Added the inventory system stuff. I'm not sure how well it works, but it seems to work for the most part. :p
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1756 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
c7cdbaa17e
commit
23ae28f5e8
16 changed files with 691 additions and 986 deletions
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@ -64,10 +64,31 @@ void() SetChangeParms =
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parm7 = self.ammo_cells;
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parm8 = self.weapon;
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parm9 = self.armortype * 100;
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parm16 = self.current_slot;
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parm17 = self.islot1;
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parm18 = self.islot2;
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parm19 = self.islot3;
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parm20 = self.islot4;
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parm21 = self.islot5;
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parm22 = self.islot6;
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parm23 = self.islot7;
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parm24 = self.islot8;
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parm25 = self.islot9;
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parm26 = self.islot10;
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parm27 = self.islot11;
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parm28 = self.islot12;
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parm29 = self.islot13;
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parm30 = self.islot14;
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parm31 = self.islot15;
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parm32 = self.islot16;
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};
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void() SetNewParms =
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{
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{ //remember, don't use self!
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parm1 = IT_SHOTGUN | IT_AXE;
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parm2 = 100;
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parm3 = 0;
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@ -77,6 +98,25 @@ void() SetNewParms =
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parm7 = 0;
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parm8 = 1;
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parm9 = 0;
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parm16 = 1;
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parm17 = SlotVal(IID_WP_AK74, 30);
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parm18 = SlotVal(IID_GREN_SMOKE, 500);
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parm19 = SlotVal(IID_ARM_LEATHER, 1);
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parm20 = SlotVal(IID_AM_AK74, 120);
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parm21 = SlotVal(IID_AM_MOONLIGHT, 120);
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parm22 = 0;
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parm23 = SlotVal(IID_WP_TOOLKIT, 1);
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parm24 = SlotVal(IID_WP_MOONLIGHT, 30);
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parm25 = 0;
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parm26 = SlotVal(IID_CHEM_STIMPACK, 3);
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parm27 = SlotVal(IID_BUILD_MRAMMO, 3);
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parm28 = SlotVal(IID_BUILD_AUTODOC, 3);
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parm29 = 0;
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parm30 = 0;
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parm31 = 0;
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parm32 = 0;
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};
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void() DecodeLevelParms =
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@ -96,6 +136,25 @@ void() DecodeLevelParms =
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self.ammo_cells = parm7;
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self.weapon = parm8;
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self.armortype = parm9 * 0.01;
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self.current_slot = parm16;
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self.islot1 = parm17;
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self.islot2 = parm18;
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self.islot3 = parm19;
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self.islot4 = parm20;
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self.islot5 = parm21;
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self.islot6 = parm22;
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self.islot7 = parm23;
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self.islot8 = parm24;
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self.islot9 = parm25;
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self.islot10= parm26;
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self.islot11= parm27;
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self.islot12 = parm28;
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self.islot13 = parm29;
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self.islot14 = parm30;
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self.islot15 = parm31;
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self.islot16 = parm32;
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};
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/*
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@ -131,6 +190,7 @@ entity() FindIntermission =
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return spot;
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objerror ("FindIntermission: no spot");
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return world;
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};
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@ -410,63 +470,6 @@ entity() SelectSpawnPoint =
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void() DecodeLevelParms;
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void() PlayerDie;
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/*
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===========
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ValidateUser
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============
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*/
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float(entity e) ValidateUser =
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{
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/*
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local string s;
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local string userclan;
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local float rank, rankmin, rankmax;
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//
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// if the server has set "clan1" and "clan2", then it
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// is a clan match that will allow only those two clans in
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//
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s = serverinfo("clan1");
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if (s)
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{
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userclan = masterinfo(e,"clan");
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if (s == userclan)
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return true;
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s = serverinfo("clan2");
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if (s == userclan)
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return true;
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return false;
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}
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//
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// if the server has set "rankmin" and/or "rankmax" then
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// the users rank must be between those two values
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//
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s = masterinfo (e, "rank");
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rank = stof (s);
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s = serverinfo("rankmin");
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if (s)
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{
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rankmin = stof (s);
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if (rank < rankmin)
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return false;
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}
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s = serverinfo("rankmax");
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if (s)
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{
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rankmax = stof (s);
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if (rankmax < rank)
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return false;
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}
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return true;
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*/
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};
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/*
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===========
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PutClientInServer
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@ -501,17 +504,11 @@ void() PutClientInServer =
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self.materialize = 200;
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DecodeLevelParms ();
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W_SetCurrentAmmo ();
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self.attack_finished = time;
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self.th_pain = player_pain;
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self.th_die = PlayerDie;
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self.slot1 = 17;
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self.armor = 2;
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self.current_slot = 1;
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WeaponAmmo(1);
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WeaponAmmo(2);
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self.deadflag = DEAD_NO;
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// paustime is set by teleporters to keep the player from moving a while
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self.pausetime = 0;
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@ -620,7 +617,7 @@ void() PutClientInServer =
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self.invincible_finished = time + 3;
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}
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W_SetCurrentAmmo();
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};
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@ -1047,46 +1044,49 @@ void() ArmorCheck =
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local float bit;
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local float value;
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local float aid;
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//Armor
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if (self.armor == 1)
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aid = ToIID(self.islot3);
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if (aid == IID_ARM_SHIRT)
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type = 0.20;
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if (self.armor == 2)
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if (aid == IID_ARM_LEATHER)
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type = 0.30;
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if (self.armor == 3)
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if (aid == IID_ARM_KEVLAR)
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type = 0.35;
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if (self.armor == 4)
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if (aid == IID_ARM_METAL)
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type = 0.35;
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if (self.armor == 5)
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if (aid == IID_ARM_COMBAT)
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type = 0.40;
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if (self.armor == 6)
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if (aid == IID_ARM_BROTHERHOOD)
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type = 0.45;
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if (self.armor == 7)
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if (aid == IID_ARM_FORCE)
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type = 0.10;
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if (self.armor == 8)
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if (aid == IID_ARM_LPOWER)
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type = 0.50;
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if (self.armor <= 3)
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if (aid <= IID_ARM_KEVLAR)
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self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1);
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else if (self.armor <= 6)
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else if (aid <= IID_ARM_BROTHERHOOD)
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self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1);
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else
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self.items = (self.items - (self.items & ((IT_ARMOR1 | IT_ARMOR2) | IT_ARMOR3)) + IT_ARMOR1);
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if (self.armor == 1)
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if (aid == 1)
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self.armornoise = "misc/thud.wav";
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if (self.armor == 2)
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if (aid == 2)
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self.armornoise = "misc/thud.wav";
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if (self.armor == 3)
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if (aid == 3)
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self.armornoise = "misc/thud.wav";
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if (self.armor == 4)
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if (aid == 4)
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self.armornoise = "weapons/ric1.wav";
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if (self.armor == 5)
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if (aid == 5)
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self.armornoise = "misc/thud.wav";
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if (self.armor == 6)
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if (aid == 6)
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self.armornoise = "misc/thud.wav";
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if (self.armor == 7)
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if (aid == 7)
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self.armornoise = "misc/laserdef.wav";
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if (self.armor == 8)
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if (aid == 8)
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self.armornoise = "weapons/ric1.wav";
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self.armorvalue = type * 100;
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@ -1095,10 +1095,26 @@ void() ArmorCheck =
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void () WeightControl =
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{
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//for each inventory item, add up it's weight.
