/* Copyright (C) 1996-2022 id Software LLC This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA See file, 'COPYING', for details. */ /* */ //JIM void( vector pos ) placebullethole; void (entity targ, entity inflictor, entity attacker, float damage) T_Damage; void () player_run; void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage; void(vector org, vector vel, float damage) SpawnBlood; void() SuperDamageSound; //MED 10/18/96 void(float damage) spawn_touchblood; /* ================ HIPNOTIC WEAPONS ================ */ void() HIP_LaserTouch = { local vector org; local vector spot1,spot2; local vector oldvel; local float mag; local float r; self.owner = world; self.cnt = self.cnt + 1; if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } oldvel = normalize(self.old_velocity); spot1 = self.origin - (16*oldvel); spot2 = self.origin + (16*oldvel); traceline (spot1, spot2, FALSE, self); // see through other monsters self.origin = trace_endpos; org = self.origin; if (other.health) { if (self.lastvictim == other) { self.dmg = self.dmg / 2; } spawn_touchblood (self.dmg); T_Damage (other, self, self.lastvictim, self.dmg); } else if ((self.cnt == 3) || (random()<0.15)) { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_GUNSHOT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); } else { // self.dmg = 0.66 * self.dmg; self.dmg = 0.9 * self.dmg; // self.speed = 0.95 * self.speed; self.velocity = oldvel+(2*trace_plane_normal); self.velocity = normalize(self.velocity); self.velocity = self.speed * self.velocity; self.old_velocity = self.velocity; if (self.flags & FL_ONGROUND) self.flags = self.flags - FL_ONGROUND; r = random(); sound (self, CHAN_WEAPON, "hipweap/laserric.wav", 1, ATTN_STATIC); /* if (r<0.33) sound (self, CHAN_WEAPON, "weapons/ric1.wav", 1, ATTN_STATIC); else if (r<0.66) sound (self, CHAN_WEAPON, "weapons/ric2.wav", 1, ATTN_STATIC); else sound (self, CHAN_WEAPON, "weapons/ric3.wav", 1, ATTN_STATIC); */ return; } sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_STATIC); remove(self); }; void() HIP_LaserThink = { local float delta; if (time>self.attack_finished) { remove(self); return; } if (self.flags & FL_ONGROUND) self.flags = self.flags - FL_ONGROUND; self.velocity = self.old_velocity; self.angles = vectoangles(self.velocity); self.nextthink = time+0.1; }; void(vector org, vector vec, float light) HIP_LaunchLaser = { // sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); sound (self ,CHAN_WEAPON, "hipweap/laserg.wav", 1, ATTN_NORM); vec = normalize(vec); newmis = spawn(); newmis.owner = self; newmis.classname = "hiplaser"; newmis.lastvictim = self; newmis.movetype = MOVETYPE_FLYMISSILE; newmis.solid = SOLID_BBOX; if (light) newmis.effects = EF_DIMLIGHT; setmodel (newmis, "progs/lasrspik.mdl"); setsize (newmis, '0 0 0', '0 0 0'); setorigin (newmis, org); newmis.speed = 1000; newmis.dmg = 18; newmis.velocity = vec * newmis.speed; newmis.old_velocity = newmis.velocity; newmis.angles = vectoangles(newmis.velocity); newmis.avelocity = '0 0 400'; newmis.nextthink = time; newmis.attack_finished = time + 5; newmis.think = HIP_LaserThink; newmis.touch = HIP_LaserTouch; newmis.count = 0; }; /* ================= HIP_FireLaser ================= */ void(float stat) HIP_FireLaser = { local vector org; local vector dir; local vector out; local float ofs; local float aofs; if (!self.button0) { player_run (); return; } if (self.ammo_cells < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } SuperDamageSound(); self.effects = self.effects | EF_MUZZLEFLASH; makevectors (self.v_angle); ofs = 6; out = v_forward; out_z = 0; out = normalize(out); org = self.origin + ((12-ofs) * v_up) + (12*out); // org = self.origin + (1*v_forward); dir = aim (self, 1000); aofs = ofs * 0.707; if (stat == 0) { self.currentammo = self.ammo_cells = self.ammo_cells - 1; org = org + (aofs*v_right); org = org - (aofs*v_up); HIP_LaunchLaser(org, dir, 0); org = org - (2*aofs*v_right); HIP_LaunchLaser(org, dir, 0); } else if (stat == 1) { self.currentammo = self.ammo_cells = self.ammo_cells - 1; org = org + (ofs*v_up); if (random()<0.1) { HIP_LaunchLaser(org, dir, 1); newmis.dmg = 25; } else HIP_LaunchLaser(org, dir, 0); } self.punchangle_x = -1; }; /* ================= HIP_HammerDamage ================= */ void(vector p1, vector p2, entity from, float damage) HIP_HammerDamage = { 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); //JIM if (trace_ent.takedamage && !trace_ent.wetsuit_finished ) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); if (self.classname == "player") { if (other.classname == "player") trace_ent.velocity_z = trace_ent.velocity_z + 400; } } e1 = trace_ent; traceline (p1 + f, p2 + f, FALSE, self); //JIM if (trace_ent != e1 && trace_ent.takedamage && !trace_ent.wetsuit_finished ) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); } e2 = trace_ent; traceline (p1 - f, p2 - f, FALSE, self); //JIM if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage && !trace_ent.wetsuit_finished ) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); } }; /* void() HIP_DiversionLightningThink = { local vector org,end; if (time > self.delay) { remove(self); return; } makevectors(self.v_angle); org = self.origin; end = org + v_forward*200; // end = end + (((200*random()) - 100) * v_up); end = end + (((400*random()) - 200) * v_right); traceline (org, end, TRUE, self); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LIGHTNING2); WriteEntity (MSG_BROADCAST, self); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); self.nextthink = time + 0.1; }; */ //void(entity prev, entity owner, float dst) HIP_SpawnMjolnirLightning; void() HIP_LightningThink = { local vector org; local vector dst; local entity head; local entity selected; local float cur_dist; local float head_dist; local vector vec; local float dot; local float oldstate; local float dam; if (time > self.delay) { if (self.enemy != world) self.enemy.struck_by_mjolnir = 0; remove(self); return; } oldstate = self.state; if (self.state==0) { // look in our immediate vicinity self.enemy = world; selected = world; cur_dist = self.distance; head = findradius(self.owner.origin, self.distance); while(head) { if(!(head.flags & FL_NOTARGET) && ((head.flags & FL_MONSTER) || (head.flags & FL_CLIENT))) { // if (visible(head) && (head!=self.owner.owner) && (head.health>0)) if ((visible(head)) && (head!=self.owner.owner) && (head.health>0)) { head_dist = vlen(head.origin - self.lastvictim.origin); if ((head_dist0.3) HIP_HammerDamage (org, trace_endpos, self, dam); else HIP_HammerDamage (org, trace_endpos, self, dam*0.5); self = head; self.nextthink = time + 0.2; }; void(entity prev, entity own, float dst) HIP_SpawnMjolnirLightning = { local entity light; // spawn actual lightning light = spawn(); light.delay = time + 0.8; light.state = 0; light.lastvictim = prev; light.distance = dst; light.owner = own; light.v_angle = self.angles; light.v_angle_x = 0; light.v_angle_z = 0; light.origin = own.origin; light.think = HIP_LightningThink; light.nextthink = time; }; void() HIP_SpawnMjolnirBase = { local entity light; // spawn lightning base light = spawn(); // light.origin = self.origin - '0 0 24' + (32*v_forward); light.origin = trace_endpos; light.flags = 0; light.owner = self; light.struck_by_mjolnir = 1; light.think = SUB_Remove; light.nextthink = time + 1; sound (light, CHAN_AUTO, "hipweap/mjolslap.wav", 1, ATTN_NORM); sound (light, CHAN_WEAPON, "hipweap/mjolhit.wav", 1, ATTN_NORM); makevectors(self.v_angle); light.movedir = v_forward; HIP_SpawnMjolnirLightning( light, light, 350 ); HIP_SpawnMjolnirLightning( light, light, 350 ); HIP_SpawnMjolnirLightning( light, light, 350 ); HIP_SpawnMjolnirLightning( light, light, 350 ); }; void() HIP_FireMjolnirLightning = { local vector org; local float cells; // explode if under water if (self.waterlevel > 1) { cells = self.ammo_cells; self.ammo_cells = 0; discharged = 1; T_RadiusDamage (self, self, 35*cells, world); discharged = 0; W_SetCurrentAmmo (); return; } // if (self.t_width < time) // { // sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM); // self.t_width = time + 0.6; // } // self.punchangle_x = 12; self.currentammo = self.ammo_cells = self.ammo_cells - 15; HIP_SpawnMjolnirBase(); }; void() HIP_FireMjolnir = { local vector org; local float cells; local float damage; local vector source; local vector ang; self.attack_finished = time + 0.4; source = self.origin + '0 0 16'; // ang = self.angles; // ang_x = 0; // ang_y = 0; makevectors(self.v_angle); traceline (source, source + v_forward*32, FALSE, self); if (trace_fraction == 1.0 && (self.ammo_cells >= 15)) { source = source + v_forward*32; traceline (source , source - v_up*50, FALSE, self); // dprint("fraction = "); // dprint(ftos(trace_fraction)); // dprint("\n"); if (trace_fraction > 0.3 && trace_fraction< 1.0) { HIP_FireMjolnirLightning(); self.attack_finished = time + 1.5; return; } } org = trace_endpos - v_forward*4; if (trace_ent.takedamage) { damage = 50; if (trace_ent.classname == "monster_zombie") damage = 70; trace_ent.axhitme = 1; SpawnBlood (org, v_forward, damage); T_Damage (trace_ent, self, self, damage); } else { // hit wall if (trace_fraction != 1.0) { // sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); sound (self, CHAN_WEAPON, "hipweap/mjoltink.wav", 1, ATTN_NORM); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_GUNSHOT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); } else { sound (self, CHAN_WEAPON, "knight/sword1.wav", 1, ATTN_NORM); } } self.attack_finished = time + 0.4; }; // 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/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 //MED precache_sound ("enforcer/enfstop.wav"); // laser cannon //MED 11/06/96 precache_sound ("knight/sword1.wav"); // laser cannon precache_sound ("hipweap/laserg.wav"); // laser cannon precache_sound ("hipweap/laserric.wav"); // laser cannon ricochet precache_sound ("hipweap/proxwarn.wav"); // proximity bomb precache_sound ("hipweap/proxbomb.wav"); // proximity bomb //MED 11/19/96 precache_sound ("hipweap/mjolhit.wav"); // mjolnir precache_sound ("hipweap/mjolslap.wav"); // mjolnir precache_sound ("hipweap/mjoltink.wav"); // mjolnir }; float() crandom = { return 2*(random() - 0.5); }; /* ================ W_FireAxe ================ */ void() W_FireAxe = { local vector source; local vector org; makevectors (self.v_angle); source = self.origin + '0 0 16'; traceline (source, source + v_forward*64, FALSE, self); if (trace_fraction == 1.0) return; org = trace_endpos - v_forward*4; if (trace_ent.takedamage) { trace_ent.axhitme = 1; SpawnBlood (org, '0 0 0', 20); T_Damage (trace_ent, self, self, 20); } else { // hit wall sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_GUNSHOT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); } }; //============================================================================ 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, mpuff; local vector org; 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, vector vel, float damage) SpawnBlood = { particle (org, vel*0.1, 73, damage*2); }; /* ================ spawn_touchblood ================ */ void(float damage) spawn_touchblood = { local vector vel; vel = wall_velocity () * 0.2; SpawnBlood (self.origin + vel*0.01, vel, damage); }; /* ================ SpawnChunk ================ */ void(vector org, vector vel) SpawnChunk = { particle (org, vel*0.02, 0, 10); }; /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ entity multi_ent; float multi_damage; void() ClearMultiDamage = { multi_ent = world; multi_damage = 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; }; /* ============================================================================== 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) { SpawnBlood (org, vel*0.2, damage); AddMultiDamage (trace_ent, damage); } else { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_GUNSHOT); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); } }; /* ================ FireBullets Used by shotgun, super shotgun, and enemy soldier firing Go to the trouble of combining multiple pellets into a single damage call. ================ */ void(float shotcount, vector dir, vector spread) FireBullets = { local vector direction; local vector src; //JIM local float bullet; bullet = 0; makevectors(self.v_angle); src = self.origin + v_forward*10; src_z = self.absmin_z + self.size_z * 0.7; ClearMultiDamage (); while (shotcount > 0) { direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up; traceline (src, src + direction*2048, FALSE, self); if (trace_fraction != 1.0) //JIM { TraceAttack (4, direction); if ( ( !bullet ) && ( trace_ent == world ) ) { placebullethole( trace_endpos ); bullet = 1; } } shotcount = shotcount - 1; } ApplyMultiDamage (); }; /* ================ W_FireShotgun ================ */ void() W_FireShotgun = { local vector dir; sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM); self.punchangle_x = -2; self.currentammo = self.ammo_shells = self.ammo_shells - 1; dir = aim (self, 100000); FireBullets (6, dir, '0.04 0.04 0'); }; /* ================ W_FireSuperShotgun ================ */ void() W_FireSuperShotgun = { local vector dir; if (self.currentammo == 1) { W_FireShotgun (); return; } sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM); self.punchangle_x = -4; self.currentammo = self.ammo_shells = self.ammo_shells - 2; dir = aim (self, 100000); FireBullets (14, dir, '0.14 0.08 