quake-rerelease-qc/quakec_rogue/weapons.qc
2022-04-06 14:43:08 -05:00

1758 lines
35 KiB
C++

/* 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.
*/
/*
*/
float lavaGunFired;
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;
// 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
//ZOID--
// grapple
precache_sound("weapons/chain1.wav");
// precache_sound("weapons/chain2.wav");
// precache_sound("weapons/chain3.wav");
// precache_sound("weapons/bounce2.wav");
// precache_sound("blob/land1.wav");
precache_sound("pendulum/hit.wav");
//--ZOID
precache_sound ("lavagun/snail.wav"); // lava nail gun cooldown
};
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;
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)
TraceAttack (4, direction);
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_shells1 = self.ammo_shells1 - 1;
UpdateAmmoCounts(self);
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_shells1 = self.ammo_shells1 - 2;
UpdateAmmoCounts(self);
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_rockets1 = self.ammo_rockets1 - 1;
UpdateAmmoCounts(self);
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');
};
/*
===============================================================================
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);
if (trace_ent.takedamage)
{
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);
if (trace_ent != e1 && trace_ent.takedamage)
{
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);
if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
{
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_cells1 < 1)
{
self.weapon = W_BestWeapon ();
W_SetCurrentAmmo ();
return;
}
// explode if under water
if (self.waterlevel > 1)
{
cells = self.ammo_cells1;
self.ammo_cells1 = 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;
}
self.punchangle_x = -2;
self.currentammo = self.ammo_cells1 = self.ammo_cells1 - 1;
UpdateAmmoCounts(self);
org = self.origin + '0 0 16';
makevectors (self.v_angle);
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 + '0 0 16', 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_rockets1 = self.ammo_rockets1 - 1;
UpdateAmmoCounts(self);
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() spike_touch;
void() superspike_touch;
void() lavaspike_touch;
void() superlavaspike_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_nails1 = self.ammo_nails1 - 2;
UpdateAmmoCounts(self);
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_nails1 >= 2 && self.weapon == IT_SUPER_NAILGUN)
{
W_FireSuperSpikes ();
return;
}
if (self.ammo_nails1 < 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_nails1 = self.ammo_nails1 - 1;
UpdateAmmoCounts(self);
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
===============================================================================
*/
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));
self.items2 = self.items2 -
(self.items2 & (IT2_LAVA_NAILS|IT2_PLASMA_AMMO|IT2_MULTI_ROCKETS));
if (self.weapon == IT_AXE)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_axe.mdl";
self.weaponframe = 0;
}
//ZOID--
else if (self.weapon == IT_GRAPPLE)
{
self.currentammo = 0;
self.weaponmodel = "progs/v_grpple.mdl";
self.weaponframe = 0;
}
//--ZOID
else if (self.weapon == IT_SHOTGUN)
{
self.currentammo = self.ammo_shells1;
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_shells1;
self.weaponmodel = "progs/v_shot2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_SHELLS;
}
else if (self.weapon == IT_LAVA_NAILGUN)
{
self.currentammo = self.ammo_lava_nails;
self.weaponmodel = "progs/v_lava.mdl";
self.weaponframe = 0;
self.items2 = self.items2 | IT2_LAVA_NAILS;
}
else if (self.weapon == IT_LAVA_SUPER_NAILGUN)
{
self.currentammo = self.ammo_lava_nails;
