a80a951e94
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1752 fc73d0e0-1445-4013-8a0c-d673dee63da5
795 lines
No EOL
19 KiB
C++
795 lines
No EOL
19 KiB
C++
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void(float cost, float type) BuyGrenade =
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{
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local string y;
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local float x;
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if (self.ammo_shells < cost)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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if (self.equipment == 4)
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x = 2;
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else
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x = 1;
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if (self.handgrenade >= x)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "already have a grenade.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.handgrenade = self.handgrenade + 1;
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self.grenadetype = type;
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self.ammo_shells = self.ammo_shells - cost;
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y = ftos(self.bandages);
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sprint(self, PRINT_HIGH, "you bought a ");
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if (type == 1)
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sprint(self, PRINT_HIGH, "smoke grenade.\n");
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if (type == 2)
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sprint(self, PRINT_HIGH, "frag grenade.\n");
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if (type == 3)
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sprint(self, PRINT_HIGH, "emp grenade.\n");
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};
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void() BuyBandages =
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{
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local string y;
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if (self.ammo_shells < 2)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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if (self.class != 2)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not a medic.\n");
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return;
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}
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if (self.bandages >= 50)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "too many bandages.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.bandages = self.bandages + 25;
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self.ammo_shells = self.ammo_shells - 2;
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if (self.bandages > 50)
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self.bandages = 50;
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y = ftos(self.bandages);
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sprint(self, PRINT_HIGH, "you now have ");
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sprint(self, PRINT_HIGH, y);
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sprint(self, PRINT_HIGH, "/50 bandages.\n");
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};
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void(float cost, float type) BuyChem =
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{
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local string x;
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local float y;
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if (self.ammo_shells < cost)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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if (type >= 2 && self.class != 1)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not a medic.\n");
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return;
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}
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if (self.equipment == 1)
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y = 4;
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else
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y = 2;
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if (self.chemcount >= y)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "you can't hold any more chems.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.chemcount = y;
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self.chem = type;
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self.ammo_shells = self.ammo_shells - cost;
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x = GetChemName();
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sprint (self, PRINT_HIGH, x);
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sprint(self, PRINT_HIGH, " purchased.\n");
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};
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void(string type) ChangeAmmo =
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{
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if (self.ammo_shells < 1)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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if (self.current_slot == 1)
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self.ammotype1 = type;
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if (self.current_slot == 2)
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self.ammotype2 = type;
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};
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void() BuyScraps =
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{
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local string y;
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if (self.ammo_shells < 5)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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if (self.class != 6)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not a scientist.\n");
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return;
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}
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if (self.scraps >= 15)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "too many metal scraps.\n");
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return;
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}
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sound (self, CHAN_BODY, "items/armor1.wav", 1, ATTN_NORM);
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self.scraps = self.scraps + 5;
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self.ammo_shells = self.ammo_shells - 5;
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if (self.scraps > 15)
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self.scraps = 15;
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y = ftos(self.scraps);
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sprint(self, PRINT_HIGH, "you now have ");
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sprint(self, PRINT_HIGH, y);
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sprint(self, PRINT_HIGH, "/15 scraps.\n");
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};
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void (float wt, float cost, float item) BuyWeapon =
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{
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local float lbs;
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local string qq;
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local float curr;
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local float c3;
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local string c1;
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local string c2;
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lbs = weightx ();
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if ((self.current_slot == 1))
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{
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curr = self.slot1_weight;
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if (self.slot2 == 0)
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self.slot2 = self.slot1;
