2481 lines
57 KiB
C++
2481 lines
57 KiB
C++
/*
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*/
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void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void () player_run;
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void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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void(vector org, vector vel, float damage) SpawnBlood;
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void() SuperDamageSound;
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// PAINKEEP TURRET_START
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void() turret_dropTurret;
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// TURRET_END
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// BEARTRAP
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void() beartrap_dropBearTrap;
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// GRAVITY
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void() drop_gravity;
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// GRAPPLING_START
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void() grap_fire;
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void() grap_releaseHarpoon;
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// GRAPPLING_END
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// called by worldspawn
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void() W_Precache =
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{
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precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
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precache_sound ("weapons/rocket1i.wav"); // spike gun
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precache_sound ("weapons/sgun1.wav");
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precache_sound ("weapons/guncock.wav"); // player shotgun
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precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
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precache_sound ("weapons/spike2.wav"); // super spikes
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precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
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precache_sound ("weapons/grenade.wav"); // grenade launcher
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precache_sound ("weapons/bounce.wav"); // grenade bounce
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precache_sound ("weapons/shotgn2.wav"); // super shotgun
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// PAINKEEP, precache all weapon models
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// TURRET_START
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/*
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precache_model2 ("progs/nail.mdl");
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precache_model2 ("progs/turgib1.mdl");
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precache_model2 ("progs/turgib2.mdl");
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precache_model2 ("progs/turgib3.mdl");
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precache_model2 ("progs/turstand.mdl");
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precache_model2 ("progs/turtop.mdl");
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precache_sound2 ("weapons/turrt_3.wav");
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precache_sound2 ("weapons/turcl_2b.wav");
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// TURRET_END
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// GRAVITY Moved to here so the cheat command would work correctly
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precache_model ("progs/cubsmall.mdl");
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precache_model ("progs/cube.mdl");
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precache_model ("progs/cubel.mdl");
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precache_sound ("misc/grav_new.wav");
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precache_sound ("items/protect.wav");
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// AIRG_MAIN_START
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// prechache the AirFist fire sounds.
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precache_sound ("weapons/agfire.wav"); // Air gun fire
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precache_sound ("weapons/agfail.wav"); // Air gun failed fire
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precache_sound ("weapons/agwater.wav"); // Air gun under water shot
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precache_sound ("weapons/agwfail.wav"); // Air gun fail water shot
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// AIRG_MAIN_END
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// GRAPPLING_START
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precache_sound ("weapons/graph_2b.wav"); // Hit solid
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precache_sound ("weapons/grapf_1.wav"); // Hit fresh
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precache_sound ("weapons/grapl_2.wav"); // Launch
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precache_sound ("weapons/grapr_2.wav"); // Rope going out
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precache_sound ("weapons/graps_2.wav"); // Rope coming back
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precache_model ("progs/harpoon.mdl");
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precache_model ("progs/harprope.mdl");
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precache_model ("progs/harpcoil.mdl");
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precache_model ("progs/g_harp.mdl");
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precache_model ("progs/v_harp.mdl");
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precache_sound ("misc/null.wav");
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// GRAPPLING_END
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// BOLT_START
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precache_model ("progs/v_cl_off.mdl");
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precache_model ("progs/v_cl_on.mdl");
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precache_sound ("weapons/clight_1.wav");
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precache_model ("progs/fryguy.mdl");
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// BOLT_END
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precache_model ("progs/v_fnail.mdl");
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// COPB_START
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precache_sound ("weapons/copb_1.wav"); // Fart sounds...
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precache_sound ("weapons/copb_2.wav");
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precache_sound ("weapons/copb_3.wav");
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precache_sound ("weapons/copb_4.wav");
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precache_sound ("weapons/copb_5.wav");
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// COPB_END
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*/
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// TURRET_START
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precache_model2 ("progs/nail.mdl");
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precache_model2 ("progs/turgib1.mdl");
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precache_model2 ("progs/turgib2.mdl");
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precache_model2 ("progs/turgib3.mdl");
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precache_model2 ("progs/turstand.mdl");
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precache_model2 ("progs/turtop.mdl");
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precache_sound2 ("weapons/sentry/turrt_3.wav");
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precache_sound2 ("weapons/sentry/turcl_2b.wav");
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// TURRET_END
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// GRAVITY Moved to here so the cheat command would work correctly
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precache_model ("progs/cubsmall.mdl");
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precache_model ("progs/cube.mdl");
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precache_model ("progs/cubel.mdl");
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precache_sound ("misc/grav/grav_new.wav");
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precache_sound ("items/protect.wav");
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// AIRG_MAIN_START
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// prechache the AirFist fire sounds.
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precache_sound ("weapons/airfist/agfire.wav"); // Air gunfire
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precache_sound ("weapons/airfist/agfail.wav"); // Air gunfailed fire
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precache_sound ("weapons/airfist/agwater.wav"); // Air gun under water shot
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precache_sound ("weapons/airfist/agwfail.wav"); // Air gun fail water shot
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// AIRG_MAIN_END
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// GRAPPLING_START
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precache_sound ("weapons/grapple/graph_2b.wav"); // Hit solid
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precache_sound ("weapons/grapple/grapf_1.wav"); // Hit fresh
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precache_sound ("weapons/grapple/grapl_2.wav"); // Launch
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precache_sound ("weapons/grapple/grapr_2.wav"); // Rope going out
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precache_sound ("weapons/grapple/graps_2.wav"); // Rope coming back
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precache_model ("progs/harpoon.mdl");
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precache_model ("progs/harprope.mdl");
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precache_model ("progs/harpcoil.mdl");
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precache_model ("progs/g_harp.mdl");
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precache_model ("progs/v_harp.mdl");
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precache_sound ("misc/null.wav");
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// GRAPPLING_END
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// BOLT_START
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precache_model ("progs/v_cl_off.mdl");
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precache_model ("progs/v_cl_on.mdl");
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precache_sound ("weapons/clight/clight_1.wav");
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precache_model ("progs/fryguy.mdl");
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// BOLT_END
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precache_model ("progs/v_fnail.mdl");
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// COPB_START
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precache_sound ("weapons/copb/copb_1.wav"); // Fart sounds...
