;
}
sprint (self, 2, "position: stand.\n");
if (getperk(3))
{
self.attack_finished = time + 0.5;
self.rtime = time + 0.5;
}
else
{
self.attack_finished = time + 1.5;
self.rtime = time + 1.5;
}
self.position = 0;
PositionControl();
player_run ();
};
void () ProneOn =
{
if (self.waterlevel > 0)
{
sprint (self, 2, "position: stand.\n");
self.position = 0;
PositionControl();
player_run ();
return;
}
if (!getperk(3) && self.velocity_z != 0)
return;
if (self.position == 2)
{
ProneOff();
return;
}
self.walk = 0;
self.speedmulti = 1.00;
self.maxspeed = (self.maxspeed * 0.25);
self.position = 2;
self.view_ofs = '0 0 -10';
sprint (self, 2, "position: prone.\n");
if (getperk(3))
{
self.attack_finished = time + 0.5;
self.rtime = time + 0.5;
}
else
{
self.attack_finished = time + 1.5;
self.rtime = time + 1.5;
}
PositionControl();
};
void () DuckOff =
{
setsize(self, '-16 -16 -24', '16 16 32');
//if (!walkmove(0, 0) && self.waterlevel == 0)
if (pointcontents (self.origin + '0 0 16') == CONTENT_SOLID) //not enough room to stand up
{
sprint (self, 2, "not enough room to stand up.\n");
setsize(self, '-16 -16 -24', '16 16 16');
return;
}
sprint (self, 2, "position: stand.\n");
if (!getperk(3))
{
self.attack_finished = time + 0.2;
self.rtime = time + 0.2;
}
self.view_ofs = '0 0 22';
self.position = 0;
PositionControl();
player_run ();
};
void () DuckOn =
{
if (self.waterlevel > 0)
{
if (!getperk(3))
{
self.attack_finished = time + 0.5;
self.rtime = time + 0.5;
}
sprint (self, 2, "position: stand.\n");
self.view_ofs = '0 0 22';
self.position = 0;
PositionControl();
player_run ();
self.position = 0;
return;
}
if (self.velocity_z != 0)
return;
if (self.position == 1)
{
DuckOff();
return;
}
if (!getperk(3))
{
self.attack_finished = time + 0.5;
self.rtime = time + 0.5;
}
self.walk = 0;
self.speedmulti = 1.00;
self.maxspeed = (self.maxspeed * 0.50);
self.position = 1;
sprint (self, 2, "position: duck.\n");
PositionControl();
};
void () WalkOff =
{
sprint (self, 2, "position: run.\n");
self.walk = 0;
self.speedmulti = 1.00;
};
void () WalkOn =
{
sprint (self, 2, "position: walk.\n");
self.walk = 1;
self.speedmulti = 0.50;
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
if (self.hold > 0)
return;
if (self.impulse >= 1 && self.impulse <= 2 && self.currentmenu == "none")
W_ChangeWeapon ();
if (self.impulse == 3 && self.currentmenu == "none")
Cmd_InvUse("5");
if (self.impulse == 4 && self.currentmenu == "none")
Cmd_InvUse("6");
if (self.impulse >= 1 && self.currentmenu == "shop_perk1")
{
W_PlayerMenu ();
self.impulse = 0;
return;
}
else if (self.impulse >= 1 && self.currentmenu == "shop_perk2")
{
W_PlayerMenu ();
self.impulse = 0;
return;
}
else if (self.impulse >= 1 && self.impulse <= 10 && self.currentmenu != "none")
{
W_PlayerMenu ();
self.impulse = 0;
return;
}
if (self.impulse == 11)
ServerflagsCommand ();
if (self.impulse == 200)
DuckOn ();
if (self.impulse == 201)
ProneOn ();
if (self.impulse == 240)
AddClone ();
if (self.impulse == 50)
ReloadWeapon (self.current_slot);
// if (self.impulse == 51)
// UseChem ();
if (self.impulse == 52)
BuyMenu ();
if (self.impulse == 53)
Special ();
if (self.impulse == 100)
ExitScreen ();
if (self.impulse == 55)
DropFromSlot (self.current_slot, 1, 0);
if (self.impulse == 56)
CharacterSheet ();
if (self.impulse == 57)
UseEquipment ();
if (self.impulse == 60)
ZoomIn ();
if (self.impulse == 65)
HostageReport ();
if (self.impulse == 66)
WalkOn ();
if (self.impulse == 67)
WalkOff ();
if (self.impulse == 212)
function_radio ("radio/1_yes.wav", 1);
if (self.impulse == 213)
function_radio ("radio/2_no.wav", 2);
if (self.impulse == 214)
function_radio ("radio/3_letsgo.wav", 3);
if (self.impulse == 215)
function_radio ("radio/4_cover.wav", 4);
if (self.impulse == 216)
function_radio ("radio/5_recon.wav", 5);
if (self.impulse == 217)
function_radio ("radio/6_backup.wav", 6);
if (self.impulse == 218)
function_radio ("radio/7_hold.wav", 7);
if (self.impulse == 219)
function_radio ("radio/8_behind.wav", 8);
if (self.impulse == 220)
function_radio ("radio/9_secure.wav", 9);
if (self.impulse == 221)
function_radio ("radio/10_suppressing.wav", 10);
if (self.impulse == 222)
function_radio ("radio/11_quiet.wav", 11);
if (self.impulse == 223)
CheatCommand();
if (self.impulse == 224)
show_light_level();
if (self.impulse == 225)
UseStimpack();
if (self.impulse == 226)
UseSuperStim();
if (self.impulse == 227)
UseMedicalBag();
if (self.impulse == 255)
self.ammo_shells = 200;
self.impulse = 0;
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
local float weap;
if (time < self.attack_finished)
return;
ImpulseCommands ();
// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
if (!self.button0)
{
if (self.attack > 0)
player_run ();
self.attack = 0;
}
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
if (self.super_damage_finished > time)
{
if (self.super_sound < time)
{
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};
void () DropAmmo =
{
local .float wslot;
wslot = SlotField(self.current_slot);
self.currentammo = (ToStatus(self.wslot) )- 1;
self.wslot = SlotVal(ToIID(self.wslot), self.currentammo);
self.currentammo = ToStatus(self.wslot);
};
void() autofire =
{
if (self.attack == 0)
self.cnt = 0;
if (self.weaponframe == 1)
self.weaponframe = 2;
else
self.weaponframe = 1;
if (self.cnt == 0)
player_singlex();
else if (self.cnt == 1)
player_singley();
self.cnt = self.cnt + 1;
if (self.cnt == 2)
self.cnt = 0;
};
/*void () autofire =
{
if (self.frame == 88)
self.frame = 89;
else
self.frame = 88;
if (self.weaponframe == 1)
self.weaponframe = 2;
else
self.weaponframe = 1;
muzzleflash ();
};*/
void() autofire_s =
{
if (self.attack == 0)
self.cnt = 0;
if (self.weaponframe == 1)
self.weaponframe = 2;
else
self.weaponframe = 1;
if (self.cnt == 0)
player_auto_duck1();
else if (self.cnt == 1)
player_auto_ducka1();
self.cnt = self.cnt + 1;
if (self.cnt == 2)
self.cnt = 0;
};
void (vector org) bullet_hole =
{
local float r;
local entity ric;
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
r = random();
ric = spawn();
setorigin(ric, org);
if (r <= 0.20)
sound (ric, CHAN_WEAPON, "weapons/ric1.wav", TRUE, ATTN_NORM);
else if (r <= 0.40)
sound (ric, CHAN_WEAPON, "weapons/ric2.wav", TRUE, ATTN_NORM);
else if (r <= 0.60)
sound (ric, CHAN_WEAPON, "weapons/ric3.wav", TRUE, ATTN_NORM);
else if (r <= 0.80)
sound (ric, CHAN_WEAPON, "weapons/ric4.wav", TRUE, ATTN_NORM);
else
sound (ric, CHAN_WEAPON, "weapons/ric5.wav", TRUE, ATTN_NORM);
remove(ric);
};
void (vector test, float length, float dam) penetrate =
{
local vector org;
local vector start;
local vector end;
local float go;
local float tl;
go = 0;
tl = 8;
length = 32 + dam;
while (tl < length)
{
makevectors (self.v_angle);
start = (test + v_forward*tl);
if (pointcontents (start) != CONTENT_SOLID && go == 0) //object penetrated
{
makevectors (self.v_angle);
end = (test + (v_forward * 8 * length));
traceline (start, end, FALSE, self);
if (trace_fraction == 1) //nothing behind object
return;
if (trace_fraction > 0)
{
go = 1;
if (trace_ent.takedamage)
{
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
T_Damage (trace_ent, self, self, dam);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PHS);
}
}
}
tl = tl + 4;
}
};
void (entity temp, vector org, float damage) SpawnWood =
{
if (random()*6 <= 3)
sound (temp, CHAN_WEAPON, "misc/woodhit.wav", TRUE, ATTN_NORM);
else
sound (temp, CHAN_WEAPON, "misc/woodhit2.wav", TRUE, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
};
void () EMPExplode =
{
local entity te;
self.velocity = VEC_ORIGIN;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
sound (self, CHAN_BODY, "misc/flash.wav", 0.2, ATTN_NONE);
te = findradius (self.origin, 600);
while (te)
{
if ((((te.classname == "camera") || (te.classname == "alarm")) && (te.owner.pcamera == 0)))
{
te.owner.pcamera = 0;
te.owner.pcamera2 = 0;
te.owner.equipment_slot = 0;
sprint (self.owner, 2, te.owner.netname);
sprint (self.owner, 2, "'s ");
sprint (self.owner, 2, te.classname);
sprint (self.owner, 2, " was wiped out!\n");
remove (te);
}
if (te.has_radio == 1)
{
te.has_radio = 0;
sprint (self.owner, 2, te.netname);
sprint (self.owner, 2, "'s radio was wiped out!\n");
}
te = te.chain;
}
T_RadiusDamage (self, self.owner, 30+random()*30, other, "");
remove (self);
};
void (vector org) CreateSmoke =
{
newmis = spawn ();
setorigin (newmis, org);
newmis.movetype = MOVETYPE_NONE;
newmis.solid = SOLID_NOT;
newmis.velocity = VEC_ORIGIN;
newmis.nextthink = (time + SVC_BIGKICK);
newmis.think = SUB_Remove;
newmis.touch = SUB_Null;
newmis.classname = "smoke";
newmis.frame = 0;
newmis.cnt = 0;
newmis.avelocity_x = (random () * 100);
newmis.avelocity_y = (random () * 100);
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
};
void () SmokeThink =
{
self.cnt = (self.cnt + 1);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 2);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PVS);
if (self.cnt == 1)
sound (self, CHAN_VOICE, "weapons/smoke.wav", 1, ATTN_NORM);
self.nextthink = (time + 0.33);
if (self.cnt >= 90)
remove (self);
};
void () Screenshake =
{
local entity te;
te = findradius (self.origin, 700);
while (te)
{
if (te.classname == "player")
stuffcmd (te, "v_idlescale 5\n");
te = te.chain;
}
};
void () ExplosionFrames =
{
self.avelocity = '300 300 250';
self.nextthink = (time + 0.02);
self.frame = self.frame + 1;
if (self.frame == 60)
remove (self);
self.nextthink = (time + 0.02);
};
void () Explosion =
{
local float r;
self.effects = EF_DIMLIGHT;
self.touch = SUB_Null;
r = random ();
if (r < 0.33)
sound (self, CHAN_BODY, "misc/exp1.wav", 1, ATTN_NORM);
if (r < 0.66)
sound (self, CHAN_BODY, "misc/exp2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/exp3.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
Screenshake ();
self.frame = 3;
self.velocity = VEC_ORIGIN;
self.avelocity = '300 300 250';
self.think = ExplosionFrames;
self.nextthink = (time + 0.02);
};
void () FragExplode =
{
local float r;
local entity te;
local vector dir;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
setmodel (self, "progs/blast.mdl");
setorigin (self, self.origin);
setsize (self, '0 0 0', '0 0 0');
bprint(2, "fragex\n");
Explosion();
te = findradius(self.origin, 400);
while (te)//bodies fly
{
if (te.classname == "body")
{
dir = normalize(te.origin - self.origin);
te.velocity = dir * 100;
te.velocity_z = 100;
te.avelocity_y = (random()* 300);
}
te = te.chain;
}
T_RadiusDamage2 (self, self.owner, 65+random()*65, other, 400);
remove (self);
};
void () PlasmaExplode =
{
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
self.velocity = VEC_ORIGIN;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
T_RadiusDamage (self, self.owner, 80+random()*80, other, "");
remove (self);
};
void () FlashExplode =
{
local entity te;
local float dot;
local vector vec;
self.velocity = VEC_ORIGIN;
setmodel (self, "progs/blast.mdl");
WriteByte (0, SVC_TEMPENTITY);
WriteByte (0, WEAPON_SPIKES);
WriteCoord (0, self.origin_x);
WriteCoord (0, self.origin_y);
WriteCoord (0, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
te = findradius (self.origin, 200);
while (te)
{
if (te.flags & FL_MONSTER)
{
if (CanDamage (self, te))
{
te.flash = 4;
te.attack_finished = time + 4;
spawn_excla(te, 4);
}
}
if ((te.classname == "player"))
{
if (CanDamage (self, te))
{
te.missionbrief = 5;
stuffcmd (te, "v_cshift 255 255 255 255\n");
stuffcmd (te, "v_idlescale 3\n");
te.flash = time + 4;
spawn_excla(te, 4);
}
}
te = te.chain;
}
te = findradius (self.origin, 800);
while (te)
{
if (te.flags & FL_MONSTER)
{
makevectors (te.angles);
vec = normalize ((self.origin - te.origin));
dot = (vec * v_forward);
if (dot > 0.3 && CanDamage (self, te))
{
te.flash = 4;
te.attack_finished = time + 4;
spawn_excla(te, 4);
}
}
if ((te.classname == "player"))
{
makevectors (te.angles);
vec = normalize ((self.origin - te.origin));
dot = (vec * v_forward);
if (dot > 0.3 && CanDamage (self, te))
