fteqw/quakec/fallout2/weapons.qc
Magnus 4fb1c62dd5 *** empty log message ***
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1823 fc73d0e0-1445-4013-8a0c-d673dee63da5
2006-01-08 21:40:47 +00:00

3919 lines
84 KiB
C++
Raw Blame History

/*
*/
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void () player_run;
void(entity bomb, entity attacker, float rad, entity ignore, string dtype) T_RadiusDamage;
void(vector org, float damage) SpawnBlood;
void() SuperDamageSound;
void (float rec, float number, float dam, float var, float ran, float auto) W_FireShotgun;
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle;
void (float dam, float rec, string snd, float rng, float rate) FirePistol;
void (float dam, float rec, string snd, float rng, float rate) FireSMG;
float() FireToolkit;
void () FireAlienBlaster;
void () W_PlayerMenu;
//void () UseChem;
void () Special;
void () BuyMenu;
void() Sneak;
//void() Bandage;
void() Shield;
void () player_throw1;
void() player_knife1;
void() player_knifea;
void() ExitScreen;
void() CharacterSheet;
void() UseEquipment;
void (float slot, float snd, float drop) DropFromSlot;
void() PositionControl;
void() autofire;
void() autofire_s;
float(float iid) UseBoostingChem;
float(float iid) UseHealingChem;
float(float slotno) DecreaseDestroySlot;
#define weightx() (self.weight)
// called by worldspawn
void() W_Precache =
{
precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
precache_sound ("weapons/rocket1i.wav"); // spike gun
precache_sound ("weapons/sgun1.wav");
precache_sound ("weapons/guncock.wav"); // player shotgun
precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric4.wav"); // ricochet (used in c code)
precache_sound ("weapons/ric5.wav"); // ricochet (used in c code)
precache_sound ("weapons/spike2.wav"); // super spikes
precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
precache_sound ("weapons/grenade.wav"); // grenade launcher
precache_sound ("weapons/bounce.wav"); // grenade bounce
precache_sound ("weapons/shotgn2.wav"); // super shotgun
};
float() crandom =
{
return 2*(random() - 0.5);
};
/*
================
W_FireMelee
================
*/
void(float damage, float dist, float rate) FireMelee =
{
local vector source;
local vector org;
makevectors (self.v_angle);
source = self.origin + '0 0 16';
traceline (source, source + v_forward*dist, FALSE, self);
if (trace_fraction == 1.0)
return;
org = trace_endpos - v_forward*4;
if (trace_ent.takedamage)
{
trace_ent.axhitme = 1;
SpawnBlood (org, 1);
T_Damage (trace_ent, self, self, damage+random()*damage);
sound (self, CHAN_WEAPON, trace_ent.armornoise, 1, ATTN_NORM);
}
else
{ // hit wall
sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
}
};
void() W_FireMelee =
{
local float iid;
iid = ToIID(self.(SlotField(self.current_slot)));
if (iid == IID_NONE)
FireMelee(3, 32, 0.6);
else if (iid == IID_WP_TOOLKIT)
FireMelee(5, 32, 0.2);
else if (iid == IID_WP_KNIFE)
FireMelee(5, 32, 0.2);
else if (iid == IID_WP_AXE)
FireMelee(10, 64, 0.2);
else if (iid == IID_WP_VIBROBLADE)
FireMelee(25, 64, 0.2);
else if (iid == IID_WP_POWERAXE)
FireMelee(50, 96, 0.2);
else if (iid == IID_CHEM_STIMPACK ||
iid == IID_CHEM_MEDICALBAG ||
iid == IID_CHEM_SUPERSTIM)
{
if (UseHealingChem(iid))
DecreaseDestroySlot(self.current_slot);
}
else if (iid == IID_CHEM_ADRENALINE ||
iid == IID_CHEM_PSYCHO ||
iid == IID_CHEM_BESERK)
{
if (UseBoostingChem(iid))
DecreaseDestroySlot(self.current_slot);
}
else
dprint(strcat("W_FireMelee - ", ftos(iid), "not implemented\n"));
};
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
SpawnMeatSpray
================
*/
void(vector org, vector vel) SpawnMeatSpray =
{
local entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_BOUNCE;
missile.solid = SOLID_NOT;
makevectors (self.angles);
missile.velocity = vel;
missile.velocity_z = missile.velocity_z + 250 + 50*random();
missile.avelocity = '3000 1000 2000';
// set missile duration
missile.nextthink = time + 1;
missile.think = SUB_Remove;
setmodel (missile, "progs/zom_gib.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, org);
};
/*
================
SpawnBlood
================
*/
void(vector org, float damage) SpawnBlood =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, 1);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (org, MULTICAST_PVS);
};
/*
================
spawn_touchblood
================
*/
void(float damage) spawn_touchblood =
{
local vector vel;
vel = wall_velocity () * 0.2;
SpawnBlood (self.origin + vel*0.01, damage);
};
/*
==============================================================================
MULTI-DAMAGE
Collects multiple small damages into a single damage
==============================================================================
*/
entity multi_ent;
float multi_damage;
vector blood_org;
float blood_count;
vector puff_org;
float puff_count;
void() ClearMultiDamage =
{
multi_ent = world;
multi_damage = 0;
blood_count = 0;
puff_count = 0;
};
void() ApplyMultiDamage =
{
if (!multi_ent)
return;
T_Damage (multi_ent, self, self, multi_damage);
};
void(entity hit, float damage) AddMultiDamage =
{
if (!hit)
return;
if (hit != multi_ent)
{
ApplyMultiDamage ();
multi_damage = damage;
multi_ent = hit;
}
else
multi_damage = multi_damage + damage;
};
void() Multi_Finish =
{
if (puff_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, puff_count);
WriteCoord (MSG_MULTICAST, puff_org_x);
WriteCoord (MSG_MULTICAST, puff_org_y);
WriteCoord (MSG_MULTICAST, puff_org_z);
multicast (puff_org, MULTICAST_PVS);
}
if (blood_count)
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOOD);
WriteByte (MSG_MULTICAST, blood_count);
WriteCoord (MSG_MULTICAST, blood_org_x);
WriteCoord (MSG_MULTICAST, blood_org_y);
WriteCoord (MSG_MULTICAST, blood_org_z);
multicast (puff_org, MULTICAST_PVS);
}
};
/*
==============================================================================
BULLETS
==============================================================================
*/
/*
================
TraceAttack
================
*/
void(float damage, vector dir) TraceAttack =
{
local vector vel, org;
vel = normalize(dir + v_up*crandom() + v_right*crandom());
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
org = trace_endpos - dir*4;
if (trace_ent.takedamage)
{
blood_count = blood_count + 1;
blood_org = org;
AddMultiDamage (trace_ent, damage);
}
else
{
puff_count = puff_count + 1;
}
};
/*
================
FireBullets
Used by shotgun, super shotgun, and enemy soldier firing
Go to the trouble of combining multiple pellets into a single damage call.