0'); }; /* ============================================================================== ROCKETS ============================================================================== */ void() s_explode1 = [0, s_explode2] {}; void() s_explode2 = [1, s_explode3] {}; void() s_explode3 = [2, s_explode4] {}; void() s_explode4 = [3, s_explode5] {}; void() s_explode5 = [4, s_explode6] {}; void() s_explode6 = [5, SUB_Remove] {}; void() BecomeExplosion = { self.movetype = MOVETYPE_NONE; self.velocity = '0 0 0'; self.touch = SUB_Null; setmodel (self, "progs/s_explod.spr"); self.solid = SOLID_NOT; s_explode1 (); }; void() T_MissileTouch = { local float damg; if (other == self.owner) return; // don't explode on owner if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } damg = 100 + random()*20; if (other.health) { if (other.classname == "monster_shambler") damg = damg * 0.5; // mostly immune T_Damage (other, self, self.owner, damg ); } // don't do radius damage to the other, because all the damage // was done in the impact T_RadiusDamage (self, self.owner, 120, other); // sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM); self.origin = self.origin - 8*normalize(self.velocity); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion (); }; /* ================ W_FireRocket ================ */ void() W_FireRocket = { local entity missile, mpuff; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_FLYMISSILE; missile.solid = SOLID_BBOX; missile.classname = "missile"; // set missile speed makevectors (self.v_angle); missile.velocity = aim(self, 1000); missile.velocity = missile.velocity * 1000; missile.angles = vectoangles(missile.velocity); missile.touch = T_MissileTouch; // set missile duration missile.nextthink = time + 5; missile.think = SUB_Remove; setmodel (missile, "progs/missile.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin + v_forward*8 + '0 0 16'); //MED 11/09/96 newmis = missile; }; /* =============================================================================== LIGHTNING =============================================================================== */ /* ================= LightningDamage ================= */ void(vector p1, vector p2, entity from, float damage) LightningDamage = { local entity e1, e2; local vector f; f = p2 - p1; normalize (f); f_x = 0 - f_y; f_y = f_x; f_z = 0; f = f*16; e1 = e2 = world; traceline (p1, p2, FALSE, self); //JIM if (trace_ent.takedamage && !trace_ent.wetsuit_finished ) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); if (self.classname == "player") { if (other.classname == "player") trace_ent.velocity_z = trace_ent.velocity_z + 400; } } e1 = trace_ent; traceline (p1 + f, p2 + f, FALSE, self); //JIM if (trace_ent != e1 && trace_ent.takedamage && !trace_ent.wetsuit_finished ) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); } e2 = trace_ent; traceline (p1 - f, p2 - f, FALSE, self); //JIM if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage && !trace_ent.wetsuit_finished ) { particle (trace_endpos, '0 0 100', 225, damage*4); T_Damage (trace_ent, from, from, damage); } }; void() W_FireLightning = { local vector org; local float cells; if (self.ammo_cells < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } // explode if under water if (self.waterlevel > 1) { cells = self.ammo_cells; self.ammo_cells = 0; //MED 01/05/97 added discharge flag discharged = 1; T_RadiusDamage (self, self, 35*cells, world); discharged = 0; W_SetCurrentAmmo (); return; } if (self.t_width < time) { sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM); self.t_width = time + 0.6; } self.punchangle_x = -2; self.currentammo = self.ammo_cells = self.ammo_cells - 1; org = self.origin + '0 0 16'; traceline (org, org + v_forward*600, TRUE, self); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_LIGHTNING2); WriteEntity (MSG_BROADCAST, self); WriteCoord (MSG_BROADCAST, org_x); WriteCoord (MSG_BROADCAST, org_y); WriteCoord (MSG_BROADCAST, org_z); WriteCoord (MSG_BROADCAST, trace_endpos_x); WriteCoord (MSG_BROADCAST, trace_endpos_y); WriteCoord (MSG_BROADCAST, trace_endpos_z); LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30); }; //============================================================================= void() GrenadeExplode = { T_RadiusDamage (self, self.owner, 120, world); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion (); }; void() GrenadeTouch = { if (other == self.owner) return; // don't explode on owner if (other.takedamage == DAMAGE_AIM) { GrenadeExplode(); return; } sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound if (self.velocity == '0 0 0') self.avelocity = '0 0 0'; }; /* ================ W_FireGrenade ================ */ void() W_FireGrenade = { local entity missile, mpuff; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_BOUNCE; missile.solid = SOLID_BBOX; missile.classname = "grenade"; // set missile speed makevectors (self.v_angle); if (self.v_angle_x) missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; else { missile.velocity = aim(self, 10000); missile.velocity = missile.velocity * 600; missile.velocity_z = 200; } missile.avelocity = '300 300 300'; missile.angles = vectoangles(missile.velocity); missile.touch = GrenadeTouch; // set missile duration missile.nextthink = time + 2.5; missile.think = GrenadeExplode; setmodel (missile, "progs/grenade.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin); }; void() ProximityExplode = { T_RadiusDamage (self, self.owner, 95, world); WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_EXPLOSION); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); BecomeExplosion (); }; //MED 10/31/96 float NumProximityGrenades; /* ================ ProximityGrenadeExplode ================ */ void() ProximityGrenadeExplode = { self.takedamage = DAMAGE_NO; NumProximityGrenades = NumProximityGrenades - 1; self.deathtype = "exploding"; self.nextthink = time + 0.1; self.owner = self.lastvictim; self.think = ProximityExplode; }; /* ================ ProximityGrenadeTouch ================ */ void() ProximityGrenadeTouch = { if (other == self) return; if (other.classname == self.classname) return; self.movetype = MOVETYPE_TOSS; if (self.state == 1) return; if (vlen(other.velocity) > 0) { ProximityGrenadeExplode(); self.think(); return; } if (other.takedamage == DAMAGE_AIM) { ProximityGrenadeExplode(); self.think(); return; } sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound self.movetype = MOVETYPE_NONE; setsize (self, '-8 -8 -8', '8 8 8'); self.state = 1; self.spawnmaster = other; }; /* ================ ProximityBomb ================ */ void() ProximityBomb = { local entity head; local float blowup; if ((time > self.delay) || (NumProximityGrenades > 15) || (vlen(self.spawnmaster.velocity)>0) ) { ProximityGrenadeExplode(); self.think(); return; } self.owner = world; self.takedamage = DAMAGE_YES; head = findradius(self.origin, 140); blowup = 0; while (head) { if ((head != self) && (head.health > 0) && (head.flags & (FL_CLIENT|FL_MONSTER)) && (head.classname!=self.classname)) blowup = 1; if ((head.classname == self.classname) && (head.state==0)) blowup = 1; traceline(self.origin,head.origin,TRUE,self); if (trace_fraction != 1.0) blowup = 0; if (blowup==1) { sound (self, CHAN_WEAPON, "hipweap/proxwarn.wav", 1, ATTN_NORM); ProximityGrenadeExplode(); self.nextthink = time + 0.5; return; } head = head.chain; } self.nextthink = time + 0.25; }; /* ================ W_FireProximityGrenade ================ */ void() W_FireProximityGrenade = { local entity missile, mpuff; NumProximityGrenades = NumProximityGrenades + 1; self.currentammo = self.ammo_rockets = self.ammo_rockets - 1; sound (self, CHAN_WEAPON, "hipweap/proxbomb.wav", 1, ATTN_NORM); self.punchangle_x = -2; missile = spawn (); missile.owner = self; missile.lastvictim = self; missile.movetype = MOVETYPE_TOSS; missile.solid = SOLID_BBOX; missile.classname = "proximity_grenade"; missile.takedamage = DAMAGE_NO; missile.health = 5; missile.state = 0; // set missile speed makevectors (self.v_angle); if (self.v_angle_x) missile.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10; else { missile.velocity = aim(self, 10000); missile.velocity = missile.velocity * 600; missile.velocity_z = 200; } missile.avelocity = '100 600 100'; missile.angles = vectoangles(missile.velocity); missile.touch = ProximityGrenadeTouch; // set missile duration missile.nextthink = time + 2; missile.delay = time + 15 + (10*random()); missile.think = ProximityBomb; missile.th_die = ProximityGrenadeExplode; setmodel (missile, "progs/proxbomb.mdl"); setorigin (missile, self.origin); setsize (missile, '-1 -1 -1', '1 1 1'); }; //============================================================================= 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.