{
stuffcmd (te, "v_cshift 255 255 255 255\n");
stuffcmd (te, "v_idlescale 3\n");
te.flash = time + 4;
spawn_excla(te, 4);
}
}
te = te.chain;
}
remove (self);
};
void () FlashThink =
{
local entity te;
te = findradius(self.origin, 600);
while (te)
{
if (te.classname == "player" && te.sneak > 0)
te.sneak = 0;
te = te.chain;
}
self.nextthink = time + 1;
self.score = self.score + 1;
if (self.score == 120)
remove(self);
};
void () StunExplode =
{
local entity te;
local float dot;
local vector vec;
self.effects = EF_BLUE;
self.think = FlashThink;
self.nextthink = time + 1;
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
};
/*
void () HandGrenExplode =
{
if ((self.cnt == 0))
{
FragExplode ();
}
else
{
if ((self.cnt == 1))
{
EMPExplode ();
}
else
{
if ((self.cnt == 2))
{
sound (self, CHAN_VOICE, "weapons/smoke.wav", 1, ATTN_NORM);
self.nextthink = (time + 0.5);
self.think = SmokeThink;
}
else
{
if ((self.cnt == AS_MELEE))
{
FlashExplode ();
}
else
{
if ((self.cnt == WEAPON_SPIKES))
{
PlasmaExplode ();
}
}
}
}
}
};
*/
void () HandGrenBounce =
{
local float r;
r = (random () * TE_LIGHTNING3);
self.velocity = self.velocity * 0.75;
if ((r < AS_MELEE))
{
sound (self, CHAN_VOICE, "misc/bounce_1.wav", 0.9, ATTN_NORM);
}
else
{
if ((r < TE_LIGHTNING2))
{
sound (self, CHAN_VOICE, "misc/bounce_2.wav", 0.9, ATTN_NORM);
}
else
{
sound (self, CHAN_VOICE, "misc/bounce_3.wav", 0.9, ATTN_NORM);
}
}
};
void () FireHandGrenade =
{
local float item, iid;
local float amcount;
local float w, x;
item = ItemInSlot(self, self.grenslot);
iid = ToIID(item);
amcount = ToStatus(item);
if (iid == 0)
return;
w = SlotOfItem(self, iid);
DecreaseDestroySlot(w);
//SetItemSlot(self, self.current_slot, w);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
newmis.skin = 0;
makevectors (self.v_angle);
newmis.velocity = aim (self, 800);
newmis.velocity = (newmis.velocity * 800);
newmis.velocity_z = (newmis.velocity_z + 200);
newmis.angles = vectoangles (newmis.velocity);
newmis.avelocity_x = (random () * 300);
newmis.avelocity_y = (random () * 300);
newmis.avelocity_z = (random () * 300);
newmis.touch = HandGrenBounce;
newmis.nextthink = (time + 2.5);
if (iid == IID_GREN_FRAG)
newmis.think = FragExplode;
else if (iid == IID_GREN_EMP)
newmis.think = EMPExplode;
else if (iid == IID_GREN_STUN)
newmis.think = StunExplode;
else if (iid == IID_GREN_SMOKE)
newmis.think = SmokeThink;
else //if (iid == IID_GREN_FLASH)
newmis.think = FlashExplode;
newmis.frame = 1;
setmodel (newmis, "progs/handgren.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, self.origin);
self.grenslot = 0;
};
void(float slot, float magazine) GiveAmmo =
{
local float wi;
local float wt;
local float at;
local float as;
//give ammo to the weapon in a slot
wi = ItemInSlot(self, slot);
wt = ToIID(wi);
SetItemSlot(self, slot, SlotVal(wt, magazine));
magazine = magazine*4;
if (magazine < 30)
magazine = 30; //be generous.
at = WeaponAmmoType(wt);
//make sure we have enough ammo
as = SlotOfItem(self, at);
if (as == 0)
as = SlotOfItem(self, IID_NONE);
if (as == 0)
return; //no free slots, so we can't give them ammo
if (ToStatus(ItemInSlot(self, as)) < magazine)
SetItemSlot(self, as, SlotVal(at, magazine));
};
void (float dam, float ap, string snd, float rng, float rate) FirePistol =
{
local float weap, tmp, zdif, xdif, ydif, is_headshot;
local vector dir, source, targ, org, org2, org3, adjust;
weap = ToIID(self.(SlotField(self.current_slot)));
stuffcmd(self, "-attack\n");
self.attack_finished = (time + rate);
if (getperk(16))//power shot adds a small bonus to the first shot fired
{
if (self.steadyaim == 0)
{
sprint(self, 2, "!POWER SHOT\n");
dam = dam * 1.20;
}
}
if (self.extender == weap && self.silencer != weap)
dam = dam * 1.10;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
if (weap == IID_WP_NEEDLER)
loud_noise(5);
else if (weap == IID_WP_USP)
loud_noise(40);
else if (weap == IID_WP_GLOCK)
loud_noise(40);
else if (weap == IID_WP_DEAGLE)
loud_noise(50);
else if (weap == IID_WP_USP_S)
loud_noise(10);
else if (weap == IID_WP_GLOCK_S)
loud_noise(10);
//only silenced weapons do not break stealth
if (weap != IID_WP_NEEDLER && weap != IID_WP_USP_S && weap != IID_WP_GLOCK_S && self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
sound (self, CHAN_BODY, "misc/r_tele4.wav", 1, ATTN_NORM);
}
if (self.position == 0)
player_single1();
if (self.position == 1)
player_single1_s();
if (self.position == 2)
player_single1_s();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 10)
self.recoil = 10;
tmp = 50;
if (self.velocity == '0 0 0')
tmp = tmp + (20 * self.recoil);
else
tmp = tmp + (40 * self.recoil);
if (self.steadyaim == 0)
tmp = tmp * 0.50;
self.attack = self.attack + 1;
self.recoil = self.recoil + ap;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org3 = self.origin + v_forward*32 + '0 0 22';
org = trace_endpos - v_forward * 1;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
is_headshot = 0;
if (((ydif >= -6) && (ydif <= 6)))
is_headshot = 1;
if (((xdif >= -6) && (xdif <= 6)))
is_headshot = 1;
if (self.attack <= 5 && is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && trace_ent.islot3 > 0)
SpawnNonBlood (org, 1);
else if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
SpawnWood (trace_ent, org, 1);
dam = dam + random()*dam;
if (weap == IID_WP_NEEDLER)
X_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_USP)
J_Damage (trace_ent, self, self, dam);
else
T_Damage (trace_ent, self, self, dam);
loud_noise(5);//hit flesh
//victim survived the ambush
if (random()*10 < 8 && trace_ent.health > 0 && self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
spawn_excla(self, 3);
}
self.critical = 0;
}
else
{
te_smallflash(org);
bullet_hole (org);
dir = vectoangles (source - targ);
return;
}
};
void (float dam, float ap, string snd, float rng, float rate) FireSMG =
{
local float weap, tmp, zdif, xdif, ydif, is_headshot;
local vector dir, source, targ, org, org2, adjust;
weap = ToIID(self.(SlotField(self.current_slot)));
if (getperk(16))//power shot adds a small bonus to the first shot fired
{
if (self.steadyaim == 0)
{
sprint(self, 2, "!POWER SHOT\n");
dam = dam * 1.20;
}
}
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
if (weap == IID_WP_MP9)
loud_noise(50);
else if (weap == IID_WP_MP7)
loud_noise(40);
else if (weap == IID_WP_MP9_S)
loud_noise(5);
else if (weap == IID_WP_MP7_S)
loud_noise(5);
//only silenced weapons do not break stealth
if (weap != IID_WP_MP9_S && weap != IID_WP_MP7_S && self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
sound (self, CHAN_BODY, "misc/r_tele4.wav", 1, ATTN_NORM);
}
self.attack_finished = (time + rate);
if (self.position == 0)
autofire ();
if (self.position >= 1)
autofire_s ();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
if (self.attack > 0)
{
if (random()*3<=2)
self.driftx = self.driftx + 90;
else
self.driftx = self.driftx - 90;
if (random()*2<=1)
self.drifty = self.drifty + 90;
else
self.drifty = self.drifty - 90;
}
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 10)
self.recoil = 10;
tmp = 150;
if (self.velocity == '0 0 0')
tmp = tmp + (15*self.recoil);
else
tmp = tmp + (20*self.recoil);
self.attack = self.attack + 1;
self.recoil = self.recoil + 4;
source = self.origin + '0 0 22';
tmp = tmp * 0.50;
if (self.steadyaim == 0)
tmp = tmp * 0.50;
targ = self.origin + '0 0 22' + v_right*self.driftx + v_up*self.drifty + v_right*crandom()* tmp + v_up*random()*(tmp*2);
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
is_headshot = 0;
if (((ydif >= -5) && (ydif <= 5)))
is_headshot = 1;
if (((xdif >= -5) && (xdif <= 5)))
is_headshot = 1;
if (self.attack == 1 && is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && trace_ent.islot3 > 0)
SpawnNonBlood (org, 1);
if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
SpawnWood (trace_ent, org, 1);
dam = dam + random()*dam;
if (weap == IID_WP_MP9)
J_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_MP7)
T_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_MP9_S)
J_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_MP7_S)
T_Damage (trace_ent, self, self, dam);
T_Damage (trace_ent, self, self, dam);
self.critical = 0;
if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void (float rec, float speed, float dam, float type) FirePulseRifle =
{
local float dam, weap, tmp, zdif, xdif, ydif, is_headshot;
local vector dir, source, targ, org, org2, adjust;
local entity zap;
weap = ToIID(self.(SlotField(self.current_slot)));
if (weap != IID_WP_ALIENBLASTER)
{
if (self.recoil >= 15)
{
loud_noise(60);
sound (self, CHAN_WEAPON, "weapons/blowoff-1.wav", 1, ATTN_NORM);
self.attack_finished = (time + (1 + random()*1.5));
return;
}
else if (weap != IID_WP_LASERGATLING)
{
loud_noise(60);
sound (self, CHAN_AUTO, "weapons/blowoff-2.wav", 0.5, ATTN_IDLE);
}
}
if (weap == IID_WP_ALIENBLASTER)
stuffcmd (self, "-attack\n");
if (weap != IID_WP_LASERGATLING)
{
loud_noise(20);
if (random()<0.5)
sound (self, CHAN_WEAPON, "weapons/plasma-1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "weapons/plasma-2.wav", 1, ATTN_NORM);
}
else if (weap == IID_WP_LASERGATLING && self.attack == 1)
{
loud_noise(40);
sound (self, CHAN_WEAPON, "weapons/laserburst1.wav", 1, ATTN_NORM);
}
if (self.attack >= 6)
self.attack = 0;
self.attack_finished = time + (speed*0.5) + (random()*speed*0.5);
//only silenced weapons do not break stealth
if (self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
sound (self, CHAN_BODY, "misc/r_tele4.wav", 1, ATTN_NORM);
}
if (self.position == 0)
autofire ();
if (self.position >= 1)
autofire_s ();
if (self.position == 0)
adjust = '0 0 -4';
if (self.position == 1)
adjust = '0 0 -20';
if (self.position == 2)
adjust = '0 0 -36';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 20)
self.recoil = 20;
tmp = 50;
if (self.velocity != '0 0 0')
tmp = 100;
tmp = tmp + (5*self.recoil);
if (self.recoil <= 1 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + rec;
source = self.origin + '0 0 22' + v_right*6 + v_forward*14;
source = source + adjust;
tmp = tmp * 0.60;
if (self.position == 2)
tmp = tmp * 0.60;
targ = source + v_right*crandom()* tmp + v_up*crandom()*(tmp*2);
traceline (source, targ+adjust+v_forward*2000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
zap = spawn();
zap.origin = self.origin + v_right*16 + adjust;
zap.velocity = self.velocity;
zap.angles = self.angles;
zap.v_angle = self.v_angle;
if (type == 1)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING1);
WriteEntity (MSG_MULTICAST, zap);
WriteCoord (MSG_MULTICAST, source_x);
WriteCoord (MSG_MULTICAST, source_y);
WriteCoord (MSG_MULTICAST, source_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
}
if (type == 2)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, zap);
WriteCoord (MSG_MULTICAST, source_x);
WriteCoord (MSG_MULTICAST, source_y);
WriteCoord (MSG_MULTICAST, source_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
}
if (type == 3)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING3);
WriteEntity (MSG_MULTICAST, zap);
WriteCoord (MSG_MULTICAST, source_x);
WriteCoord (MSG_MULTICAST, source_y);
WriteCoord (MSG_MULTICAST, source_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
}
remove(zap);
if (trace_ent.takedamage)
{
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && trace_ent.islot3 > 0)
SpawnNonBlood (org, 1);
else if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
SpawnWood (trace_ent, org, 1);
dam = dam + random()*dam;
T_Damage (trace_ent, self, self, dam);
self.critical = 0;
if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
penetrate (org, (dam / 2), (dam / 2));
}
};
void (float dam, float accuracy, string snd, float rng, float rate) FireAssaultRifle =
{
local float weap, hs, tmp, zdif, is_headshot, z, y;
local vector dir, source, targ, org, adjust, headshot_check;
local float xrecoil;
//xrecoil: 8 is average, 12 high, 6 low
weap = ToIID(self.(SlotField(self.current_slot)));