================
*/
/*
==============================================================================
ROCKETS
==============================================================================
*/
void() T_MissileTouch =
{
local float damg;
// if (deathmatch == 4)
// {
// if ( ((other.weapon == 32) || (other.weapon == 16)))
// {
// if (random() < 0.1)
// {
// if (other != world)
// {
// // bprint (PRINT_HIGH, "Got here\n");
// other.deathtype = "blaze";
// T_Damage (other, self, self.owner, 1000 );
// T_RadiusDamage (self, self.owner, 1000, other);
// }
// }
// }
// }
if (other == self.owner)
return; // don't explode on owner
if (self.voided) {
return;
}
self.voided = 1;
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = 100 + random()*20;
if (other.health)
{
other.deathtype = "rocket";
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, 120, other, "rocket");
// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
self.origin = self.origin - 8 * normalize(self.velocity);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove(self);
};
/*
================
W_FireRocket
================
*/
void() W_FireRocket =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
// set newmis speed
makevectors (self.v_angle);
newmis.velocity = aim(self, 1000);
newmis.velocity = newmis.velocity * 1000;
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = T_MissileTouch;
newmis.voided = 0;
// set newmis duration
newmis.nextthink = time + 5;
newmis.think = SUB_Remove;
newmis.classname = "rocket";
setmodel (newmis, "progs/missile.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
};
/*
===============================================================================
LIGHTNING
===============================================================================
*/
void(entity from, float damage) LightningHit =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PVS);
T_Damage (trace_ent, from, from, damage);
};
/*
=================
LightningDamage
=================
*/
void(vector p1, vector p2, entity from, float damage) LightningDamage =
{
local entity e1, e2;
local vector f;
f = p2 - p1;
normalize (f);
f_x = 0 - f_y;
f_y = f_x;
f_z = 0;
f = f*16;
e1 = e2 = world;
traceline (p1, p2, FALSE, self);
if (trace_ent.takedamage)
{
LightningHit (from, damage);
if (self.classname == "player")
{
if (other.classname == "player")
trace_ent.velocity_z = trace_ent.velocity_z + 400;
}
}
e1 = trace_ent;
traceline (p1 + f, p2 + f, FALSE, self);
if (trace_ent != e1 && trace_ent.takedamage)
{
LightningHit (from, damage);
}
e2 = trace_ent;
traceline (p1 - f, p2 - f, FALSE, self);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
LightningHit (from, damage);
}
};
void() W_FireLightning =
{
local vector org;
local float cells;
if (self.ammo_cells < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
if (deathmatch > 3)
{
if (random() <= 0.5)
{
self.deathtype = "selfwater";
T_Damage (self, self, self.owner, 4000 );
}
else
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world, "");
return;
}
}
else
{
cells = self.ammo_cells;
self.ammo_cells = 0;
W_SetCurrentAmmo ();
T_RadiusDamage (self, self, 35*cells, world,"");
return;
}
}
if (self.t_width < time)
{
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
self.t_width = time + 0.6;
}
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
if (deathmatch != 4)
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
org = self.origin + '0 0 16';
traceline (org, org + v_forward*600, TRUE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
WriteEntity (MSG_MULTICAST, self);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (org, MULTICAST_PHS);
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
};
//=============================================================================
void() GrenadeExplode =
{
if (self.voided) {
return;
}
self.voided = 1;
T_RadiusDamage (self, self.owner, 120, world, "grenade");
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
remove (self);
};
void() GrenadeTouch =
{
if (other == self.owner)
return; // don't explode on owner
if (other.takedamage == DAMAGE_AIM)
{
GrenadeExplode();
return;
}
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
if (self.velocity == '0 0 0')
self.avelocity = '0 0 0';
};
/*
================
W_FireGrenade
================
*/
void() W_FireGrenade =
{
if (deathmatch != 4)
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.voided=0;
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
// set newmis speed
makevectors (self.v_angle);
if (self.v_angle_x)
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
newmis.velocity = aim(self, 10000);
newmis.velocity = newmis.velocity * 600;
newmis.velocity_z = 200;
}
newmis.avelocity = '300 300 300';
newmis.angles = vectoangles(newmis.velocity);
newmis.touch = GrenadeTouch;
// set newmis duration
if (deathmatch == 4)
{
newmis.nextthink = time + 2.5;
self.attack_finished = time + 1.1;
// self.health = self.health - 1;
T_Damage (self, self, self.owner, 10 );
}
else
newmis.nextthink = time + 2.5;
newmis.think = GrenadeExplode;
setmodel (newmis, "progs/grenade.mdl");
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin);
};
//=============================================================================
void() spike_touch;
void() superspike_touch;
/*
===============
launch_spike
Used for both the player and the ogre
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.voided=0;
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "progs/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() W_FireSuperSpikes =
{
local vector dir;
sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 2;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16', dir);
newmis.touch = superspike_touch;
setmodel (newmis, "progs/s_spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
void(float ox) W_FireSpikes =
{
local vector dir;
makevectors (self.v_angle);
if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN)
{
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
self.attack_finished = time + 0.2;
if (deathmatch != 4)
self.currentammo = self.ammo_nails = self.ammo_nails - 1;
dir = aim (self, 1000);
launch_spike (self.origin + '0 0 16' + v_right*ox, dir);
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
};
//.float hit_z;
void() spike_touch =
{
if (other == self.owner)
return;
if (self.voided) {
return;
}
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (9);
other.deathtype = "nail";
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
{
T_Damage (other, self, self.owner, 9+random()*18);
WriteByte (MSG_MULTICAST, TE_WIZSPIKE);
}
else if (self.classname == "knightspike")
WriteByte (MSG_MULTICAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
void() superspike_touch =
{
if (other == self.owner)
return;
if (self.voided) {
return;
}
self.voided = 1;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchblood (18);
other.deathtype = "supernail";
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
}
remove(self);
};
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() SetWeaponModel =
{
self.weaponmodel = GetItemVModel(ToIID(ItemInSlot(self, self.current_slot)));
};
void() W_SetCurrentAmmo =
{
local string x;
player_run (); // get out of any weapon firing states
self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
/*SPIKEREMOVED
if (self.current_slot == 1)
self.currentammo = ToStatus(self.islot1);
else if (self.current_slot == 2)
self.currentammo = ToStatus(self.islot2);
else if (self.current_slot == 4)
{
if (self.team == 1)
{
sound (self, CHAN_WEAPON, "misc/tools.wav", 1, ATTN_NORM);
self.items = (self.items | IT_LIGHTNING);
self.currentammo = 0;
self.weaponmodel = "";
}
else
sound (self, CHAN_WEAPON, "misc/menu3.wav", 1, ATTN_NORM);
}
*/
// else
sound (self, CHAN_WEAPON, "misc/menu3.wav", 1, ATTN_NORM);
if (self.current_slot == 1)
x = GetItemName(ToIID(self.islot1));
if (self.current_slot == 2)
x = GetItemName(ToIID(self.islot2));
/*SPIKEREMOVED
if (self.current_slot == 3)
x = "grenade";
if (self.current_slot == 4)
x = "tools";
*/
sprint(self, 2, x);
sprint (self, PRINT_HIGH, " selected.\n");
sound (self, CHAN_WEAPON, "misc/weapon.wav", 1, ATTN_NORM);
SetWeaponModel();
self.currentammo = ToStatus(ItemInSlot(self, self.current_slot));
};
float() W_BestWeapon =
{
local float it;
it = self.items;
if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) )
return IT_LIGHTNING;
else if(self.ammo_nails >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if(self.ammo_shells >= 2 && (it & IT_SUPER_SHOTGUN) )
return IT_SUPER_SHOTGUN;
else if(self.ammo_nails >= 1 && (it & IT_NAILGUN) )
return IT_NAILGUN;
else if(self.ammo_shells >= 1 && (it & IT_SHOTGUN) )
return IT_SHOTGUN;
/*
if(self.ammo_rockets >= 1 && (it & IT_ROCKET_LAUNCHER) )
return IT_ROCKET_LAUNCHER;
else if(self.ammo_rockets >= 1 && (it & IT_GRENADE_LAUNCHER) )
return IT_GRENADE_LAUNCHER;
*/
return IT_AXE;
};
void (float slotno) ReloadWeapon =
{
local float at;
local float as;
local float asv;
local float ac;
local float x;
local float wid;
local .float wslot;
if (self.rtime > time || self.attack_finished > time)
return;
wslot = SlotField(slotno);
if (self.wslot == 0)
return; //already empty..
wid = ToIID(self.wslot);
at = WeaponAmmoType(wid);
as = SlotOfItem(self, at);
if (as == 0)
{
sprint(self, 2, "no suitable ammo\n");
return;
}
asv = ItemInSlot(self, as);
ac = ToStatus(asv);
x = WeaponMagQuant(wid); //get the max ammo capacity
x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
if (x > ac) //make sure there's enough ammo
x = ac;
ac -= x;
if (ac)
asv = SlotVal(at, ac);
else
asv = 0; //totally used up.
SetItemSlot(self, as, asv);
self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
if (wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
sprint(self, 2, "reloading...\n");
if (self.perk == 3)
{
self.attack_finished = time + 1;
self.rtime = time + 1;
}
else
{
self.attack_finished = time + 2;
self.rtime = time + 2;
}
if (self.current_slot == slotno)
self.currentammo = ToStatus(ItemInSlot(self, slotno));
player_run();
};
float() W_CheckNoAmmo =
{
local float at;
local .float slotfield;
slotfield = SlotField(self.current_slot);
if (ToIID(self.slotfield) == IID_NONE)
return FALSE;
if (ToStatus(self.slotfield) < 1)
{
at = WeaponAmmoType(ToIID(self.slotfield));