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precache_sound ("weapons/copb/copb_2.wav");
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precache_sound ("weapons/copb/copb_3.wav");
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precache_sound ("weapons/copb/copb_4.wav");
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precache_sound ("weapons/copb/copb_5.wav");
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// COPB_END
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// PULSE_GUN_START
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precache_model("progs/pnail.mdl");
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precache_model("progs/v_fnail.mdl");
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precache_sound ("weapons/pulse/pulse_1.wav");
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precache_sound("weapons/pulse/ric_1.wav");
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precache_sound("weapons/pulse/ric_2.wav");
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precache_sound("weapons/pulse/ric_3.wav");
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// PULSE_GUN_END
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// BEARTRAP
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precache_sound ("weapons/btrap/btrap_1.wav");
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precache_sound ("weapons/btrap/bdrop_1.wav");
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precache_sound ("weapons/btrap/btrap_3.wav");
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precache_model ("progs/beartrap.mdl");
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precache_model ("progs/bearbld.mdl");
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precache_model2 ("progs/beargib1.mdl");
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precache_model2 ("progs/beargib2.mdl");
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precache_model2 ("progs/beargib3.mdl");
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precache_model2 ("progs/beargib4.mdl");
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// EXPLODESHELLS_START
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precache_model2 ("progs/v_eshot.mdl");
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precache_model2 ("progs/v_eshot2.mdl");
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precache_sound ("weapons/explode/expfire1.wav");
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precache_sound ("weapons/explode/expfire2.wav");
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precache_model2 ("progs/x_explo1.spr");
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precache_model2 ("progs/x_explo2.spr");
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// EXPLODESHELLS_END
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// for the Hub map pop respawn
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precache_sound ("items/protect.wav");
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precache_sound ("items/protect2.wav");
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precache_sound ("items/protect3.wav");
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};
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float() crandom =
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{
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return 2*(random() - 0.5);
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};
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/*
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================
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W_FireAxe
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================
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*/
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void() W_FireAxe =
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{
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local vector source;
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local vector org;
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makevectors (self.v_angle);
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source = self.origin + '0 0 16';
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traceline (source, source + v_forward*64, FALSE, self);
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if (trace_fraction == 1.0)
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return;
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org = trace_endpos - v_forward*4;
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if (trace_ent.takedamage)
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{
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trace_ent.axhitme = 1;
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SpawnBlood (org, '0 0 0', 20);
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T_Damage (trace_ent, self, self, 20);
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}
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else
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{ // hit wall
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sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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};
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//============================================================================
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vector() wall_velocity =
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{
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local vector vel;
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vel = normalize (self.velocity);
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vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
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vel = vel + 2*trace_plane_normal;
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vel = vel * 200;
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return vel;
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};
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/*
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================
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SpawnMeatSpray
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================
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*/
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void(vector org, vector vel) SpawnMeatSpray =
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{
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local entity missile, mpuff;
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local vector org;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_NOT;
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makevectors (self.angles);
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missile.velocity = vel;
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missile.velocity_z = missile.velocity_z + 250 + 50*random();
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missile.avelocity = '3000 1000 2000';
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// set missile duration
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missile.nextthink = time + 1;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/zom_gib.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, org);
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// PAINKEEP SPLASH Make this entity splash
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AddToSplash(missile);
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};
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/*
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================
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SpawnBlood
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================
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*/
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void(vector org, vector vel, float damage) SpawnBlood =
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{
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particle (org, vel*0.1, 73, damage*2);
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};
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/*
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================
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spawn_touchblood
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================
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*/
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void(float damage) spawn_touchblood =
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{
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local vector vel;
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vel = wall_velocity () * 0.2;
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SpawnBlood (self.origin + vel*0.01, vel, damage);
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};
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/*
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================
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SpawnChunk
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================
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*/
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void(vector org, vector vel) SpawnChunk =
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{
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particle (org, vel*0.02, 0, 10);
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};
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/*
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==============================================================================
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MULTI-DAMAGE
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Collects multiple small damages into a single damage
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==============================================================================
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*/
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entity multi_ent;
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float multi_damage;
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void() ClearMultiDamage =
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{
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multi_ent = world;
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multi_damage = 0;
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};
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void() ApplyMultiDamage =
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{
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if (!multi_ent)
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return;
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T_Damage (multi_ent, self, self, multi_damage);
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};
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void(entity hit, float damage) AddMultiDamage =
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{
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if (!hit)
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return;
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if (hit != multi_ent)
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{
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ApplyMultiDamage ();
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multi_damage = damage;
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multi_ent = hit;
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}
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else
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multi_damage = multi_damage + damage;
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};
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/*
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==============================================================================
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BULLETS
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==============================================================================
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*/
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// EXPLODESHELLS_START
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void() es_explode1 = [0, es_explode2] {};
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void() es_explode2 = [1, es_explode3] {};
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void() es_explode3 = [2, es_explode4] {};
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void() es_explode4 = [3, es_explode5] {};
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void() es_explode5 = [4, SUB_Remove] {};
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void() BecomeShellExplosion =
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{
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self.movetype = MOVETYPE_NONE;
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self.velocity = '0 0 0';
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self.touch = SUB_Null;
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if(random() < 0.5)
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{
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setmodel (self, "progs/x_explo1.spr");
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}
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else
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{
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setmodel (self, "progs/x_explo2.spr");
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}
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self.solid = SOLID_NOT;
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es_explode1 ();
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};
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void() explodeAttack =
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{
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local float damg;
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damg = 12 + random() * 16;
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if (self.enemy.health)
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{
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T_Damage (self.enemy, self, self.owner, damg );
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}
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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T_RadiusDamage (self, self.owner, 28, self.enemy);
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// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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BecomeShellExplosion ();
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};
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void(float damage, vector dir) TraceExplodeAttack =
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{
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local entity explode;
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explode = spawn();
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explode.origin = trace_endpos - dir * 4;
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explode.owner = self;
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explode.enemy = trace_ent;
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explode.classname = "ExplodeShellsAttack";
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explode.weapon = self.weapon;
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explode.nextthink = time + 0.10 + (random() * 0.75);
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explode.think = explodeAttack;
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};
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void(float shotcount, vector dir, vector spread) FireExplodeShells =
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{
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local vector direction;
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local vector src;
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local float damage;
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if(shotcount >= 2)
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{
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damage = 2;
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}
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else
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{
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damage = 1;
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}
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makevectors(self.v_angle);
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src = self.origin + v_forward*10;
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src_z = self.absmin_z + self.size_z * 0.7;
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while (shotcount > 0)
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{
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direction = dir + crandom() * spread_x * v_right + crandom() * spread_y * v_up;
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traceline (src, src + direction * 2048, FALSE, self);
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if (trace_fraction != 1.0)
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TraceExplodeAttack (damage, direction);
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shotcount = shotcount - 1;
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}
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};
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// EXPLODESHELLS_END
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/*
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================
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TraceAttack
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================
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*/
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void(float damage, vector dir) TraceAttack =
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{
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local vector vel, org;
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vel = normalize(dir + v_up*crandom() + v_right*crandom());
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vel = vel + 2*trace_plane_normal;
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vel = vel * 200;
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org = trace_endpos - dir*4;
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if (trace_ent.takedamage)
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{
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SpawnBlood (org, vel*0.2, damage);
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AddMultiDamage (trace_ent, damage);
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}
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else
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_GUNSHOT);
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WriteCoord (MSG_BROADCAST, org_x);
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WriteCoord (MSG_BROADCAST, org_y);
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WriteCoord (MSG_BROADCAST, org_z);
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}
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};
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/*
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================
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FireBullets
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Used by shotgun, super shotgun, and enemy soldier firing
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void(float shotcount, vector dir, vector spread) FireBullets =
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{
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local vector direction;
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local vector src;
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makevectors(self.v_angle);
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src = self.origin + v_forward*10;
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src_z = self.absmin_z + self.size_z * 0.7;
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ClearMultiDamage ();
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|
while (shotcount > 0)
|
|
{
|
|
direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
|
|
|
|
traceline (src, src + direction*2048, FALSE, self);
|
|
if (trace_fraction != 1.0)
|
|
TraceAttack (4, direction);
|
|
|
|
shotcount = shotcount - 1;
|
|
}
|
|
ApplyMultiDamage ();
|
|
};
|
|
|
|
/*
|
|
================
|
|
W_FireShotgun
|
|
================
|
|
*/
|
|
void() W_FireShotgun =
|
|
{
|
|
local vector dir;
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
// EXPLODESHELLS_START
|
|
if(self.pk_explode_ammo) {
|
|
sound (self, CHAN_WEAPON, "weapons/explode/expfire1.wav", 1, ATTN_NORM);
|
|
self.currentammo = self.pk_explode_ammo = self.pk_explode_ammo - 1;
|
|
dir = aim (self, 100000);
|
|
FireExplodeShells((random() * 3) + 3, dir, '0.09 0.06 0');
|
|
|
|
// if run of out explode, switch to normal shells.
|
|
if(self.pk_explode_ammo == 0) {
|
|
self.currentammo = self.ammo_shells;
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
|
|
} else {
|
|
sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 1;
|
|
dir = aim (self, 100000);
|
|
FireBullets (6, dir, '0.04 0.04 0');
|
|
}
|
|
// EXPLODESHELLS_END
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
W_FireSuperShotgun
|
|
================
|
|
*/
|
|
void() W_FireSuperShotgun =
|
|
{
|
|
local vector dir;
|
|
|
|
if (self.currentammo == 1)
|
|
{
|
|
W_FireShotgun ();
|
|
return;
|
|
}
|
|
|
|
self.punchangle_x = -4;
|
|
|
|
// EXPLODESHELLS_START
|
|
if(self.pk_explode_ammo) {
|
|
sound (self, CHAN_WEAPON, "weapons/explode/expfire2.wav", 1, ATTN_NORM);
|
|
self.currentammo = self.pk_explode_ammo = self.pk_explode_ammo - 2;
|
|
dir = aim (self, 100000);
|
|
FireExplodeShells((random() * 4) + 6, dir, '0.14 0.08 0');
|
|
|
|
// if run of out explode, switch to normal shells.