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local float wt;
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wt = wt + GetItemsWeight(self.islot1);
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wt = wt + GetItemsWeight(self.islot2);
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wt = wt + GetItemsWeight(self.islot3);
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wt = wt + GetItemsWeight(self.islot4);
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wt = wt + GetItemsWeight(self.islot5);
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wt = wt + GetItemsWeight(self.islot6);
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wt = wt + GetItemsWeight(self.islot7);
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wt = wt + GetItemsWeight(self.islot8);
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wt = wt + GetItemsWeight(self.islot9);
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wt = wt + GetItemsWeight(self.islot10);
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wt = wt + GetItemsWeight(self.islot11);
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wt = wt + GetItemsWeight(self.islot12);
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wt = wt + GetItemsWeight(self.islot13);
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wt = wt + GetItemsWeight(self.islot14);
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wt = wt + GetItemsWeight(self.islot15);
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wt = wt + GetItemsWeight(self.islot16);
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GetArmorWeight();
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GetWeaponWeight(self, 1);
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GetWeaponWeight(self, 2);
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self.weight = wt;
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if (self.class == 1)
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self.max_weight = 20;
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@ -1520,7 +1536,6 @@ void() PlayerPostThink =
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if (self.rtime > time)
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self.weaponframe = 3;
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CheckPowerups ();
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@ -1661,8 +1676,8 @@ void(entity targ, entity attacker) ClientObituary =
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bprint (PRINT_MEDIUM, "& ");
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if (attacker.velocity_z != 0)
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bprint (PRINT_MEDIUM, "@ ");
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if (attacker.current_slot == 1 && attacker.mag1 == 0)
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bprint (PRINT_MEDIUM, "! ");
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// if (attacker.current_slot == 1 && attacker.mag1 == 0)
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// bprint (PRINT_MEDIUM, "! ");
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bprint (PRINT_MEDIUM, "] ");
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@ -1960,43 +1975,30 @@ void(entity targ, entity attacker) ClientObituary =
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void() Identify =
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{
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local string c1, c2, c3, c5, c6, c7;
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local float tmp;
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makevectors (self.v_angle);
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traceline (self.origin, (self.origin + (v_forward * 2000)), FALSE, self);
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if (trace_ent.classname == "player" && self.currentmenu == "none" && self.team == trace_ent.team)
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{
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if (trace_ent.class == 2)
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c1 = "medic\n";
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c1 = "\nmedic\n";
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if (trace_ent.class == 3)
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c1 = "assassin\n";
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c1 = "\nassassin\n";
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if (trace_ent.class == 4)
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c1 = "soldier\n";
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c1 = "\nsoldier\n";
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if (trace_ent.class == 6)
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c1 = "scientist\n";
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c1 = "\nscientist\n";
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c2 = ftos (trace_ent.health);
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c3 = GetWeaponName (trace_ent, trace_ent.current_slot);
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c3 = GetItemName (ToIID(ItemInSlot(trace_ent, trace_ent.current_slot)));
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if (trace_ent.armor == 0)
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c5 = "\nno armor";
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if (trace_ent.armor == 1)
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c5 = "\nlightly armored";
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if (trace_ent.armor == 2)
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c5 = "\nleather armor";
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if (trace_ent.armor == 3)