if (at == 0)
return FALSE;
at = SlotOfItem(self, at);
if (at == 0)
{
self.attack_finished = (time + 0.2);
stuffcmd (self, "-attack\n");
sound (self, CHAN_WEAPON, "weapons/click.wav", TRUE, ATTN_NORM);
return TRUE;
}
else
{
stuffcmd (self, "-attack\n");
ReloadWeapon (self.current_slot);
return TRUE;
}
}
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() W_Attack =
{
local float weap;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (self.rtime > time)
return;
if (self.attack_finished > time)
return;
if (W_CheckNoAmmo())
return;
weap = ToIID(self.(SlotField(self.current_slot)));
if (weap == IID_NONE ||
weap == IID_WP_KNIFE ||
weap == IID_WP_AXE ||
weap == IID_WP_VIBROBLADE ||
weap == IID_WP_POWERAXE)
{
self.attack_finished = time + 0.25;
player_knife1 ();
}
else if (weap == IID_WP_USP)
FirePistol(10, 2, "weapons/1911.wav", 2000, 0.25);
else if (weap == IID_WP_DEAGLE)
FirePistol(10, 2, "weapons/deagle.wav", 2000, 0.25);
else if (weap == IID_WP_NEEDLER)
FirePistol(10, 2, "weapons/needler.wav", 2000, 0.25);
else if (weap == IID_WP_ALIENBLASTER)
FireAlienBlaster();
else if (weap == IID_WP_PIPERIFLE)
FireAssaultRifle(18, 2, "weapons/rangem.wav", 3000, 0.1);
else if (weap == IID_WP_WINCHESTER)
W_FireShotgun (1, 5, 6, 160, 3000, 0);
else if (weap == IID_WP_MOSSBERG)
W_FireShotgun (1, 5, 6, 160, 3000, 0);
else if (weap == IID_WP_JACKHAMMER)
W_FireShotgun (1, 5, 6, 160, 3000, 1);
else if (weap == IID_WP_MP9)
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.06);
else if (weap == IID_WP_MP7)
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.06);
else if (weap == IID_WP_RANGEMASTER)
FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
else if (weap == IID_WP_AK112)
FireAssaultRifle(14, 2, "weapons/ak112.wav", 4000, 0.09);
else if (weap == IID_WP_AK74)
FireAssaultRifle(18, 2, "weapons/ak47.wav", 6000, 0.1);
else if (weap == IID_WP_DKS1)
FireAssaultRifle(30, 2, "weapons/dks-1.wav", 8000, 0.5);
else if (weap == IID_WP_MOONLIGHT)
FireAssaultRifle(16, 2, "weapons/m4-nw.wav", 4000, 0.09);
else if (weap == IID_WP_SA80)
FireAssaultRifle(17, 2, "weapons/sa80.wav", 4000, 0.08);
//float IID_WP_GAUSERIFLE = 421;
//float IID_WP_PULSERIFLE = 422;
else if (weap == IID_GREN_FRAG)
player_throw1();
else if (weap == IID_GREN_EMP)
player_throw1();
else if (weap == IID_GREN_SMOKE)
player_throw1();
else if (weap == IID_GREN_FLASH)
player_throw1();
else if (weap == IID_WP_TOOLKIT)
{
if (!FireToolkit())
{
self.attack_finished = time + 0.25;
player_knife1 ();
}
}
else if (IsChem(weap))
{
self.attack_finished = time + 0.25;
player_knife1 ();
}
else
centerprint(self, "Not implemented (", ftos(weap), ")");
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
it = self.items;
am = 0;
if (self.impulse == 1)
{
fl = IT_NAILGUN;
self.current_slot = 1;
}
if (self.impulse == 2)
{
fl = IT_SUPER_NAILGUN;
self.current_slot = 2;
}
self.weapon = fl;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (self.items & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
void () ProneOff =
{
setsize(self, '-16 -16 -24', '16 16 32');
if (!walkmove(0, 0))
{
sprint (self, 2, "not enough room to stand up.\n");
setsize(self, '-16 -16 -24', '16 16 0');
return;
}
sprint (self, 2, "position: stand.\n");
self.position = 0;
PositionControl();
player_run ();
};
void () ProneOn =
{
if (self.velocity_z != 0)
return;
if (self.position == 2)
{
ProneOff();
return;
}
self.maxspeed = (self.maxspeed * 0.25);
self.position = 2;
self.view_ofs = '0 0 -10';
sprint (self, 2, "position: prone.\n");
PositionControl();
};
void () DuckOff =
{
setsize(self, '-16 -16 -24', '16 16 32');
if (!walkmove(0, 0))
{
sprint (self, 2, "not enough room to stand up.\n");
setsize(self, '-16 -16 -24', '16 16 16');
return;
}
sprint (self, 2, "position: stand.\n");
self.view_ofs = '0 0 22';
self.position = 0;
PositionControl();
player_run ();
};
void () DuckOn =
{
if (self.velocity_z != 0)
return;
if (self.position == 1)
{
DuckOff();
return;
}
self.maxspeed = (self.maxspeed * 0.50);
self.position = 1;
sprint (self, 2, "position: duck.\n");
PositionControl();
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells < 1)
am = 1;
}
if ( (it & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
if (self.impulse >= 1 && self.impulse <= 4 && self.currentmenu == "none")
W_ChangeWeapon ();
if (self.impulse >= 1 && self.impulse <= 10 && self.currentmenu != "none")
W_PlayerMenu ();
if (self.impulse == 11)
ServerflagsCommand ();
if (self.impulse == 12)
CycleWeaponReverseCommand ();
if (self.impulse == 200)
DuckOn ();
if (self.impulse == 201)
ProneOn ();
if (self.impulse == 50)
ReloadWeapon (self.current_slot);
// if (self.impulse == 51)
// UseChem ();
if (self.impulse == 52)
BuyMenu ();
if (self.impulse == 53)
Special ();
if (self.impulse == 54)
ExitScreen ();
if (self.impulse == 55)
DropFromSlot (self.current_slot, 1, 0);
if (self.impulse == 56)
CharacterSheet ();
if (self.impulse == 57)
UseEquipment ();
self.impulse = 0;
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
if (time < self.attack_finished)
return;
ImpulseCommands ();
// check for attack
if (self.button0)
{
SuperDamageSound ();
W_Attack ();
}
if (!self.button0)
{
if (self.attack > 0)
player_run ();
self.attack = 0;
}
};
/*
========
SuperDamageSound
Plays sound if needed
========
*/
void() SuperDamageSound =
{
if (self.super_damage_finished > time)
{
if (self.super_sound < time)
{
self.super_sound = time + 1;
sound (self, CHAN_BODY, "items/damage3.wav", 1, ATTN_NORM);
}
}
return;
};
void () DropAmmo =
{
local .float wslot;
wslot = SlotField(self.current_slot);
self.currentammo = (ToStatus(self.wslot) )- 1;
self.wslot = SlotVal(ToIID(self.wslot), self.currentammo);
self.currentammo = ToStatus(self.wslot);
};
void() muzzleflash =
{
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
};
void () autofire =
{
if (self.frame == 88)
self.frame = 89;
else
self.frame = 88;
if (self.weaponframe == 1)
self.weaponframe = 2;
else
self.weaponframe = 1;
muzzleflash ();
};
void () autofire_s =
{
if (self.frame == 88)
self.frame = 89;
else
self.frame = 88;
if (self.weaponframe == 1)
self.weaponframe = 2;
else
self.weaponframe = 1;
muzzleflash ();
};
void () player_single1 = [ 88, player_single2 ]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_single2 = [ 89, player_run ]
{
self.weaponframe = 2;
};
void () player_single1_s = [ 183, player_single2_s ]
{
self.weaponframe = 1;
muzzleflash ();
};
void () player_single2_s = [ 184, player_run ]
{
self.weaponframe = 2;
};
void (vector org) bullet_hole =
{
local float r;
local entity ric;
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
r = random();
ric = spawn();
setorigin(ric, org);
if (r <= 0.20)
sound (ric, CHAN_WEAPON, "weapons/ric1.wav", TRUE, ATTN_NORM);
else if (r <= 0.40)
sound (ric, CHAN_WEAPON, "weapons/ric2.wav", TRUE, ATTN_NORM);
else if (r <= 0.60)
sound (ric, CHAN_WEAPON, "weapons/ric3.wav", TRUE, ATTN_NORM);
else if (r <= 0.80)
sound (ric, CHAN_WEAPON, "weapons/ric4.wav", TRUE, ATTN_NORM);
else
sound (ric, CHAN_WEAPON, "weapons/ric5.wav", TRUE, ATTN_NORM);
remove(ric);
};
void (vector test, float length, float dam) penetrate =
{
local vector org;
local vector start;
local vector end;
local float go;
local float tl;
go = 0;
tl = 8;
length = 32 + dam;
while (tl < length)
{
makevectors (self.v_angle);
start = (test + v_forward*tl);
if (pointcontents (start) != CONTENT_SOLID && go == 0) //object penetrated
{
makevectors (self.v_angle);
end = (test + (v_forward * 8 * length));
traceline (start, end, FALSE, self);
if (trace_fraction == 1) //nothing behind object
return;
if (trace_fraction > 0)
{
go = 1;
if (trace_ent.takedamage)
{
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
T_Damage (trace_ent, self, self, dam);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SPIKE);
WriteCoord (MSG_MULTICAST, trace_endpos_x);
WriteCoord (MSG_MULTICAST, trace_endpos_y);
WriteCoord (MSG_MULTICAST, trace_endpos_z);
multicast (trace_endpos, MULTICAST_PHS);
}
}
}
tl = tl + 4;
}
};
void (entity temp, vector org, float damage) SpawnWood =
{
if (random()*6 <= 3)
sound (temp, CHAN_WEAPON, "misc/woodhit.wav", TRUE, ATTN_NORM);
else
sound (temp, CHAN_WEAPON, "misc/woodhit2.wav", TRUE, ATTN_NORM);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_SUPERSPIKE);
WriteCoord (MSG_MULTICAST, org_x);
WriteCoord (MSG_MULTICAST, org_y);
WriteCoord (MSG_MULTICAST, org_z);
multicast (self.origin, MULTICAST_PHS);
};
void () EMPExplode =
{
local entity te;
self.velocity = VEC_ORIGIN;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
sound (self, CHAN_BODY, "misc/flash.wav", 0.2, ATTN_NONE);
te = findradius (self.origin, 300);
while (te)
{
if ((((te.classname == "camera") || (te.classname == "alarm")) && (te.owner.pcamera == 0)))
{
te.owner.pcamera = 0;
te.owner.pcamera2 = 0;
te.owner.equipment_state = 0;
sprint (self.owner, 2, te.owner.netname);
sprint (self.owner, 2, "'s ");
sprint (self.owner, 2, te.classname);
sprint (self.owner, 2, " was wiped out!\n");
remove (te);
}
te = te.chain;
}
T_RadiusDamage (self, self.owner, 45+random()*45, other, "");
remove (self);
};
void (vector org) CreateSmoke =
{
newmis = spawn ();
setorigin (newmis, org);
newmis.movetype = MOVETYPE_NONE;
newmis.solid = SOLID_NOT;
newmis.velocity = VEC_ORIGIN;
newmis.nextthink = (time + SVC_BIGKICK);
newmis.think = SUB_Remove;
newmis.touch = SUB_Null;
newmis.classname = "smoke";
newmis.frame = 0;
newmis.cnt = 0;
newmis.avelocity_x = (random () * 100);
newmis.avelocity_y = (random () * 100);
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
};
void () SmokeThink =
{
self.cnt = (self.cnt + 1);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_GUNSHOT);
WriteByte (MSG_MULTICAST, 2);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PVS);
self.nextthink = (time + 0.33);
if (self.cnt >= 90)
remove (self);
};
void () FragExplode =
{
local float r;
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
r = random ();
if ((r < 0.3))
{
sound (self, CHAN_BODY, "misc/exp1.wav", 1, ATTN_NORM);
}
if ((r < 0.65))
{
sound (self, CHAN_BODY, "misc/exp2.wav", 1, ATTN_NORM);
}
else
{
sound (self, CHAN_BODY, "misc/exp3.wav", 1, ATTN_NORM);
}
T_RadiusDamage (self, self.owner, 50+random()*50, other, "");
remove (self);
};
void () PlasmaExplode =
{
sound (self, CHAN_VOICE, "ambience/gunfire7.wav", 1, ATTN_NONE);