|
|
if(self.pk_explode_ammo == 0) {
|
|
self.currentammo = self.ammo_shells;
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
|
|
} else {
|
|
sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
|
|
self.currentammo = self.ammo_shells = self.ammo_shells - 2;
|
|
dir = aim (self, 100000);
|
|
FireBullets (14, dir, '0.14 0.08 0');
|
|
}
|
|
// EXPLODESHELLS_END
|
|
};
|
|
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
ROCKETS
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
void() s_explode1 = [0, s_explode2] {};
|
|
void() s_explode2 = [1, s_explode3] {};
|
|
void() s_explode3 = [2, s_explode4] {};
|
|
void() s_explode4 = [3, s_explode5] {};
|
|
void() s_explode5 = [4, s_explode6] {};
|
|
void() s_explode6 = [5, SUB_Remove] {};
|
|
|
|
void() BecomeExplosion =
|
|
{
|
|
self.movetype = MOVETYPE_NONE;
|
|
self.velocity = '0 0 0';
|
|
self.touch = SUB_Null;
|
|
setmodel (self, "progs/s_explod.spr");
|
|
self.solid = SOLID_NOT;
|
|
s_explode1 ();
|
|
};
|
|
|
|
void() T_MissileTouch =
|
|
{
|
|
local float damg;
|
|
|
|
if (other == self.owner)
|
|
return; // don't explode on owner
|
|
|
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
|
{
|
|
remove(self);
|
|
return;
|
|
}
|
|
|
|
damg = 100 + random()*20;
|
|
|
|
if (other.health)
|
|
{
|
|
if (other.classname == "monster_shambler")
|
|
damg = damg * 0.5; // mostly immune
|
|
T_Damage (other, self, self.owner, damg );
|
|
}
|
|
|
|
// don't do radius damage to the other, because all the damage
|
|
// was done in the impact
|
|
T_RadiusDamage (self, self.owner, 120, other);
|
|
|
|
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
|
|
self.origin = self.origin - 8*normalize(self.velocity);
|
|
|
|
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);
|
|
|
|
BecomeExplosion ();
|
|
};
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
W_FireRocket
|
|
================
|
|
*/
|
|
void() W_FireRocket =
|
|
{
|
|
local entity missile, mpuff;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = MOVETYPE_FLYMISSILE;
|
|
missile.solid = SOLID_BBOX;
|
|
missile.classname = "missile";
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
missile.velocity = aim(self, 1000);
|
|
missile.velocity = missile.velocity * 1000;
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
missile.touch = T_MissileTouch;
|
|
|
|
// set missile duration
|
|
missile.nextthink = time + 5;
|
|
missile.think = SUB_Remove;
|
|
|
|
setmodel (missile, "progs/missile.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
setorigin (missile, self.origin + v_forward*8 + '0 0 16');
|
|
|
|
// PAINKEEP SPLASH Make this entity splash
|
|
AddToSplash(missile);
|
|
// PAINKEEP Correct death message info
|
|
missile.weapon = self.weapon;
|
|
};
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
LIGHTNING
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
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)
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
T_Damage (trace_ent, from, 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)
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
T_Damage (trace_ent, from, from, damage);
|
|
}
|
|
e2 = trace_ent;
|
|
|
|
traceline (p1 - f, p2 - f, FALSE, self);
|
|
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
|
|
{
|
|
particle (trace_endpos, '0 0 100', 225, damage*4);
|
|
T_Damage (trace_ent, from, from, damage);
|
|
}
|
|
};
|
|
|
|
|
|
void() W_FireLightning =
|
|
{
|
|
local vector org;
|
|
local float cells;
|
|
|
|
if (self.ammo_cells < 1)
|
|
{
|
|
self.weapon = W_BestWeapon ();
|
|
// PAINKEEP_START
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
// PAINKEEP_END
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
|
|
// explode if under water
|
|
if (self.waterlevel > 1)
|
|
{
|
|
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;
|
|
}
|
|
self.punchangle_x = -2;
|
|
|
|
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_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
|
|
WriteEntity (MSG_BROADCAST, self);
|
|
WriteCoord (MSG_BROADCAST, org_x);
|
|
WriteCoord (MSG_BROADCAST, org_y);
|
|
WriteCoord (MSG_BROADCAST, org_z);
|
|
WriteCoord (MSG_BROADCAST, trace_endpos_x);
|
|
WriteCoord (MSG_BROADCAST, trace_endpos_y);
|
|
WriteCoord (MSG_BROADCAST, trace_endpos_z);
|
|
|
|
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
void() GrenadeExplode =
|
|
{
|
|
T_RadiusDamage (self, self.owner, 120, world);
|
|
|
|
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);
|
|
|
|
BecomeExplosion ();
|
|
};
|
|
|
|
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 =
|
|
{
|
|
local entity missile, mpuff;
|
|
|
|
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
|
|
|
self.punchangle_x = -2;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = MOVETYPE_BOUNCE;
|
|
missile.solid = SOLID_BBOX;
|
|
missile.classname = "grenade";
|
|
|
|
// set missile speed
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
if (self.v_angle_x)
|
|
missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
|
else
|
|
{
|
|
missile.velocity = aim(self, 10000);
|
|
missile.velocity = missile.velocity * 600;
|
|
missile.velocity_z = 200;
|
|
}
|
|
|
|
missile.avelocity = '300 300 300';
|
|
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
missile.touch = GrenadeTouch;
|
|
|
|
// set missile duration
|
|
missile.nextthink = time + 2.5;
|
|
missile.think = GrenadeExplode;
|
|
|
|
setmodel (missile, "progs/grenade.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
setorigin (missile, self.origin);
|
|
|
|
// PAINKEEP SPLASH Make this entity splash
|
|
AddToSplash(missile);
|
|
|
|
missile.weapon = self.weapon;
|
|
};
|
|
|
|
|
|
//=============================================================================
|
|
|
|
void() spike_touch;
|
|
void() superspike_touch;
|
|
// PULSE_GUN_START
|
|
void() pulse_touch;
|
|
// PULSE_GUN_END
|
|
|
|
/*
|
|
===============
|
|
launch_spike
|
|
|
|
Used for both the player and the ogre
|
|
===============
|
|
*/
|
|
void(vector org, vector dir) launch_spike =
|
|
{
|
|
newmis = spawn ();
|
|
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;
|
|
|
|
// PAINKEEP SPLASH Make this entity splash
|
|
AddToSplash(newmis);
|
|
// PAINKEEP Correct death message info
|
|
newmis.weapon = self.weapon;
|
|
};
|
|
|
|
void() W_FireSuperSpikes =
|
|
{
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
|
|
self.attack_finished = time + 0.2;
|
|
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);
|
|
self.punchangle_x = -2;
|
|
};
|
|
|
|
|
|
// PULSE_GUN_START
|
|
.entity theowner; // .owner replacement
|
|
void(float ox) W_FirePulseSpikes =
|
|
{
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
makevectors(self.v_angle);
|
|
sound (self, CHAN_WEAPON, "weapons/pulse/pulse_1.wav", 1, ATTN_NORM);
|
|
//self.attack_finished = time + 0.4;
|
|
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
|
|
dir = aim (self, 1000);
|
|
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
|
|
newmis.touch = pulse_touch;
|
|
newmis.theowner = self;
|
|
setmodel (newmis, "progs/pnail.mdl");
|
|
newmis.angles = vectoangles(dir);
|
|
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
|
self.punchangle_x = -2;
|
|
|
|
// time limit
|
|
newmis.think = SUB_Remove;
|
|
newmis.nextthink = time + 2.0;
|
|
};
|
|
|
|
void(float ox) W_FireSpikes =
|
|
{
|
|
local vector dir;
|
|
local entity old;
|
|
|
|
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 ();
|
|
// PAINKEEP_START
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
// PAINKEEP_END
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
W_FirePulseSpikes(ox);
|
|
};
|
|
// PULSE_GUN_END
|
|
|
|
|
|
|
|
.float hit_z;
|
|
void() spike_touch =
|
|
{
|
|
local float rand;
|
|
if (other == self.owner)
|
|
return;
|
|
|
|
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);
|
|
T_Damage (other, self, self.owner, 9);
|
|
}
|
|
else
|
|
{
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
|
|
if (self.classname == "wizspike")
|
|
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
|
|
else if (self.classname == "knightspike")
|
|
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
|
|
else
|
|
WriteByte (MSG_BROADCAST, TE_SPIKE);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
}
|
|
|
|
remove(self);
|
|
|
|
};
|
|
|
|
void() superspike_touch =
|
|
{
|
|
local float rand;
|
|
if (other == self.owner)
|
|
return;
|
|
|
|
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);
|
|
T_Damage (other, self, self.owner, 18);
|
|
}
|
|
else
|
|
{
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
}
|
|
|
|
remove(self);
|
|
|
|
};
|
|
|
|
// PULSE_GUN_START
|
|
/*
|
|
rebound the pulse spike
|
|
*/
|
|
void() pulse_rebound =
|
|
{
|
|
self.velocity = normalize(self.velocity) * 1000;
|
|
self.movetype = MOVETYPE_FLYMISSILE;
|
|
self.angles = vectoangles(self.velocity);
|
|
self.think = SUB_Remove;
|
|
self.nextthink = self.ltime;
|
|
|
|
// we want to hurt the owner now...