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c5 = "\nkevlar armor";
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if (trace_ent.armor == 4)
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c5 = "\nmetal armor";
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if (trace_ent.armor == 5)
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c5 = "\ncombat armor";
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if (trace_ent.armor == 6)
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c5 = "\nbrotherhood armor";
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if (trace_ent.armor == 7)
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c5 = "\nforce armor";
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if (trace_ent.armor == 8)
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c5 = "\nmetal armor mkii";
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if (trace_ent.islot3 == 0)
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c5 = "no armor";
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else
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c5 = GetItemName(ToIID(trace_ent.islot3));
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centerprint7 (self, trace_ent.netname, "\n", c1, c2, "\n", c3, c5);
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centerprint (self, trace_ent.netname, c1, c2, "\n", c3, "\n", c5);
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}
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if (trace_ent.classname == "robowolf" && self.currentmenu == "none")
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{
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@ -2008,12 +2010,12 @@ void() Identify =
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else
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c5 = "\nhostile\n";
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centerprint7 (self, trace_ent.netname, c1, c2, c3, c5, "", "");
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centerprint (self, trace_ent.netname, c1, c2, c3, c5, "", "");
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}
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if (trace_ent.classname == "station" && self.currentmenu == "none")
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{
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c1 = trace_ent.netname;
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if (self.armor == 0)
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if (self.armortype == 0)
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c2 = "uncompleted";
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else if (trace_ent.health >= trace_ent.max_health)
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c2 = "online";
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@ -2026,28 +2028,19 @@ void() Identify =
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c3 = trace_ent.track.netname;
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centerprint7 (self, c1, "\nstationary bot", "\n", c2, "\n", "owned by ", c3);
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centerprint (self, c1, "\nstationary bot", "\n", c2, "\n", "owned by ", c3);
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}
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if (trace_ent.classname == "monster" && self.currentmenu == "none")
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{
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c1 = "hostile";
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c2 = "natural armor";
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if (trace_ent.armor == 1)
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tmp = ToIID(trace_ent.islot3);
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if (tmp == 0)
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c2 = "natural armor";
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else if (tmp == IID_ARM_SHIRT)
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c2 = "lightly armored";
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if (trace_ent.armor == 2)
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c2 = "leather armor";
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if (trace_ent.armor == 3)
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c2 = "kevlar armor";
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if (trace_ent.armor == 4)
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c2 = "metal armor";
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if (trace_ent.armor == 5)
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c2 = "combat armor";
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if (trace_ent.armor == 6)
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c2 = "brotherhood armor";
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if (trace_ent.armor == 7)
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c2 = "force armor";
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if (trace_ent.armor == 8)
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c2 = "metal armor mkii";
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else
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c2 = GetItemName(ToIID(trace_ent.islot3));
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if (trace_ent.weapon == 1)
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c3 = "rifle";
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@ -2060,6 +2053,6 @@ void() Identify =
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if (trace_ent.weapon >= 5)
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c3 = "assault rifle";