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if (self.slot1 != 0)
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{
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DropWeapon (self.slot1, 1, 0);
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self.slot1 = 0;
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}
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GetWeaponModel ();
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}
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if ((self.current_slot == 2))
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{
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curr = self.slot2_weight;
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if (self.slot1 == 0)
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self.slot1 = self.slot2;
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if (self.slot2 != 0)
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{
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DropWeapon (self.slot2, 1, 0);
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self.slot2 = 0;
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}
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GetWeaponModel ();
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}
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if ((lbs + wt - curr) > self.max_weight)
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{
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sprint (self, PRINT_HIGH, "you can't carry that much.\n");
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self.currentmenu = "none";
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GetWeaponModel ();
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return;
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}
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if (cost > self.ammo_shells)
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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GetWeaponModel ();
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return;
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}
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self.ammo_shells = self.ammo_shells - cost;
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if ((self.current_slot == 1))
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{
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GetWeaponWeight (self, self.current_slot);
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stuffcmd (self, "impulse 1\n");
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self.slot1 = item;
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self.items = (self.items | IT_SUPER_NAILGUN);
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GetWeaponModel ();
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}
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if (self.current_slot == 2)
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{
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GetWeaponWeight (self, self.current_slot);
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stuffcmd (self, "impulse 2\n");
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self.slot2 = item;
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self.items = (self.items | IT_GRENADE_LAUNCHER);
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GetWeaponModel ();
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}
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qq = GetWeaponName (self, item);
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sprint (self, PRINT_HIGH, qq);
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sprint (self, PRINT_HIGH, " purchased.\n");
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sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
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self.currentmenu = "none";
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WeaponAmmo (SPAWNFLAG_SUPERSPIKE);
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WeaponAmmo (SPAWNFLAG_LASER);
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GetWeaponWeight (self, 1);
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GetWeaponWeight (self, 2);
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GetWeaponModel ();
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return;
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};
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void (float cost, float item) BuyPerk =
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{
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if (self.frags < cost)
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{
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sprint (self, PRINT_HIGH, "not enough kills\n");
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self.currentmenu = "none";
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return;
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}
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sprint (self, PRINT_HIGH, "ok, ability gained.\n");
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self.perk = item;
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self.currentmenu = "none";
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return;
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};
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void (float wt, float cost, float item) BuyArmor =
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{
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local float curr;
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local float lbs;
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local string x;
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lbs = weightx ();
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if (((item >= TE_LIGHTNING2) && (self.protect >= SPAWNFLAG_SUPERSPIKE)))
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{
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sprint (self, PRINT_HIGH, "remove your hardware before buying\nany kind of advanced armor!\ntoo much interference otherwise.");
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self.currentmenu = "none";
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return;
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}
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if ((cost > self.ammo_shells))
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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return;
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}
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if ((((lbs + wt) - self.armor_weight) > self.max_weight))
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{
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sprint (self, PRINT_HIGH, "you can't carry that much.\n");
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self.currentmenu = "none";
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return;
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}
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sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
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self.ammo_shells = (self.ammo_shells - cost);
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self.armor_weight = wt;
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self.armor = item;
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x = GetArmorName();
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sprint (self, PRINT_HIGH, x);
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sprint (self, PRINT_HIGH, " purchased.\n");
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return;
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};
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void (float cost, float item) BuyEquipment =
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{
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local float lbs;
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local string x;
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lbs = weightx ();
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if ((cost > self.ammo_shells))
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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return;