|
|
self.owner = world;
|
|
};
|
|
|
|
void() pulse_touch =
|
|
{
|
|
local float rand;
|
|
|
|
// owner protected? hahahaha
|
|
//if (other == self.owner)
|
|
// return;
|
|
|
|
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 (27);
|
|
self.owner = self.theowner;
|
|
T_Damage (other, self, self.owner, 27);
|
|
}
|
|
else
|
|
{
|
|
// play ricochet sound
|
|
rand = random() * 100;
|
|
if (rand < 33)
|
|
sound (self, CHAN_AUTO, "weapons/pulse/ric_1.wav", 1, ATTN_NORM);
|
|
else if (rand < 66)
|
|
sound (self, CHAN_AUTO, "weapons/pulse/ric_2.wav", 1, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_AUTO, "weapons/pulse/ric_3.wav", 1, ATTN_NORM);
|
|
|
|
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
|
|
WriteCoord (MSG_BROADCAST, self.origin_x);
|
|
WriteCoord (MSG_BROADCAST, self.origin_y);
|
|
WriteCoord (MSG_BROADCAST, self.origin_z);
|
|
|
|
// rebound
|
|
self.movetype = MOVETYPE_BOUNCE;
|
|
self.think = pulse_rebound;
|
|
self.ltime = self.nextthink;
|
|
self.nextthink = time + 0.1;
|
|
return;
|
|
}
|
|
|
|
remove(self);
|
|
};
|
|
|
|
// PULSE_GUN_END
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PLAYER WEAPON USE
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
void() W_SetCurrentAmmo =
|
|
{
|
|
player_run (); // get out of any weapon firing states
|
|
|
|
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
|
|
|
|
// PAINKEEP_START
|
|
// PAINKEEP_PREVWEAPON_START
|
|
if ((self.prevweapon != self.weapon) || (self.pkprevweapon != self.pk_currentitem) || (self.forcewchange == 1))
|
|
{
|
|
self.lastweapon = self.prevweapon;
|
|
self.prevweapon = self.weapon;
|
|
self.pklastweapon = self.pkprevweapon;
|
|
self.pkprevweapon = self.pk_currentitem;
|
|
self.forcewchange = FALSE;
|
|
}
|
|
// PAINKEEP_PREVWEAPON_END
|
|
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "You have selected the ");
|
|
|
|
if (self.weapon == IT_AXE)
|
|
{
|
|
if(self.pk_currentitem == PK_IT_AXE)
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Axe\n");
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_GRAVITYWELL)
|
|
{
|
|
self.currentammo = self.pk_gravitywellammo;
|
|
self.weaponmodel = "progs/v_cube.mdl";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Gravity Well\n");
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_TURRET)
|
|
{
|
|
self.currentammo = self.pk_turretammo;
|
|
self.weaponmodel = "progs/v_turret.mdl";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "AutoSentry\n");
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_CANPAB)
|
|
{
|
|
self.currentammo = self.pk_canpabammo;
|
|
self.weaponmodel = "progs/v_beans.mdl";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Can of Pork & Beans\n");
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_GRAPGUN)
|
|
{
|
|
// GRAPPLING_START
|
|
self.currentammo = 1;
|
|
self.weaponmodel = "progs/v_harp.mdl";
|
|
|
|
if(self.grap_cornerchainNext != world)
|
|
{
|
|
self.weaponframe = 8;
|
|
}
|
|
else
|
|
{
|
|
self.weaponframe = 0;
|
|
}
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Harpoon Gun\n");
|
|
// GRAPPLING_END
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_BEARTRAP)
|
|
{
|
|
self.currentammo = self.pk_beartrapammo;
|
|
self.weaponmodel = "progs/v_bear.mdl";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Beartrap\n");
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_AIRGUN)
|
|
{
|
|
self.currentammo = 1;
|
|
self.weaponmodel = "progs/v_airgun.mdl";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "AirFist\n");
|
|
}
|
|
// BOLT_START
|
|
else if(self.pk_currentitem == PK_IT_CLIGHT)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
if(self.bolt_changeModelTimeout < time)
|
|
{
|
|
self.weaponmodel = "progs/v_cl_off.mdl";
|
|
}
|
|
else
|
|
{
|
|
self.weaponmodel = "progs/v_cl_on.mdl";
|
|
}
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_CELLS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Chain Thunderbolt\n");
|
|
}
|
|
// BOLT_END
|
|
}
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
// EXPLODESHELLS_START
|
|
if(self.pk_explode_ammo) {
|
|
self.currentammo = self.pk_explode_ammo;
|
|
self.weaponmodel = "progs/v_eshot.mdl";
|
|
|
|
} else {
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
}
|
|
// EXPLODESHELLS_END
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_SHELLS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Shotgun\n");
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
// EXPLODESHELLS_START
|
|
if(self.pk_explode_ammo) {
|
|
self.currentammo = self.pk_explode_ammo;
|
|
self.weaponmodel = "progs/v_eshot2.mdl";
|
|
|
|
} else {
|
|
self.currentammo = self.ammo_shells;
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
}
|
|
// EXPLODESHELLS_END
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_SHELLS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Super Shotgun\n");
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
// PULSE_GUN_START
|
|
self.weaponmodel = "progs/v_fnail.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_NAILS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Pulse Rifle\n");
|
|
// PULSE_GUN_END
|
|
}
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
self.currentammo = self.ammo_nails;
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_NAILS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Super Nailgun\n");
|
|
}
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_ROCKETS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Grenade Launcher\n");
|
|
}
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