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; local entity old; sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 2; dir = aim (self, 1000); launch_spike (self.origin + '0 0 16', dir); newmis.touch = superspike_touch; setmodel (newmis, "progs/s_spike.mdl"); setsize (newmis, VEC_ORIGIN, VEC_ORIGIN); self.punchangle_x = -2; }; void(float ox) W_FireSpikes = { local vector dir; local entity old; makevectors (self.v_angle); if (self.ammo_nails >= 2 && self.weapon == IT_SUPER_NAILGUN) { W_FireSuperSpikes (); return; } if (self.ammo_nails < 1) { self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); return; } sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM); self.attack_finished = time + 0.2; self.currentammo = self.ammo_nails = self.ammo_nails - 1; dir = aim (self, 1000); launch_spike (self.origin + '0 0 16' + v_right*ox, dir); self.punchangle_x = -2; }; .float hit_z; void() spike_touch = { local float rand; if (other == self.owner) return; if (other.solid == SOLID_TRIGGER) return; // trigger field, do nothing if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } // hit something that bleeds if (other.takedamage) { spawn_touchblood (9); T_Damage (other, self, self.owner, 9); } else { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); if (self.classname == "wizspike") WriteByte (MSG_BROADCAST, TE_WIZSPIKE); else if (self.classname == "knightspike") WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE); else WriteByte (MSG_BROADCAST, TE_SPIKE); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); } remove(self); }; void() superspike_touch = { local float rand; if (other == self.owner) return; if (other.solid == SOLID_TRIGGER) return; // trigger field, do nothing if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } // hit something that bleeds if (other.takedamage) { spawn_touchblood (18); T_Damage (other, self, self.owner, 18); } else { WriteByte (MSG_BROADCAST, SVC_TEMPENTITY); WriteByte (MSG_BROADCAST, TE_SUPERSPIKE); WriteCoord (MSG_BROADCAST, self.origin_x); WriteCoord (MSG_BROADCAST, self.origin_y); WriteCoord (MSG_BROADCAST, self.origin_z); } remove(self); }; /* =============================================================================== PLAYER WEAPON USE =============================================================================== */ //MED 10/18/96 added HIPWEAPONS void() W_SetCurrentAmmo = { player_run (); // get out of any weapon firing states self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) ); if (self.weapon == IT_AXE) { self.currentammo = 0; self.weaponmodel = "progs/v_axe.mdl"; self.weaponframe = 0; } else if (self.weapon == IT_SHOTGUN) { self.currentammo = self.ammo_shells; self.weaponmodel = "progs/v_shot.mdl"; self.weaponframe = 0; self.items = self.items | IT_SHELLS; } else if (self.weapon == IT_SUPER_SHOTGUN) { self.currentammo = self.ammo_shells; self.weaponmodel = "progs/v_shot2.mdl"; self.weaponframe = 0; self.items = self.items | IT_SHELLS; } else if (self.weapon == IT_NAILGUN) { self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail.mdl"; self.weaponframe = 0; self.items = self.items | IT_NAILS; } else if (self.weapon == IT_SUPER_NAILGUN) { self.currentammo = self.ammo_nails; self.weaponmodel = "progs/v_nail2.mdl"; self.weaponframe = 0; self.items = self.items | IT_NAILS; } //MED else if (self.weapon == IT_LASER_CANNON) { self.currentammo = self.ammo_cells; self.weaponmodel = "progs/v_laserg.mdl"; self.weaponframe = 0; self.items = self.items | IT_CELLS; } else if (self.weapon == IT_GRENADE_LAUNCHER) { self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rock.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else if (self.weapon == IT_ROCKET_LAUNCHER) { self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_rock2.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else if (self.weapon == IT_LIGHTNING) { self.currentammo = self.ammo_cells; self.weaponmodel = "progs/v_light.mdl"; self.weaponframe = 0; self.items = self.items | IT_CELLS; } //MED else if (self.weapon == IT_MJOLNIR) { self.currentammo = self.ammo_cells; self.weaponmodel = "progs/v_hammer.mdl"; self.weaponframe = 0; self.items = self.items | IT_CELLS; } //MED else if (self.weapon == IT_PROXIMITY_GUN) { self.currentammo = self.ammo_rockets; self.weaponmodel = "progs/v_prox.mdl"; self.weaponframe = 0; self.items = self.items | IT_ROCKETS; } else { self.currentammo = 0; self.weaponmodel = ""; self.weaponframe = 0; } }; float() W_BestWeapon = { local float it; it = self.items; if (self.waterlevel <= 1 && self.ammo_cells >= 1 && (it & IT_LIGHTNING) ) return IT_LIGHTNING; //MED else if(self.ammo_cells >= 1 && (it & IT_LASER_CANNON) ) return IT_LASER_CANNON; 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; //MED else if( it & IT_MJOLNIR ) return