if (getperk(16))//power shot adds a small bonus to the first shot fired
{
if (self.steadyaim == 0)
{
sprint(self, 2, "!POWER SHOT\n");
dam = dam * 1.20;
}
}
if (self.extender == weap && self.silencer != weap)
dam = dam * 1.10;
if (self.silencer == weap)
{
sound (self, CHAN_WEAPON, "weapons/needler.wav", 1, ATTN_NORM);
loud_noise(20);
}
else
{
if (weap == IID_WP_MOONLIGHT)
{
if (random()<0.5)
sound (self, CHAN_WEAPON, "weapons/moonlight-1.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "weapons/moonlight-2.wav", 1, ATTN_NORM);
}
else if (weap == IID_WP_DKS1_S)
sound (self, CHAN_WEAPON, "ogre/ak74.wav", 1, ATTN_NORM);
else
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
if (weap == IID_WP_DKS1)
loud_noise(100);
else if (weap == IID_WP_MOONLIGHT)
loud_noise(5);
else if (weap == IID_WP_DKS1_S)
loud_noise(15);
else if (weap == IID_WP_PIPERIFLE_S)
loud_noise(5);
else if (weap == IID_WP_PIPERIFLE_S_R)
loud_noise(5);
else if (weap == IID_WP_PIPERIFLE_SCOPE_S)
loud_noise(5);
else if (weap == IID_WP_PIPERIFLE_SCOPE_S_R)
loud_noise(5);
else
loud_noise(80);
if (weap == IID_WP_DKS1)
stuffcmd(self, "v_idlescale 10\n");
else if (weap == IID_WP_FNFAL)
stuffcmd(self, "v_idlescale 10\n");
else if (weap == IID_WP_DKS1_S)
stuffcmd(self, "v_idlescale 10\n");
//only silenced weapons do not break stealth
if (weap != IID_WP_MOONLIGHT && weap != IID_WP_DKS1_S && self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
sound (self, CHAN_BODY, "misc/r_tele4.wav", 1, ATTN_NORM);
}
}
self.attack_finished = (time + rate);
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 10)
self.recoil = 10;
if (self.attack == 0)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = accuracy * 10;
xrecoil = dam / 2;
//for the snipers
if (self.position == 2 && self.recoil == 0)
tmp = tmp * 0.75;
if (self.steadyaim == 0)
tmp = tmp * 0.25;
self.attack = self.attack + 1;
self.recoil = self.recoil + xrecoil;
if (self.zoom > 0 && weap == IID_WP_G11 && self.attack == 3)
{
self.recoil = self.recoil + 10;
self.attack_finished = time + 1;
}
if (tmp > 500)
tmp = 500;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*self.driftx + v_up*self.drifty + v_right*crandom()* tmp + v_up*random()*tmp + v_up*random()*tmp;
y = xrecoil * 12;
if (self.attack == 0)
y = y * 0.90;
if (self.velocity == '0 0 0')
y = y * 0.90;
if (self.position == 2)
y = y * 0.80;
if (self.position == 1)
y = y * 0.90;
if (random()*3<=2)
self.driftx = self.driftx + y;
else
self.driftx = self.driftx - y;
if (random()*2<=1)
self.drifty = self.drifty + y;
else
self.drifty = self.drifty - y;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
headshot_check = trace_endpos + v_forward * (trace_ent.size_x / 2);
if (weap == IID_WP_PIPERIFLE)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_RANGEMASTER)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_DKS1)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_FNFAL && self.zoom == 1)
stuffcmd (self, "-attack\n");
if (self.zoom > 0 && weap != IID_WP_G11 && weap != IID_WP_MOONLIGHT)
stuffcmd (self, "-attack\n");
if (self.zoom > 0 && weap == IID_WP_G11 && self.attack >= 3 && weap != IID_WP_MOONLIGHT)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_GAUSERIFLE)
stuffcmd (self, "-attack\n");
if (trace_ent.takedamage)
{
if (self.attack <= 3)
{
is_headshot = 0;
hs = headshot_check_x - trace_ent.origin_x;
hs = hs + headshot_check_y - trace_ent.origin_y;
if (hs < 0)
hs = hs * -1;
if (hs <= 8)
is_headshot = 1;
zdif = trace_endpos_z - trace_ent.origin_z;
if (is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
}
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && trace_ent.islot3 > 0)
SpawnNonBlood (org, 1);
else if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
SpawnWood (trace_ent, org, 1);
dam = dam + random()*dam;
if (weap == IID_WP_DKS1 || weap == IID_WP_FNFAL || weap == IID_WP_ACR)
X_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_AK112)
J_Damage (trace_ent, self, self, dam);
else
T_Damage (trace_ent, self, self, dam);
loud_noise(5);//hit flesh
//victim survived the ambush
if (random()*10 < 7.5 && trace_ent.health > 0 && self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
spawn_excla(self, 3);
}
self.critical = 0;
if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
penetrate (org, (dam / 2), (dam / 2));
}
else
{
loud_noise(15);
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void (float dam, float xrecoil, string snd, float rng, float rate) FireMinigun =
{
local float weap, hs, tmp, zdif, is_headshot, z;
local vector dir, source, targ, org, adjust, headshot_check;
//xrecoil: 40 is average, 60 high, 30 low
weap = ToIID(self.(SlotField(self.current_slot)));
if (self.attack <= 3)
{
self.weaponframe = self.attack;
self.attack_finished = time + 0.10;
self.attack = self.attack + 1;
return;
}
if (self.attack == 4)
self.weaponframe = 5;
if (self.attack == 5)
self.weaponframe = 6;
if (self.attack == 6)
self.weaponframe = 7;
if (self.attack == 7)
self.weaponframe = 8;
if (self.attack == 8)
{
self.attack = 4;
self.weaponframe = 9;
}
if (getperk(16))//power shot adds a small bonus to the first shot fired
{
if (self.steadyaim == 0)
{
sprint(self, 2, "!POWER SHOT\n");
dam = dam * 1.20;
}
}
loud_noise(50);
sound (self, CHAN_WEAPON, "weapons/ak112.wav", 0.8, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
tmp = 50;
if (self.velocity_y < 0)
z = z + (self.velocity_y*-1);
else if (self.velocity_y > 0)
z = z + (self.velocity_y);
if (self.velocity_x < 0)
z = z + (self.velocity_x*-1);
else if (self.velocity_x > 0)
z = z + (self.velocity_x);
tmp = tmp + z;
tmp = tmp + (xrecoil * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 5;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*random()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
headshot_check = trace_endpos + v_forward * (trace_ent.size_x / 2);
if (weap == IID_WP_PIPERIFLE)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_RANGEMASTER)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_DKS1)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_FNFAL && self.zoom == 1)
stuffcmd (self, "-attack\n");
if (self.zoom > 0 && weap != IID_WP_G11 && weap != IID_WP_MOONLIGHT)
stuffcmd (self, "-attack\n");
if (self.zoom > 0 && weap == IID_WP_G11 && self.attack >= 3 && weap != IID_WP_MOONLIGHT)
stuffcmd (self, "-attack\n");
if (weap == IID_WP_GAUSERIFLE)
stuffcmd (self, "-attack\n");
if (trace_ent.takedamage)
{
is_headshot = 0;
hs = headshot_check_x - trace_ent.origin_x;
hs = hs + headshot_check_y - trace_ent.origin_y;
if (hs < 0)
hs = hs * -1;
if (hs <= 4)
is_headshot = 1;
zdif = trace_endpos_z - trace_ent.origin_z;
if (is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && trace_ent.islot3 > 0)
SpawnNonBlood (org, 1);
else if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
SpawnWood (trace_ent, org, 1);
dam = dam + random()*dam;
if (weap == IID_WP_DKS1)
X_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_FNFAL)
X_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_DKS1_S)
X_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_AK112)
X_Damage (trace_ent, self, self, dam);
else if (weap == IID_WP_AK112_M)
X_Damage (trace_ent, self, self, dam);
else
T_Damage (trace_ent, self, self, dam);
loud_noise(5);//hit flesh
//victim survived the ambush
if (random()*10 < 7.5 && trace_ent.health > 0 && self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
spawn_excla(self, 3);
}
self.critical = 0;
if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
penetrate (org, (dam / 2), (dam / 2));
}
else
{
loud_noise(15);
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void () WeaponTouch =
{
local float slotnum, x;
if (other.classname != "player")
return;
if (other.ghost != 0)
return;
if (other.accept == 0)
return;
other.accept = 0;
x = (ToIID(self.islot1));
if (IsJunk(x) && other.class != 4)
return;
if (ItemInSlot(other, other.current_slot) == 0 && FitsInSlot(other.current_slot, ToIID(self.islot1)))
slotnum = other.current_slot;
if (!slotnum)
slotnum = FindSuitableEmptySlot(other, ToIID(self.islot1));
if (!slotnum)
return; //can't get it.
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
SetItemSlot(other, slotnum, self.islot1);
sprint(other, PRINT_MEDIUM, "You pick up the ");
sprint(other, PRINT_MEDIUM, GetItemName(ToIID(self.islot1)));
sprint(other, PRINT_MEDIUM, "\n");
remove (self);
self = other;
if (self.current_slot == slotnum)
W_SetCurrentAmmo ();
};
void () AmmoTouch =
{
local float slotnum,x,y,z;
if (other.classname != "player")
return;
if (other.ghost != 0)
return;
x = ToIID(other.islot1);
y = ToIID(other.islot2);
z = ToIID(self.islot1);
x = WeaponAmmoType(x);
y = WeaponAmmoType(y);
if ((x != z) && (y != z) && (other.accept == 0))
return;
other.accept = 0;
if (!TryGiveStackable(other, ToIID(self.islot1), self.flash))
{
sprint(other, PRINT_MEDIUM, "inventory full.\n");
return;
}
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
sprint(other, PRINT_MEDIUM, "found ");
sprint(other, PRINT_MEDIUM, GetItemName(ToIID(self.islot1)));
sprint(other, PRINT_MEDIUM, ".\n");
remove (self);
self = other;
if (self.current_slot == slotnum)
W_SetCurrentAmmo ();
};
void () MultiTouch =
{
local float slotnum,x,y,z;
if (other.classname != "player")
return;
if (other.ghost != 0)
return;
if (other.accept == 0)
return;
other.accept = 0;
if (!TryGiveStackable(other, ToIID(self.islot1), self.flash))
{
sprint(other, PRINT_MEDIUM, "inventory full.\n");
return;
}
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
sprint(other, PRINT_MEDIUM, "found ");
sprint(other, PRINT_MEDIUM, GetItemName(ToIID(self.islot1)));
sprint(other, PRINT_MEDIUM, ".\n");
remove (self);
self = other;
if (self.current_slot == slotnum)
W_SetCurrentAmmo ();
};
void (float slotnum, float snd, float force) DropFromSlot =
{
local float weap;
local string mdel;
if (self.attack_finished > time && !force)
return;
if (slotnum == 0)
return;
weap = ItemInSlot(self, slotnum);
if (weap == 0)
{
sprint(self, PRINT_HIGH, "Can't drop nothing\n");
return;
}
if (snd == 1)
sound (self, CHAN_WEAPON, "weapons/lock4.wav", 1, ATTN_NORM);
makevectors (self.v_angle);
newmis = spawn ();
newmis.owner = self;
newmis.classname = "dropped_weapon";
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_TRIGGER;
newmis.flags = FL_ITEM; //item makes it bigger to player touches.
newmis.velocity = aim (self, 500);
newmis.velocity = (newmis.velocity * 500);
newmis.angles_y = (random () * 360);
mdel = GetItemWModel(ToIID(weap));
setmodel (newmis, mdel);
setsize (newmis, '-2 -2 0', '2 2 1');
makevectors (self.v_angle);
traceline (self.origin, ((self.origin + (v_forward * IT_LIGHTNING)) + '0 0 32'), FALSE, self);
trace_endpos = (trace_endpos - (v_forward * WEAPON_SPIKES));
setorigin (newmis, trace_endpos);
newmis.origin_z = self.origin_z;
newmis.nextthink = (time + 180);
newmis.think = SUB_Remove;
newmis.islot1 = weap;
if (ToIID(weap) >= IID_AM_NEEDLER && ToIID(weap) <= IID_AM_WARSAW)
{
newmis.flash = ToStatus(ItemInSlot(self, slotnum));
newmis.touch = AmmoTouch;
newmis.skin = 1;
}
else if (ToIID(weap) >= IID_MISC_JUNK && ToIID(weap) <= IID_MISC_XRAYTUBE)
{
newmis.flash = ToStatus(ItemInSlot(self, slotnum));
newmis.touch = MultiTouch;
}
else if (ToIID(weap) >= IID_CHEM_STIMPACK && ToIID(weap) <= IID_CHEM_RADX)
{
newmis.flash = ToStatus(ItemInSlot(self, slotnum));
newmis.touch = MultiTouch;
}
else
newmis.touch = WeaponTouch;
SetItemSlot(self, slotnum, 0);
if (self.attack_finished < time+0.6)
self.attack_finished = time+0.6;
if (self.current_slot == slotnum)
SetWeaponModel ();
if (self.equipment_slot == slotnum)
self.equipment_slot = 0;
};
void (entity chest, float iid, float num) DropFromChest =
{
local float weap;
local string mdel;
makevectors (self.v_angle);
newmis = spawn ();
newmis.owner = self;
newmis.classname = "dropped_weapon";
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_TRIGGER;
newmis.flags = FL_ITEM; //item makes it bigger to player touches.