self.weaponmodel = "progs/v_lava2.mdl";
self.weaponframe = 0;
self.items2 = self.items2 | IT2_LAVA_NAILS;
}
else if (self.weapon == IT_MULTI_GRENADE)
{
self.currentammo = self.ammo_multi_rockets;
self.weaponmodel = "progs/v_multi.mdl";
self.weaponframe = 0;
self.items2 = self.items2 | IT2_MULTI_ROCKETS;
}
else if (self.weapon == IT_MULTI_ROCKET)
{
self.currentammo = self.ammo_multi_rockets;
self.weaponmodel = "progs/v_multi2.mdl";
self.weaponframe = 0;
self.items2 = self.items2 | IT2_MULTI_ROCKETS;
}
else if (self.weapon == IT_PLASMA_GUN)
{
self.currentammo = self.ammo_plasma;
self.weaponmodel = "progs/v_plasma.mdl";
self.weaponframe = 0;
self.items2 = self.items2 | IT2_PLASMA_AMMO;
}
else if (self.weapon == IT_NAILGUN)
{
self.currentammo = self.ammo_nails1;
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_nails1;
self.weaponmodel = "progs/v_nail2.mdl";
self.weaponframe = 0;
self.items = self.items | IT_NAILS;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.currentammo = self.ammo_rockets1;
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_rockets1;
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_cells1;
self.weaponmodel = "progs/v_light.mdl";
self.weaponframe = 0;
self.items = self.items | IT_CELLS;
}
else
{
self.currentammo = 0;
self.weaponmodel = "";
self.weaponframe = 0;
}
UpdateAmmoCounts(self);
};
float() W_BestWeapon =
{
local float it;
it = self.items;
// pgm - fix for sandy. will not change to plasma gun
// if(self.waterlevel <= 1 && self.ammo_plasma >= 1 && (it & IT_PLASMA_GUN))
// return IT_PLASMA_GUN;
// else
if(self.waterlevel<=1 && self.ammo_cells1>=1 && (it & IT_LIGHTNING))
return IT_LIGHTNING;
else if(self.ammo_lava_nails >= 2 && (it & IT_LAVA_SUPER_NAILGUN) )
return IT_LAVA_SUPER_NAILGUN;
else if(self.ammo_nails1 >= 2 && (it & IT_SUPER_NAILGUN) )
return IT_SUPER_NAILGUN;
else if(self.ammo_lava_nails >= 1 && (it & IT_LAVA_NAILGUN) )
return IT_LAVA_NAILGUN;
else if(self.ammo_nails1 >= 1 && (it & IT_NAILGUN) )
return IT_NAILGUN;
else if(self.ammo_shells1 >= 2 && (it & IT_SUPER_SHOTGUN) )
return IT_SUPER_SHOTGUN;
else if(self.ammo_shells1 >= 1 && (it & IT_SHOTGUN) )
return IT_SHOTGUN;
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;
//ZOID--
if (self.weapon == IT_AXE || self.weapon == IT_GRAPPLE)
return TRUE;
//--ZOID
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;
void() player_lava_nail1;
//ZOID--
void() player_grapple1;
void() player_grapple3;
//--ZOID
void() W_FireMultiGrenade;
void() W_FireMultiRocket;
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
// ZOID--
RuneApplyBlackNoise(self); // make rune noise
//--ZOID
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 + RuneApplyHell(0.5, self);
}
//ZOID--
else if (self.weapon == IT_GRAPPLE)
{
if (!self.hook_out)
player_grapple1();
else
player_grapple3();
self.attack_finished = time + 0.1;
}
//--ZOID
else if (self.weapon == IT_SHOTGUN)
{
player_shot1 ();
W_FireShotgun ();
self.attack_finished = time + RuneApplyHell(0.5, self);
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
player_shot1 ();
W_FireSuperShotgun ();
self.attack_finished = time + RuneApplyHell(0.7, self);
}
else if (self.weapon == IT_LAVA_NAILGUN)
{
lavaGunFired = 1;
player_lava_nail1 ();
}
else if (self.weapon == IT_LAVA_SUPER_NAILGUN)
{
lavaGunFired = 1;
player_lava_nail1 ();
}
else if (self.weapon == IT_MULTI_GRENADE)
{
player_rocket1();
W_FireMultiGrenade();
self.attack_finished = time + RuneApplyHell(0.6, self);
}
else if (self.weapon == IT_MULTI_ROCKET)
{
player_rocket1();
W_FireMultiRocket();
self.attack_finished = time + RuneApplyHell(0.8, self);
}
else if (self.weapon == IT_PLASMA_GUN)
{
// player_light1 determines choice of W_FireLightning
// or W_FirePlasma, but same lighting and frames...