{
|
|
self.currentammo = self.ammo_rockets;
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_ROCKETS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Rocket Launcher\n");
|
|
}
|
|
else if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
self.currentammo = self.ammo_cells;
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.weaponframe = 0;
|
|
self.items = self.items | IT_CELLS;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "Thunderbolt\n");
|
|
}
|
|
else
|
|
{
|
|
self.currentammo = 0;
|
|
self.weaponmodel = "";
|
|
self.weaponframe = 0;
|
|
if (self.items & IT_INVISIBILITY)
|
|
sprint(self, "An Unknown Weapon???\n");
|
|
}
|
|
// PAINKEEP_END
|
|
};
|
|
|
|
float() W_BestWeapon =
|
|
{
|
|
local float it;
|
|
|
|
it = self.items;
|
|
|
|
// PAINKEEP_START
|
|
if(self.waterlevel <= 1 && self.ammo_cells >= 2 && (self.pk_items & PK_IT_CLIGHT))
|
|
return IT_AXE;
|
|
// PAINKEEP_END
|
|
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
|
|
return IT_LIGHTNING;
|
|
if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
|
|
return IT_SUPER_NAILGUN;
|
|
// EXPLODESHELLS_START
|
|
if((self.ammo_shells >= 2 || self.pk_explode_ammo >= 2) && (it & IT_SUPER_SHOTGUN) )
|
|
// EXPLODESHELLS_END
|
|
return IT_SUPER_SHOTGUN;
|
|
if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
|
|
return IT_NAILGUN;
|
|
// EXPLODESHELLS_START
|
|
if((self.ammo_shells >= 1 || self.pk_explode_ammo >= 1) && (it & IT_SHOTGUN) )
|
|
// EXPLODESHELLS_END
|
|
return IT_SHOTGUN;
|
|
// PAINKEEP_START
|
|
if (self.pk_items & PK_IT_AIRGUN)
|
|
return IT_AXE;
|
|
// PAINKEEP_END
|
|
return IT_AXE;
|
|
};
|
|
|
|
// PAINKEEP_START
|
|
float() W_BestPKWeapon =
|
|
{
|
|
if(self.weapon == IT_AXE)
|
|
{
|
|
if(self.waterlevel <= 1 && self.ammo_cells >= 2 && (self.pk_items & PK_IT_CLIGHT))
|
|
return PK_IT_CLIGHT;
|
|
if(self.pk_items & PK_IT_AIRGUN)
|
|
return PK_IT_AIRGUN;
|
|
}
|
|
|
|
return PK_IT_AXE;
|
|
};
|
|
// PAINKEEP_END
|
|
|
|
float() W_CheckNoAmmo =
|
|
{
|
|
if (self.currentammo > 0)
|
|
return TRUE;
|
|
|
|
// PAINKEEP_START
|
|
if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_AXE)
|
|
return TRUE;
|
|
// PAINKEEP_END
|
|
|
|
self.weapon = W_BestWeapon ();
|
|
// PAINKEEP_START
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
// PAINKEEP_END
|
|
|
|
W_SetCurrentAmmo ();
|
|
|
|
// drop the weapon down
|
|
return FALSE;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_Attack
|
|
|
|
An attack impulse can be triggered now
|
|
============
|
|
*/
|
|
void() player_axe1;
|
|
void() player_axeb1;
|
|
void() player_axec1;
|
|
void() player_axed1;
|
|
void() player_shot1;
|
|
void() player_nail1;
|
|
// PULSE_GUN_START
|
|
void() player_supernail1;
|
|
// PULSE_GUN_END
|
|
void() player_light1;
|
|
void() player_rocket1;
|
|
|
|
// BOLT_START
|
|
void() player_bolt1;
|
|
// BOLT_END
|
|
|
|
// COPB_START
|
|
|
|
void() copb_eatCan;
|
|
// COPB_END
|
|
|
|
void() W_Attack =
|
|
{
|
|
local float r;
|
|
|
|
if (!W_CheckNoAmmo ())
|
|
return;
|
|
|
|
makevectors (self.v_angle); // calculate forward angle for velocity
|
|
self.show_hostile = time + 1; // wake monsters up
|
|
|
|
if (self.weapon == IT_AXE)
|
|
{
|
|
// PAINKEEP_START
|
|
if(self.pk_currentitem == PK_IT_AXE)
|
|
{
|
|
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
|
|
r = random();
|
|
if (r < 0.25)
|
|
player_axe1 ();
|
|
else if (r<0.5)
|
|
player_axeb1 ();
|
|
else if (r<0.75)
|
|
player_axec1 ();
|
|
else
|
|
player_axed1 ();
|
|
self.attack_finished = time + 0.5;
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_GRAVITYWELL)
|
|
{
|
|
// drop Gravity Well
|
|
drop_gravity();
|
|
self.pk_gravitywellammo = self.pk_gravitywellammo - 1;
|
|
|
|
self.attack_finished = time + 0.5;
|
|
|
|
// check if run out, change to bestweapon then.
|
|
if(self.pk_gravitywellammo < 1)
|
|
{
|
|
self.pk_currentInventory = PK_IT_AXE;
|
|
self.weapon = W_BestWeapon ();
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_TURRET)
|
|
{
|
|
// Drop Turret
|
|
turret_dropTurret();
|
|
self.currentammo = self.pk_turretammo = self.pk_turretammo - 1;
|
|
|
|
self.attack_finished = time + 0.5;
|
|
if(self.pk_turretammo < 1)
|
|
{
|
|
self.pk_currentInventory = PK_IT_AXE;
|
|
self.weapon = W_BestWeapon ();
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_CANPAB)
|
|
{
|
|
if (self.health > 249)
|
|
return;
|
|
|
|
// Open can of pork & beans
|
|
// COPB_START
|
|
copb_eatCan();
|
|
self.pk_canpabammo = self.pk_canpabammo - 1;
|
|
// COPB_END
|
|
|
|
self.attack_finished = time + 0.5;
|
|
if(self.pk_canpabammo < 1)
|
|
{
|
|
self.pk_currentInventory = PK_IT_AXE;
|
|
self.weapon = W_BestWeapon ();
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_GRAPGUN)
|
|
{
|
|
// Fire grappling gun
|
|
// GRAPPLING_START
|
|
grap_fire();
|
|
// GRAPPLING_END
|
|
}
|
|
// BEARTRAP_START
|
|
else if(self.pk_currentitem == PK_IT_BEARTRAP)
|
|
{
|
|
// Drop bear trap
|
|
beartrap_dropBearTrap();
|
|
self.currentammo = self.pk_beartrapammo = self.pk_beartrapammo - 1;
|
|
|
|
self.attack_finished = time + 0.5;
|
|
if(self.pk_beartrapammo < 1)
|
|
{
|
|
self.pk_currentInventory = PK_IT_AXE;
|
|
self.weapon = W_BestWeapon ();
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
}
|
|
// BEARTRAP_END
|
|
else if(self.pk_currentitem == PK_IT_AIRGUN)
|
|
{
|
|
// Fire the AirFist weapon
|
|
launch_horn();
|
|
}
|
|
else if(self.pk_currentitem == PK_IT_CLIGHT)
|
|
{
|
|
// Fire chain ligthning gun
|
|
// BOLT_START
|
|
self.weaponmodel = "progs/v_cl_on.mdl"; // change to fire model...