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}
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sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM);
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self.equipment = item;
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x = GetEquipmentName();
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sprint (self, PRINT_HIGH, x);
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sprint (self, PRINT_HIGH, " purchased.\n");
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self.ammo_shells = (self.ammo_shells - cost);
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return;
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};
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void (float cost, float item) BuyProtect =
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{
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local string x;
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if ((self.armor >= TE_LIGHTNING2))
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{
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sprint (self, PRINT_HIGH, "too many electronics in\nyour currently worn armor!");
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self.currentmenu = "none";
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return;
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}
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if ((cost > self.ammo_shells))
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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return;
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}
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sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM);
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self.ammo_shells = (self.ammo_shells - cost);
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self.protect = item;
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x = GetProtectName();
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sprint (self, PRINT_HIGH, x);
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sprint (self, PRINT_HIGH, " purchased.\n");
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return;
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};
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float (float input) overweight =
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{
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local float var;
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local float max;
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var = ((((input) + self.armor_weight) + self.slot1_weight) + self.slot2_weight);
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max = self.max_weight;
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if ((self.class == TE_LIGHTNING2))
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{
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max = (max + SPAWNFLAG_LASER);
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}
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if ((self.perk == TE_LAVASPLASH))
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{
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return (FALSE);
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}
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if ((var > max))
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{
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return (TRUE);
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}
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else
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{
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return (FALSE);
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}
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};
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float () weightx =
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{
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local float var;
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var = self.slot1_weight + self.slot2_weight + self.armor_weight;
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return var;
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};
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void () W_GetClass =
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{
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if ((self.currentmenu == "select_skill"))
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{
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sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
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if (self.impulse == 1)
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{
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self.currentmenu = "none";
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self.max_health = 80;
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self.class = 1;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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if ((self.impulse == 2))
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{
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self.currentmenu = "none";
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self.max_health = 70;
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self.class = 2;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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if (self.impulse == 3)
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{
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self.currentmenu = "none";
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self.max_health = 100;
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self.class = 3;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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if (self.impulse == 4)
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{
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self.max_health = 80;
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self.currentmenu = "none";
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self.class = 4;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
|
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}
|
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if (self.impulse > 4)
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return;
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|
||
};
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||
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||
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void() W_PlayerMenu =
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{
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if (self.currentmenu == "none")
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return;
|
||
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if (self.currentmenu == "shop_list")
|
||
{
|
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if (self.impulse == 1)
|
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self.currentmenu = "shop_trait";
|
||
if (self.impulse == 2)
|
||
self.currentmenu = "shop_perk";
|
||
if (self.impulse == 3)
|
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self.currentmenu = "shop_armor";
|
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if (self.impulse == 4)
|
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self.currentmenu = "shop_protect";
|
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if (self.impulse == 5)
|
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self.currentmenu = "shop_weapons";
|
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if (self.impulse == 6)
|
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self.currentmenu = "shop_equipment";
|
||
if (self.impulse == 7)
|
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self.currentmenu = "shop_chems";
|
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if (self.impulse == 8)
|
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self.currentmenu = "shop_other";
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|
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DisplayMenu();
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return;
|
||
}
|
||
|
||
if (self.currentmenu == "shop_trait")
|
||
{
|
||