self.attack_finished = time + RuneApplyHell(1.0, self);
player_light1 ();
}
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 + RuneApplyHell(0.6, self);
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
player_rocket1();
W_FireRocket();
self.attack_finished = time + RuneApplyHell(0.8, self);
}
else if (self.weapon == IT_LIGHTNING)
{
player_light1();
self.attack_finished = time + 0.1;
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
}
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl;
EnableComboWeapons ( self );
UpdateAmmoCounts ( self );
it = self.items;
am = 0;
if (self.impulse == 1)
{
//ZOID--
if (self.weapon == IT_AXE && deathmatch && teamplay >= TEAM_CTF)
fl = IT_GRAPPLE;
else
fl = IT_AXE;
}
else if (self.impulse == 22)
{
if(deathmatch && teamplay >= TEAM_CTF) //pgm optimization
fl = IT_GRAPPLE;
}
//--ZOID
else if (self.impulse == 2)
{
fl = IT_SHOTGUN;
if (self.ammo_shells1 < 1)
am = 1;
}
else if (self.impulse == 3)
{
fl = IT_SUPER_SHOTGUN;
if (self.ammo_shells1 < 2)
am = 1;
}
else if (self.impulse == 4)
{
if ((self.items & IT_LAVA_NAILGUN) &&
(self.weapon == IT_NAILGUN || self.ammo_nails1 < 1))
{
fl = IT_LAVA_NAILGUN;
if (self.ammo_lava_nails < 1)
am = 1;
}
else
{
fl = IT_NAILGUN;
if (self.ammo_nails1 < 1)
am = 1;
}
}
else if (self.impulse == 5)
{
if ((self.items & IT_LAVA_SUPER_NAILGUN) &&
(self.weapon == IT_SUPER_NAILGUN || self.ammo_nails1 < 2))
{
fl = IT_LAVA_SUPER_NAILGUN;
if (self.ammo_lava_nails < 2)
am = 1;
}
else
{
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails1 < 2)
am = 1;
}
}
else if (self.impulse == 6)
{
if ((self.items & IT_MULTI_GRENADE) &&
(self.weapon == IT_GRENADE_LAUNCHER || self.ammo_rockets1 < 1))
{
fl = IT_MULTI_GRENADE;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else
{
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets1 < 1)
am = 1;
}
}
else if (self.impulse == 7)
{
if ((self.items & IT_MULTI_ROCKET) &&
(self.weapon == IT_ROCKET_LAUNCHER || self.ammo_rockets1 < 1))
{
fl = IT_MULTI_ROCKET;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else
{
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets1 < 1)
am = 1;
}
}
else if (self.impulse == 8)
{
if ((self.items & IT_PLASMA_GUN) &&
(self.weapon == IT_LIGHTNING || self.ammo_cells1 < 1))
{
fl = IT_PLASMA_GUN;
if (self.ammo_plasma < 1)
am = 1;
}
else
{
fl = IT_LIGHTNING;
if (self.ammo_cells1 < 1)
am = 1;
}
}
else if (self.impulse == 60)
{
fl = IT_LAVA_NAILGUN;
if (self.ammo_lava_nails < 1)
am = 1;
}
else if (self.impulse == 61)
{
fl = IT_LAVA_SUPER_NAILGUN;
if (self.ammo_lava_nails < 1)
am = 1;
}
else if (self.impulse == 62)
{
fl = IT_MULTI_GRENADE;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else if (self.impulse == 63)
{
fl = IT_MULTI_ROCKET;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else if (self.impulse == 64)
{
fl = IT_PLASMA_GUN;
if (self.ammo_plasma < 1)
am = 1;
}
else if (self.impulse == 65)
{
fl = IT_NAILGUN;
if (self.ammo_nails < 1)
am = 1;
}
else if (self.impulse == 66)
{
fl = IT_SUPER_NAILGUN;
if (self.ammo_nails < 2)
am = 1;
}
else if (self.impulse == 67)
{
fl = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
else if (self.impulse == 68)
{
fl = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets < 1)
am = 1;
}
self.impulse = 0;
if (!(self.items & fl))
{ // don't have the weapon or the ammo
sprint (self, "$qc_no_weapon");
return;
}
if (am)
{ // don't have the ammo
sprint (self, "$qc_not_enough_ammo");
return;
}
if (self.weapon != fl)
{
if (self.weapon == IT_LAVA_NAILGUN ||
self.weapon == IT_LAVA_SUPER_NAILGUN)
{
if (fl == IT_NAILGUN || fl == IT_SUPER_NAILGUN)