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centerprint7 (self, trace_ent.netname, "\n", c1, "\n", c2, "\n", c3);
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centerprint (self, trace_ent.netname, "\n", c1, "\n", c2, "\n", c3);
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}
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};
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@ -192,9 +192,11 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
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if (save >= targ.armorvalue)
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{
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save = targ.armorvalue;
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targ.armortype = 0; // lost all armor
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/* targ.armortype = 0; // lost all armor
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targ.items = targ.items - (targ.items & (IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3));
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*/
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}
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take = ceil(damage-save);
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@ -262,8 +264,38 @@ void(entity targ, entity inflictor, entity attacker, float damage) T_Damage =
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(targ != attacker)&& inflictor.classname !="door")
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return;
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// do the damage
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take = take - targ.armor;
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//different sorts of armour simply subtract different ammounts
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switch(ToIID(targ.islot3))
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{
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case IID_ARM_SHIRT:
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take -= 1;
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break;
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case IID_ARM_LEATHER:
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take -= 2;
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break;
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case IID_ARM_KEVLAR:
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take -= 3;
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break;
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case IID_ARM_METAL:
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take -= 4;
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break;
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case IID_ARM_COMBAT:
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take -= 5;
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break;
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case IID_ARM_BROTHERHOOD:
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take -= 6;
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break;
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case IID_ARM_FORCE:
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take -= 7;
|
||||
break;
|
||||
case IID_ARM_LPOWER:
|
||||
take -= 8;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
targ.health = targ.health - take;
|
||||
|
||||
if (targ.health <= 0)
|
||||
|
|
|
@ -212,6 +212,14 @@ void end_sys_globals; // flag for structure dumping
|
|||
void end_sys_fields; // flag for structure dumping
|
||||
//================================================
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
float parm17, parm18, parm18, parm19, parm20, parm21, parm22, parm23, parm24, parm25, parm26, parm27, parm28, parm29, parm30, parm31, parm32;
|
||||
|
||||
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
|
@ -226,7 +234,9 @@ void end_sys_fields; // flag for structure dumping
|
|||
//
|
||||
|
||||
float FALSE = 0;
|
||||
float false = 0;
|
||||
float TRUE = 1;
|
||||
float true = 1;
|
||||
|
||||
// edict.flags
|
||||
float FL_FLY = 1;
|
||||
|
@ -467,8 +477,9 @@ float timelimit;
|
|||
float fraglimit;
|
||||
float deathmatch;
|
||||
float coop;
|
||||
float rj = 1;
|
||||
var float rj = 1;
|
||||
float no_connect;
|
||||
|
||||
//================================================
|
||||
|
||||
//
|
||||
|
@ -581,12 +592,6 @@ float red_armor;
|
|||
.float attack;
|
||||
.float position;
|
||||
.float recoil;
|
||||
.float ammo1;
|
||||
.float ammo2;
|
||||
.float mag1;
|
||||
.float mag2;
|
||||
.float maxmag1;
|
||||
.float maxmag2;
|
||||
.float critical;
|
||||
.float helmet;
|
||||
.float rtime;
|
||||
|
@ -603,18 +608,15 @@ float red_armor;
|
|||
.float grenade_hold;
|
||||
.float grab;
|
||||
.float vehicle;
|
||||
.float slot1_weight;
|
||||
.float slot2_weight;
|
||||
.float armor_weight;
|
||||
|
||||
.float weight;
|
||||
.float max_weight;
|
||||
|
||||
.float sneak;
|
||||
.float rescued;
|
||||
.float scale;
|
||||
.float bandages;
|
||||
.float scraps;
|
||||
.float armor;
|
||||
.float slot1;
|
||||
.float slot2;
|
||||
.float cycle1;
|
||||
.float cycle2;
|
||||
.float c4;
|
||||
|
@ -622,8 +624,6 @@ float red_armor;
|
|||
.float protect;
|
||||
.float perk;
|
||||
.float equipment;
|
||||
.float chem;
|
||||
.float chemcount;
|
||||
.float buildtype;
|
||||
.float ctimer;
|
||||
.float flash;
|
||||
|
@ -747,8 +747,8 @@ string(string s) precache_sound = #19;
|
|||
string(string s) precache_model = #20;
|
||||
void(entity client, string s)stuffcmd = #21;
|
||||
entity(vector org, float rad) findradius = #22;
|
||||
void(float level, string s) bprint = #23;
|
||||
void(entity client, float level, string s) sprint = #24;
|
||||