if (self.impulse == 1)
|
||
self.currentmenu = "shop_trait";
|
||
if (self.impulse == 2)
|
||
self.currentmenu = "shop_perk";
|
||
if (self.impulse == 3)
|
||
self.currentmenu = "shop_armor";
|
||
if (self.impulse == 4)
|
||
self.currentmenu = "shop_protect";
|
||
if (self.impulse == 5)
|
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self.currentmenu = "shop_weapons";
|
||
if (self.impulse == 6)
|
||
self.currentmenu = "shop_equipment";
|
||
if (self.impulse == 7)
|
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self.currentmenu = "shop_chems";
|
||
if (self.impulse == 8)
|
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self.currentmenu = "shop_other";
|
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|
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DisplayMenu();
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_perk")
|
||
{
|
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if (self.impulse == 1)
|
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BuyPerk(1, 1);
|
||
if (self.impulse == 2)
|
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BuyPerk(1, 2);
|
||
if (self.impulse == 3)
|
||
BuyPerk(1, 3);
|
||
if (self.impulse == 4)
|
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BuyPerk(2, 4);
|
||
if (self.impulse == 5)
|
||
BuyPerk(2, 5);
|
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if (self.impulse == 6)
|
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BuyPerk(2, 6);
|
||
if (self.impulse == 7)
|
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BuyPerk(2, 7);
|
||
if (self.impulse == 8)
|
||
BuyPerk(3, 8);
|
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if (self.impulse == 9)
|
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BuyPerk(4, 9);
|
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|
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return;
|
||
}
|
||
if (self.currentmenu == "shop_armor")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyArmor(3, 03, 1); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyArmor(7, 05, 2); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyArmor(9, 10, 3); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyArmor(15, 12, 4); //weight, cost, item
|
||
if (self.impulse == 5)
|
||
BuyArmor(12, 25, 5); //weight, cost, item
|
||
if (self.impulse == 6)
|
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BuyArmor(17, 35, 6); //weight, cost, item
|
||
if (self.impulse == 7)
|
||
BuyArmor(5, 45, 7); //weight, cost, item
|
||
if (self.impulse == 8)
|
||
BuyArmor(20, 55, 8); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_protect")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyProtect(20, 1);
|
||
if (self.impulse == 2)
|
||
BuyProtect(20, 2);
|
||
if (self.impulse == 3)
|
||
BuyProtect(30, 3);
|
||
if (self.impulse == 4)
|
||
BuyProtect(30, 4);
|
||
if (self.impulse == 5)
|
||
BuyProtect(40, 5);
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_weapons")
|
||
{
|
||
if (self.impulse == 1)
|
||
self.currentmenu = "shop_melee";
|
||
if (self.impulse == 2)
|
||
self.currentmenu = "shop_thrown";
|
||
if (self.impulse == 3)
|
||
self.currentmenu = "shop_pistols";
|
||
if (self.impulse == 4)
|
||
self.currentmenu = "shop_shotguns";
|
||
if (self.impulse == 5)
|
||
self.currentmenu = "shop_rifles";
|
||
|
||
DisplayMenu();
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_melee")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(1, 1, 1); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(6, 3, 2); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(3, 10, 3); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(10, 15, 4); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_thrown")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyGrenade(3, 1); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyGrenade(4, 2); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyGrenade(5, 3); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyGrenade(6, 4); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_pistols")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(1, 5, 5); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(2, 7, 6); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(2, 9, 7); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(2, 21, 8); //weight, cost, item
|
||
if (self.impulse == 5)
|
||
BuyWeapon(3, 14, 13); //weight, cost, item
|
||
if (self.impulse == 6)
|
||
BuyWeapon(3, 17, 14); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_shotguns")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(3, 3, 9); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(4, 7, 10); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(5, 12, 11); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(7, 34, 12); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_rifles")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(3, 11, 15); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(4, 21, 16); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(5, 25, 17); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(6, 28, 18); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(5, 30, 19); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(4, 32, 20); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(7, 40, 21); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(10, 45, 22); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
|
||
if (self.currentmenu == "shop_equipment")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyEquipment(20, 1); //cost, item
|
||
if (self.impulse == 2)
|
||
BuyEquipment(20, 2); //cost, item
|
||
if (self.impulse == 3)
|
||
BuyEquipment(20, 3); //cost, item
|
||
if (self.impulse == 4)
|
||
BuyEquipment(20, 4); //cost, item
|
||
if (self.impulse == 5)
|
||
BuyEquipment(20, 5); //cost, item
|
||
if (self.impulse == 6)
|
||
BuyEquipment(20, 6); //cost, item
|
||
if (self.impulse == 7)
|
||
BuyEquipment(20, 7); //cost, item
|
||
if (self.impulse == 8)
|
||
BuyEquipment(20, 8); //cost, item
|
||
if (self.impulse == 9)
|
||
BuyEquipment(20, 9); //cost, item
|
||
if (self.impulse == 10)
|
||
BuyEquipment(20, 10); //cost, item
|
||
|
||
return;
|
||
}
|
||
|
||
if (self.currentmenu == "shop_chems")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyChem(3, 1); //cost, item
|
||
if (self.impulse == 2)
|
||
BuyChem(5, 2); //cost, item
|
||
if (self.impulse == 3)
|
||
BuyChem(10, 3); //cost, item
|
||
if (self.impulse == 4)
|
||
BuyChem(12, 4); //cost, item
|
||
if (self.impulse == 5)
|
||
BuyChem(18, 5); //cost, item
|
||
if (self.impulse == 6)
|
||
BuyChem(21, 6); //cost, item
|
||
}
|
||
|
||
if (self.currentmenu == "shop_other")
|
||
return;
|
||
|
||
|
||
if (self.currentmenu == "select_team")
|
||
{
|
||
if (self.impulse == 1)
|
||
{
|
||
bprint(2, self.netname);
|
||
bprint(2, " has joined the rangers.\n");
|
||
self.currentmenu = "confirm_team";
|
||
DisplayMenu();
|
||
self.team = 1;
|
||
return;
|
||
}
|
||
if (self.impulse == 2)
|
||
{
|
||
bprint(2, self.netname);
|
||
bprint(2, " has joined the raiders.\n");
|
||
self.currentmenu = "confirm_team";
|
||
DisplayMenu();
|
||
self.team = 2;
|
||
return;
|
||
}
|
||
|
||
}
|
||
|
||
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, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> 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, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> 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, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> 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, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
|
||
self.ghost = 0;
|
||
return;
|
||
}
|
||
}
|
||
|
||
|
||
if (self.currentmenu == "confirm_team")
|
||
{
|
||
if (self.impulse == 1)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "select_skill";
|
||
DisplayMenu();
|
||
self.impulse = 0;
|
||
return;
|
||
}
|
||
if (self.impulse == 2)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "select_team";
|
||
DisplayMenu();
|
||
self.impulse = 0;
|
||
self.team = 0;
|
||
return;
|
||
}
|
||
}
|
||
if (self.currentmenu == "confirm_skill")
|
||
{
|
||
if (self.impulse == 1)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "none";
|
||
PutClientInServer();
|
||
self.impulse = 0;
|
||
return;
|
||
}
|
||
if (self.impulse == 2)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "select_skill";
|
||
DisplayMenu();
|
||
self.impulse = 0;
|
||
self.class = 0;
|
||
return;
|
||
}
|
||
}
|
||
|
||
}; |