newmis.velocity = aim (self, 500);
newmis.velocity = (newmis.velocity * 500);
newmis.angles_y = (random () * 360);
newmis.angles_x = (random () * 360);
newmis.velocity_x = (random () * 360);
newmis.velocity_x = (random () * 360);
mdel = GetItemWModel(iid);
setmodel (newmis, mdel);
setsize (newmis, '-2 -2 0', '2 2 1');
makevectors (self.v_angle);
setorigin (newmis, self.origin + '0 0 48');
newmis.origin_z = self.origin_z;
newmis.nextthink = (time + 180);
newmis.think = SUB_Remove;
newmis.islot1 = iid*512;
if (iid >= IID_AM_NEEDLER && iid <= IID_AM_WARSAW)
{
newmis.flash = num;
newmis.touch = AmmoTouch;
newmis.skin = ToIID(weap) - 506;
}
else if (iid >= IID_MISC_JUNK && iid <= IID_MISC_XRAYTUBE)
{
newmis.flash = num;
newmis.touch = MultiTouch;
}
else if (iid >= IID_CHEM_STIMPACK && iid <= IID_CHEM_RADX)
{
newmis.flash = num;
newmis.touch = MultiTouch;
}
else if (iid >= IID_ARM_SHIRT && iid <= IID_ARM_LPOWER)
{
newmis.flash = num;
newmis.touch = MultiTouch;
}
else
{
newmis.islot1 = (iid*512) + num;
newmis.touch = WeaponTouch;
}
};
void (float slot) WeaponAmmo =
{
local float weap, amount;
weap = ToIID(ItemInSlot(self, slot));
amount = WeaponMagQuant(weap);
GiveAmmo (slot, amount);
};
float(float iid) UseBoostingChem =
{
local vector source;
local string x;
local float duration;
if (self.attack_finished > time)
return false;
x = GetItemName (iid);
if (iid == IID_CHEM_ADRENALINE)
duration = 30;
else if (iid == IID_CHEM_PSYCHO)
duration = 30;
else if (iid == IID_CHEM_BESERK)
duration = 60;
else if (iid == IID_CHEM_RADX)
duration = 120;
else
{
sprint (self, PRINT_HIGH, "Not a boosting chem\n");
return false;
}
//chem addict: any self-used chem functions better
if (getperk(15))
duration = duration * 2;
self.attack_finished = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 0';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0)
return false;
if (trace_ent.rage >= 1)
{
sprint (self, 2, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already affected.\n");
return false;
}
sprint (trace_ent, 2, self.netname);
sprint (trace_ent, PRINT_HIGH, " used a ");
sprint (trace_ent, PRINT_HIGH, x);
sprint (trace_ent, PRINT_HIGH, " on you.\n");
if (iid != IID_CHEM_RADX)
sound (trace_ent, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
if (iid == IID_CHEM_RADX)
sound (trace_ent, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
stuffcmd(trace_ent, "v_cshift 200 0 0 200\n");
trace_ent.rage = iid;
trace_ent.ragetime = duration;
return true;
}
if (self.health < self.max_health && self.rage == 0)
{
stuffcmd(self, "v_cshift 200 0 0 200\n");
if (iid != IID_CHEM_RADX)
sound (self, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
if (iid == IID_CHEM_RADX)
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
self.rage = iid;
self.ragetime = duration;
return true;
}
return false;
};
float(float iid) UseHealingChem =
{
local vector source;
local float heal;
local string x;
local float friendly;
if (self.attack_finished > time)
return false;
x = GetItemName (iid);
if (iid == IID_CHEM_STIMPACK)
heal = 10;
else if (iid == IID_CHEM_MEDICALBAG)
{
heal = 5;
x = "medkit";
}
else if (iid == IID_CHEM_SUPERSTIM)
heal = 50;
else
{
sprint (self, PRINT_HIGH, "Not a healing chem\n");
return false;
}
self.attack_finished = time + 1;
self.rtime = time + 0.9;
makevectors (self.v_angle);
source = self.origin + '0 0 0';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_ent.classname == "player")
{
if (coop)
friendly = true; //all players are friendly in coop
if (teamplay)
friendly = trace_ent.team == self.team;
if (trace_ent.health <= 0 && friendly)
{
return RevivePlayer(self, trace_ent);
}
if (!friendly)
return false;
if (trace_ent.regen >= 1 && trace_ent.health > 0)
{
sprint (self, PRINT_HIGH, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already healing.\n");
return false;
}
if (trace_ent.health >= trace_ent.max_health)
{
sprint(self, PRINT_HIGH, trace_ent.netname);
sprint(self, PRINT_HIGH, " isn't injured.\n");
return false;
}
if (self.perk1 == 13 || self.perk2 == 13)
{
sprint(self, 2, "MEDICINE MAN\n");
heal = heal * 1.25;
}
if (self.perk1 == 17 || self.perk2 == 17)
{
if (random()<0.05)
{
sprint(self, 2, "ONE IN A MILLION\n");
heal = heal * 5;
}
}
sprint (trace_ent, PRINT_HIGH, self.netname);
sprint (trace_ent, PRINT_HIGH, " used a ");
sprint (trace_ent, PRINT_HIGH, x);
sprint (trace_ent, PRINT_HIGH, " to heal you.\n");
trace_ent.regen = heal;
trace_ent.health = trace_ent.health + heal;
stuffcmd (trace_ent, "v_cshift 0 0 0 0\n");
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
return true;
}
else if (self.health < self.max_health && self.regen == 0)
{
sprint (self, PRINT_HIGH, "you heal yourself with a ");
sprint (self, PRINT_HIGH, x);
sprint (self, PRINT_HIGH, ".\n");
if (self.perk1 == 13 || self.perk2 == 13)
{
sprint(self, 2, "MEDICINE MAN\n");
heal = heal * 1.25;
}
if (self.perk1 == 17 || self.perk2 == 17)
{
if (random()<0.05)
{
sprint(self, 2, "ONE IN A MILLION\n");
heal = heal * 5;
}
}
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
self.health = self.health + heal;
self.regen = heal;
return true;
}
return false;
};
float(entity x, float slotno) DecreaseDestroySlotOther;
void () UseStimpack =
{
local float x;
local vector source;
local entity thing;
if (self.attack_finished > time)
return;
self.attack_finished = time + 1;
self.rtime = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)//nobody in front of user, so heal self
{
x = SlotOfItem(self, IID_CHEM_STIMPACK);
if (x == 0)
{
sprint(self, PRINT_MEDIUM, "you don't have a stimpack\n");
return;
}
if (self.regen > 0)
sprint(self, PRINT_MEDIUM, "you are already affected by a stimpack\n");
else if (self.health >= self.max_health)
sprint(self, PRINT_MEDIUM, "you are not injured.\n");
else if (self.health < self.max_health)
{
DecreaseDestroySlot(x);//take away a stimpack
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
sprint(self, PRINT_MEDIUM, "you heal yourself with a stimpack\n");
thing = findradius(self.origin, 400);
while (thing)
{
if (thing.classname == "player" && thing.health < self.health)
self.score = self.score - 50;
thing = thing.chain;
}
self.health = self.health + 10;
self.regen = self.regen + 10;
}
}
else if (trace_ent.classname == "player")//healing another team-mate
{
if (trace_ent.regen >= 1 && trace_ent.health > 0)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " is already healing from a stimpack.\n");
}
else if (trace_ent.health >= trace_ent.max_health)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " is not injured.\n");
}
else if (trace_ent.health < trace_ent.max_health)
{
x = SlotOfItem(self, IID_CHEM_STIMPACK);
if (x > 0)
DecreaseDestroySlot(x);//take away a stimpack
else if (x == 0)
{
sprint(self, PRINT_MEDIUM, "no stims! searching ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, "'s body...\n");
x = SlotOfItem(trace_ent, IID_CHEM_STIMPACK);
if (x == 0)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " had no stims!\n");
return;
}
else
{
self.score = self.score + 50;
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " had a stim. using it to heal.\n");
DecreaseDestroySlotOther(trace_ent, x);//take away a stimpack
}
}
if (trace_ent.deadflag)
{
sound (trace_ent, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
RevivePlayer(self, trace_ent);
}
else
{
sound (trace_ent, CHAN_BODY, "items/r_item1.wav", 1, ATTN_NORM);
self.score = self.score + 50;
sprint(trace_ent, PRINT_MEDIUM, self.netname);
sprint(trace_ent, PRINT_MEDIUM, " heals you with a stimpack\n");
sprint(self, PRINT_MEDIUM, "you heal ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " with a stimpack\n");
trace_ent.health = trace_ent.health + 10;
trace_ent.regen = trace_ent.regen + 10;
}
}
}
};
void () UseSuperStim =
{
local float x;
local vector source;
if (self.attack_finished > time)
return;
self.attack_finished = time + 1;
self.rtime = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)//nobody in front of user, so heal self
{
x = SlotOfItem(self, IID_CHEM_SUPERSTIM);
if (x == 0)
{
sprint(self, PRINT_MEDIUM, "you don't have a superstim\n");
return;
}
if (self.regen > 0)
sprint(self, PRINT_MEDIUM, "you are already affected by a healing chem\n");
else if (self.health >= self.max_health)
sprint(self, PRINT_MEDIUM, "you are not injured.\n");
else if (self.health < self.max_health)
{
local entity thing;
thing = findradius(self.origin, 400);
while (thing)
{
if (thing.classname == "player" && (thing.health+20) < self.health)
self.score = self.score - 50;
thing = thing.chain;
}
DecreaseDestroySlot(x);//take away a stimpack
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
sprint(self, PRINT_MEDIUM, "you heal yourself with a superstim\n");
self.xregen = 100;
}
}
else if (trace_ent.classname == "player")//healing another team-mate
{
if (trace_ent.regen >= 1 && trace_ent.health > 0)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " is already healing from a healing chem.\n");
}
else if (trace_ent.health >= trace_ent.max_health)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " is not injured.\n");
}
else if (trace_ent.health < trace_ent.max_health)
{
x = SlotOfItem(self, IID_CHEM_STIMPACK);
if (x > 0)
DecreaseDestroySlot(x);//take away a stimpack
else if (x == 0)
{
sprint(self, PRINT_MEDIUM, "no stims! searching ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, "'s body...\n");
x = SlotOfItem(trace_ent, IID_CHEM_SUPERSTIM);
if (x == 0)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " had no stims!\n");
return;
}
else
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " had a superstim. using it to heal.\n");
DecreaseDestroySlotOther(trace_ent, x);//take away a stimpack
}
}
if (trace_ent.deadflag)
{
sound (trace_ent, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
RevivePlayer(self, trace_ent);
}
else
{
sound (trace_ent, CHAN_BODY, "items/r_item1.wav", 1, ATTN_NORM);
self.score = self.score + 50;
sprint(trace_ent, PRINT_MEDIUM, self.netname);
sprint(trace_ent, PRINT_MEDIUM, " heals you with a superstim!\n");
sprint(self, PRINT_MEDIUM, "you heal ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " with a superstim\n");
trace_ent.xregen = 100;
}
}
}
};
void () UseMedicalBag =
{
local float x;
local vector source;
if (self.attack_finished > time)
return;
self.attack_finished = time + 1;
self.rtime = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_fraction == 1.0)//nobody in front of user, so heal self
{
x = SlotOfItem(self, IID_CHEM_MEDICALBAG);
if (x == 0)
{
sprint(self, PRINT_MEDIUM, "you don't have a medkit\n");
return;
}
if (self.regen > 0)
sprint(self, PRINT_MEDIUM, "you are already affected by a healing chem\n");
else if (self.health >= self.max_health)
sprint(self, PRINT_MEDIUM, "you are not injured.\n");
else if (self.health < self.max_health)
{
DecreaseDestroySlot(x);//take away a medkit
local entity thing;
thing = findradius(self.origin, 400);
while (thing)
{
if (thing.classname == "player" && (thing.health+20) < self.health)
self.score = self.score - 50;
thing = thing.chain;
}
sound (self, CHAN_BODY, "items/r_item1.wav", 1, ATTN_NORM);
sprint(self, PRINT_MEDIUM, "you heal yourself with your medkit\n");
self.health = self.health + 5;
self.regen = self.regen + 5;
}
}
else if (trace_ent.classname == "player")//healing another team-mate
{
if (trace_ent.regen >= 1 && trace_ent.health > 0)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " is already healing from a healing chem.\n");
}
else if (trace_ent.health >= trace_ent.max_health)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " is not injured.\n");
}
else if (trace_ent.health < trace_ent.max_health)
{
x = SlotOfItem(self, IID_CHEM_MEDICALBAG);
if (x > 0)
DecreaseDestroySlot(x);//take away a medkit
else if (x == 0)
{
sprint(self, PRINT_MEDIUM, "no stims! searching ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, "'s body...\n");
x = SlotOfItem(trace_ent, IID_CHEM_MEDICALBAG);