void(float level, string s, ...) bprint = #23;
|
||||
void(entity client, float level, string s, ...) sprint = #24;
|
||||
void(string s) dprint = #25;
|
||||
string(float f) ftos = #26;
|
||||
string(vector v) vtos = #27;
|
||||
|
@ -758,7 +758,7 @@ void() traceoff = #30;
|
|||
void(entity e) eprint = #31; // prints an entire edict
|
||||
float(float yaw, float dist) walkmove = #32; // returns TRUE or FALSE
|
||||
// #33 was removed
|
||||
float(float yaw, float dist) droptofloor= #34; // TRUE if landed on floor
|
||||
float() droptofloor= #34; // TRUE if landed on floor
|
||||
void(float style, string value) lightstyle = #35;
|
||||
float(float v) rint = #36; // round to nearest int
|
||||
float(float v) floor = #37; // largest integer <= v
|
||||
|
@ -802,8 +802,7 @@ void(string s) changelevel = #70;
|
|||
|
||||
void(string var, string val) cvar_set = #72; // sets cvar.value
|
||||
|
||||
void(entity client, string s) centerprint = #73; // sprint, but in middle
|
||||
void (entity client, string x1, string x2, string x3, string x4, string x5, string x6, string x7) centerprint7 = #73;
|
||||
void(entity client, string s, ...) centerprint = #73; // sprint, but in middle
|
||||
|
||||
void(vector pos, string samp, float vol, float atten) ambientsound = #74;
|
||||
|
||||
|
@ -846,3 +845,6 @@ float (entity e, float healamount, float ignore) T_Heal; // health function
|
|||
float(entity targ, entity inflictor) CanDamage;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -6,6 +6,9 @@ SOLDIER / PLAYER
|
|||
==============================================================================
|
||||
*/
|
||||
|
||||
#define mag1 currentammo
|
||||
#define maxmag1 cnt
|
||||
|
||||
$cd id1/models/enforcer
|
||||
$origin 0 -6 24
|
||||
$base base
|
||||
|
@ -51,13 +54,12 @@ void() enforcer_fire =
|
|||
|
||||
};
|
||||
|
||||
void (float var, float dam) enforcer_single =
|
||||
void (float tmp, float dam) enforcer_single =
|
||||
{
|
||||
local vector src;
|
||||
local vector dir;
|
||||
local vector direction;
|
||||
local entity en;
|
||||
local float var;
|
||||
local float r;
|
||||
local vector targ;
|
||||
local vector org;
|
||||
|
@ -66,10 +68,9 @@ void (float var, float dam) enforcer_single =
|
|||
local float ydif;
|
||||
local float xdif;
|
||||
local float true;
|
||||
local float zdif;
|
||||
|
||||
if (self.enemy.sneak == 1)
|
||||
var = var * 2;
|
||||
tmp = tmp * 2;
|
||||
|
||||
if (self.mag1 == 0)
|
||||
{
|
||||
|
@ -93,7 +94,7 @@ void (float var, float dam) enforcer_single =
|
|||
|
||||
direction = dir;
|
||||
|
||||
traceline (src, src + direction*4000 + v_right*crandom()*var + v_up*crandom()*var, FALSE, self);
|
||||
traceline (src, src + direction*4000 + v_right*crandom()*tmp + v_up*crandom()*tmp, FALSE, self);
|
||||
|
||||
if (trace_fraction == PLAT_LOW_TRIGGER)
|
||||
return;
|
||||
|
@ -374,7 +375,7 @@ void() monster_enforcer =
|
|||
|
||||
setsize (self, '-12 -12 -24', '12 12 32');
|
||||
self.health = 100;
|
||||
self.armor = 5;
|
||||
self.islot3 = SlotVal(IID_ARM_COMBAT, 1);
|
||||
self.armortype = 0.5;
|
||||
self.helmet = 1;
|
||||
self.th_stand = enf_stand1;
|
||||
|
@ -392,3 +393,6 @@ void() monster_enforcer =
|
|||
walkmonster_start();
|
||||
return;
|
||||
};
|
||||
|
||||
#undef mag1
|
||||
#undef maxmag1
|
||||
|
|
|
@ -288,7 +288,6 @@ float() ShamCheckAttack =
|
|||
local vector spot1, spot2;
|
||||
local entity targ;
|
||||
local float chance;
|
||||
local float enemy_yaw;
|
||||
|
||||
if (enemy_range == RANGE_MELEE)
|
||||
{
|
||||
|
|
|
@ -176,7 +176,7 @@ void() misc_fireball =
|
|||
self.nextthink = time + (random() * 5);
|
||||
self.think = fire_fly;
|
||||
if (!self.speed)
|
||||
self.speed == 1000;
|
||||
self.speed = 1000;
|
||||
};
|
||||
|
||||
void() fire_fly =
|
||||
|
@ -335,8 +335,6 @@ void() Laser_Touch =
|
|||
|
||||
void(vector org, vector vec) LaunchLaser =
|
||||
{
|
||||
local vector vec;
|
||||
|
||||
if (self.classname == "monster_enforcer")
|
||||
sound (self, CHAN_WEAPON, "enforcer/enfire.wav", 1, ATTN_NORM);
|
||||
|
||||
|
@ -591,7 +589,7 @@ void() func_illusionary =
|
|||
self.movetype = MOVETYPE_NONE;
|
||||
self.solid = SOLID_NOT;
|
||||
setmodel (self, self.model);
|
||||
makestatic ();
|
||||
makestatic (self);
|
||||
};
|
||||
|
||||
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
|
||||
|
|
|
@ -76,6 +76,7 @@ void() BuyBandages =
|
|||
|
||||
void(float cost, float type) BuyChem =
|
||||
{
|
||||
/*
|
||||
local string x;
|
||||
local float y;
|
||||
|
||||
|
@ -110,6 +111,7 @@ void(float cost, float type) BuyChem =
|
|||
x = GetChemName();
|
||||
sprint (self, PRINT_HIGH, x);
|
||||
sprint(self, PRINT_HIGH, " purchased.\n");
|
||||
*/
|
||||
};
|
||||
|
||||
void(string type) ChangeAmmo =
|
||||
|
@ -169,6 +171,7 @@ void() BuyScraps =
|
|||
|
||||
void (float wt, float cost, float item) BuyWeapon =
|
||||
{
|
||||
/*
|
||||
local float lbs;
|
||||
local string qq;
|
||||
local float curr;
|
||||
|
@ -245,6 +248,7 @@ void (float wt, float cost, float item) BuyWeapon =
|
|||
GetWeaponWeight (self, 2);
|
||||
GetWeaponModel ();
|
||||
return;
|
||||
*/
|
||||
};
|
||||
|
||||
void (float cost, float item) BuyPerk =
|
||||
|
@ -263,6 +267,7 @@ void (float cost, float item) BuyPerk =
|
|||
|
||||
void (float wt, float cost, float item) BuyArmor =
|
||||
{
|
||||
/*
|
||||
local float curr;
|
||||
local float lbs;
|
||||
local string x;
|
||||
|
@ -280,7 +285,7 @@ void (float wt, float cost, float item) BuyArmor =
|
|||
self.currentmenu = "none";
|
||||
return;
|
||||
}
|
||||
if ((((lbs + wt) - self.armor_weight) > self.max_weight))
|
||||
if ((((lbs + wt) - GetItemsWeight(self.islot3)) > self.max_weight))
|
||||
{
|
||||
sprint (self, PRINT_HIGH, "you can't carry that much.\n");
|
||||