self.origin = (self.origin + '0 0 16');
self.velocity = VEC_ORIGIN;
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_TAREXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
T_RadiusDamage (self, self.owner, 80+random()*80, other, "");
remove (self);
};
void () FlashExplode =
{
local entity te;
local float dot;
local float dot2;
local vector vec;
self.velocity = VEC_ORIGIN;
setmodel (self, "progs/blast.mdl");
WriteByte (0, SVC_TEMPENTITY);
WriteByte (0, WEAPON_SPIKES);
WriteCoord (0, self.origin_x);
WriteCoord (0, self.origin_y);
WriteCoord (0, self.origin_z);
sound (self, CHAN_BODY, "misc/flash.wav", 1, ATTN_NORM);
te = findradius (self.origin, 1200);
while (te)
{
if (te.classname == "raider")
te.attack_finished = time + 6;
if (te.classname == "radwolf")
te.attack_finished = time + 6;
if ((te.classname == "player"))
{
makevectors (te.angles);
vec = normalize ((self.origin - te.origin));
dot = (vec * v_forward);
if ((((dot > 0.3) && CanDamage (self, te)) && (dot2 == 0)))
{
stuffcmd (te, "v_cshift 255 255 255 255\n");
stuffcmd (te, "v_idlescale 10\n");
te.flash = 6;
}
}
te = te.chain;
}
remove (self);
};
/*
void () HandGrenExplode =
{
if ((self.cnt == 0))
{
FragExplode ();
}
else
{
if ((self.cnt == 1))
{
EMPExplode ();
}
else
{
if ((self.cnt == 2))
{
self.nextthink = (time + 0.5);
self.think = SmokeThink;
}
else
{
if ((self.cnt == AS_MELEE))
{
FlashExplode ();
}
else
{
if ((self.cnt == WEAPON_SPIKES))
{
PlasmaExplode ();
}
}
}
}
}
};
*/
void () HandGrenBounce =
{
local float r;
r = (random () * TE_LIGHTNING3);
self.velocity = self.velocity * 0.75;
if ((r < AS_MELEE))
{
sound (self, CHAN_VOICE, "misc/bounce_1.wav", 0.9, ATTN_NORM);
}
else
{
if ((r < TE_LIGHTNING2))
{
sound (self, CHAN_VOICE, "misc/bounce_2.wav", 0.9, ATTN_NORM);
}
else
{
sound (self, CHAN_VOICE, "misc/bounce_3.wav", 0.9, ATTN_NORM);
}
}
};
void () FireHandGrenade =
{
local float item, iid;
local float amcount;
item = ItemInSlot(self, self.current_slot);
iid = ToIID(item);
amcount = ToStatus(item);
if (iid == 0)
return;
self.currentammo = amcount-1;
if (amcount <= 1)
SetItemSlot(self, self.current_slot, 0);
else
SetItemSlot(self, self.current_slot, SlotVal(iid, self.currentammo));
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_BOUNCE;
newmis.solid = SOLID_BBOX;
newmis.classname = "grenade";
newmis.skin = 0;
makevectors (self.v_angle);
newmis.velocity = aim (self, 800);
newmis.velocity = (newmis.velocity * 800);
newmis.velocity_z = (newmis.velocity_z + 200);
newmis.angles = vectoangles (newmis.velocity);
newmis.avelocity_x = (random () * 300);
newmis.avelocity_y = (random () * 300);
newmis.avelocity_z = (random () * 300);
newmis.touch = HandGrenBounce;
newmis.nextthink = (time + 2.5);
if (iid == IID_GREN_FRAG)
newmis.think = FragExplode;
else if (iid == IID_GREN_EMP)
newmis.think = EMPExplode;
else if (iid == IID_GREN_SMOKE)
newmis.think = SmokeThink;
else //if (iid == IID_GREN_FLASH)
newmis.think = FlashExplode;
newmis.frame = 1;
setmodel (newmis, "progs/handgren.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, ((self.origin + (v_right * TE_BLOOD)) + (v_up * TE_BLOOD)));
};
void(float slot, float magazine) GiveAmmo =
{
local float wi;
local float wt;
local float at;
local float as;
//give ammo to the weapon in a slot
wi = ItemInSlot(self, slot);
wt = ToIID(wi);
SetItemSlot(self, slot, SlotVal(wt, magazine));
magazine = magazine*4;
if (magazine < 30)
magazine = 30; //be generous.
at = WeaponAmmoType(wt);
//make sure we have enough ammo
as = SlotOfItem(self, at);
if (as == 0)
as = SlotOfItem(self, IID_NONE);
if (as == 0)
return; //no free slots, so we can't give them ammo
if (ToStatus(ItemInSlot(self, as)) < magazine)
SetItemSlot(self, as, SlotVal(at, magazine));
};
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
{
local float tmp, zdif, xdif, ydif, is_headshot;
local vector dir, source, targ, org, org2, adjust;
stuffcmd(self, "-attack\n");
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.attack == 0 && self.position == POS_STAND)
player_single1 ();
if (self.attack == 0 && self.position >= POS_DUCK)
player_single1_s ();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
if (self.attack >= 1)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = 50;
if (self.velocity != '0 0 0')
tmp = 400;
tmp = tmp + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 4;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 1;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
is_headshot = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
is_headshot = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
is_headshot = 1;
if (self.attack <= 5 && is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
T_Damage (trace_ent, self, self, dam);
self.critical = 0;
if (trace_ent.solid == SOLID_BSP)
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void (float dam, float rec, string snd, float rng, float rate) FireSMG =
{
local float tmp, zdif, xdif, ydif, is_headshot;
local vector dir, source, targ, org, org2, adjust;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.attack == 0 && self.position == POS_STAND)
autofire ();
if (self.attack == 0 && self.position >= POS_DUCK)
autofire_s ();
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
if (self.attack >= 1)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = 200;
if (self.velocity != '0 0 0')
tmp = 200;
tmp = tmp + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 3;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
org2 = trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2)));
if (trace_ent.takedamage)
{
org2 = (trace_endpos + (v_forward * ((trace_ent.size_y / 2) + (trace_ent.size_x / 2))));
zdif = org_z - trace_ent.origin_z;
ydif = org2_y - trace_ent.origin_y;
xdif = org2_x - trace_ent.origin_x;
is_headshot = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
is_headshot = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
is_headshot = 1;
if (self.attack <= 5 && is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
T_Damage (trace_ent, self, self, dam);
self.critical = 0;
if (trace_ent.solid == SOLID_BSP)
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle =
{
local float hs, tmp, zdif, is_headshot, z;
local vector dir, source, targ, org, adjust, headshot_check;
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
self.attack_finished = (time + rate);
if (self.position == 0)
adjust = '0 0 0';
if (self.position == 1)
adjust = '0 0 -16';
if (self.position == 2)
adjust = '0 0 -32';
DropAmmo ();
makevectors (self.v_angle);
if (self.recoil >= 15)
self.recoil = 15;
if (self.attack == 0)
{
if (self.position == 0)
player_single1 ();
if (self.position == 1)
player_single1_s ();
if (self.position == 2)
player_single1 ();
}
if (self.attack >= 1)
{
if (self.position == 0)
autofire ();
if (self.position == 1)
autofire_s ();
if (self.position == 2)
player_single1 ();
}
tmp = 50;
if (self.velocity_y < 0)
z = z + (self.velocity_y*-1);
else if (self.velocity_y > 0)
z = z + (self.velocity_y);
if (self.velocity_x < 0)
z = z + (self.velocity_x*-1);
else if (self.velocity_x > 0)
z = z + (self.velocity_x);
tmp = tmp + z;
tmp = tmp + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
tmp = (tmp * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
tmp = (tmp * 0.5);
self.attack = self.attack + 1;
self.recoil = self.recoil + 5;
source = self.origin + '0 0 22';
targ = self.origin + '0 0 22' + v_right*crandom()* tmp + v_up*crandom()*tmp;
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
if (trace_fraction == 1)
return;
org = trace_endpos - v_forward * 2;
headshot_check = trace_endpos + v_forward * (trace_ent.size_x / 2);
if (trace_ent.takedamage)
{
is_headshot = 0;
hs = headshot_check_x - trace_ent.origin_x;
hs = hs + headshot_check_y - trace_ent.origin_y;
if (hs < 0)
hs = hs * -1;
if (hs <= 4)
is_headshot = 1;
zdif = trace_endpos_z - trace_ent.origin_z;
if (is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
self.critical = 3;
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP && self.critical == 3)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
T_Damage (trace_ent, self, self, dam);
self.critical = 0;
if (trace_ent.solid == SOLID_BSP)
penetrate (org, (dam / 2), (dam / 2));
}
else
{
bullet_hole (org);
dir = vectoangles (source - targ);
penetrate (org, (dam / 2), (dam / 2));
return;
}
};
void () Screenshake =
{
local entity te;
te = findradius (self.origin, 700);
while (te)
{
if (((te.classname == "player") && (te.ghost == 0)))
{
stuffcmd (te, "v_iyaw_level 2\n");
stuffcmd (te, "v_iyaw_cycle 32\n");
stuffcmd (te, "v_ipitch_level 2\n");
stuffcmd (te, "v_ipitch_cycle 32\n");
stuffcmd (te, "v_iroll_level 2\n");
stuffcmd (te, "v_iroll_cycle 32\n");
stuffcmd (te, "v_idlescale 1\n");
}
te = te.chain;
}
};
void () ScreenshakeSingle =
{
stuffcmd (self, "v_iyaw_level 2\n");
stuffcmd (self, "v_iyaw_cycle 32\n");
stuffcmd (self, "v_ipitch_level 2\n");
stuffcmd (self, "v_ipitch_cycle 32\n");
stuffcmd (self, "v_iroll_level 2\n");
stuffcmd (self, "v_iroll_cycle 32\n");
stuffcmd (self, "v_idlescale 1\n");
};
void () ExplosionFrames =
{
self.avelocity = '300 300 250';
self.nextthink = (time + 0.02);
self.frame = (self.frame + 1);
if (self.frame == 16)
remove (self);
};
void (float input) Explosion =
{
local float r;
self.effects = EF_DIMLIGHT;
self.touch = SUB_Null;
setmodel (self, "progs/blast.mdl");
r = random ();
if ((r < 0.3))
sound (self, CHAN_BODY, "misc/exp1.wav", 1, ATTN_NORM);
if ((r < 0.65))
sound (self, CHAN_BODY, "misc/exp2.wav", 1, ATTN_NORM);
else
sound (self, CHAN_BODY, "misc/exp3.wav", 1, ATTN_NORM);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
Screenshake ();
self.frame = AS_MELEE;
self.velocity = VEC_ORIGIN;
self.avelocity = '300 300 250';
self.think = ExplosionFrames;
self.nextthink = (time + 0.02);
};
void () WeaponTouch =
{
local float slotnum;
if (other.classname != "player")
return;
if (other.ghost != 0)
return;
if (other.current_slot == WEAPON_SPIKES)
{
return;
}
if (other.current_slot == AS_MELEE)
return;
if (ItemInSlot(other, other.current_slot) == 0 && FitsInSlot(other.current_slot, ToIID(self.islot1)))
slotnum = other.current_slot;
if (!slotnum)
slotnum = FindSuitableEmptySlot(other, ToIID(self.islot1));
if (!slotnum)
return; //can't get it.