IT_MJOLNIR; /* 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; }; float(entity playerEnt, float old, float new) W_WantsToChangeWeapon = { float playerFlags = CheckPlayerEXFlags(playerEnt); if((playerFlags & PEF_CHANGENEVER) != 0) { return 0; } if(((playerFlags & PEF_CHANGEONLYNEW) != 0) && old == new) { return 0; } return 1; }; float() W_CheckNoAmmo = { if (self.currentammo > 0) return TRUE; if (self.weapon == IT_AXE) return TRUE; //MED if (self.weapon == IT_MJOLNIR) { return TRUE; } self.weapon = W_BestWeapon (); W_SetCurrentAmmo (); // drop the weapon down return FALSE; }; /* ============ W_Attack An attack impulse can be triggered now ============ */ void() player_axe1; void() player_axeb1; void() player_axec1; void() player_axed1; void() player_shot1; void() player_nail1; void() player_light1; void() player_rocket1; //MED void() player_laser1; void() player_hammer1; void() player_mjolnir1; void() W_Attack = { local float r; if (!W_CheckNoAmmo ()) return; makevectors (self.v_angle); // calculate forward angle for velocity self.show_hostile = time + 1; // wake monsters up if (self.weapon == IT_AXE) { sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); r = random(); if (r < 0.25) player_axe1 (); else if (r<0.5) player_axeb1 (); else if (r<0.75) player_axec1 (); else player_axed1 (); self.attack_finished = time + 0.5; } else if (self.weapon == IT_SHOTGUN) { player_shot1 (); W_FireShotgun (); self.attack_finished = time + 0.5; } else if (self.weapon == IT_SUPER_SHOTGUN) { player_shot1 (); W_FireSuperShotgun (); self.attack_finished = time + 0.7; } else if (self.weapon == IT_NAILGUN) { player_nail1 (); } else if (self.weapon == IT_SUPER_NAILGUN) { player_nail1 (); } else if (self.weapon == IT_GRENADE_LAUNCHER) { player_rocket1(); W_FireGrenade(); self.attack_finished = time + 0.6; } else if (self.weapon == IT_ROCKET_LAUNCHER) { player_rocket1(); W_FireRocket(); self.attack_finished = time + 0.8; } else if (self.weapon == IT_LIGHTNING) { player_light1(); self.attack_finished = time + 0.1; sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM); } //MED else if (self.weapon == IT_LASER_CANNON) { player_laser1(); } //MED else if (self.weapon == IT_MJOLNIR) { if (self.ammo_cells < 30) player_hammer1(); else player_mjolnir1(); self.attack_finished = time + 0.8; } //MED else if (self.weapon == IT_PROXIMITY_GUN) { player_rocket1(); W_FireProximityGrenade(); self.attack_finished = time + 0.6; } }; /* ============ W_ChangeWeapon ============ */ //MED 10/18/96 added hipweapons void() W_ChangeWeapon = { local float it, am, fl; local float oldimpulse; it = self.items; am = 0; //MED if (self.impulse == 1) { fl = IT_AXE; } else if (self.impulse == 2) { fl = IT_SHOTGUN; if (self.ammo_shells < 1) am = 1; } else if (self.impulse == 3) { fl = IT_SUPER_SHOTGUN; if (self.ammo_shells < 2) am = 1; } else if (self.impulse == 4) { fl = IT_NAILGUN; if (self.ammo_nails < 1) am = 1; } //MED else if (self.impulse == 5) { fl = IT_SUPER_NAILGUN; if (self.ammo_nails < 2) am = 1; } //MED else if (self.impulse == 6) { if (self.weapon == IT_GRENADE_LAUNCHER) { fl = IT_PROXIMITY_GUN; } else { fl = IT_GRENADE_LAUNCHER; } if (self.ammo_rockets < 1) am = 1; } else if (self.impulse == 7) { fl = IT_ROCKET_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } //MED else if (self.impulse == 8) { fl = IT_LIGHTNING; if (self.ammo_cells < 1) am = 1; } else if (self.impulse == 225) { fl = IT_LASER_CANNON; if (self.ammo_cells < 1) am = 1; } else if (self.impulse == 226) { fl = IT_MJOLNIR; } else if (self.impulse == 227) { fl = IT_PROXIMITY_GUN; if (self.ammo_rockets < 1) am = 1; } else if (self.impulse == 228) { fl = IT_GRENADE_LAUNCHER; if (self.ammo_rockets < 1) am = 1; } //MED oldimpulse = self.impulse; self.impulse = 0; if (!(self.items & fl)) { //MED if (fl == IT_GRENADE_LAUNCHER) { fl = IT_PROXIMITY_GUN; if (!