if (x == 0)
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " had no medkit!\n");
return;
}
else
{
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " had a medkit. using it to heal.\n");
DecreaseDestroySlotOther(trace_ent, x);//take away a medkit
}
}
if (trace_ent.deadflag)
{
sound (trace_ent, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
RevivePlayer(self, trace_ent);
}
else
{
sound (trace_ent, CHAN_BODY, "items/r_item1.wav", 1, ATTN_NORM);
self.score = self.score + 10;
sprint(trace_ent, PRINT_MEDIUM, self.netname);
sprint(trace_ent, PRINT_MEDIUM, " heals you with a stimpack\n");
sprint(self, PRINT_MEDIUM, "you heal ");
sprint(self, PRINT_MEDIUM, trace_ent.netname);
sprint(self, PRINT_MEDIUM, " with a stimpack\n");
trace_ent.health = trace_ent.health + 10;
trace_ent.regen = trace_ent.regen + 10;
}
}
}
};
void () DisplayMenu =
{
local string menu;
local entity ze;
local float gotm, gotc, gots, gote;
if (self.currentmenu == "none")
return;
if (self.currentmenu == "shop_list")
{
self.missionbrief = 4;
menu = ShopString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_trait")
{
menu = TraitString ();
centerprint (self, menu);
}
if (self.currentmenu == "select_mission")
{
menu = MissionString ();
centerprint (self, menu);
}
if (self.currentmenu == "confirm_depart")
{
menu = DepartString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_perk1")
{
menu = PerkString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_perk2")
{
menu = PerkString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_armor")
{
menu = ArmorString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_ammo")
{
if (world.map_obj != 4)
menu = AmmoString ();
else
menu = AmmoString2 ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_melee")
{
menu = MeleeString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_thrown")
{
menu = ThrownString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_pistols")
{
menu = PistolString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_shotguns")
{
menu = ShotgunString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_rifles")
{
menu = RifleString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_heavy")
{
menu = HeavyString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_chems")
{
menu = ChemString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_other")
{
menu = OtherString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_equipment")
{
menu = EquipmentString ();
centerprint (self, menu);
}
if (self.currentmenu == "menu_lockpick")
{
menu = LockpickString ();
centerprint (self, menu);
}
if (self.currentmenu == "menu_defuse")
{
menu = DefuseString ();
centerprint (self, menu);
}
if (self.currentmenu == "display_enter_screen")
{
menu = EnterString ();
centerprint (self, menu);
}
if (self.currentmenu == "display_wait_screen")
{
menu = WaitString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_weapons")
{
menu = WeaponString ();
centerprint (self, menu);
}
if (self.currentmenu == "select_skill")
{
ze = find (world, classname, "player");
while (ze)
{
if (ze.class == 1)
gotm += 1;
if (ze.class == 2)
gots += 1;
if (ze.class == 3)
gotc += 1;
if (ze.class == 4)
gote += 1;
ze = find(ze, classname, "player");
}
centerprint (self, "<EFBFBD>choose skill set<65>\n\n<EFBFBD>1<EFBFBD> first aid \n<EFBFBD>2<EFBFBD> stealth \n<EFBFBD>3<EFBFBD> combat \n<EFBFBD>4<EFBFBD> science \n");
}
if ((self.currentmenu == "select_team"))
{
if (self.class == 0)
centerprint (self, "<EFBFBD>CHOOSE YOUR TEAM<41>\n\n<EFBFBD>1<EFBFBD> Rangers (good)\n<EFBFBD>2<EFBFBD> Raiders (evil)\n<EFBFBD>3<EFBFBD> Auto-Assign \n");
if (self.class >= 0 && self.oldteam == 0)
centerprint (self, "<EFBFBD>CHOOSE YOUR TEAM<41>\n\n<EFBFBD>1<EFBFBD> Rangers (good)\n<EFBFBD>2<EFBFBD> Raiders (evil)\n<EFBFBD>3<EFBFBD> Auto-Assign \n");
if (self.class > 0 && self.oldteam > 0)
centerprint (self, "<EFBFBD>CHOOSE YOUR TEAM<41>\n\n<EFBFBD>1<EFBFBD> Rangers (good)\n<EFBFBD>2<EFBFBD> Raiders (evil)\n<EFBFBD>3<EFBFBD> Auto-Assign \n<EFBFBD>4<EFBFBD> Keep Previous \n");
}
if (self.currentmenu == "confirm_team")
{
if (self.team == 1)
centerprint (self, "<EFBFBD>you will respawn as<61>\n\nRanger - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
if (self.team == 2)
centerprint (self, "<EFBFBD>you will respawn as<61>\n\nRaider - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
}
if (self.currentmenu == "confirm_skill")
{
if (self.tclass == 1)
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");
if (self.tclass == 2)
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");
if (self.tclass == 3)
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");
if (self.tclass == 4)
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");
}
if (self.currentmenu == "menu_build")
{
menu = BuildString ();
centerprint (self, menu);
}
};
void () Special =
{
if (self.class == 1)
UseMedicalBag();
else
Sneak();
};
void () hos_run1;
void () hos_stand1;
float (float iid) spawn_station;
.float gravity;
void () pickup_body =
{
local float x, z, forward_okay, down_okay, fp;
local vector dir, org;
local entity te;
makevectors(self.enemy.v_angle);
traceline (self.enemy.origin, self.enemy.origin + v_forward*64, TRUE, self);
org = trace_endpos - v_forward*24;
self.movetype = MOVETYPE_TOSS;
if (self.enemy.pickup == 1)
{
self.flags = self.flags - (self.flags & FL_ONGROUND);
self.gravity = 0;
dir = normalize(self.origin - (self.enemy.origin+'0 0 48'));
self.angles_y = dir;
self.velocity_z += 30;
self.goalentity = self.enemy;
self.velocity = dir * -100;
self.enemy.maxspeed = 100;
self.nextthink = time + 0.01;
return;
}
else if (self.enemy.pickup == 0)
{
self.velocity = '0 0 0';
self.velocity_z = -250;
self.gravity = 800;
self.enemy = world;
return;
}
};
void () pickup_body2 =
{
local float x, z;
local vector dir;
x = vlen(self.origin - self.enemy.origin);
dir = normalize(self.origin - self.enemy.origin);
self.movetype = MOVETYPE_STEP;
z = self.origin_z - self.enemy.origin_z;
if ((x >= 32 && x <= 96) && self.enemy.pickup == 1)
{
self.velocity = (dir * (-30));
self.velocity_z = 1;
self.enemy.maxspeed = 50;
self.angles = dir;
self.nextthink = time + 0.01;
}
else if (x > 96 && self.enemy.pickup == 1)
{
self.velocity = '0 0 0';
self.enemy.pickup = 0;
sprint(self.enemy, 2, "dropped body.\n");
}
};
void () hos_face =
{
local entity te;
te = findradius (self.origin, 250);
while (te)
{
if (te.classname == "player")
{
self.enemy = te;
te.safezone = 1;
}
te = te.chain;
}
self.angles_y = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
if (vlen(self.origin - self.enemy.origin) > 250)
self.enemy = world;
};
void () ExitScreen =
{
local vector vec, dir;
local string ammoname, ammocountftos, rep;
local float best, ammotype, ammocount, dot;
local entity save;
self.impulse = 0;
if (self.class == 0)
return;
if (self.ghost == 1)
return;
if (self.team == 0)
return;
if (self.attack_finished > time)
return;
self.accept = 1;
if (self.currentmenu != "menu_none")
self.missionbrief = 0;
makevectors (self.v_angle);
traceline (self.origin, self.origin + v_forward*128, FALSE, self);
if (self.pickup == 1)
{
self.pickup = 0;
return;
}
if (trace_ent.classname == "body" && self.pickup == 0)
{
if ((self.perk1 == 12 || self.perk2 == 12) && (ToIID(self.islot3) != IID_ARM_DESERT))
{
sprint(self, 2, "you loot the raider's desert armor\n");
SetItemSlot(self, 3, SlotVal(IID_ARM_DESERT, 1));
return;
}
trace_ent.movetype = MOVETYPE_BOUNCE;
dir = normalize(trace_ent.origin - self.origin);
trace_ent.velocity = dir * 100;
trace_ent.velocity_z = 100;
trace_ent.avelocity_y = (random()* 30);
trace_ent.think = pickup_body;
trace_ent.enemy = self;
trace_ent.nextthink = time + 0.01;
self.pickup = 1;
sound (self, CHAN_BODY, "player/land.wav", 1, ATTN_IDLE);
sprint(self, 2, "grabbed body.\n");
return;
}
else if (self.pickup == 1)
self.pickup = 0;
if (trace_ent.classname == "bomb")
{
if (trace_ent.picking == 1)
{
sprint(self, 2, "already being defused.\n");
return;
}
if (trace_ent.picking == 2)
{
sprint(self, 2, "that bomb is disarmed\n");
return;
}
if (trace_ent.picking == 3)
{
sprint(self, 2, "circuits are jammed.\n");
return;
}
self.picking = 1;
trace_ent.picking = 1;
self.currentmenu = "menu_defuse";
SpawnBomb(trace_ent, self);
return;
}
if (trace_ent.classname == "brotherhood_guard")
{
if (random()<0.25)
sound (self, CHAN_BODY, "enforcer/sight2.wav", 1, ATTN_NORM);
else if (random()<0.25)
sound (self, CHAN_BODY, "enforcer/sight2.wav", 1, ATTN_NORM);
else if (random()<0.25)
sound (self, CHAN_BODY, "enforcer/sight3.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "enforcer/sight4.wav", 1, ATTN_NORM);
sprint(self, 2, "guard: back off, grunts ain't allowed in here.\n");
return;
}
if (trace_ent.classname == "brotherhood_doctor")
{
sprint(self, 2, "doctor: if you are hurt, lie down and rest\n");
return;
}
if (trace_ent.classname == "brotherhood_soldier")
{
if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "make sure you buy ammo before going out\n");
sprint(self, 2, "into the wastes, you'll use alot of it!\n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "have team mates whose skills cover up your\n");
sprint(self, 2, "weaknesses. first-aid and science-oriented\n");
sprint(self, 2, "team members are crucial to a team.\n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "those skilled in science & repair can make \n");
sprint(self, 2, "make useful objects out of junk. this helps\n");
sprint(self, 2, "improve your squad as a whole.\n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "jhp stands for jacketed hollow-point, which\n");
sprint(self, 2, "means the ammo spreads for a great deal of \n");
sprint(self, 2, "stopping power against unarmored foes.\n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "ap stands for armor-piercing, which means the \n");
sprint(self, 2, "rounds will tear through armor like paper. use\n");
sprint(self, 2, "such rounds when fighting heavily-armored foes\n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "you can improve your stealth level by being\n");
sprint(self, 2, "quiet, hugging walls, ducking, silencers, &\n");
sprint(self, 2, "wearing light armor. \n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "perks are useful abilities. make sure you have\n");
sprint(self, 2, "perks that complement your skills and playing \n");
sprint(self, 2, "style. some perks even go really well together\n");
}
else if (random()<0.12)
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "proper positioning of all squad members is key\n");
sprint(self, 2, "to success in the battles you will face. make \n");
sprint(self, 2, "sure to duck, prone and sneak when necessary \n");
}
else
{
sprint(self, 2, "\n\n\n");
sprint(self, 2, "if you are trained in first aid, do not forget\n");
sprint(self, 2, "about your chems. psycho can provide temporary\n");
sprint(self, 2, "armor bonus, and adrenaline lets you run fast.\n");
}
return;
}
if (trace_ent.classname == "brotherhood_sergeant")
{
sprint(self, 2, "sergeant: ready for your next mission?\n");
self.currentmenu = "select_mission";
return;
}
if (trace_ent.classname == "func_tank")
{
sprint(self, 2, "get ready to gear up!\n");
self.currentmenu = "confirm_depart";
return;
}
if (trace_ent.classname == "treasure_chest")
{
if (trace_ent.picking == 1)
{
sprint(self, 2, "already being picked.\n");
return;
}
if (trace_ent.picking == 2)
{
sprint(self, 2, "that chest is empty!\n");
return;
}
if (trace_ent.picking == 3)
{
sprint(self, 2, "lock is jammed.\n");
return;
}
if (self.class != 2 && self.class != 4)
{
sound (self, CHAN_BODY, "items/locked.wav", 1, ATTN_NORM);
sprint(self, 2, "locked!\n");
return;
}
self.attack_finished = time + 0.5;
self.rtime = time + 4;
self.picking = 1;
trace_ent.picking = 1;
self.currentmenu = "menu_lockpick";
SpawnOpenChest(trace_ent, self);
return;
}
if (trace_ent.classname == "rhostage" && trace_ent.health > 0 && trace_ent.rescued == 0)