|
|
player_bolt1();
|
|
self.attack_finished = time + 0.1;
|
|
// BOLT_END
|
|
}
|
|
// PAINKEEP_END
|
|
}
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
player_shot1 ();
|
|
W_FireShotgun ();
|
|
self.attack_finished = time + 0.5;
|
|
}
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
player_shot1 ();
|
|
W_FireSuperShotgun ();
|
|
self.attack_finished = time + 0.7;
|
|
}
|
|
else if (self.weapon == IT_NAILGUN)
|
|
{
|
|
player_nail1 ();
|
|
}
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
{
|
|
// PULSE_GUN_START
|
|
player_supernail1 ();
|
|
// PULSE_GUN_END
|
|
}
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
{
|
|
player_rocket1();
|
|
W_FireGrenade();
|
|
self.attack_finished = time + 0.6;
|
|
}
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
{
|
|
player_rocket1();
|
|
W_FireRocket();
|
|
self.attack_finished = time + 0.8;
|
|
}
|
|
else if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
player_light1();
|
|
self.attack_finished = time + 0.1;
|
|
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
}
|
|
};
|
|
|
|
// PAINKEEP_START
|
|
|
|
/*
|
|
============
|
|
HasAmmo
|
|
|
|
New for PainKeep, makes things a whole lot simplier
|
|
============
|
|
*/
|
|
|
|
float(float weaponnum, float pknum) HasAmmo =
|
|
{
|
|
if (weaponnum == IT_AXE)
|
|
{
|
|
if (pknum == PK_IT_CLIGHT)
|
|
{
|
|
if (self.ammo_cells < 2)
|
|
return FALSE;
|
|
}
|
|
else if (pknum == PK_IT_GRAVITYWELL)
|
|
{
|
|
if(self.pk_gravitywellammo < 1)
|
|
return FALSE;
|
|
}
|
|
else if (pknum == PK_IT_TURRET)
|
|
{
|
|
if(self.pk_turretammo < 1)
|
|
return FALSE;
|
|
}
|
|
else if (pknum == PK_IT_BEARTRAP)
|
|
{
|
|
if(self.pk_beartrapammo < 1)
|
|
return FALSE;
|
|
}
|
|
else if (pknum == PK_IT_CANPAB)
|
|
{
|
|
if(self.pk_canpabammo < 1)
|
|
return FALSE;
|
|
}
|
|
}
|
|
else if (weaponnum == IT_SHOTGUN)
|
|
{
|
|
// EXPLODESHELLS_START
|
|
if (self.ammo_shells < 1 && self.pk_explode_ammo < 1)
|
|
// EXPLODESHELLS_END
|
|
return FALSE;
|
|
}
|
|
else if (weaponnum == IT_SUPER_SHOTGUN)
|
|
{
|
|
// EXPLODESHELLS_START
|
|
if (self.ammo_shells < 2 && self.pk_explode_ammo < 2)
|
|
// EXPLODESHELLS_END
|
|
return FALSE;
|
|
}
|
|
else if (weaponnum == IT_NAILGUN)
|
|
{
|
|
if (self.ammo_nails < 1)
|
|
return FALSE;
|
|
}
|
|
else if (weaponnum == IT_SUPER_NAILGUN)
|
|
{
|
|
if (self.ammo_nails < 2)
|
|
return FALSE;
|
|
}
|
|
else if (weaponnum == IT_GRENADE_LAUNCHER)
|
|
{
|
|
if (self.ammo_rockets < 1)
|
|
return FALSE;
|
|
}
|
|
else if (weaponnum == IT_ROCKET_LAUNCHER)
|
|
{
|
|
if (self.ammo_rockets < 1)
|
|
return FALSE;
|
|
}
|
|
else if (weaponnum == IT_LIGHTNING)
|
|
{
|
|
if (self.ammo_cells < 1)
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
};
|
|
|
|
/*
|
|
============
|
|
CanSelect
|
|
|
|
New for PainKeep, makes things a whole lot simplier
|
|
============
|
|
*/
|
|
|
|
float(float weaponnum, float pknum) CanSelect =
|
|
{
|
|
// First, check that we have the weapon
|
|
if (!self.items & weaponnum)
|
|
return FALSE;
|
|
|
|
if (weaponnum == IT_AXE && !(self.pk_items & pknum))
|
|
return FALSE;
|
|
|
|
local float am;
|
|
am = HasAmmo(weaponnum, pknum);
|
|
|
|
return am;
|
|
};
|
|
|
|
// PAINKEEP_END
|
|
|
|
|
|
|
|
// PAINKEEP_START
|
|
void() pk_ChangeWeapon =
|
|
{
|
|
if(self.impulse == 30)
|
|
{
|
|
if(!(self.pk_items & PK_IT_AIRGUN))
|
|
return;
|
|
|
|
self.pk_currentitem = PK_IT_AIRGUN;
|
|
}
|
|
else if(self.impulse == 31 || self.impulse == 21 || self.impulse == 22)
|
|
{
|
|
if(!(self.pk_items & PK_IT_GRAPGUN))
|
|
return;
|
|
|
|
self.pk_currentitem = PK_IT_GRAPGUN;
|
|
}
|
|
else if(self.impulse == 32)
|
|
{
|
|
if(self.ammo_cells < 2 || !(self.pk_items & PK_IT_CLIGHT))
|
|
return;
|
|
|
|
self.pk_currentitem = PK_IT_CLIGHT;
|
|
}
|
|
else if(self.impulse == 33)
|
|
{
|
|
if(self.pk_gravitywellammo < 1)
|
|
return;
|
|
|
|
self.pk_currentInventory = self.pk_currentitem = PK_IT_GRAVITYWELL;
|
|
}
|
|
else if(self.impulse == 34)
|
|
{
|
|
if(self.pk_beartrapammo < 1)
|
|
return;
|
|
|
|
self.pk_currentInventory = self.pk_currentitem = PK_IT_BEARTRAP;
|
|
}
|
|
else if(self.impulse == 35)
|
|
{
|
|
if(self.pk_turretammo < 1)
|
|
return;
|
|
|
|
self.pk_currentInventory = self.pk_currentitem = PK_IT_TURRET;
|
|
}
|
|
else if(self.impulse == 36)
|
|
{
|
|
if(self.pk_canpabammo < 1)
|
|
return;
|
|
|
|
self.pk_currentInventory = self.pk_currentitem = PK_IT_CANPAB;
|
|
}
|
|
else if(self.impulse == 37)
|
|
{
|
|
self.pk_currentInventory = self.pk_currentitem = PK_IT_AXE;
|
|
}
|
|
else
|
|
{ // print the current inventory items out.
|
|
msg_entity = self;
|
|
WriteByte(MSG_ONE, SVC_CENTERPRINT);
|
|
|
|
// '\n\n\n\n\nYou Have:\nGravity Wells : '
|
|
WriteB3(MSG_ONE, 657930);
|
|
WriteB3(MSG_ONE, 5835274);
|
|
WriteB3(MSG_ONE, 2127215);
|
|
WriteB3(MSG_ONE, 7758152);
|
|
WriteB3(MSG_ONE, 670309);
|
|
WriteB3(MSG_ONE, 6386247);
|
|
WriteB3(MSG_ONE, 7629174);
|
|
WriteB3(MSG_ONE, 5709945);
|
|
WriteB3(MSG_ONE, 7105637);
|
|
WriteB3(MSG_ONE, 3809395);
|
|
WriteB3(MSG_ONE, 32);
|
|
|
|
WriteBFloat(MSG_ONE, self.pk_gravitywellammo);
|
|
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
|
|
// '\nAutoSentry's : '
|
|
WriteB3(MSG_ONE, 7684362);
|
|
WriteB3(MSG_ONE, 5468020);
|
|
WriteB3(MSG_ONE, 7630437);
|
|
WriteB3(MSG_ONE, 2586994);
|
|
WriteB3(MSG_ONE, 3809395);
|
|
WriteB3(MSG_ONE, 32);
|
|
|
|
WriteBFloat(MSG_ONE, self.pk_turretammo);
|
|
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
|
|
// '\nCan Of Pork & Beens : '
|
|
WriteB3(MSG_ONE, 6374154);
|
|
WriteB3(MSG_ONE, 5185646);
|
|
WriteB3(MSG_ONE, 5251174);
|
|
WriteB3(MSG_ONE, 7041647);
|
|
WriteB3(MSG_ONE, 2106912);
|
|
WriteB3(MSG_ONE, 6645058);
|
|
WriteB3(MSG_ONE, 2126702);
|
|
WriteB3(MSG_ONE, 8250);
|
|
|
|
WriteBFloat(MSG_ONE, self.pk_canpabammo);
|
|
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
|
|
// '\nBear Traps : '
|
|
WriteB3(MSG_ONE, 6636042);
|
|
WriteB3(MSG_ONE, 2126433);
|
|
WriteB3(MSG_ONE, 6386260);
|
|
WriteB3(MSG_ONE, 2126704);
|
|
WriteB3(MSG_ONE, 8250);
|
|
|
|
WriteBFloat(MSG_ONE, self.pk_beartrapammo);
|
|
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
|
|
