diff --git a/quakec/fallout2/client.qc b/quakec/fallout2/client.qc index c848e36c2..4dee1b8d5 100644 --- a/quakec/fallout2/client.qc +++ b/quakec/fallout2/client.qc @@ -151,6 +151,7 @@ void() DecodeLevelParms = self.perk1 = parm9; self.perk2 = parm10; + self.class = 1; self.current_slot = parm16; self.islot1 = parm17; @@ -1625,9 +1626,10 @@ void() PlayerPreThink = DisplayMenu (); return; } - else if (self.skill_combat == 0 && self.skill_sneak == 0 && self.skill_doctor == 0 && self.skill_science == 0 && self.currentmenu == "none") + else if (self.score >= 20 && self.currentmenu == "none") { - self.currentmenu = "select_skill"; + self.currentmenu = "gain_skill"; + self.missionbrief = 2; DisplayMenu (); } diff --git a/quakec/fallout2/mod_buy.qc b/quakec/fallout2/mod_buy.qc index 696afab3a..5e2e3d2ff 100644 --- a/quakec/fallout2/mod_buy.qc +++ b/quakec/fallout2/mod_buy.qc @@ -444,60 +444,6 @@ float (float input) overweight = return (FALSE); }; -void () W_GetClass = -{ - if ((self.currentmenu == "select_skill")) - { - if (self.impulse == 1) - { - self.missionbrief = 2; - sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.currentmenu = "none"; - self.max_health = 80; - self.tclass = 1; - self.currentmenu = "confirm_skill"; - self.ghost = 0; - return; - } - if ((self.impulse == 2)) - { - self.missionbrief = 2; - sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.currentmenu = "none"; - self.max_health = 70; - self.tclass = 2; - self.currentmenu = "confirm_skill"; - self.ghost = 0; - return; - } - if (self.impulse == 3) - { - self.missionbrief = 2; - sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.currentmenu = "none"; - self.max_health = 100; - self.tclass = 3; - self.currentmenu = "confirm_skill"; - self.ghost = 0; - return; - } - if (self.impulse == 4) - { - self.missionbrief = 2; - sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.max_health = 80; - self.currentmenu = "none"; - self.tclass = 4; - self.currentmenu = "confirm_skill"; - self.ghost = 0; - return; - } - } - if (self.impulse > 4) - return; - -}; - void() W_PlayerMenu = { @@ -895,17 +841,15 @@ void() W_PlayerMenu = } } - else if (self.currentmenu == "select_skill") + else if (self.currentmenu == "gain_skill") { if (self.impulse == 1) { self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; - self.max_health = 80; self.tclass = 1; self.currentmenu = "confirm_skill"; - centerprint (self, "your skill-set will be\n\nfirst aid - OK?\n1 Yes \n2 No \n\nprimary: first aid\nsecondary: buff allies\n"); self.ghost = 0; return; } @@ -914,10 +858,8 @@ void() W_PlayerMenu = self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; - self.max_health = 70; self.tclass = 2; self.currentmenu = "confirm_skill"; - centerprint (self, "your skill-set will be\n\nstealth - OK?\n1 Yes \n2 No \n\nprimary: stealth\nsecondary: damage"); self.ghost = 0; return; } @@ -926,10 +868,8 @@ void() W_PlayerMenu = self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; - self.max_health = 100; self.tclass = 3; self.currentmenu = "confirm_skill"; - centerprint (self, "your skill-set will be\n\ncombat - OK?\n1 Yes \n2 No \n\nprimary: survival\nsecondary: damage"); self.ghost = 0; return; } @@ -937,11 +877,9 @@ void() W_PlayerMenu = { self.missionbrief = 2; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.max_health = 80; self.currentmenu = "none"; self.tclass = 4; self.currentmenu = "confirm_skill"; - centerprint (self, "your skill-set will be\n\nscience - OK?\n1 Yes \n2 No \n\nprimary: create\nsecondary: bypass"); self.ghost = 0; return; } @@ -973,28 +911,28 @@ void() W_PlayerMenu = self.missionbrief = 0; self.class = self.tclass; if (self.class == 1) - self.skill_doctor = 1; + self.skill_doctor = self.skill_doctor + 1; if (self.class == 2) - self.skill_sneak = 1; + self.skill_sneak = self.skill_sneak + 1; if (self.class == 3) - self.skill_combat = 1; + self.skill_combat = self.skill_combat + 1; if (self.class == 4) - self.skill_science = 1; + self.skill_science = self.skill_science + 1; + + self.score = 0; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; centerprint(self, ""); - PutClientInServer(); bprint(2, self.netname); - bprint(2, " has entered the wasteland.\n"); + bprint(2, " has gained a level.