(self.items & fl)) { sprint (self, "$qc_no_weapon"); return; } if (self.ammo_rockets < 1) am = 1; else am = 0; } else { sprint (self, "$qc_no_weapon"); return; } } if (am) { // don't have the ammo sprint (self, "$qc_not_enough_ammo"); return; } // // set weapon, set ammo // self.weapon = fl; W_SetCurrentAmmo (); }; /* ============ CheatCommand ============ */ void() CheatCommand = { if ( ( deathmatch || coop ) && cheats_allowed == 0 ) { // mal: allow impulse 9 IF cheats allowed return; } self.ammo_rockets = 100; self.ammo_nails = 200; self.ammo_shells = 100; self.items = self.items | IT_AXE | IT_SHOTGUN | IT_SUPER_SHOTGUN | IT_NAILGUN | IT_SUPER_NAILGUN | IT_GRENADE_LAUNCHER | IT_ROCKET_LAUNCHER | IT_KEY1 | IT_KEY2; self.ammo_cells = 200; self.items = self.items | IT_LIGHTNING; //MED self.items = self.items | IT_LASER_CANNON; self.items = self.items | IT_MJOLNIR; self.items = self.items | IT_PROXIMITY_GUN; self.weapon = IT_ROCKET_LAUNCHER; self.impulse = 0; W_SetCurrentAmmo (); }; /* ============ CycleWeaponCommand Go to the next weapon with ammo ============ */ void() CycleWeaponCommand = { local float it, am; it = self.items; self.impulse = 0; while (1) { am = 0; //MED if (self.weapon == IT_MJOLNIR) { 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; } //MED else if (self.weapon == IT_GRENADE_LAUNCHER) { self.weapon = IT_PROXIMITY_GUN; if (self.ammo_rockets < 1) am = 1; } //MED else if (self.weapon == IT_PROXIMITY_GUN) { 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; } else if (self.weapon == IT_LIGHTNING) { self.weapon = IT_LASER_CANNON; if (self.ammo_cells < 1) am = 1; } else if (self.weapon == IT_LASER_CANNON) { self.weapon = IT_MJOLNIR; } if ( (self.items & self.weapon) && am == 0) { W_SetCurrentAmmo (); return; } } }; /* ============ CycleWeaponReverseCommand Go to the prev weapon with ammo ============ */ void() CycleWeaponReverseCommand = { local float it, am; it = self.items; self.impulse = 0; while (1) { am = 0; //MED if (self.weapon == IT_MJOLNIR) { self.weapon = IT_LASER_CANNON; if (self.ammo_cells < 1) am = 1; } //MED else if (self.weapon == IT_LASER_CANNON) { self.weapon = IT_LIGHTNING; if (self.ammo_cells < 1) am = 1; } else 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_PROXIMITY_GUN; if (self.ammo_rockets < 1) am = 1; } else if (self.weapon == IT_PROXIMITY_GUN) { 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_MJOLNIR; } if ( (it & self.weapon) && am == 0) { W_SetCurrentAmmo (); return; } } }; /* ============ ServerflagsCommand Just for development ============ */ void() ServerflagsCommand = { serverflags = serverflags * 2 + 1; }; void() QuadCheat = { if (deathmatch || coop) return; self.super_time = 1; self.super_damage_finished = time + 30; self.items = self.items | IT_QUAD; bprint ("$qc_quad_cheat"); }; //MED void() WetsuitCheat = { if (deathmatch || coop) return; self.items2 = self.items2 | HIP_IT_WETSUIT; self.wetsuit_time = 1; self.wetsuit_finished = time + 30; bprint( "$qc_wetsuit_cheat" ); }; //MED void() EmpathyShieldsCheat = { if (deathmatch || coop) return; self.items2 = self.items2 | HIP_IT_EMPATHY_SHIELDS; self.empathy_time = 1; self.empathy_finished = time + 30; bprint( "$qc_empathy_cheat" ); }; void() DumpEntities = { local entity head; local float i; i = 1; head = nextent(world); while (head!=world) { dprint(ftos(i)); dprint(" "); dprint(head.classname); dprint("\n"); head = nextent(head); i = i + 1; } }; void() DumpLiveEntities = { local entity head; local float i; i = 1; head = nextent(world); while (head!=world) { if (head.health > 0) { dprint(ftos(i)); dprint(" "); dprint(head.classname); dprint(" "); dprint(vtos(head.origin)); dprint("\n"); dprint("--------------------\n"); } head = nextent(head); i = i + 1; } }; void() Genocide = { local entity head; if (deathmatch || coop) return; bprint("$qc_genocide_cheat"); head = nextent(world); while (head!=world) { if ((head.health > 0) && (head.flags & FL_MONSTER)) { T_Damage(head,world,world,head.health+10); } head = nextent(head); } }; float dump_coord; void () ToggleDump = { dump_coord = 1 - dump_coord; if (dump_coord == 1) bprint("$qc_dump_player_loc"); }; void () DumpCoordinates = { local entity pl; pl = checkclient(); if (pl) { bprint("Player: "); bprint(vtos(pl.origin)); bprint("\n"); } }; /* ============ ImpulseCommands ============ */ void() ImpulseCommands = { if (self.impulse >= 1 && self.impulse <= 8) W_ChangeWeapon (); if (self.impulse >= 225 && self.impulse <= 228) W_ChangeWeapon (); if (self.impulse == 9) CheatCommand (); if (self.impulse == 10) CycleWeaponCommand (); if (self.impulse == 11) ServerflagsCommand (); if (self.impulse == 12) CycleWeaponReverseCommand (); //JIM if ( self.impulse == 200 ) WetsuitCheat(); //MED if ( self.impulse == 201 ) EmpathyShieldsCheat(); if ( self.impulse == 205 ) Genocide(); if ( self.impulse == 206 ) ToggleDump(); if ( self.impulse == 202 ) DumpEntities(); if ( self.impulse == 203 ) DumpLiveEntities(); if (self.impulse == 255) QuadCheat (); if (dump_coord == 1) DumpCoordinates(); 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 (); } }; /* ======== 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; };