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
SetItemSlot(other, slotnum, self.islot1);
remove (self);
self = other;
if (self.current_slot == slotnum)
W_SetCurrentAmmo ();
};
void (float slotnum, float snd, float force) DropFromSlot =
{
local float weap;
local string mdel;
if (self.attack_finished > time && !force)
return;
if (slotnum == 0)
return;
weap = ItemInSlot(self, slotnum);
if (snd == 1)
sound (self, CHAN_WEAPON, "weapons/lock4.wav", 1, ATTN_NORM);
makevectors (self.v_angle);
newmis = spawn ();
newmis.owner = self;
newmis.classname = "dropped_weapon";
newmis.movetype = MOVETYPE_TOSS;
newmis.solid = SOLID_TRIGGER;
newmis.velocity = aim (self, 500);
newmis.velocity = (newmis.velocity * 500);
newmis.angles_y = (random () * 360);
mdel = GetItemWModel(ToIID(weap));
setmodel (newmis, mdel);
setsize (newmis, '-2 -2 0', '2 2 1');
makevectors (self.v_angle);
traceline (self.origin, ((self.origin + (v_forward * IT_LIGHTNING)) + '0 0 32'), FALSE, self);
trace_endpos = (trace_endpos - (v_forward * WEAPON_SPIKES));
setorigin (newmis, trace_endpos);
newmis.origin_z = self.origin_z;
newmis.nextthink = (time + 180);
newmis.think = SUB_Remove;
newmis.touch = WeaponTouch;
newmis.islot1 = weap;
SetItemSlot(self, slotnum, 0);
if (self.attack_finished < time+0.6)
self.attack_finished = time+0.6;
if (self.current_slot == slotnum)
SetWeaponModel ();
};
void (float slot) WeaponAmmo =
{
local float weap, amount;
weap = ToIID(ItemInSlot(self, slot));
amount = WeaponMagQuant(weap);
GiveAmmo (slot, amount);
};
void() Crosshair =
{
local float r;
local string new;
r = 32 + (self.recoil*8);
if (r > 256)
r = 256;
if (r < 0)
r = 0;
new = ftos(r);
stuffcmd(self, "crosshairsize ");
stuffcmd(self, new);
stuffcmd(self, "\n");
r = 0.75 - (self.recoil*0.03);
if (r <= 0.25)
r = 0.25;
new = ftos(r);
stuffcmd(self, "crosshairalpha ");
stuffcmd(self, new);
stuffcmd(self, "\n");
};
void (entity healer, entity saved) RevivePlayer =
{
local entity oself;
saved.deadflag = DEAD_NO;
saved.takedamage = DAMAGE_AIM;
saved.movetype = MOVETYPE_WALK;
saved.solid = SOLID_SLIDEBOX;
self.materialize = 200;
saved.ghost = 0;
saved.health = 2;
saved.air_finished = time + 10;
saved.view_ofs = '0 0 22';
oself = self;
self = saved;
player_run();
self = oself;
stuffcmd(saved, "impulse 1\n");
if (healer.classname == "player")
{
sprint (healer, PRINT_HIGH, "you revive ");
sprint (healer, PRINT_HIGH, trace_ent.netname);
sprint (healer, PRINT_HIGH, ".\n ");
}
sprint (saved, PRINT_HIGH, healer.netname);
sprint (saved, PRINT_HIGH, " saves you from death.\n");
saved.view2 = world;
saved.flags (-) FL_FINDABLE_NONSOLID;
};
float(float iid) UseBoostingChem =
{
local vector source;
local string x;
local float duration;
if (self.attack_finished > time)
return false;
x = GetItemName (iid);
if (iid == IID_CHEM_ADRENALINE)
duration = 30+random()*30;
else if (iid == IID_CHEM_PSYCHO)
duration = 30+random()*30;
else if (iid == IID_CHEM_BESERK)
duration = 30+random()*30;
else
{
sprint (self, PRINT_HIGH, "Not a boosting chem\n");
return false;
}
self.attack_finished = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 0';
traceline (source, source + v_forward*64, FALSE, self);
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0)
return false;
if (trace_ent.rage >= 1)
{
sprint (self, 2, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already affected.\n");
return false;
}
sprint (trace_ent, 2, self.netname);
sprint (trace_ent, PRINT_HIGH, " used a ");
sprint (trace_ent, PRINT_HIGH, x);
sprint (trace_ent, PRINT_HIGH, " on you.\n");
sound (trace_ent, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
trace_ent.rage = iid;
trace_ent.ragetime = duration;
return true;
}
if (self.health < self.max_health && self.rage == 0)
{
sound (self, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
self.rage = iid;
self.ragetime = duration;
return true;
}
return false;
};
float(float iid) UseHealingChem =
{
local vector source;
local float heal;
local string x;
if (self.attack_finished > time)
return false;
x = GetItemName (iid);
if (iid == IID_CHEM_STIMPACK)
heal = 2*5;
else if (iid == IID_CHEM_MEDICALBAG)
{
heal = 3*5;
x = "bandage";
}
else if (iid == IID_CHEM_SUPERSTIM)
heal = 4*5;
else
{
sprint (self, PRINT_HIGH, "Not a healing chem\n");
return false;
}
self.attack_finished = time + 1;
makevectors (self.v_angle);
source = self.origin + '0 0 0';
traceline (source, source + v_forward*64, 32, self);
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0 && coop == 1)
{
RevivePlayer(self, trace_ent);
return true;
}
if (trace_ent.health <= 0 && coop == 0)
return false;
if (trace_ent.regen >= 1)
{
sprint (self, PRINT_HIGH, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already healing.\n");
return false;
}
if (trace_ent.health >= trace_ent.max_health)
{
sprint(self, PRINT_HIGH, trace_ent.netname);
sprint(self, PRINT_HIGH, " isn't injured.\n");
return false;
}
sprint (trace_ent, PRINT_HIGH, self.netname);
sprint (trace_ent, PRINT_HIGH, " used a ");
sprint (trace_ent, PRINT_HIGH, x);
sprint (trace_ent, PRINT_HIGH, " to heal you.\n");
trace_ent.regen = heal;
trace_ent.health = trace_ent.health + heal;
stuffcmd (trace_ent, "v_cshift 0 0 0 0\n");
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
return true;
}
if (self.health < self.max_health && self.regen == 0)
{
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
self.health = self.health + heal;
self.regen = heal;
return true;
}
return false;
};
void () DisplayMenu =
{
local string menu;
if (self.currentmenu == "none")
return;
if (self.currentmenu == "shop_list")
{
menu = ShopString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_trait")
{
menu = TraitString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_perks")
{
menu = PerkString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_armor")
{
menu = ArmorString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_protect")
{
menu = ProtectString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_melee")
{
menu = MeleeString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_thrown")
{
menu = ThrownString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_pistols")
{
menu = PistolString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_shotguns")
{
menu = ShotgunString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_rifles")
{
menu = RifleString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_chems")
{
menu = ChemString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_other")
{
menu = OtherString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_equipment")
{
menu = EquipmentString ();
centerprint (self, menu);
}
if (self.currentmenu == "shop_weapons")
{
menu = WeaponString ();
centerprint (self, menu);
}
if (((self.currentmenu == "select_skill") && (self.team == 1)))
{
centerprint (self, "<EFBFBD>CHOOSE SKILL SET<45>\n\n<EFBFBD>1<EFBFBD> Medic \n<EFBFBD>2<EFBFBD> Assassin \n<EFBFBD>3<EFBFBD> Soldier \n<EFBFBD>4<EFBFBD> Scientist\n");
}
if (((self.currentmenu == "select_skill") && (self.team == 2)))
{
centerprint (self, "<EFBFBD>CHOOSE SKILL SET<45>\n\n<EFBFBD>1<EFBFBD> Medic \n<EFBFBD>2<EFBFBD> Assassin \n<EFBFBD>3<EFBFBD> Soldier \n<EFBFBD>4<EFBFBD> Scientist\n");
}
if ((self.currentmenu == "select_team"))
{
if (self.class == 0)
centerprint (self, "<EFBFBD>CHOOSE YOUR TEAM<41>\n\n<EFBFBD>1<EFBFBD> Rangers (good)\n<EFBFBD>2<EFBFBD> Raiders (evil)\n<EFBFBD>3<EFBFBD> Auto-Assign \n");
if (self.class >= 0 && self.oldteam == 0)
centerprint (self, "<EFBFBD>CHOOSE YOUR TEAM<41>\n\n<EFBFBD>1<EFBFBD> Rangers (good)\n<EFBFBD>2<EFBFBD> Raiders (evil)\n<EFBFBD>3<EFBFBD> Auto-Assign \n");
if (self.class > 0 && self.oldteam > 0)
centerprint (self, "<EFBFBD>CHOOSE YOUR TEAM<41>\n\n<EFBFBD>1<EFBFBD> Rangers (good)\n<EFBFBD>2<EFBFBD> Raiders (evil)\n<EFBFBD>3<EFBFBD> Auto-Assign \n<EFBFBD>4<EFBFBD> Keep Previous \n");
}
if (self.currentmenu == "confirm_team")
{