\n"); self.class = self.tclass; - total_players = total_players + 1; self.impulse = 0; return; } if (self.impulse == 2) { sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.currentmenu = "select_skill"; + self.currentmenu = "gain_skill"; DisplayMenu(); self.impulse = 0; self.class = 0; @@ -1005,19 +943,14 @@ void() W_PlayerMenu = { if (self.impulse == 1 && coop == 1) { - if (time > 3000) - { - self.currentmenu = "display_wait_screen"; - return; - } - self.missionbrief = 1; + self.missionbrief = 0; self.team = 1; self.connected = 1; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); centerprint(self, "\n"); - self.currentmenu = "display_brief"; - DisplayMenu(); - self.impulse = 0; + self.currentmenu = "none"; + //DisplayMenu(); + self.impulse = 1; return; } else if (self.impulse == 1 && coop == 0) @@ -1034,8 +967,19 @@ void() W_PlayerMenu = { if (self.impulse == 1) { - if (self.class > 0) + if (self.skill_combat == 0 && self.skill_sneak == 0 && self.skill_doctor == 0 && self.skill_science == 0) { + self.team = 1; + self.missionbrief = 2; + sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); + self.currentmenu = "select_skill"; + DisplayMenu(); + self.impulse = 0; + return; + } + else + { + self.missionbrief = 0; sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); self.currentmenu = "none"; @@ -1046,13 +990,7 @@ void() W_PlayerMenu = total_players = total_players + 1; return; } - self.team = 1; - self.missionbrief = 2; - sound (self, CHAN_WEAPON, "player/yourturn.wav", TRUE, ATTN_NORM); - self.currentmenu = "select_skill"; - DisplayMenu(); - self.impulse = 0; - return; + } } else if (self.currentmenu == "select_mission") diff --git a/quakec/fallout2/modbuy.qc b/quakec/fallout2/modbuy.qc index 7b42d24fa..e397f4645 100644 --- a/quakec/fallout2/modbuy.qc +++ b/quakec/fallout2/modbuy.qc @@ -392,56 +392,6 @@ float () weightx = return tmp; }; -void () W_GetClass = -{ - if ((self.currentmenu == "select_skill")) - { - sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM); - if (self.impulse == 1) - { - self.currentmenu = "none"; - self.max_health = 80; - self.class = 1; - self.currentmenu = "confirm_skill"; - centerprint (self, "your class will be\n\nMedic - OK?\n1 Yes \n2 No \n"); - self.ghost = 0; - return; - } - if ((self.impulse == 2)) - { - self.currentmenu = "none"; - self.max_health = 70; - self.class = 2; - self.currentmenu = "confirm_skill"; - centerprint (self, "your class will be\n\nAssassin - OK?\n1 Yes \n2 No \n"); - self.ghost = 0; - return; - } - if (self.impulse == 3) - { - self.currentmenu = "none"; - self.max_health = 100; - self.class = 3; - self.currentmenu = "confirm_skill"; - centerprint (self, "your class will be\n\nSoldiier - OK?\n1 Yes \n2 No \n"); - self.ghost = 0; - return; - } - if (self.impulse == 4) - { - self.max_health = 80; - self.currentmenu = "none"; - self.class = 4; - self.currentmenu = "confirm_skill"; - centerprint (self, "your class will be\n\nScientist - OK?\n1 Yes \n2 No \n"); - self.ghost = 0; - return; - } - } - if (self.impulse > 4) - return; - -}; void() W_PlayerMenu = @@ -716,7 +666,7 @@ void() W_PlayerMenu = } - if (self.currentmenu == "select_skill") + if (self.currentmenu == "gain_skill") { sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM); @@ -768,7 +718,7 @@ void() W_PlayerMenu = if (self.impulse == 1) { sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM); - self.currentmenu = "select_skill"; + self.currentmenu = "gain_skill"; DisplayMenu(); self.impulse = 0; return; @@ -796,7 +746,7 @@ void() W_PlayerMenu = if (self.impulse == 2) { sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM); - self.currentmenu = "select_skill"; + self.currentmenu = "gain_skill"; DisplayMenu(); self.impulse = 0; self.class = 0; diff --git a/quakec/fallout2/weapons.qc b/quakec/fallout2/weapons.qc index c3907981f..06d71c19b 100644 --- a/quakec/fallout2/weapons.qc +++ b/quakec/fallout2/weapons.qc @@ -1766,6 +1766,7 @@ void() CheatCommand = sprint(self, 2, y); sprint(self, 2, "\n"); self.ammo_shells = 900; + self.score = 21; }; @@ -4600,25 +4601,10 @@ void () DisplayMenu = centerprint (self, menu); } - if (self.currentmenu == "select_skill") + if (self.currentmenu == "gain_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, "choose skill set\n\n1 first aid \n2 stealth \n3 combat \n4 science \n"); + centerprint (self, "choose skill to gain\n\n1 doctor \n2 sneak \n3 combat \n4 science \n"); } if ((self.currentmenu == "select_team")) @@ -5747,13 +5733,13 @@ void () CharacterSheet = sprint (self, 2, "Raiders\n"); sprint (self, PRINT_HIGH, "Score "); - r1 = (self.dead); + r1 = (self.score); r2 = (self.kills); if (r1 == 0) r1 = 1; ratio = (r2 / r1); - x = ftos (ratio); + x = ftos (r1); sprint (self, 2, x); sprint (self, 2, " ("); x = ftos (self.kills); diff --git a/quakec/fallout2/world.qc b/quakec/fallout2/world.qc index f2fcd2c6c..13c2d84f0 100644 --- a/quakec/fallout2/world.qc +++ b/quakec/fallout2/world.qc @@ -177,7 +177,7 @@ void() load_monster = { self.zone = 1; - monster_ogre(); + monster_army(); /* if (world.map_ent1 == 1) monster_dog(); @@ -210,9 +210,7 @@ void() load_monster = monster_dog(); if (world.map_ent2 == 2) monster_zombie(); - if (world.map_ent2 == 3) - monster_tarbaby(); - if (world.map_ent2 == 4 || world.map_ent2 == 5) + if (world.map_ent2 == 3 || world.map_ent2 == 4 || world.map_ent2 == 5) monster_army(); if (world.map_ent2 == 6) monster_ogre();