// '\nExploding Shells : '
|
|
WriteB3(MSG_ONE, 7881994);
|
|
WriteB3(MSG_ONE, 7302256);
|
|
WriteB3(MSG_ONE, 7235940);
|
|
WriteB3(MSG_ONE, 5447783);
|
|
WriteB3(MSG_ONE, 7103848);
|
|
WriteB3(MSG_ONE, 2126700);
|
|
WriteB3(MSG_ONE, 8250);
|
|
|
|
WriteBFloat(MSG_ONE, self.pk_explode_ammo);
|
|
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
|
|
// '\n'
|
|
WriteB3(MSG_ONE, 10);
|
|
|
|
if(self.pk_items & PK_IT_GRAPGUN)
|
|
{
|
|
// 'Harpoon Gun '
|
|
WriteB3(MSG_ONE, 7496008);
|
|
WriteB3(MSG_ONE, 7303024);
|
|
WriteB3(MSG_ONE, 4661358);
|
|
WriteB3(MSG_ONE, 2125429);
|
|
WriteB3(MSG_ONE, 32);
|
|
}
|
|
else
|
|
{
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 32);
|
|
}
|
|
|
|
if(self.pk_items & PK_IT_AIRGUN)
|
|
{
|
|
// 'AirFist '
|
|
WriteB3(MSG_ONE, 7498049);
|
|
WriteB3(MSG_ONE, 7563590);
|
|
WriteB3(MSG_ONE, 2105460);
|
|
WriteB3(MSG_ONE, 32);
|
|
}
|
|
else
|
|
{
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 32);
|
|
}
|
|
|
|
if(self.pk_items & PK_IT_CLIGHT)
|
|
{
|
|
// 'Chain Thunderbolt '
|
|
WriteB3(MSG_ONE, 6383683);
|
|
WriteB3(MSG_ONE, 2125417);
|
|
WriteB3(MSG_ONE, 7694420);
|
|
WriteB3(MSG_ONE, 6644846);
|
|
WriteB3(MSG_ONE, 7299698);
|
|
WriteB3(MSG_ONE, 2126956);
|
|
}
|
|
else
|
|
{
|
|
// ' '
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
WriteB3(MSG_ONE, 2105376);
|
|
}
|
|
|
|
WriteByte(MSG_ONE, 0);
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set weapon, set ammo
|
|
//
|
|
self.weapon = IT_AXE;
|
|
self.forcewchange = TRUE;
|
|
W_SetCurrentAmmo ();
|
|
};
|
|
|
|
|
|
void() pk_cycleObjects =
|
|
{
|
|
while (1)
|
|
{
|
|
if(self.pk_currentitem == PK_IT_AXE)
|
|
self.pk_currentitem = PK_IT_GRAVITYWELL;
|
|
else if(self.pk_currentitem == PK_IT_GRAVITYWELL)
|
|
self.pk_currentitem = PK_IT_TURRET;
|
|
else if(self.pk_currentitem == PK_IT_TURRET)
|
|
self.pk_currentitem = PK_IT_BEARTRAP;
|
|
else if(self.pk_currentitem == PK_IT_BEARTRAP)
|
|
self.pk_currentitem = PK_IT_CANPAB;
|
|
else if(self.pk_currentitem == PK_IT_CANPAB)
|
|
self.pk_currentitem = PK_IT_AXE;
|
|
else
|
|
return; // get's here when the currentitem == a normal pk weapon
|
|
|
|
if (HasAmmo(IT_AXE, self.pk_currentitem))
|
|
{
|
|
self.pk_currentInventory = self.pk_currentitem;
|
|
return;
|
|
}
|
|
}
|
|
};
|
|
// PAINKEEP_END
|
|
|
|
|
|
/*
|
|
============
|
|
W_ChangeWeapon
|
|
|
|
============
|
|
*/
|
|
void() W_ChangeWeapon =
|
|
{
|
|
local float am, fl, fl2;
|
|
|
|
am = 0;
|
|
fl2 = 0;
|
|
|
|
if (self.impulse == 1)
|
|
{
|
|
fl = IT_AXE;
|
|
|
|
// PAINKEEP_START
|
|
if(self.weapon == IT_AXE)
|
|
{ // if already selected axe.
|
|
|
|
// toggle through all the objects we have.
|
|
pk_cycleObjects();
|
|
}
|
|
|
|
// select the current inventory item
|
|
fl2 = self.pk_currentInventory;
|
|
// PAINKEEP_END
|
|
}
|
|
else if (self.impulse == 2)
|
|
fl = IT_SHOTGUN;
|
|
else if (self.impulse == 3)
|
|
fl = IT_SUPER_SHOTGUN;
|
|
else if (self.impulse == 4)
|
|
fl = IT_NAILGUN;
|
|
else if (self.impulse == 5)
|
|
fl = IT_SUPER_NAILGUN;
|
|
else if (self.impulse == 6)
|
|
fl = IT_GRENADE_LAUNCHER;
|
|
else if (self.impulse == 7)
|
|
fl = IT_ROCKET_LAUNCHER;
|
|
else if (self.impulse == 8)
|
|
{
|
|
fl = IT_AXE;
|
|
fl2 = PK_IT_CLIGHT;
|
|
}
|
|
|
|
am = !HasAmmo(fl, fl2);
|
|
|
|
// PAINKEEP_START
|
|
// if already have the weapon or if you don't have the weapon, try the
|
|
// double tap impulses.
|
|
if((self.weapon == fl || !(self.items & fl) || am == 1))
|
|
{
|
|
if(self.impulse == 2)
|
|
{
|
|
fl = IT_AXE;
|
|
fl2 = PK_IT_AIRGUN;
|
|
am = !HasAmmo(fl, fl2);
|
|
}
|
|
else if(self.impulse == 8)
|
|
{
|
|
fl = IT_LIGHTNING;
|
|
am = !HasAmmo(fl, fl2);
|
|
}
|
|
|
|
}
|
|
// PAINKEEP_END
|
|
|
|
if (!(self.items & fl) || (fl == IT_AXE && !(self.pk_items & fl2)))
|
|
{ // don't have the weapon or the ammo
|
|
sprint (self, "no weapon.\n");
|
|
return;
|
|
}
|
|
|
|
if (am)
|
|
{ // don't have the ammo
|
|
sprint (self, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set weapon, set ammo
|
|
//
|
|
self.weapon = fl;
|
|
// PAINKEEP_START
|
|
self.pk_currentitem = fl2;
|
|
// PAINKEEP_END
|
|
self.forcewchange = TRUE;
|
|
W_SetCurrentAmmo ();
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheatCommand
|
|
============
|
|
*/
|
|
void() CheatCommand =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
|
|
self.ammo_rockets = 100;
|
|
self.ammo_nails = 200;
|
|
self.ammo_shells = 100;
|
|
self.items = self.items |
|
|
IT_AXE |
|
|
IT_SHOTGUN |
|
|
IT_SUPER_SHOTGUN |
|
|
IT_NAILGUN |
|
|
IT_SUPER_NAILGUN |
|
|
IT_GRENADE_LAUNCHER |
|
|
IT_ROCKET_LAUNCHER |
|
|
IT_KEY1 | IT_KEY2;
|
|
|
|
self.ammo_cells = 200;
|
|
self.items = self.items | IT_LIGHTNING;
|
|
|
|
// PAINKEEP_START
|
|
self.pk_gravitywellammo = PK_GRAVITYWELLAMMO_MAX;
|
|
self.pk_turretammo = PK_TURRETAMMO_MAX;
|
|
self.pk_canpabammo = PK_CANPABAMMO_MAX;
|
|
self.pk_beartrapammo = PK_BEARTRAPAMMO_MAX;
|
|
// EXPLODESHELLS_START
|
|
self.pk_explode_ammo = PK_EXPLODEAMMO_MAX;
|
|
// EXPLODESHELLS_END
|
|
|
|
self.pk_items = self.pk_items | PK_IT_GRAPGUN | PK_IT_AIRGUN | PK_IT_CLIGHT;
|
|
// PAINKEEP_END
|
|
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
self.impulse = 0;
|
|
W_SetCurrentAmmo ();
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
CycleWeaponCommand
|
|
|
|
Go to the next weapon with ammo
|
|
============
|
|
*/
|
|
// PAINKEEP_START
|
|
void() CycleWeaponCommand =
|
|
{
|
|
while (1)
|
|
{
|
|
if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_CLIGHT)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = self.pk_currentInventory;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == self.pk_currentInventory)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = PK_IT_GRAPGUN;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_GRAPGUN)
|
|
self.weapon = IT_SHOTGUN;
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = PK_IT_AIRGUN;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_AIRGUN)
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
self.weapon = IT_NAILGUN;
|
|
else if (self.weapon == IT_NAILGUN)
|
|
self.weapon = IT_SUPER_NAILGUN;