sound (self, CHAN_BODY, "player/yourturn.wav", 1, ATTN_NORM);
if (self.team == 1)
centerprint (self, "<EFBFBD>you will respawn as<61>\n\nRanger - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
if (self.team == 2)
centerprint (self, "<EFBFBD>you will respawn as<61>\n\nRaider - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
}
if (self.currentmenu == "confirm_skill")
{
sound (self, CHAN_BODY, "player/yourturn.wav", 1, ATTN_NORM);
if (self.class == 1)
centerprint (self, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
if (self.class == 2)
centerprint (self, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
if (self.class == 3)
centerprint (self, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
if (self.class == 4)
centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
}
if (self.currentmenu == "menu_build")
{
menu = BuildString ();
centerprint (self, menu);
}
};
void () Special =
{
#if 0
<<<< <<< weapons.qc
/*
==== ===
if (self.class == 1)
Bandage ();
>>>> >>> 1.2
if (self.class == 2)
<<< <<<< weapons.qc
Cmd_InvUse(GetItemName(IID_CHEM_MEDICALBAG));
if (self.class == 3)
Cmd_InvUse("sneak-boy");
if (self.class == 4)
Cmd_InvUse(GetItemName(IID_GREN_FRAG));
if (self.class == 6)
Cmd_InvUse("shield");
*/
===== ==
Sneak ();
if (self.class == 4)
self.currentmenu = "menu_build";
>>>> >>> 1.2
#endif
};
void () hos_run1;
void () hos_stand1;
float (float iid) spawn_station;
void () ExitScreen =
{
if (self.class == 0)
return;
if (self.ghost == 1)
return;
if (self.team == 0)
return;
if (self.attack_finished > time)
return;
if (trace_ent.classname == "hostage" && trace_ent.health > 0 && trace_fraction < 1)
{
if (self.team != 1)
return;
if (self.currentmenu == "menu_build")
return;
if (trace_ent.cnt == 0)
{
sprint (self, 2, "hostage is now following you.\n");
trace_ent.nextthink = (time + 0.1);
trace_ent.think = hos_run1;
trace_ent.cnt = 1;
trace_ent.friend = self;
return;
}
else
{
if (trace_ent.cnt == 1)
{
sprint (self, 2, "hostage stopped following you.\n");
trace_ent.nextthink = (time + 0.1);
trace_ent.think = hos_stand1;
trace_ent.cnt = 0;
trace_ent.friend = trace_ent;
return;
}
}
return;
}
if ((self.currentmenu != "none"))
{
centerprint (self, "\n");
self.currentmenu = "none";
}
};
void () Sneak =
{
local float w;
w = weightx();
if (self.sneak >= 1)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> Uncloaked <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
return;
}
if (self.ammo_cells < 20)
{
sprint (self, PRINT_HIGH, "wait for stealth-boy to recharge.\n");
return;
}
if (self.sneak == 0 && self.class == 2)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> cloaked and sneaking <20>\n(1% detection chance)");
self.sneak = 1;
return;
}
else if (self.sneak == 0 && self.class != 2)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> cloaked <20>\n(15% detection chance)");
self.sneak = 3;
return;
}
else if (self.sneak == 0 && w > 20)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> too much gear <20>\n");
setmodel (self, "progs/guy.mdl");
self.sneak = 0;
return;
}
};
void () Shield =
{
if (self.class != 6)
{
centerprint (self, "You can't shield yourself!\n");
return;
}
if (self.sneak == 2)
{
centerprint (self, "<EFBFBD><EFBFBD><EFBFBD> Unshielded <20><><EFBFBD>\n");
self.sneak = 0;
sound (self, CHAN_BODY, "items/protect2.wav", 1, ATTN_NORM);
return;
}
if (self.ammo_cells < 10)
{
centerprint (self, "wait for your shield to recharge.\n");
return;
}
if (self.sneak == 0)
{
centerprint (self, "<EFBFBD><EFBFBD><EFBFBD> Energy Shield <20><><EFBFBD>\n");
self.sneak = 2;
sound (self, CHAN_BODY, "items/protect.wav", 1, ATTN_NORM);
return;
}
};
void () station_die =
{
if ((self.buildtype == IID_BUILD_MRAMMO))
{
if ((self.team == 1))
{
blue_weapon = 0;
}
else
{
if ((self.team == 2))
{
red_weapon = 0;
}
}
}
if ((self.buildtype == IID_BUILD_SHIELDGEN))
{
if ((self.team == 1))
{
blue_armor = 0;
}
else
{
if ((self.team == 2))
{
red_armor = 0;
}
}
}
if ((self.buildtype == IID_BUILD_AUTODOC))
{
if ((self.team == 1))
{
blue_gadget = 0;
}
else
{
if ((self.team == 2))
{
red_gadget = 0;
}
}
}
Explosion (2);
};
void () station_think =
{
#define chemcount attack_finished
local entity te;
local float r;
self.nextthink = time + 2;
self.frame = self.buildtype;
if (self.track.team != self.team)
{
station_die ();
return;
}
if (self.chemcount <= 0)
{
station_die ();
return;
}
if (self.buildtype == IID_BUILD_SHIELDGEN)//barricade
{
sound (self, CHAN_BODY, "items/protect2.wav", 1, ATTN_NORM);
te = findradius (self.origin, 256);
while (te)
{
if (te.classname == "player" && te.team == self.team && !te.deadflag)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/menu2.wav", TRUE, ATTN_NORM);
sprint (te, 2, "the shield generator is out of power.\n");
return;
}
if (te.classname == "player")
{
te.protect = 3;
self.chemcount = self.chemcount - 1;
stuffcmd(te, "v_cshift 0 100 100 100\n");
}
}
te = te.chain;
}
}
if (self.buildtype == IID_BUILD_AUTODOC)//autodoc
{
te = findradius (self.origin, 70);
while (te)
{
if (te.classname == "player" && te.team == self.team && !te.deadflag)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
sprint (te, 2, "the autodoc is out of medical supplies.\n");
return;
}
if (te.deadflag)
RevivePlayer(self, te);
else if (te.health < te.max_health)
{
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
sprint (te, PRINT_MEDIUM, "the auto-doc heals you for 3 health.\n");
te.health = te.health + 3;
self.chemcount = self.chemcount - 1;
if (te.health > te.max_health)
te.health = te.max_health;
}
if (random() < 0.001)
{
r = random()*6;
if (r < 1)
sprint(te, PRINT_HIGH, "the auto-doc heals you of AIDS\n");
else if (r < 2)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Genital Herpes\n");
else if (r < 3)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Gonorrhea\n");
else if (r < 4)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Syphillis\n");
else if (r < 5)
sprint(te, PRINT_HIGH, "the auto-doc rids you of Crabs\n");
else if (r < 6)
sprint(te, PRINT_HIGH, "the auto-doc heals you of Chlamydia\n");
}
}
te = te.chain;
}
}
if (self.buildtype == IID_BUILD_MRAMMO)//mr. ammo
{
te = findradius (self.origin, 60);
while (te)
{
if (te.classname == "player" && te.team == self.team && !te.deadflag)
{
if (self.chemcount <= 0)
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
sprint (te, 2, "this mr.ammo is out of ammunition.\n");
return;
}
local float x;
x = 300;
local float curweap;
local float ammotype;
local float ammocount;
local float ammoslot;
curweap = ToIID(ItemInSlot(te, te.current_slot));
ammotype = WeaponAmmoType(curweap);
if (ammotype)
{
ammocount = TotalQuantity(te, ammotype);
x = x - ammocount;
}
else
x = 0;
if (x > 0)
{
ammocount = WeaponMagQuant(curweap);
if (x > ammocount/2)
x = ammocount/2;
ammoslot = SlotOfItem(te, ammotype);
if (!ammoslot)
ammoslot = FindEmptySlot(te);
if (ammoslot)
SetItemSlot(te, ammoslot, SlotVal(ammotype, x + ToStatus(ItemInSlot(te, ammoslot))));
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was received from the mr.ammo.\n");
self.chemcount = self.chemcount - 1;
}
}
te = te.chain;
}
}
};
void () Bar_Think =
{
local float dot1;
if ((self.owner.health < WEAPON_SHOTGUN))
{
remove (self);
return;
}
if ((self.owner.health >= self.owner.max_health))
{
remove (self);
return;
}
self.flags = self.flags;
if ((self.owner.position == WEAPON_SHOTGUN))
{
dot1 = WEAPON_SHOTGUN;
}
if ((dot1 == WEAPON_SHOTGUN))
{
self.frame = MULTICAST_ALL;
setmodel (self, "");
self.nextthink = (time + 0.01);
return;
}
if (((self.owner.health >= WEAPON_SHOTGUN) && (dot1 == MULTICAST_ALL)))
{
self.frame = floor (((self.owner.health / self.owner.max_health) * TE_WIZSPIKE));
setorigin (self, (self.owner.origin + '0 0 48'));
self.nextthink = (time + 0.01);
setmodel (self, "progs/hbar.spr");
}
};
void (entity guy) spawn_dot =
{
local entity hologram;
hologram = spawn ();
hologram.movetype = MOVETYPE_NONE;