self.currentmenu = "none";
|
||||
|
@ -288,13 +293,14 @@ void (float wt, float cost, float item) BuyArmor =
|
|||
}
|
||||
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
|
||||
self.ammo_shells = (self.ammo_shells - cost);
|
||||
self.armor_weight = wt;
|
||||
// self.armor_weight = wt;
|
||||
self.armor = item;
|
||||
x = GetArmorName();
|
||||
sprint (self, PRINT_HIGH, x);
|
||||
sprint (self, PRINT_HIGH, " purchased.\n");
|
||||
|
||||
return;
|
||||
*/
|
||||
};
|
||||
|
||||
void (float cost, float item) BuyEquipment =
|
||||
|
@ -322,12 +328,14 @@ void (float cost, float item) BuyProtect =
|
|||
{
|
||||
local string x;
|
||||
|
||||
/*
|
||||
if ((self.armor >= TE_LIGHTNING2))
|
||||
{
|
||||
sprint (self, PRINT_HIGH, "too many electronics in\nyour currently worn armor!");
|
||||
self.currentmenu = "none";
|
||||
return;
|
||||
}
|
||||
*/
|
||||
if ((cost > self.ammo_shells))
|
||||
{
|
||||
sprint (self, PRINT_HIGH, "not enough money.\n");
|
||||
|
@ -347,20 +355,20 @@ void (float cost, float item) BuyProtect =
|
|||
|
||||
float (float input) overweight =
|
||||
{
|
||||
local float var;
|
||||
local float tmp;
|
||||
local float max;
|
||||
|
||||
var = ((((input) + self.armor_weight) + self.slot1_weight) + self.slot2_weight);
|
||||
tmp = input + self.weight;
|
||||
max = self.max_weight;
|
||||
if ((self.class == TE_LIGHTNING2))
|
||||
if (self.class == TE_LIGHTNING2)
|
||||
{
|
||||
max = (max + SPAWNFLAG_LASER);
|
||||
max = max + SPAWNFLAG_LASER;
|
||||
}
|
||||
if ((self.perk == TE_LAVASPLASH))
|
||||
if (self.perk == TE_LAVASPLASH)
|
||||
{
|
||||
return (FALSE);
|
||||
}
|
||||
if ((var > max))
|
||||
if (tmp > max)
|
||||
{
|
||||
return (TRUE);
|
||||
}
|
||||
|
@ -370,14 +378,6 @@ float (float input) overweight =
|
|||
}
|
||||
};
|
||||
|
||||
float () weightx =
|
||||
{
|
||||
local float var;
|
||||
|
||||
var = self.slot1_weight + self.slot2_weight + self.armor_weight;
|
||||
return var;
|
||||
};
|
||||
|
||||
void () W_GetClass =
|
||||
{
|
||||
if ((self.currentmenu == "select_skill"))
|
||||
|
|
|
@ -169,6 +169,12 @@ void() BuyScraps =
|
|||
|
||||
void (float wt, float cost, float item) BuyWeapon =
|
||||
{
|
||||
sprint (self, PRINT_HIGH, "The shop is not open today.\n");
|
||||
self.currentmenu = "none";
|
||||
SetWeaponModel ();
|
||||
return;
|
||||
|
||||
/*
|
||||
local float lbs;
|
||||
local string qq;
|
||||
local float curr;
|
||||
|
@ -247,6 +253,7 @@ void (float wt, float cost, float item) BuyWeapon =
|
|||
GetWeaponWeight (self, 2);
|
||||
GetWeaponModel ();
|
||||
return;
|
||||
*/
|
||||
};
|
||||
|
||||
void (float cost, float item) BuyPerk =
|
||||
|
@ -349,10 +356,10 @@ void (float cost, float item) BuyProtect =
|
|||
|
||||
float (float input) overweight =
|
||||
{
|
||||
local float var;
|
||||
local float tmp;
|
||||
local float max;
|
||||
|
||||
var = ((((input) + self.armor_weight) + self.slot1_weight) + self.slot2_weight);
|
||||
tmp = ((((input) + self.armor_weight) + self.slot1_weight) + self.slot2_weight);
|
||||
max = self.max_weight;
|
||||
if ((self.class == TE_LIGHTNING2))
|
||||
{
|
||||
|
@ -362,7 +369,7 @@ float (float input) overweight =
|
|||
{
|
||||
return (FALSE);
|
||||
}
|
||||
if ((var > max))
|
||||
if ((tmp > max))
|
||||
{
|
||||
return (TRUE);
|
||||
}
|
||||
|
@ -374,10 +381,10 @@ float (float input) overweight =
|
|||
|
||||
float () weightx =
|
||||
{
|
||||
local float var;
|
||||
local float tmp;
|
||||
|
||||
var = self.slot1_weight + self.slot2_weight + self.armor_weight;
|
||||
return var;
|
||||
tmp = self.slot1_weight + self.slot2_weight + self.armor_weight;
|
||||
return tmp;
|
||||
};
|
||||
|
||||
void () W_GetClass =
|
||||
|
|
|
@ -1,85 +1,5 @@
|
|||
string (entity guy, float slot) GetWeaponName =
|
||||
{
|
||||
local string name;
|
||||
|
||||
if (slot == 0)
|
||||
name = "bare hands";
|
||||
if (slot == 1)
|
||||
name = "knife";
|
||||
else if (slot == 2)
|
||||
name = "axe";
|
||||
else if (slot == 3)
|
||||
name = "ripper";
|
||||
else if (slot == 4)
|
||||
name = "power axe";
|
||||
else if (slot == 5)
|
||||
name = "1911";
|
||||
else if (slot == 6)
|
||||
name = "desert eagle";
|
||||
else if (slot == 7)
|
||||
name = "needler";
|
||||
else if (slot == 8)
|
||||
name = "alien blaster";
|
||||
else if (slot == 9)
|
||||
name = "pipe rifle";
|
||||
else if (slot == 10)
|
||||
name = "winchester";
|
||||
else if (slot == 11)
|
||||
name = "mossberg";
|
||||
else if (slot == 12)
|
||||
name = "citykiller";
|
||||
else if (slot == 13)
|
||||
name = "mp9";
|
||||
else if (slot == 14)
|
||||
name = "grease gun";
|
||||
else if (slot == 15)
|
||||
name = "rangemaster";
|
||||
else if (slot == 16)
|
||||
name = "ak-112";
|
||||
else if (slot == 17)
|
||||
name = "ak-74";
|
||||
else if (slot == 18)
|
||||
name = "dks-1";
|
||||
else if (slot == 19)
|
||||
name = "moonlight";
|
||||
else if (slot == 20)
|
||||
name = "sa-80";
|
||||
else if (slot == 21)
|
||||
name = "gauss rifle";
|
||||
else if (slot == 22)
|
||||
name = "laser carbine";
|
||||
|
||||
return name;
|
||||
};
|
||||
|
||||
string () GetArmorName =
|
||||
{
|
||||
local string name;
|
||||
local float slot;
|
||||
|
||||
slot = self.armor;
|
||||
|
||||
if (slot == 0)
|
||||
name = "none";
|
||||
else if (slot == 1)
|
||||
name = "bulletproof shirt";
|
||||
else if (slot == 2)
|
||||
name = "leather armor";
|
||||
else if (slot == 3)
|
||||
name = "kevlar armor";
|
||||
else if (slot == 4)
|
||||
name = "metal armor";
|
||||
else if (slot == 5)
|
||||
name = "combat armor";
|
||||
else if (slot == 6)
|
||||
name = "brotherhood armor";
|
||||
else if (slot == 7)
|
||||
name = "force armor";
|
||||
else if (slot == 8)
|
||||
name = "light power armor";
|
||||
|
||||
return name;
|
||||