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
self.weapon = IT_GRENADE_LAUNCHER;
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
self.weapon = IT_LIGHTNING;
|
|
else if (self.weapon == IT_LIGHTNING)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = PK_IT_CLIGHT;
|
|
}
|
|
|
|
if (CanSelect(self.weapon, self.pk_currentitem))
|
|
{
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
};
|
|
// PAINKEEP_END
|
|
|
|
/*
|
|
============
|
|
CycleWeaponReverseCommand
|
|
|
|
Go to the prev weapon with ammo
|
|
============
|
|
*/
|
|
// PAINKEEP_START
|
|
void() CycleWeaponReverseCommand =
|
|
{
|
|
while (1)
|
|
{
|
|
if (self.weapon == IT_LIGHTNING)
|
|
self.weapon = IT_ROCKET_LAUNCHER;
|
|
else if (self.weapon == IT_ROCKET_LAUNCHER)
|
|
self.weapon = IT_GRENADE_LAUNCHER;
|
|
else if (self.weapon == IT_GRENADE_LAUNCHER)
|
|
self.weapon = IT_SUPER_NAILGUN;
|
|
else if (self.weapon == IT_SUPER_NAILGUN)
|
|
self.weapon = IT_NAILGUN;
|
|
else if (self.weapon == IT_NAILGUN)
|
|
self.weapon = IT_SUPER_SHOTGUN;
|
|
else if (self.weapon == IT_SUPER_SHOTGUN)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = PK_IT_AIRGUN;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_AIRGUN)
|
|
self.weapon = IT_SHOTGUN;
|
|
else if (self.weapon == IT_SHOTGUN)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = PK_IT_GRAPGUN;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_GRAPGUN)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = self.pk_currentInventory;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == self.pk_currentInventory)
|
|
{
|
|
self.weapon = IT_AXE;
|
|
self.pk_currentitem = PK_IT_CLIGHT;
|
|
}
|
|
else if (self.weapon == IT_AXE && self.pk_currentitem == PK_IT_CLIGHT)
|
|
self.weapon = IT_LIGHTNING;
|
|
|
|
if (CanSelect(self.weapon, self.pk_currentitem))
|
|
{
|
|
W_SetCurrentAmmo ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
};
|
|
// PAINKEEP_END
|
|
|
|
/*
|
|
============
|
|
ServerflagsCommand
|
|
|
|
Just for development
|
|
============
|
|
*/
|
|
void() ServerflagsCommand =
|
|
{
|
|
serverflags = serverflags * 2 + 1;
|
|
};
|
|
|
|
void() QuadCheat =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
self.super_time = 1;
|
|
self.super_damage_finished = time + 30;
|
|
self.items = self.items | IT_QUAD;
|
|
dprint ("quad cheat\n");
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
ImpulseCommands
|
|
|
|
============
|
|
*/
|
|
void(string gibname, float dm) ThrowGib;
|
|
void() ImpulseCommands =
|
|
{
|
|
// PAINKEEP_ADMIN_START
|
|
if (self.admin != 3)
|
|
CheckAdmin();
|
|
|
|
if (self.admin == 3)
|
|
AdminCommands();
|
|
// PAINKEEP_ADMIN_END
|
|
|
|
if (self.impulse >= 1 && self.impulse <= 8)
|
|
W_ChangeWeapon ();
|
|
else if (self.impulse == 9)
|
|
CheatCommand ();
|
|
else if (self.impulse == 10)
|
|
CycleWeaponCommand ();
|
|
else if (self.impulse == 11)
|
|
ServerflagsCommand ();
|
|
else if (self.impulse == 12)
|
|
CycleWeaponReverseCommand ();
|
|
|
|
// PAINKEEP_START
|
|
else if (self.impulse >= 30 && self.impulse <= 39 || self.impulse == 21 || self.impulse == 22)
|
|
pk_ChangeWeapon();
|
|
// PAINKEEP_END
|
|
|
|
// PAINKEEP_START: Select best close combat weapon
|
|
else if (self.impulse == 46)
|
|
{
|
|
self.weapon = W_BestWeapon();
|
|
self.pk_currentitem = W_BestPKWeapon();
|
|
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
// PAINKEEP_END
|
|
|
|
// GRAPPLING_START
|
|
else if(self.impulse == 50)
|
|
{
|
|
grap_releaseHarpoon();
|
|
}
|
|
// GRAPPLING_END
|
|
|
|
// PAINKEEP_PREVWEAPON_START
|
|
else if (self.impulse == 69)
|
|
{
|
|
if (CanSelect(self.lastweapon, self.pklastweapon))
|
|
{
|
|
self.weapon = self.lastweapon;
|
|
self.pk_currentitem = self.pklastweapon;
|
|
|
|
W_SetCurrentAmmo ();
|
|
}
|
|
}
|
|
// PAINKEEP_PREVWEAPON_END
|
|
|
|
// SPARK_START
|
|
else if (self.admin == 3 && self.impulse == 253)
|
|
{
|
|
local float temp1;
|
|
local string str;
|
|
|
|
temp1 = cvar("temp1");
|
|
|
|
if ((temp1 & PK_TP_SPARKSFLASH))
|
|
{
|
|
bprint("SFX Enabled.\n");
|
|
|
|
temp1 = temp1 - PK_TP_SPARKSFLASH;
|
|
str = ftos(temp1);
|
|
cvar_set("temp1", str);
|
|
}
|
|
else
|
|
{
|
|
bprint("SFX Disabled.\n");
|
|
temp1 = temp1 | PK_TP_SPARKSFLASH;
|
|
str = ftos(temp1);
|
|
cvar_set("temp1", str);
|
|
}
|
|
}
|
|
// SPARK_END
|
|
|
|
// PK_HUB_START
|
|
else if (self.admin == 3 && self.impulse == 200)
|
|
{
|
|
if (serverflags & PK_SF_HUB)
|
|
{
|
|
bprint("Hub mode OFF\n");
|
|
serverflags = serverflags - PK_SF_HUB;
|
|
}
|
|
else
|
|
{
|
|
bprint("Hub mode ON\n");
|
|
serverflags = serverflags | PK_SF_HUB;
|
|
}
|
|
}
|
|
// PK_HUB_END
|
|
// MOTD_START
|
|
else if (self.impulse == 201)
|
|
{
|
|
if (self.pk_items & PK_IT_EXTRADISP)
|
|
{
|
|
sprint(self, "Status Display OFF\n");
|
|
self.pk_items = self.pk_items - PK_IT_EXTRADISP;
|
|
}
|
|
else
|
|
{
|
|
sprint(self, "Status Display ON\n");
|
|
self.pk_items = self.pk_items | PK_IT_EXTRADISP;
|
|
}
|
|
}
|
|
// MOTD_END
|
|
|
|
// PK_DUTYCHECKING_START
|
|
else if (self.admin == 3 && self.impulse == 202)
|
|
{
|
|
local float temp1;
|
|
local string str;
|
|
|
|
temp1 = cvar("temp1");
|
|
|
|
if(temp1 & PK_TP_DUTYON)
|
|
{
|
|
bprint("Duty Checking OFF\n");
|
|
temp1 = temp1 - PK_TP_DUTYON;
|
|
str = ftos(temp1);
|
|
cvar_set("temp1", str);
|
|
}
|
|
else
|
|
{
|
|
bprint("Duty Checking ON\n");
|
|
temp1 = temp1 | PK_TP_DUTYON;
|
|
str = ftos(temp1);
|
|
cvar_set("temp1", str);
|
|
}
|
|
}
|
|
// PK_DUTYCHECKING_END
|
|
|
|
else if (self.impulse == 255)
|
|
QuadCheat ();
|
|
|
|
self.impulse = 0;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_WeaponFrame
|
|
|
|
Called every frame so impulse events can be handled as well as possible
|
|
============
|
|
*/
|
|
void() W_WeaponFrame =
|
|
{
|
|
if (time < self.attack_finished)
|
|
return;
|
|
|
|
// PAINKEEP Ripped this from CTF :) Makes things go a whole lot faster
|
|
if (self.impulse)
|
|
ImpulseCommands ();
|
|
|
|
// check for attack
|
|
if (self.button0)
|
|
{
|
|
SuperDamageSound ();
|
|
W_Attack ();
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
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;
|
|
};
|
|
|
|
|