hologram.solid = SOLID_NOT;
hologram.owner = self;
setmodel (hologram, "progs/hbar.spr");
hologram.skin = self.skin;
setorigin (hologram, self.origin);
setsize (hologram, VEC_ORIGIN, VEC_ORIGIN);
hologram.angles = self.angles;
hologram.colormap = self.colormap;
hologram.cnt = MULTICAST_ALL;
hologram.think = Bar_Think;
hologram.nextthink = (time + 0.01);
};
float (float iid) spawn_station =
{
local entity oself;
local entity te;
local vector org;
if (iid == IID_BUILD_ROBOFANG)
{
te = find (world, classname, "robofang");
while (te)
{
if (te.track == self && te.buildtype == IID_BUILD_ROBOFANG)
{
makevectors (self.v_angle);
setorigin(te, self.origin + v_forward*32);
return false;
}
te = find (te, classname, "robofang");
}
}
te = find (world, classname, "station");
while (te)
{
if (te.track == self && te.buildtype == iid)
{
sprint (self, 2, "already have one.\n");
return false;
}
te = find (te, classname, "station");
}
if (iid == IID_BUILD_ROBOFANG)
{
te = findradius (self.origin, 128);
while (te)
{
if (te != self && te.classname == "player" && te.health > 0)
{
sprint(self, PRINT_HIGH, "not with other players nearby.\n");
return false;
}
te = te.chain;
}
}
makevectors (self.v_angle);
org = ((self.origin + (v_forward * IT_LIGHTNING)) + (v_up * EF_FLAG2));
if ((pointcontents ((org + '0 20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 -20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '-20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 0 50')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
if ((pointcontents ((org + '0 0 -10')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return false;
}
self.impulse = 0;
te = findradius (org, 40);
while (te)
{
if (te.classname == "spawn1")
{
sprint (self, 2, "can't build at spawn.\n");
return false;
}
if (te.classname == "spawn2")
{
sprint (self, 2, "can't build at spawn.\n");
return false;
}
if (te.classname == "ghoul")
{
sprint (self, 2, "somethings in the way.\n");
return false;
}
if (((te.classname == "player") && (te.health > 0)))
{
sprint (self, 2, "can't build on players.\n");
return false;
}
if (((te.classname == "station") && (te.health > 0)))
{
sprint (self, 2, "can't build on other stations.\n");
return false;
}
te = te.chain;
}
oself = self;
self = spawn ();
self.team = oself.team;
self.track = oself;
spawn_dot (self);
self.origin = org;
self.takedamage = DAMAGE_YES;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_TOSS;
setsize (self, '-16 -16 0', '16 16 40');
self.health = 30;
self.max_health = 300;
self.th_die = station_die;
setmodel (self, "progs/station.mdl");
self.classname = "station";
self.think = station_think;
self.helmet = 2;
self.buildtype = iid;
if (self.buildtype == IID_BUILD_MRAMMO)
self.netname = "mr. ammo";
if (self.buildtype == IID_BUILD_SHIELDGEN)
self.netname = "shield generator";
if (self.buildtype == IID_BUILD_AUTODOC)
self.netname = "autodoc";
if (self.buildtype == IID_BUILD_ROBOFANG)
{
setsize(self, '-24 -24 -24', '24 24 24');
self.netname = "robofang";
setmodel (self, "progs/dog.mdl");
}
self.frame = 4;
self.chemcount = 75;
self = oself;
return true;
};
float() FireToolkit =
{
local float rr;
makevectors (self.v_angle);
traceline (self.origin, self.origin + v_forward*64, FALSE, self);
//track is used for the owning player (without using the .owner field)
if (trace_ent.track == self && trace_ent.classname == "station" && trace_ent.health > 0)
{
if (trace_ent.health >= trace_ent.max_health) //already built - don't whack it!
return true;
//play a random build sound
rr = random ();
if (rr < 0.3)
sound (self, CHAN_WEAPON, "misc/build1.wav", TRUE, ATTN_NORM);
else if (rr < 0.6)
sound (self, CHAN_WEAPON, "misc/build2.wav", TRUE, ATTN_NORM);
else
sound (self, CHAN_WEAPON, "misc/build3.wav", TRUE, ATTN_NORM);
if (!trace_ent.nextthink)
if (trace_ent.health > 200)
trace_ent.frame = 5;
self.attack_finished = time + 0.1 + (random () * 0.1);
trace_ent.health = trace_ent.health + 6;
if (trace_ent.health >= trace_ent.max_health)
{ //it's built!
trace_ent.health = trace_ent.max_health;
if (trace_ent.nextthink)
return true; //already complete
trace_ent.think = station_think;
trace_ent.nextthink = time + 1;
sprint (self, PRINT_MEDIUM, "BUILDING COMPLETED.\n");
if (trace_ent.buildtype == IID_BUILD_ROBOFANG)
{
trace_ent.solid = SOLID_NOT;
trace_ent.think = SUB_Remove;
trace_ent.nextthink = time;
makevectors (self.v_angle);
sprint(self, PRINT_HIGH, "Robofang appears to have malfunctioned\n");
// spawn_dog (self.origin + v_forward * 32);
}
}
return true;
}
return false;
};
void () BuyMenu =
{
local float is_shop;
local entity te;
local string menu;
if (self.currentmenu == "777")
return;
is_shop = 0;
if (coop == 0)
{
te = findradius (self.origin, 250);
while (te)
{
if (te.classname == "buyzone1" && self.team == 1)
is_shop = 1;
if (te.classname == "buyzone2" && self.team == 2)
is_shop = 1;
te = te.chain;
}
}
if (coop == 1)
{
te = findradius (self.origin, 80);
while (te)
{
if (te.classname == "buyzone")
is_shop = 1;
if (te.classname == "merchant")
is_shop = 1;
te = te.chain;
}
}
if ((is_shop == 0))
{
centerprint (self, "nothing but the afterglow, here.\n(find a trader)");
return;
}
if ((is_shop == 1))
{
menu = ShopString ();
centerprint (self, menu);
self.currentmenu = "shop_list";
if (self.current_slot != 0 && self.current_slot != 2)
self.current_slot = 1;
return;
}
};
void () CharacterSheet =
{
local string x;
local float qq;
local float ratio;
local float r1;
local float r2;
stuffcmd (self, "toggleconsole\n");
sprint (self, PRINT_HIGH, "\n\n\n\n ** INFO ** \n");
sprint (self, PRINT_HIGH, "<EFBFBD>Class <20> ");
if (self.class == 1)
sprint (self, 2, "Medic");
if (self.class == 2)
sprint (self, 2, "Assassin");
if (self.class == 3)
sprint (self, 2, "Soldier");
if (self.class == 4)
sprint (self, 2, "Scientist");
sprint (self, PRINT_HIGH, "\n<EFBFBD>Team <20> ");
if (self.team == 1)
sprint (self, 2, "Rangers\n");
if (self.team == 2)
sprint (self, 2, "Raiders\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Score <20> ");
r1 = (self.dead);
r2 = (self.kills);
if (r1 == 0)
r1 = 1;
ratio = (r2 / r1);
x = ftos (ratio);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.kills);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "/");
x = ftos (self.dead);
sprint (self, 2, x);
sprint (self, 2, ") ");
sprint (self, PRINT_HIGH, "\n<EFBFBD>Speed <20> ");
x = ftos (self.maxspeed);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "/300\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Money <20> ");
x = ftos (self.ammo_shells);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "$\n");
if (self.class == 2)
{
sprint (self, PRINT_HIGH, "<EFBFBD>Bandages <20> ");
x = ftos (self.bandages);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
}
if (self.class == 6)
{
sprint (self, PRINT_HIGH, "<EFBFBD>Scraps <20> ");
x = ftos (self.scraps);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
}
/*
sprint (self, PRINT_HIGH, "\n<>Armor <20> ");
x = GetArmorName();
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.armor_weight);
sprint (self, 2, x);
sprint (self, 2, ")\n");
*/
sprint (self, PRINT_HIGH, "<EFBFBD>Protective<EFBFBD> ");
x = GetProtectName();
sprint (self, 2, x);
sprint (self, 2, "\n");
/*
sprint (self, PRINT_HIGH, "<22>Chem <20> ");
x = GetChemName();
sprint (self, 2, x);
x = ftos (self.chemcount);
sprint (self, 2, "[");
sprint (self, 2, x);
sprint (self, 2, "]");
sprint (self, 2, "\n");
*/
sprint (self, PRINT_HIGH, "<EFBFBD>Gadget <20> ");
x = GetEquipmentName();
sprint (self, 2, x);
sprint (self, 2, "\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Perk <20> ");
x = GetPerkName();
sprint (self, 2, x);
sprint (self, 2, "\n");
sprint (self, PRINT_HIGH, "<EFBFBD>Trait <20> ");
x = GetTraitName();
sprint (self, 2, x);
sprint (self, 2, "\n");
/*
sprint (self, PRINT_HIGH, "<22>Weapon 1 <20> ");
x = GetWeaponName (self, self.slot1);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.slot1_weight);