};
|
||||
|
||||
|
||||
string () GetEquipmentName =
|
||||
|
|
|
@ -363,7 +363,7 @@ void () ogre_smash11 = [ 57, ogre_smash12 ]
|
|||
|
||||
void () ogre_smash12 = [ 58, ogre_smash13 ]
|
||||
{
|
||||
ai_charge ();
|
||||
ai_charge (0);
|
||||
};
|
||||
|
||||
void () ogre_smash13 = [ 59, ogre_smash14 ]
|
||||
|
|
|
@ -57,28 +57,16 @@ void () Footstep =
|
|||
|
||||
float (entity guy) holding_melee =
|
||||
{
|
||||
if ((guy.current_slot == WEAPON_SHOTGUN))
|
||||
{
|
||||
if ((guy.slot1 <= TE_WIZSPIKE))
|
||||
{
|
||||
return (TRUE);
|
||||
}
|
||||
if ((guy.slot1 >= WEAPON_BIG))
|
||||
{
|
||||
return (FALSE);
|
||||
}
|
||||
}
|
||||
if ((guy.current_slot == WEAPON_ROCKET))
|
||||
{
|
||||
if ((guy.slot2 <= TE_WIZSPIKE))
|
||||
{
|
||||
return (TRUE);
|
||||
}
|
||||
if ((guy.slot2 >= WEAPON_BIG))
|
||||
{
|
||||
return (FALSE);
|
||||
}
|
||||
}
|
||||
local float iid;
|
||||
iid = ToIID(ItemInSlot(guy, guy.current_slot));
|
||||
|
||||
if (iid == IID_NONE ||
|
||||
iid == IID_WP_KNIFE ||
|
||||
iid == IID_WP_AXE ||
|
||||
iid == IID_WP_VIBROBLADE ||
|
||||
iid == IID_WP_POWERAXE)
|
||||
return true;
|
||||
return false;
|
||||
};
|
||||
void () player_crouch;
|
||||
|
||||
|
@ -208,7 +196,6 @@ void () player_reload1 = [ 123, player_reload2 ]
|
|||
|
||||
void () player_reload2 = [ 124, player_reload3 ]
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
void () player_reload3 = [ 125, player_reload4 ]
|
||||
|
@ -601,6 +588,8 @@ void () player_pull11 = [ 155, player_run ]
|
|||
|
||||
void () player_throw1 = [ 155, player_throw2 ]
|
||||
{
|
||||
self.attack_finished = time + 1;
|
||||
|
||||
self.weaponframe = 12;
|
||||
if (((random () * WEAPON_BIG) <= WEAPON_SPIKES))
|
||||
sound (self, CHAN_VOICE, "radio/grenade.wav", 0.7, ATTN_NORM);
|
||||
|
@ -611,57 +600,63 @@ void () player_throw1 = [ 155, player_throw2 ]
|
|||
void () player_throw2 = [ 156, player_throw3 ]
|
||||
{
|
||||
self.weaponframe = TE_LIGHTNINGBLOOD;
|
||||
//FireHandGrenade ();
|
||||
FireHandGrenade ();
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw3 = [ 157, player_throw4 ]
|
||||
{
|
||||
self.weaponframe = IDLE2A;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw4 = [ 158, player_throw5 ]
|
||||
{
|
||||
self.weaponframe = IDLE3A;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw5 = [ 157, player_throw6 ]
|
||||
{
|
||||
self.weaponframe = EF_FLAG1;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw6 = [ 156, player_throw7 ]
|
||||
{
|
||||
self.weaponframe = IDLE5A;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw7 = [ 155, player_throw8 ]
|
||||
{
|
||||
self.weaponframe = IDLE6A;
|
||||
if (self.handgrenade <= 0)
|
||||
stuffcmd (self, "impulse 1\n");
|
||||
else
|
||||
stuffcmd (self, "impulse 3\n");
|
||||
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw8 = [ 159, player_throw9 ]
|
||||
{
|
||||
self.weaponframe = IDLE7A;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw9 = [ 160, player_throw10 ]
|
||||
{
|
||||
self.weaponframe = IDLE8A;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw10 = [ 161, player_throw11 ]
|
||||
{
|
||||
self.weaponframe = IDLE9A;
|
||||
self.attack_finished = time + 1;
|
||||
};
|
||||
|
||||
void () player_throw11 = [ 162, player_run ]
|
||||
{
|
||||
self.weaponframe = IDLE10A;
|
||||
self.attack_finished = self.nextthink;
|
||||
W_SetCurrentAmmo();
|
||||
};
|
||||
|
||||
void () player_shotty1b = [ 183, player_shotty2b ]
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
../quake/turn/qwprogs.dat
|
||||
../qwprogs.dat
|
||||
|
||||
defs.qc
|
||||
inventory.qc
|
||||
subs.qc
|
||||
fight.qc
|
||||
|
||||
|
@ -31,3 +32,4 @@ dog.qc
|
|||
ogre.qc
|
||||
misc.qc
|
||||
mod_buy.qc
|
||||
cmds.qc
|
|
@ -1,13 +1,16 @@
|
|||
#define mag1 currentammo
|
||||
#define maxmag1 cnt
|
||||
|
||||
|
||||
void () army_load1;
|
||||
|
||||
//PISTOL
|
||||
void (float var, float dam) army_fire =
|
||||
void (float tmp, float dam) army_fire =
|
||||
{
|
||||
local vector src;
|
||||
local vector dir;
|
||||
local vector direction;
|
||||
local entity en;
|
||||
local float var;
|
||||
local float r;
|
||||
local vector targ;
|
||||
local vector org;
|
||||
|
@ -16,10 +19,9 @@ void (float var, float dam) army_fire =
|
|||
local float ydif;
|
||||
local float xdif;
|
||||
local float true;
|
||||
local float zdif;
|
||||
|
||||
if (self.enemy.sneak == 1)
|
||||
var = var * 2;
|
||||
tmp = tmp * 2;
|
||||
|
||||
if (self.mag1 == 0)
|
||||
{
|
||||
|
@ -46,7 +48,7 @@ void (float var, float dam) army_fire =
|
|||
|
||||
direction = dir;
|
||||
|
||||
traceline (src, src + direction*2048 + v_right*crandom()*var + v_up*crandom()*var, FALSE, self);
|
||||
traceline (src, src + direction*2048 + v_right*crandom()*tmp + v_up*crandom()*tmp, FALSE, self);
|
||||
|
||||
if (trace_fraction == PLAT_LOW_TRIGGER)
|
||||
return;
|
||||
|
@ -71,13 +73,12 @@ void (float var, float dam) army_fire =
|
|||
|
||||
|
||||
//RIFLE
|
||||
void (float var, float dam) army_fire1 =
|
||||
void (float tmp, float dam) army_fire1 =
|
||||
{
|
||||
local vector src;
|
||||
local vector dir;
|
||||
local vector direction;
|
||||
local entity en;
|
||||
local float var;
|
||||
local float r;
|
||||
local vector targ;
|
||||
local vector org;
|
||||
|
@ -86,10 +87,9 @@ void (float var, float dam) army_fire1 =
|
|||
local float ydif;
|
||||
local float xdif;
|
||||
local float true;
|
||||
local float zdif;
|
||||
|
||||
if (self.enemy.sneak == 1)
|
||||
var = var * 2;
|
||||
tmp = tmp * 2;
|
||||
|
||||
if (self.mag1 == 0)
|
||||
{
|
||||
|
@ -140,13 +140,12 @@ void (float var, float dam) army_fire1 =
|
|||
|
||||
|
||||
//SHOTGUN
|
||||
void (float var, float dam) army_fire2 =
|
||||
void (float tmp, float dam) army_fire2 =
|
||||
{
|