{
if (self.team != 1)
return;
if (self.currentmenu != "none")
return;
bprint (2, "hostage has been located.\n");
rescue = rescue + 1;
//remove(trace_ent);
spawn_excla(trace_ent, 3000);
trace_ent.rescued = 1;
trace_ent.think = hos_face;
trace_ent.nextthink = time + 1;
return;
}
if (trace_ent.classname == "monster" && trace_ent.health > 0)
{
if (self.sneak == 0)
return;
if (self.class != 2)
return;
if (self.currentmenu != "none")
return;
if (random()*100 <= 75)
{
if (trace_ent.ammo_shells == 0)
{
sprint(self, 2, "nothing to steal!\n");
return;
}
sprint (self, 2, "success! stole ");
ammotype = GetRandomAmmo();
ammocount = GetAmmoCount(ammotype);
ammocount = ceil(ammocount);
ammoname = GetItemName(ammotype);
ammocountftos = ftos(ammocount);
sprint (self, 2, ammoname);
sprint (self, 2, "(");
sprint (self, 2, ammocountftos);
sprint (self, 2, ") ");
TryGiveStackable(self, ammotype, ammocount);
sound (self, CHAN_WEAPON, "weapons/ax1", 1, ATTN_NORM);
trace_ent.ammo_shells = 0;
return;
}
else
{
sound (self, CHAN_WEAPON, "weapons/ax1", 1, ATTN_NORM);
sprint (self, 2, "pilfer failed...\n");
return;
}
}
if (trace_ent.classname == "hostage" && trace_ent.health > 0 && trace_fraction < 1)
{
if (self.team != 1)
return;
if (self.currentmenu == "menu_build")
return;
if (trace_ent.cnt == 0)
{
sprint (self, 2, "hostage is now following you.\n");
trace_ent.nextthink = (time + 0.1);
trace_ent.think = hos_run1;
trace_ent.cnt = 1;
trace_ent.friend = self;
return;
}
else
{
if (trace_ent.cnt == 1)
{
sprint (self, 2, "hostage stopped following you.\n");
trace_ent.nextthink = (time + 0.1);
trace_ent.think = hos_stand1;
trace_ent.cnt = 0;
trace_ent.friend = trace_ent;
return;
}
}
return;
}
if ((self.currentmenu != "none"))
{
centerprint (self, "\n");
self.currentmenu = "none";
}
};
void () disappear =
{
local entity te;
local float nearby;
//this allows an assassin to vanish, making monsters aggro
//those who are visible
te = findradius(self.origin, 500);
while (te)
{
if (te.classname == "player" && te.sneak == 0 && te != self)
nearby = 1;
te = te.chain;
}
if (nearby == 1)
{
te = findradius(self.origin, 1000);
while (te)
{
if (te.enemy == self)
te.enemy = world;
te = te.chain;
}
}
};
void () Sneak =
{
local float w;
w = weightx();
if (self.sneak >= 1)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
return;
}
if (self.sneak == 0)
{
disappear();
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> sneaking <20>\n");
self.sneak = 1;
return;
}
};
void () Shield =
{
if (self.class != 6)
{
centerprint (self, "You can't shield yourself!\n");
return;
}
if (self.sneak == 2)
{
centerprint (self, "<EFBFBD><EFBFBD><EFBFBD> Unshielded <20><><EFBFBD>\n");
self.sneak = 0;
sound (self, CHAN_BODY, "items/protect2.wav", 1, ATTN_NORM);
return;
}
if (self.ammo_cells < 10)
{
centerprint (self, "wait for your shield to recharge.\n");
return;
}
if (self.sneak == 0)
{
centerprint (self, "<EFBFBD><EFBFBD><EFBFBD> Energy Shield <20><><EFBFBD>\n");
self.sneak = 2;
sound (self, CHAN_BODY, "items/protect.wav", 1, ATTN_NORM);
return;
}
};
void () station_die =
{
if ((self.buildtype == IID_BUILD_MRAMMO))
{
if ((self.team == 1))
{
blue_weapon = 0;
}
else
{
if ((self.team == 2))
{
red_weapon = 0;
}
}
}
if ((self.buildtype == IID_BUILD_SHIELDGEN))
{
if ((self.team == 1))
{
blue_armor = 0;
}
else
{
if ((self.team == 2))
{
red_armor = 0;
}
}
}
if ((self.buildtype == IID_BUILD_AUTODOC))
{
if ((self.team == 1))
{
blue_gadget = 0;
}
else
{
if ((self.team == 2))
{
red_gadget = 0;
}
}
}
Explosion (2);
};
void () station_think =
{
#define chemcount attack_finished
local entity te;
local float r;
self.nextthink = time + 2;
if (self.track.team != self.team)
{
station_die ();
return;
}
if (self.chemcount <= 0)
{
station_die ();
return;
}
if (self.buildtype == IID_BUILD_SHIELDGEN)//barricade
{
sound (self, CHAN_BODY, "items/protect2.wav", 1, ATTN_NORM);
te = findradius (self.origin, 256);
while (te)
{
if (te.classname == "player" && te.team == self.team && !te.deadflag)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/menu2.wav", TRUE, ATTN_NORM);
sprint (te, 2, "the shield generator is out of power.\n");
return;
}
if (te.classname == "player")
{
te.protect = 3;
self.chemcount = self.chemcount - 1;
stuffcmd(te, "v_cshift 0 100 100 100\n");
}
}
te = te.chain;
}
}
if (self.buildtype == IID_BUILD_AUTODOC)//autodoc
{
te = findradius (self.origin, 70);
while (te)
{
if (te.classname == "player" && te.team == self.team && !te.deadflag)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
sprint (te, 2, "the autodoc is out of medical supplies.\n");
return;
}
if (te.deadflag)
RevivePlayer(self, te);
else if (te.health < te.max_health)
{
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
sprint (te, PRINT_MEDIUM, "the auto-doc heals you for 3 health.\n");
te.health = te.health + 3;
self.chemcount = self.chemcount - 1;
if (te.health > te.max_health)
te.health = te.max_health;
}
if (random() < 0.001)
{
r = random()*6;
if (r < 1)
sprint(te, PRINT_HIGH, "the auto-doc heals you of AIDS\n");
else if (r < 2)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Genital Herpes\n");
else if (r < 3)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Gonorrhea\n");
else if (r < 4)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Syphillis\n");
else if (r < 5)
sprint(te, PRINT_HIGH, "the auto-doc rids you of Crabs\n");
else if (r < 6)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Chlamydia\n");
}
}
te = te.chain;
}
}
if (self.buildtype == IID_BUILD_MRAMMO)//mr. ammo
{
te = findradius (self.origin, 60);
while (te)
{
if (te.classname == "player" && te.team == self.team && !te.deadflag)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
sprint (te, 2, "this mr.ammo is out of ammunition.\n");
return;
}
local float x;
x = 300;
local float curweap;
local float ammotype;
local float ammocount;
local float ammoslot;
curweap = ToIID(ItemInSlot(te, te.current_slot));
ammotype = WeaponAmmoType(curweap);
if (ammotype)
{
ammocount = TotalQuantity(te, ammotype);
x = x - ammocount;
}
else
x = 0;
if (x > 0)
{
ammocount = WeaponMagQuant(curweap);
if (x > ammocount/2)
x = ammocount/2;
ammoslot = SlotOfItem(te, ammotype);
if (!ammoslot)
ammoslot = FindEmptySlot(te);
if (ammoslot)
SetItemSlot(te, ammoslot, SlotVal(ammotype, x + ToStatus(ItemInSlot(te, ammoslot))));
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was received from the mr.ammo.\n");
/*
else if (r < 2)
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " potatos were received from the mr.ammo.\n");
else if (r < 3)
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was given by the mr.ammo.\n");
else if (r < 4)
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was stolen from the mr.ammo.\n");
else if (r < 5)
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was extracted from the mr.ammo.\n");
else
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was given by the mr.ammo, along with an std\n");*/
self.chemcount = self.chemcount - 1;
}
}
te = te.chain;
}
}
};
void () Bar_Think =
{
local float dot1;
if ((self.owner.health < WEAPON_SHOTGUN))
{
remove (self);
return;
}
if ((self.owner.health >= self.owner.max_health))
{
remove (self);
return;
}
self.flags = self.flags;
if ((self.owner.position == WEAPON_SHOTGUN))
{
dot1 = WEAPON_SHOTGUN;
}
if ((dot1 == WEAPON_SHOTGUN))
{
self.frame = MULTICAST_ALL;
setmodel (self, "");
self.nextthink = (time + 0.01);
return;
}
if (((self.owner.health >= WEAPON_SHOTGUN) && (dot1 == MULTICAST_ALL)))
{
self.frame = floor (((self.owner.health / self.owner.max_health) * TE_WIZSPIKE));
setorigin (self, (self.owner.origin + '0 0 48'));
self.nextthink = (time + 0.01);
setmodel (self, "progs/hbar.spr");
}
};
void (entity guy) spawn_dot =
{
local entity hologram;
hologram = spawn ();
hologram.movetype = MOVETYPE_NONE;
hologram.solid = SOLID_NOT;
hologram.owner = self;
setmodel (hologram, "progs/hbar.spr");
hologram.skin = self.skin;
setorigin (hologram, self.origin);
setsize (hologram, VEC_ORIGIN, VEC_ORIGIN);
hologram.angles = self.angles;
hologram.colormap = self.colormap;
hologram.cnt = MULTICAST_ALL;
hologram.think = Bar_Think;
hologram.nextthink = (time + 0.01);
};
void() FinishTurret;
float (float iid) spawn_station =
{
local entity oself;
local entity te;
local vector org;
if (iid == IID_BUILD_ROBOFANG)
{
te = find (world, classname, "robofang");
while (te)
{
if (te.track == self && te.buildtype == IID_BUILD_ROBOFANG)
{
makevectors (self.v_angle);
setorigin(te, self.origin + v_forward*32);
return false;
}
te = find (te, classname, "robofang");
}
}
te = find (world, classname, "station");
while (te)
{
if (te.track == self && te.buildtype == iid)
{
sprint (self, 2, "already have one.\n");
return false;
}
te = find (te, classname, "station");
}
if (iid == IID_BUILD_ROBOFANG)
{
te = findradius (self.origin, 128);
while (te)
{
if (te != self && te.classname == "player" && te.health > 0)
{
sprint(self, PRINT_HIGH, "not with other players nearby.\n");
return false;
}
te = te.chain;
}
}
makevectors (self.v_angle);
org = ((self.origin + (v_forward * IT_LIGHTNING)) + (v_up * EF_FLAG2));
if ((pointcontents ((org + '0 20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 -20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '-20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 0 50')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 0 -10')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
self.impulse = 0;
te = findradius (org, 40);
while (te)
{
if (te.classname == "spawn1")
{
sprint (self, 2, "can't build at spawn.\n");
return false;
}
if (te.classname == "spawn2")
{
sprint (self, 2, "can't build at spawn.\n");
return false;
}
if (te.classname == "ghoul")
{
sprint (self, 2, "somethings in the way.\n");
return false;
}
if (((te.classname == "player") && (te.health > 0)))
{
sprint (self, 2, "can't build on players.\n");
return false;
}
if (((te.classname == "station") && (te.health > 0)))
{
sprint (self, 2, "can't build on other stations.\n");
return false;
}
te = te.chain;
}
oself = self;
self = spawn ();
self.team = oself.team;
self.track = oself;
spawn_dot (self);
self.origin = org;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_TOSS;
setsize (self, '-16 -16 0', '16 16 40');
self.health = 30;
self.max_health = 300;
self.th_die = station_die;
setmodel (self, "progs/station.mdl");
self.classname = "station";
self.think = station_think;
self.helmet = 2;
self.buildtype = iid;
self.aflag = true;
self.frame = 4;
self.chemcount = 75;
if (self.buildtype == IID_BUILD_MRAMMO)
self.netname = "mr. ammo";
if (self.buildtype == IID_BUILD_SHIELDGEN)
self.netname = "shield generator";
if (self.buildtype == IID_BUILD_AUTODOC)
self.netname = "autodoc";
if (self.buildtype == IID_BUILD_ROBOFANG)
{
setsize(self, '-24 -24 -24', '24 24 24');
self.netname = "robofang";
setmodel (self, "progs/dog.mdl");
}
if (self.buildtype == IID_BUILD_TTURRET || self.buildtype == IID_BUILD_RTURRET || self.buildtype == IID_BUILD_GTURRET)
{
FinishTurret();
}
self = oself;
return true;
};
float() FireToolkit =
{
local float rr;
makevectors (self.v_angle);
traceline (self.origin, self.origin + v_forward*64, FALSE, self);
//track is used for the owning player (without using the .owner field)
if (trace_ent.track == self && trace_ent.classname == "station" && trace_ent.health > 0)
{
if (trace_ent.health >= trace_ent.max_health) //already built - don't whack it!
return true;
//play a random build sound
rr = random ();
if (rr < 0.5)
sound (self, CHAN_WEAPON, "items/lockpick1.wav", TRUE, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "items/lockpick2.wav", TRUE, ATTN_NORM);
if (!trace_ent.nextthink)
if (trace_ent.health > 200)
trace_ent.frame = 5;
self.attack_finished = time + 0.1 + (random () * 0.1);
trace_ent.health = trace_ent.health + 6;
if (trace_ent.health >= trace_ent.max_health)
{ //it's built!