sprint (self, 2, x);
sprint (self, 2, ") (");
sprint (self, 2, self.ammotype1);
sprint (self, 2, ")\n");
sprint (self, PRINT_HIGH, "<22>Weapon 2 <20> ");
x = GetWeaponName (self, self.slot2);
sprint (self, 2, x);
sprint (self, 2, " (");
x = ftos (self.slot2_weight);
sprint (self, 2, x);
sprint (self, 2, ") (");
sprint (self, 2, self.ammotype2);
sprint (self, 2, ")\n\n");
*/
qq = weightx ();
sprint (self, PRINT_HIGH, "<EFBFBD>Weight <20> ");
x = ftos (qq);
sprint (self, 2, x);
qq = self.max_weight;
sprint (self, PRINT_HIGH, "/");
x = ftos (qq);
sprint (self, 2, x);
sprint (self, PRINT_HIGH, "\n");
return;
};
void () UseEquipment =
{
if (self.equipment == 0)
{
centerprint(self, "<EFBFBD><EFBFBD> no extra equipment <20><>\n");
return;
}
if (self.equipment == 1)
{
centerprint(self, "<EFBFBD><EFBFBD> medic's bag <20><>\nlets you carry more stimpacks\n");
return;
}
if (self.equipment == 4)
{
centerprint(self, "<EFBFBD><EFBFBD> belt pouch <20><>\ngives you room for two extra grenades\n");
return;
}
if (self.equipment == 5)
{
centerprint(self, "<EFBFBD><EFBFBD> backpack <20><>\nlets you carry more ammunition\n");
return;
}
if (self.equipment == 6)
{
centerprint(self, "<EFBFBD><EFBFBD> toolkit mark ii <20><>\nbuild, defuse and open doors faster\n");
return;
}
if (self.equipment == 7 && self.equipment_state == 0)
{
sprint (self, PRINT_HIGH, "climbing gear in place.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.maxspeed = 100;
self.velocity_z = 0;
self.equipment_state = 1;
}
if (self.equipment == 7 && self.equipment_state == 1)
{
sprint (self, PRINT_HIGH, "climbing gear retrieved.\n");
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
self.grab = 0;
self.equipment_state = 0;
return;
}
if (self.equipment == 8)
{
centerprint(self, "<EFBFBD><EFBFBD> enhanced battery <20><>\nallows longer cloaking\n");
return;
}
if (self.equipment == 9)
{
Sneak();
return;
}
};
void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
{
local vector source;
local vector targ;
local vector org;
local float zdif;
local float ydif;
local float xdif;
local float is_headshot;
makevectors (self.v_angle);
if (self.position == 0)
source = (self.origin + '0 0 20');
if (self.position == 1)
source = (self.origin + '0 0 4');
if (self.position == 2)
source = (self.origin + '0 0 -12');
targ = ((((((s_aim + ((v_right * random ()) * tmp)) - ((v_right * random ()) * tmp)) + ((v_up * random ()) * tmp)) - ((v_up * random ()) * tmp)) + (((v_up * random ()) * tmp) * 0.5)) + (v_forward * ran));
traceline (source, targ, FALSE, self);
if ((trace_fraction == 1))
{
return;
}
org = (trace_endpos - (v_forward * 2));
if (trace_ent.takedamage)
{
dam = ((random () * dam) + dam);
dam = (dam * (1 - trace_fraction));
if (trace_ent.solid != SOLID_BSP)
SpawnBlood (org, 1);
if (trace_ent.solid == SOLID_BSP)
SpawnWood (trace_ent, org, 1);
zdif = (org_z - trace_ent.origin_z);
ydif = (org_y - trace_ent.origin_y);
xdif = (org_x - trace_ent.origin_x);
is_headshot = 0;
if (((ydif >= CONTENT_SLIME) && (ydif <= WEAPON_SPIKES)))
{
is_headshot = 1;
}
if (((xdif >= CONTENT_SLIME) && (xdif <= WEAPON_SPIKES)))
{
is_headshot = 1;
}
if (((is_headshot == 1) && (zdif >= ((trace_ent.size_z / 2) * 0.8))))
{
if (self.attack > 2)
dam = (dam * 0.4);
self.critical = 3;
}
T_Damage (trace_ent, self, self, dam);
self.critical = 0;
}
else
{
bullet_hole (org);
}
};
void (float rec, float number, float dam, float spread, float ran, float auto) W_FireShotgun =
{
local vector dir;
local vector p_aim;
local float var1;
local float var2;
local float var3;
local float var4;
if (self.velocity != '0 0 0')
{
var1 = ((random () * 48) * (6 + self.recoil * 1.5));
var2 = ((random () * 48) * (6 + self.recoil * 1.5));
var3 = ((random () * 48) * (6 + self.recoil * 1.5));
var4 = ((random () * 48) * (6 + self.recoil * 1.5));
}
if (self.position == 2)
{
var1 = ((random () * 12) * (6 + self.recoil * 1.5));
var2 = ((random () * 12) * (6 + self.recoil * 1.5));
var3 = ((random () * 12) * (6 + self.recoil * 1.5));
var4 = ((random () * 12) * (6 + self.recoil * 1.5));
}
if (self.position == 1)
{
var1 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
var2 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
var3 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
var4 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
}
if (self.position == 0)
{
var1 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
var2 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
var3 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
var4 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
}
if (self.position == 0)
player_single1 ();
if (self.position == 2)
player_single1 ();
if (self.position == 1)
player_single1_s ();
stuffcmd (self, "+lookup\n");
stuffcmd (self, "wait\n");
stuffcmd (self, "-lookup\n");
sound (self, CHAN_WEAPON, "weapons/shotgun1.wav", 1.5, ATTN_NORM);
p_aim = (((((self.origin + '0 0 20') + (v_right * var1)) - (v_right * var2)) + (v_up * var3)) - (v_up * var4));
msg_entity = self;
WriteByte (MSG_ONE, SVC_BIGKICK);
DropAmmo ();
self.attack = (self.attack + 1);
self.recoil = (self.recoil + 8);
Crosshair();
if (self.recoil >= 30)
self.recoil = 30;
if (auto == 0)
self.attack_finished = (time + 0.5);
if (auto == 1)
self.attack_finished = (time + 0.2);
dir = aim (self, 10000);
spread = 30;
if ((number == MULTICAST_PVS_R))
{
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim + (v_right * 80)), dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim - (v_right * 80)), dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim + (v_up * 80)), dam, spread, ran);
W_FireBuckshotSpread1 ((p_aim - (v_up * 80)), dam, spread, ran);
}
else
{
if ((number == AS_MELEE))
{
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
}
}
};
void () PTouch2 =
{
local float dam;
local float zdif;
local float ydif;
local float xdif;
local float tru;
if (other.solid == SOLID_TRIGGER)
return; //they're not really solid
if (pointcontents (self.origin) == CONTENT_SKY)
{
remove (self);
return;
}
if (other.takedamage)
{
zdif = self.origin_z - other.origin_z;
ydif = self.origin_y - other.origin_y;
xdif = self.origin_x - other.origin_x;
tru = 0;
if (ydif >= -6 && ydif <= 6)
{
tru = 1;
}
if (xdif >= -6 && xdif <= 6)
{
tru = 1;
}
dam = 60 + (random () * 90);
if (other.classname == "ighoul")
{
dam = 120 + (random () * 120);
}
T_Damage (other, self, self.owner, dam);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_NORM);
}
else
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast (self.origin, MULTICAST_PHS);
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_NORM);
}
remove (self);
};
//the alien blaster
void () FireAlienBlaster =
{
local float tmp;
DropAmmo ();
self.recoil = self.recoil + 8;
msg_entity = self;
WriteByte (MSG_ONE, SVC_SMALLKICK);
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.effects = EF_DIMLIGHT;
makevectors (self.v_angle);
newmis.velocity = aim (self, 3000);
newmis.velocity = (newmis.velocity * 3000);
newmis.angles = vectoangles (newmis.velocity);
// newmis.touch = PTouch;
newmis.nextthink = (time + IDLE3A);
newmis.think = SUB_Remove;
setmodel (newmis, "progs/plasma.mdl");
tmp = ((30 + self.velocity_y) + self.velocity_x);
{
newmis.velocity = aim (self, 1700);
newmis.velocity = newmis.velocity * 1700;
newmis.angles = vectoangles (newmis.velocity);
newmis.nextthink = time + 1.4;
sound (self, CHAN_WEAPON, "weapons/blaster.wav", WEAPON_SHOTGUN, ATTN_NORM);
newmis.touch = PTouch2;
setmodel (newmis, "progs/ray.mdl");
tmp = 90 + self.velocity_y + self.velocity_x;
}
setsize (newmis, '0 0 0', '0 0 0');
setorigin (newmis, self.origin + (v_right * WEAPON_BIG) + (v_forward * WEAPON_ROCKET) + '0 0 20');
newmis.velocity = newmis.velocity + (v_right * random () * tmp) - (v_right * random () * tmp) + (v_up * random () * tmp) - (v_up * random () * tmp);
self.attack_finished = time + 0.5;
};