||||
local vector src;
|
||||
local vector dir;
|
||||
local vector direction;
|
||||
local entity en;
|
||||
local float var;
|
||||
local float r;
|
||||
local vector targ;
|
||||
local vector org;
|
||||
|
@ -156,7 +155,7 @@ void (float var, float dam) army_fire2 =
|
|||
local float dif;
|
||||
|
||||
if (self.enemy.sneak == 1)
|
||||
var = var * 2;
|
||||
tmp = tmp * 2;
|
||||
|
||||
if (self.mag1 == 0)
|
||||
{
|
||||
|
@ -240,13 +239,12 @@ void (float var, float dam) army_fire2 =
|
|||
};
|
||||
|
||||
//SMG
|
||||
void (float var, float dam) army_fire3 =
|
||||
void (float tmp, float dam) army_fire3 =
|
||||
{
|
||||
local vector src;
|
||||
local vector dir;
|
||||
local vector direction;
|
||||
local entity en;
|
||||
local float var;
|
||||
local float r;
|
||||
local vector targ;
|
||||
local vector org;
|
||||
|
@ -255,7 +253,6 @@ void (float var, float dam) army_fire3 =
|
|||
local float ydif;
|
||||
local float xdif;
|
||||
local float true;
|
||||
local float zdif;
|
||||
|
||||
if (self.mag1 == 0)
|
||||
{
|
||||
|
@ -266,7 +263,7 @@ void (float var, float dam) army_fire3 =
|
|||
}
|
||||
|
||||
if (self.enemy.sneak == 1)
|
||||
var = var * 2;
|
||||
tmp = tmp * 2;
|
||||
|
||||
self.mag1 = self.mag1 - 1;
|
||||
|
||||
|
@ -282,7 +279,7 @@ void (float var, float dam) army_fire3 =
|
|||
|
||||
direction = dir;
|
||||
|
||||
traceline (src, src + direction*1024 + v_right*crandom()*var + v_up*crandom()*var, FALSE, self);
|
||||
traceline (src, src + direction*1024 + v_right*crandom()*tmp + v_up*crandom()*tmp, FALSE, self);
|
||||
|
||||
if (trace_fraction == PLAT_LOW_TRIGGER)
|
||||
return;
|
||||
|
@ -306,13 +303,12 @@ void (float var, float dam) army_fire3 =
|
|||
};
|
||||
|
||||
//Assault Rifle
|
||||
void (float var, float dam) army_fire4 =
|
||||
void (float tmp, float dam) army_fire4 =
|
||||
{
|
||||
local vector src;
|
||||
local vector dir;
|
||||
local vector direction;
|
||||
local entity en;
|
||||
local float var;
|
||||
local float r;
|
||||
local vector targ;
|
||||
local vector org;
|
||||
|
@ -332,7 +328,7 @@ void (float var, float dam) army_fire4 =
|
|||
}
|
||||
|
||||
if (self.enemy.sneak == 1)
|
||||
var = var * 2;
|
||||
tmp = tmp * 2;
|
||||
|
||||
self.mag1 = self.mag1 - 1;
|
||||
|
||||
|
@ -348,7 +344,7 @@ void (float var, float dam) army_fire4 =
|
|||
|
||||
direction = dir;
|
||||
|
||||
traceline (src, src + direction*2048 + v_right*crandom()*var + v_up*crandom()*var, FALSE, self);
|
||||
traceline (src, src + direction*2048 + v_right*crandom()*tmp + v_up*crandom()*tmp, FALSE, self);
|
||||
|
||||
if (trace_fraction == PLAT_LOW_TRIGGER)
|
||||
return;
|
||||
|
@ -1332,7 +1328,7 @@ void () monster_army =
|
|||
|
||||
setsize (self, '-12 -12 -24', '12 12 32');
|
||||
self.health = 120;
|
||||
self.armor = 5;
|
||||
self.islot3 = SlotVal(IID_ARM_COMBAT, 1);
|
||||
self.armortype = 35;
|
||||
self.th_stand = enf_stand1;
|
||||
self.th_walk = enf_walk1;
|
||||
|
@ -1374,7 +1370,7 @@ void () monster_army =
|
|||
setsize (self, '-16 -16 -24', '16 16 32');
|
||||
self.health = 90;
|
||||
self.team = 3;
|
||||
self.armor = 2;
|
||||
self.islot3 = SlotVal(IID_ARM_LEATHER, 1);
|
||||
self.armortype = 0.2;
|
||||
self.armornoise = "misc/thud.wav";
|
||||
self.th_stand = army_stand1;
|
||||
|
@ -1408,3 +1404,5 @@ void () monster_army =
|
|||
self.maxmag1 = self.mag1;
|
||||
};
|
||||
|
||||
#undef mag1
|
||||
#undef maxmag1
|
||||
|
|
|
@ -15,7 +15,7 @@ void(float normal) SUB_AttackFinished =
|
|||
QuakeEd only writes a single float for angles (bad idea), so up and down are
|
||||
just constant angles.
|
||||
*/
|
||||
vector() SetMovedir =
|
||||
void() SetMovedir =
|
||||
{
|
||||
if (self.angles == '0 -1 0')
|
||||
self.movedir = '0 0 1';
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -157,16 +157,16 @@ void() main =
|
|||
void () GameTimer =
|
||||
{
|
||||
local entity te, ze;
|
||||
local float switch;
|
||||
local float switched;
|
||||
local float c, z;
|
||||
|
||||
|
||||
switch = 0;
|
||||
switched = 0;
|
||||
|
||||
te = findradius(self.origin, 25000);
|
||||
while (c < 300 && switch == 0)
|
||||
while (c < 300 && switched == 0)
|
||||
{
|
||||
if (te.classname == "raider" && te.enemy != world && te.processed == 0 && te.active == 0 && switch == 0)
|
||||
if (te.classname == "raider" && te.enemy != world && te.processed == 0 && te.active == 0 && switched == 0)
|
||||
{
|
||||
te.active = 1;
|
||||
te.processed = 1;
|
||||
|
@ -174,7 +174,7 @@ void () GameTimer =
|
|||
bprint(2, te.netname);
|
||||
bprint(2, "'s turn.\n");
|
||||
te.maxspeed = 300;
|
||||
switch = 1;
|
||||
switched = 1;
|
||||
|
||||
ze = findradius(self.origin, 25000);
|
||||
z = 0;
|
||||
|
@ -189,7 +189,7 @@ void () GameTimer =
|
|||
ze = ze.chain;
|
||||
}
|
||||
}
|
||||
if (te.classname == "player" && te.processed == 0 && te.active == 0 && switch == 0)
|
||||
if (te.classname == "player" && te.processed == 0 && te.active == 0 && switched == 0)
|
||||
{
|
||||
te.active = 1;
|
||||
te.processed = 1;
|
||||
|
@ -197,7 +197,7 @@ void () GameTimer =
|
|||
bprint(2, te.netname);
|
||||
bprint(2, "'s turn.\n");
|
||||
te.maxspeed = 300;
|
||||
switch = 1;
|
||||
switched = 1;
|
||||
|
||||
ze = findradius(self.origin, 25000);
|
||||
z = 0;
|
||||
|
@ -217,7 +217,7 @@ void () GameTimer =
|
|||
}
|
||||
|
||||
c = 0;
|
||||
if (switch == 0) // no entities left, turn is over
|
||||
if (switched == 0) // no entities left, turn is over
|
||||
{
|
||||
bprint(2, "round is now over.\n");
|
||||
|
||||
|
@ -275,6 +275,8 @@ void() worldspawn =
|
|||
InitBodyQue ();
|
||||
coop = 1;
|
||||
|
||||
SetupStats();
|
||||
|
||||
// custom map attributes
|
||||
|
||||
if (self.model == "maps/e1m8.bsp")
|
||||
|
|
Loading…
Reference in a new issue