trace_ent.health = trace_ent.max_health;
if (!trace_ent.aflag)
return true; //already complete
trace_ent.aflag = false;
trace_ent.nextthink = time + 1;
sprint (self, PRINT_MEDIUM, "BUILDING COMPLETED.\n");
if (trace_ent.buildtype == IID_BUILD_ROBOFANG)
{
trace_ent.solid = SOLID_NOT;
trace_ent.think = SUB_Remove;
trace_ent.nextthink = time;
makevectors (self.v_angle);
sprint(self, PRINT_HIGH, "Robofang appears to have malfunctioned\n");
}
if (trace_ent.buildtype == IID_BUILD_AUTODOC)
trace_ent.frame = 1;
if (trace_ent.buildtype == IID_BUILD_MRAMMO)
trace_ent.frame = 0;
if (trace_ent.buildtype == IID_BUILD_SHIELDGEN)
trace_ent.frame = 2;
}
return true;
}
return false;
};
void () shop_face =
{
local entity te;
te = findradius (self.origin, 250);
while (te)
{
if (te.classname == "player")
{
self.enemy = te;
te.safezone = 1;
}
te = te.chain;
}
self.angles_y = vectoyaw(self.enemy.origin - self.origin);
self.nextthink = time + 0.1;
if (vlen(self.origin - self.enemy.origin) > 500)
self.enemy = world;
};
void () BuyMenu =
{
local float is_shop;
local entity te;
local string menu;
if (self.currentmenu == "777")
return;
is_shop = 0;
if (coop == 0)
{
te = findradius (self.origin, 250);
while (te)
{
if (te.classname == "buyzone1" && self.team == 1)
is_shop = 1;
if (te.classname == "buyzone2" && self.team == 2)
is_shop = 1;
te = te.chain;
}
}
if (coop == 1)
{
te = findradius (self.origin, 80);
while (te)
{
if (te.classname == "buyzone")
is_shop = 1;
if (te.classname == "merchant")
{
te.enemy = self;
te.think = shop_face;
te.nextthink = time + 0.5;
is_shop = 1;
}
te = te.chain;
}
}
if ((is_shop == 0))
{
centerprint (self, "nothing but the afterglow, here.\n(find a trader)");
return;
}
if ((is_shop == 1))
{
self.missionbrief = 4;
menu = ShopString ();
centerprint (self, menu);
self.currentmenu = "shop_list";
if (self.current_slot != 0 && self.current_slot != 2)
self.current_slot = 1;
return;
}
};
void () CharacterSheet =
{
local string x;
local float qq;
local float ratio;
local float r1;
local float r2;
stuffcmd (self, "toggleconsole\n");
sprint (self, PRINT_HIGH, "\n\n\n\n ** INFO ** \n");
sprint (self, PRINT_HIGH, "<EFBFBD>Class <20> ");
if (self.class == 1)
sprint (self, 2, "Medic");
if (self.class == 2)
sprint (self, 2, "Assassin");
if (self.class == 3)
sprint (self, 2, "Soldier");
if (self.class == 4)
sprint (self, 2, "Scientist");
sprint (self, PRINT_HIGH, "\n<EFBFBD>Team <20> ");
if (self.team == 1)
sprint (self, 2, "Rangers\n");
if (self.team == 2)
sprint (self, 2, "Raiders\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Score <20> ");
r1 = (self.dead);
r2 = (self.kills);
if (r1 == 0)
r1 = 1;
ratio = (r2 / r1);
x = ftos (ratio);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.kills);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "/");
x = ftos (self.dead);
sprint (self, 2, x);
sprint (self, 2, ") ");
sprint (self, PRINT_HIGH, "\n<EFBFBD>Speed <20> ");
x = ftos (self.maxspeed);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "/300\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Money <20> ");
x = ftos (self.ammo_shells);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "$\n");
/*
sprint (self, PRINT_HIGH, "\n<>Armor <20> ");
x = GetArmorName();
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.armor_weight);
sprint (self, 2, x);
sprint (self, 2, ")\n");
*/
sprint (self, PRINT_HIGH, "<EFBFBD>Protective<EFBFBD> ");
x = GetProtectName();
sprint (self, 2, x);
sprint (self, 2, "\n");
/*
sprint (self, PRINT_HIGH, "<22>Chem <20> ");
x = GetChemName();
sprint (self, 2, x);
x = ftos (self.chemcount);
sprint (self, 2, "[");
sprint (self, 2, x);
sprint (self, 2, "]");
sprint (self, 2, "\n");
*/
sprint (self, PRINT_HIGH, "<EFBFBD>Gadget <20> ");
x = GetEquipmentName();
sprint (self, 2, x);
sprint (self, 2, "\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Perk <20> ");
x = GetPerkName();
sprint (self, 2, x);
sprint (self, 2, "\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Trait <20> ");
x = GetTraitName();
sprint (self, 2, x);
sprint (self, 2, "\n");
/*
sprint (self, PRINT_HIGH, "<22>Weapon 1 <20> ");
x = GetWeaponName (self, self.slot1);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.slot1_weight);
sprint (self, 2, x);
sprint (self, 2, ") (");
sprint (self, 2, self.ammotype1);
sprint (self, 2, ")\n");
sprint (self, PRINT_HIGH, "<22>Weapon 2 <20> ");
x = GetWeaponName (self, self.slot2);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.slot2_weight);
sprint (self, 2, x);
sprint (self, 2, ") (");
sprint (self, 2, self.ammotype2);
sprint (self, 2, ")\n\n");
*/
qq = weightx ();
sprint (self, PRINT_HIGH, "<EFBFBD>Weight <20> ");
x = ftos (qq);
sprint (self, 2, x);
qq = self.max_weight;
sprint (self, PRINT_HIGH, "/");
x = ftos (qq);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
return;
};
void () UseEquipment =
{
if (self.equipment == 0)
{
centerprint(self, "<EFBFBD><EFBFBD> no extra equipment <20><>\n");
return;
}
if (self.equipment == 1)
{
centerprint(self, "<EFBFBD><EFBFBD> medic's bag <20><>\nlets you carry more stimpacks\n");
return;
}
if (self.equipment == 4)
{
centerprint(self, "<EFBFBD><EFBFBD> belt pouch <20><>\ngives you room for two extra grenades\n");
return;
}
if (self.equipment == 5)
{
centerprint(self, "<EFBFBD><EFBFBD> backpack <20><>\nlets you carry more ammunition\n");
return;
}
if (self.equipment == 6)
{
centerprint(self, "<EFBFBD><EFBFBD> toolkit mark ii <20><>\nbuild, defuse and open doors faster\n");
return;
}
/*
if (self.equipment == 7 && self.equipment_slot == 0)
{
sprint (self, PRINT_HIGH, "climbing gear in place.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.maxspeed = 100;
self.velocity_z = 0;
self.equipment_state = 1;
}
if (self.equipment == 7 && self.equipment_state == 1)
{
sprint (self, PRINT_HIGH, "climbing gear retrieved.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.grab = 0;
self.equipment_state = 0;
return;
}
*/
if (self.equipment == 8)
{
centerprint(self, "<EFBFBD><EFBFBD> enhanced battery <20><>\nallows longer cloaking\n");
return;
}
if (self.equipment == 9)
{
Sneak();
return;
}
};
void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
{
local vector source;
local vector targ;
local vector org;
local float zdif;
local float ydif;
local float xdif;
local float is_headshot;
makevectors (self.v_angle);
if (self.position == 0)
source = (self.origin + '0 0 20');
if (self.position == 1)
source = (self.origin + '0 0 4');
if (self.position == 2)
source = (self.origin + '0 0 -12');
targ = ((((((s_aim + ((v_right * random ()) * tmp)) - ((v_right * random ()) * tmp)) + ((v_up * random ()) * tmp)) - ((v_up * random ()) * tmp)) + (((v_up * random ()) * tmp) * 0.5)) + (v_forward * ran));
traceline (source, targ, FALSE, self);
if ((trace_fraction == 1))
{
return;
}
org = (trace_endpos - (v_forward * 2));
if (trace_ent.takedamage)
{
dam = ((random () * dam) + dam);
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && (trace_ent.islot3 == 0 || self.critical == 3))
SpawnBlood (org, 1);
else if (trace_ent.solid != SOLID_BSP && trace_ent.classname != "car" && trace_ent.islot3 > 0)
SpawnNonBlood (org, 1);
else if (trace_ent.solid == SOLID_BSP || trace_ent.classname == "car")
SpawnWood (trace_ent, org, 1);
zdif = (org_z - trace_ent.origin_z);
ydif = (org_y - trace_ent.origin_y);
xdif = (org_x - trace_ent.origin_x);
is_headshot = 0;
if (((ydif >= CONTENT_SLIME) && (ydif <= WEAPON_SPIKES)))
{
is_headshot = 1;
}
if (((xdif >= CONTENT_SLIME) && (xdif <= WEAPON_SPIKES)))
{
is_headshot = 1;
}
if (((is_headshot == 1) && (zdif >= ((trace_ent.size_z / 2) * 0.8))))
{
if (self.attack > 2)
dam = (dam * 0.4);
self.critical = 3;
}
dam = dam + random()*dam;
T_Damage (trace_ent, self, self, dam);
loud_noise(5);//hit flesh
self.critical = 0;
}
else
{
loud_noise(15);//richochet
bullet_hole (org);
}
};
void (float rec, float number, float dam, float spread, float ran, float auto, string snd) W_FireShotgun =
{
local vector dir;
local vector p_aim;
local float var1;
local float var2;
local float var3;
local float var4;
local float weap;
if (getperk(16))//power shot adds a small bonus to the first shot fired
{
if (self.steadyaim == 0)
{
sprint(self, 2, "!POWER SHOT\n");
dam = dam * 1.20;
}
}
weap = ToIID(self.(SlotField(self.current_slot)));
var1 = (16 + (random () * 12) * (self.recoil));
var2 = (16 + (random () * 12) * (self.recoil));
var3 = (16 + (random () * 12) * (self.recoil));
var4 = (16 + (random () * 12) * (self.recoil));
if (self.position == 0)
player_single1 ();
else
player_single1_s ();
if (self.steadyaim == 0)
{
var1 = (8 + (random () * 6) * (self.recoil));
var2 = (8 + (random () * 6) * (self.recoil));
var3 = (8 + (random () * 6) * (self.recoil));
var4 = (8 + (random () * 6) * (self.recoil));
}
stuffcmd (self, "+lookup\n");
stuffcmd (self, "wait\n");
stuffcmd (self, "-lookup\n");
sound (self, CHAN_WEAPON, snd, 1.5, ATTN_NORM);
//only silenced weapons do not break stealth
if (self.sneak > 0)
{
self.equipment_slot = 0;
sprint(self, PRINT_HIGH, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
}
loud_noise(40);
p_aim = (((((self.origin + '0 0 20') + (v_right * var1)) - (v_right * var2)) + (v_up * var3)) - (v_up * var4));
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
DropAmmo ();
self.attack = (self.attack + 1);
self.recoil = (self.recoil + 8*rec);
if (self.recoil >= 30)
self.recoil = 30;
if (auto == 0)
{
self.attack_finished = (time + 0.5);
stuffcmd (self, "-attack\n");
}
if (auto == 1)
{
self.attack_finished = (time + 0.25);
stuffcmd (self, "-attack\n");
}
if (auto == 2)
self.attack_finished = (time + 0.2);
dir = aim (self, 10000);
if ((number == MULTICAST_PVS_R))
{
W_FireBuckshotSpread1 (p_aim, dam, 30, ran);
W_FireBuckshotSpread1 ((p_aim + (v_right * spread)), dam, 30, ran);
W_FireBuckshotSpread1 ((p_aim - (v_right * spread)), dam, 30, ran);
W_FireBuckshotSpread1 ((p_aim + (v_up * spread)), dam, 30, ran);
W_FireBuckshotSpread1 ((p_aim - (v_up * spread)), dam, 30, ran);
}
else
{
if ((number == AS_MELEE))
{
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
}
}
};
void (vector org) spawn_tracer =
{
local entity tracer;
local float x;
local string y;
x = 0;
tracer = spawn();
setmodel(tracer, "progs/handgren.mdl");
setorigin(tracer, org);
setsize(tracer, '0 0 0', '0 0 0');
tracer.think = SUB_Remove;
tracer.nextthink = time + 2;
if (pointcontents (org) == CONTENT_SOLID)
x = x + 1;
y = ftos(x);
bprint(2, y);
bprint(2, "\n");
};
//the alien blaster
void () FireAlienBlaster =
{
local float tmp;
DropAmmo ();
self.recoil = self.recoil + 8;
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
makevectors (self.v_angle);
newmis.velocity = aim (self, 3000);
newmis.velocity = (newmis.velocity * 3000);
newmis.angles = vectoangles (newmis.velocity);
newmis.nextthink = (time + IDLE3A);
newmis.think = SUB_Remove;
setmodel (newmis, "progs/plasma.mdl");
tmp = ((30 + self.velocity_y) + self.velocity_x);
{
newmis.velocity = aim (self, 1700);
newmis.velocity = newmis.velocity * 1700;
newmis.angles = vectoangles (newmis.velocity);
newmis.nextthink = time + 1.4;
sound (self, CHAN_WEAPON, "weapons/blaster.wav", WEAPON_SHOTGUN, ATTN_NORM);
newmis.touch = PlasmaBolt;
setmodel (newmis, "progs/ray.mdl");
tmp = 90 + self.velocity_y + self.velocity_x;
}
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + (v_right * WEAPON_BIG) + (v_forward * WEAPON_ROCKET) + '0 0 20');
newmis.velocity = newmis.velocity + (v_right * random () * tmp) - (v_right * random () * tmp) + (v_up * random () * tmp) - (v_up * random () * tmp);
self.attack_finished = time + 0.5;
};
void () radio_think =
{
self.cnt = self.cnt - 1;
setorigin (self, (self.owner.origin + '0 0 48'));
self.nextthink = (time + 0.01);
if (self.cnt <= 0)
remove (self);
};
void (entity jeb, float length) spawn_excla =
{
local entity hologram;
hologram = spawn ();
hologram.movetype = MOVETYPE_NONE;
hologram.solid = SOLID_NOT;
hologram.owner = jeb;
setmodel (hologram, "progs/radio.spr");
setorigin (hologram, jeb.origin);
setsize (hologram, VEC_ORIGIN, VEC_ORIGIN);
hologram.angles = jeb.angles;
hologram.colormap = jeb.colormap;
hologram.cnt = 100*length;
hologram.think = radio_think;
hologram.nextthink = (time + 0.01);
};
void (string color) ZoomInLarge =
{
if (self.attack_finished > time)
return;
self.weaponmodel = "progs/v_scope1.mdl";
self.zoom = 1;
stuffcmd (self, "fov 30\n");
if (color == "red")
stuffcmd (self, "v_cshift 100 0 0 50\n");
if (color == "blue")
stuffcmd (self, "v_cshift 0 0 100 75\n");
if (color == "green")
stuffcmd (self, "v_cshift 0 100 0 100\n");
if (color == "yellow")
stuffcmd (self, "v_cshift 100 100 0 50\n");
if (color == "purple")
stuffcmd (self, "v_cshift 100 0 100 100\n");
};
void (string color) ZoomInSmall =
{
if (self.attack_finished > time)
return;
self.weaponmodel = "progs/v_scope2.mdl";
self.zoom = 1;
stuffcmd (self, "fov 60\n");
if (color == "red")
stuffcmd (self, "v_cshift 100 0 0 50\n");
if (color == "blue")
stuffcmd (self, "v_cshift 0 0 100 75\n");
if (color == "green")
stuffcmd (self, "v_cshift 0 100 0 100\n");
if (color == "yellow")
stuffcmd (self, "v_cshift 100 100 0 50\n");
if (color == "purple")
stuffcmd (self, "v_cshift 100 0 100 100\n");
};
void () ZoomOut =
{
SetWeaponModel();
self.zoom = 0;
stuffcmd (self, "fov 90\n");
stuffcmd (self, "v_cshift 0 0 0 0\n");
};
void () ZoomIn =
{
local float weap;
weap = ToIID(self.(SlotField(self.current_slot)));
if (self.zoom > 0)
{
ZoomOut ();
return;
}
if (weap == IID_WP_DKS1)
ZoomInLarge("purple");
if (weap == IID_WP_ACR)
ZoomInLarge("pink");
if (weap == IID_WP_DKS1_S)
ZoomInLarge("purple");
if (weap == IID_WP_FNFAL)
ZoomInSmall("red");
if (weap == IID_WP_G11)
ZoomInSmall("blue");
if (weap == IID_WP_MOONLIGHT)
ZoomInSmall("green");
if (weap == IID_WP_PIPERIFLE_SCOPE)
ZoomInLarge("green");
if (weap == IID_WP_PIPERIFLE_SCOPE_R)
ZoomInLarge("green");
if (weap == IID_WP_PIPERIFLE_SCOPE_S)
ZoomInLarge("green");
if (weap == IID_WP_PIPERIFLE_SCOPE_S_R)
ZoomInLarge("green");
};
void () HostageReport =
{
local float acount, dcount;
local entity te;
local string ah, dh, rh;
local vector dir, org;
hostages = 0;
dead_hostage = 0;
org = self.origin;
te = find (world, classname, "rhostage");
while (te)
{
if (te.health > 0)
acount = acount + 1;
if (te.health <= 0)
dcount = dcount + 1;
te = find (te, classname, "rhostage");
}
te = find (world, classname, "rhostage");
while (te)
{
if (te.health > 0)
{
dir = normalize(te.origin - self.origin);
traceline (self.origin, self.origin+dir*2000, FALSE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
}
te = find (te, classname, "rhostage");
}
hostages = acount;
dead_hostage = dcount;
ah = ftos(acount);
dh = ftos(dcount);
rh = ftos(rescue);
sprint (self, PRINT_HIGH, "*** HOSTAGE REPORT ***\n");
sprint (self, PRINT_HIGH, "rescued: ");
sprint (self, PRINT_HIGH, rh);
sprint (self, PRINT_HIGH, "\n");
sprint (self, PRINT_HIGH, "alive: ");
sprint (self, PRINT_HIGH, ah);
sprint (self, PRINT_HIGH, "\n");
sprint (self, PRINT_HIGH, "dead: ");
sprint (self, PRINT_HIGH, dh);
sprint (self, PRINT_HIGH, "\n");
rh = ftos(supplies);
sprint (self, PRINT_HIGH, "*** SUPPLY REPORT ***\n");
sprint (self, PRINT_HIGH, "supplies: ");
sprint (self, PRINT_HIGH, rh);
sprint (self, PRINT_HIGH, "\n");
};
void () clone_think =
{
self.model = self.owner.model;
self.frame = self.owner.frame;
self.nextthink = time + 0.01;
};
void () AddClone =
{
local entity clone;
clone = spawn ();
setmodel(clone, "progs/guy.mdl");
clone.owner = self;
clone.movetype = MOVETYPE_BOUNCE;
clone.solid = SOLID_NOT;
clone.touch = SUB_Null;
clone.owner = self;
clone.think = clone_think;
setsize(clone, '-16 -16 -24', '16 16 32');
setorigin(clone, self.origin);
clone.nextthink = time + 0.01;
sprint(self, 2, "clone added.\n");
self.health = 9000;
};
float (float x) find_percent =
{
if (x == 1)
return world.map_ent1_percent;
if (x == 2)
return world.map_ent2_percent;
if (x == 3)
return world.map_ent3_percent;
};
float(vector org) light_level =
{
local vector light;
local float brightness;
light = getlight(self.origin);
brightness = light_x*0.3 + light_y*0.51 + light_z*0.2;
return brightness;
};
void() show_light_level =
{
local float x;
local string y;
x = light_level(self.origin);
y = ftos(x);
bprint(2, "light level: ");
bprint(2, y);
bprint(2, "\n");
};
void() AttachSilencer =
{
local float weap, x, y;
weap = ToIID(self.(SlotField(self.current_slot)));
y = SlotOfItem(self, IID_EQUIP_SILENCER);
if (weap == IID_WP_USP)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_USP_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_USP_S, x));
return;
}
}
else if (weap == IID_WP_DKS1)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_DKS1_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_DKS1_S, x));
return;
}
}
else if (weap == IID_WP_GLOCK)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_GLOCK_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_GLOCK_S, x));
return;
}
}
else if (weap == IID_WP_MP7)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_MP7_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_MP7_S, x));
return;
}
}
else if (weap == IID_WP_MP9)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_MP9_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_MP9_S, x));
return;
}
}
else if (weap == IID_WP_PIPERIFLE)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_PIPERIFLE_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_PIPERIFLE_S, x));
return;
}
}
else if (weap == IID_WP_PIPERIFLE_R)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_PIPERIFLE_S_R, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_PIPERIFLE_S_R, x));
return;
}
}
else if (weap == IID_WP_PIPERIFLE_SCOPE)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_PIPERIFLE_SCOPE_S, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_PIPERIFLE_SCOPE_S, x));
return;
}
}
else if (weap == IID_WP_PIPERIFLE_SCOPE_R)
{
sprint(self, 2, "silencer attached.\n");
DecreaseDestroySlot(y);
if (self.current_slot == 1)
{
x = ToStatus(self.islot1);
self.islot1 = 0;
SetItemSlot(self, 1, SlotVal(IID_WP_PIPERIFLE_SCOPE_S_R, x));
return;
}
if (self.current_slot == 2)
{
x = ToStatus(self.islot2);
self.islot2 = 0;
SetItemSlot(self, 2, SlotVal(IID_WP_PIPERIFLE_SCOPE_S_R, x));
return;
}
}
else
{
sprint(self, 2, "cannot be silenced.\n");
return;
}
};
void() AttachExtender =
{
local float weap;
weap = ToIID(self.(SlotField(self.current_slot)));
if (weap == IID_WP_NEEDLER || weap == IID_WP_MOONLIGHT)
{
sprint(self, 2, "that weapon already has a silencer attached\n");
return;
}
if (weap == IID_WP_ALIENBLASTER)
{
sprint(self, 2, "how exactly do you extend that???\n");
return;
}
if (self.silencer == weap)
{
sprint(self, 2, "that weapon already has a silencer attached\n");
return;
}
else if (ToIID(self.islot4) == IID_EQUIP_EXTENDER && self.extender == 0)
{
self.extender = weap;
sprint(self, 2, "extender attached.\n");
self.islot4 = 0;
self.attack_finished = time + 1;
self.rtime = time + 1;
return;
}
/*
else if (ToIID(self.islot4) == IID_EQUIP_EXTENDER && self.extender > 0)
{
self.extender = 0;
sprint(self, 2, "removing extender...\n");
self.attack_finished = time + 1;
return;
}*/
};
void (float iid) RemoveSilencer =
{
if (ToIID(self.islot4) == 0)
{
SetItemSlot(self, 4, SlotVal(IID_EQUIP_SILENCER, 1));
sprint(self, 2, "removing silencer...\n");
self.attack_finished = time + 1;
self.rtime = time + 1;
self.silencer = 0;
}
else if (ToIID(self.islot4) > 0)
{
sprint(self, 2, "can't remove silencer, equipment slot is full\n");
return;
}
};
void (float iid) RemoveExtender =
{
if (ToIID(self.islot4) == 0)
{
SetItemSlot(self, 4, SlotVal(IID_EQUIP_EXTENDER, 1));
sprint(self, 2, "removing extender...\n");
self.attack_finished = time + 1;
self.rtime = time + 1;
self.extender = 0;
}
else if (ToIID(self.islot4) > 0)
{
sprint(self, 2, "can't remove extender, equipment slot is full\n");
return;
}
};
void (string snd, float type) function_radio =
{
local entity te;
local vector dir;
local vector vec;
local float dot1;
local float dot2;
local float dot3;
local float dot4;
local float dot5;
local float dot6;
if (!self.attack_finished)
{
return;
}
self.attack_finished = (time + 2);
spawn_excla (self, 2);
te = find (world, classname, "player");
while (te)
{
if (te.team == self.team)
{
sprint (te, 2, "radio");
makevectors (te.angles);
vec = normalize ((te.origin - self.origin));
dot1 = ((vec * v_forward) * 1);
dot2 = ((vec * v_right) * CONTENT_EMPTY);
dot3 = ((vec * v_right) * 1);
dot4 = ((vec * v_forward) * CONTENT_EMPTY);
dot5 = ((vec * v_up) * 1);
dot6 = ((vec * v_up) * CONTENT_EMPTY);
if ((te == self))
{
sprint (te, 2, "(talk)");
}
else
{
if ((dot1 > 0.3))
{
sprint (te, 2, "(ahead)");
}
else
{
if ((dot2 > 0.3))
{
sprint (te, 2, "(left)");
}
else
{
if ((dot3 > 0.3))
{
sprint (te, 2, "(right)");
}
else
{
if ((dot4 > 0.3))
{
sprint (te, 2, "(behind)");
}
else
{
if ((dot5 > 0.3))
{
sprint (te, 2, "(above)");
}
else
{
if ((dot6 > 0.3))
{
sprint (te, 2, "(below)");
}
else
{
sprint (te, 2, "(???)");
}
}
}
}
}
}
}
sprint (te, 2, self.netname);
if ((type == 1))
{
sprint (te, 2, ": affirmative");
}
else
{
if ((type == 2))
{
sprint (te, 2, ": negative");
}
else
{
if ((type == 3))
{
sprint (te, 2, ": lets go");
}
else
{
if ((type == 4))
{
sprint (te, 2, ": team, take cover");
}
else
{
if ((type == 5))
{
sprint (te, 2, ": team, get in formation!");
}
else
{
if ((type == 6))
{
sprint (te, 2, ": need backup!");
}
else
{
if ((type == 7))
{
sprint (te, 2, ": hold this position");
}
else
{
if ((type == 8))
{
sprint (te, 2, ": check your six");
}
else
{
if ((type == 9))
{
sprint (te, 2, ": secure this area");
}
else
{
if ((type == 10))
{
sprint (te, 2, ": squad, use suppressing fire!");
}
else
{
if ((type == 11))
{
sprint (te, 2, ": team, silence");
}
}
}
}
}
}
}
}
}
}
}
sprint (te, 2, "\n");
sound (self, CHAN_VOICE, snd, 0.55, ATTN_IDLE);
}
te = find (te, classname, "player");
}
};
void () GModelThink =
{
local float weap;
weap = ToIID(self.(SlotField(self.owner.current_slot)));
local float dot1;
if (self.owner.health <= 0)
{
remove (self);
return;
}
if (!IsMelee(weap))
{
setmodel(self, "");
return;
}
if (self.owner.health >= 1)
{
self.frame = self.owner.weaponframe;
self.nextthink = (time + 0.01);
}
self.nextthink = time + 0.01;
};
void() SpawnGModel =
{
local entity hologram;
local float weap;
weap = ToIID(self.(SlotField(self.current_slot)));
if (!self.wielded)
{
hologram = spawn ();
hologram.movetype = MOVETYPE_NONE;
hologram.solid = SOLID_NOT;
hologram.owner = self;
if (weap == IID_WP_KNIFE)
setmodel (hologram, "progs/g_knife.mdl");
if (weap == IID_WP_WRENCH)
setmodel (hologram, "progs/g_wrench.mdl");
if (weap == IID_WP_AXE)
setmodel (hologram, "progs/g_axe.mdl");
if (weap == IID_WP_SPEAR)
setmodel (hologram, "progs/g_spear.mdl");
setsize (hologram, VEC_ORIGIN, VEC_ORIGIN);
setattachment(hologram, self, "");
hologram.nextthink = time + 0.01;
hologram.think = GModelThink;
self.wielded = hologram;
}
else
{
hologram = self.wielded;
hologram.movetype = MOVETYPE_NONE;
hologram.solid = SOLID_NOT;
hologram.owner = self;
if (weap == IID_WP_KNIFE)
setmodel (hologram, "progs/g_knife.mdl");
if (weap == IID_WP_WRENCH)
setmodel (hologram, "progs/g_wrench.mdl");
if (weap == IID_WP_AXE)
setmodel (hologram, "progs/g_axe.mdl");
if (weap == IID_WP_SPEAR)
setmodel (hologram, "progs/g_spear.mdl");
setsize (hologram, VEC_ORIGIN, VEC_ORIGIN);
setattachment(hologram, self, "");
hologram.nextthink = time + 0.01;
hologram.think = GModelThink;
}
};