sprint (self, "$qc_normal_nails");
}
else if (self.weapon == IT_MULTI_GRENADE)
{
if (fl == IT_GRENADE_LAUNCHER)
sprint (self, "$qc_normal_grenades");
}
else if (self.weapon == IT_MULTI_ROCKET)
{
if (fl == IT_ROCKET_LAUNCHER)
sprint (self, "$qc_normal_rockets");
}
else if (self.weapon == IT_PLASMA_GUN)
{
if (fl == IT_LIGHTNING)
sprint (self, "$qc_lightning_gun");
}
else if (fl == IT_LAVA_NAILGUN || fl == IT_LAVA_SUPER_NAILGUN)
{
sprint (self, "$qc_lava_nails");
}
else if(fl == IT_MULTI_GRENADE)
{
sprint (self, "$qc_multi_gl");
}
else if(fl == IT_MULTI_ROCKET)
{
sprint (self, "$qc_multi_rl");
}
else if(fl == IT_PLASMA_GUN)
{
sprint (self, "$qc_plasma_gun");
}
}
//
// 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_rockets1 = 100;
self.ammo_nails1 = 200;
self.ammo_shells1 = 100;
self.items = self.items |
IT_AXE |
IT_SHOTGUN |
IT_SUPER_SHOTGUN |
IT_NAILGUN |
IT_SUPER_NAILGUN |
IT_GRENADE_LAUNCHER |
IT_ROCKET_LAUNCHER |
IT_LAVA_NAILGUN |
IT_LAVA_SUPER_NAILGUN |
IT_MULTI_GRENADE |
IT_MULTI_ROCKET |
IT_PLASMA_GUN |
IT_LIGHTNING;
self.items = self.items | IT_KEY1 | IT_KEY2;
self.ammo_lava_nails = 200;
self.ammo_multi_rockets = 100;
self.ammo_plasma = 100;
self.ammo_cells1 = 200;
self.weapon = IT_ROCKET_LAUNCHER;
self.impulse = 0;
W_SetCurrentAmmo ();
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
local float it, am;
EnableComboWeapons ( self );
UpdateAmmoCounts ( self );
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
if (self.weapon == IT_PLASMA_GUN)
{
self.weapon = IT_AXE;
}
else if (self.weapon == IT_AXE)
{
//ZOID--
if (deathmatch && teamplay >= TEAM_CTF)
self.weapon = IT_GRAPPLE;
else
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells1 < 1)
am = 1;
}
//--ZOID
}
else if (self.weapon == IT_GRAPPLE)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells1 < 1)
am = 1;
}
//--ZOID
else if (self.weapon == IT_SHOTGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells1 < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails1 < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_LAVA_NAILGUN;
if (self.ammo_lava_nails < 1)
am = 1;
}
else if (self.weapon == IT_LAVA_NAILGUN)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails1 < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_LAVA_SUPER_NAILGUN;
if (self.ammo_lava_nails < 2)
am = 1;
}
else if (self.weapon == IT_LAVA_SUPER_NAILGUN)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets1 < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_MULTI_GRENADE;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else if (self.weapon == IT_MULTI_GRENADE)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets1 < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_MULTI_ROCKET;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else if (self.weapon == IT_MULTI_ROCKET)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells1 < 1)
am = 1;
}
else if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_PLASMA_GUN;
if (self.ammo_plasma < 1)
am = 1;
}
if ( (it & self.weapon) && am == 0)
{
W_SetCurrentAmmo ();
return;
}
}
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float it, am;
EnableComboWeapons ( self );
UpdateAmmoCounts ( self );
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
if (self.weapon == IT_PLASMA_GUN)
{
self.weapon = IT_LIGHTNING;
if (self.ammo_cells1 < 1)
am = 1;
}
else if (self.weapon == IT_LIGHTNING)
{
self.weapon = IT_MULTI_ROCKET;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else if (self.weapon == IT_MULTI_ROCKET)
{
self.weapon = IT_ROCKET_LAUNCHER;
if (self.ammo_rockets1 < 1)
am = 1;
}
else if (self.weapon == IT_ROCKET_LAUNCHER)
{
self.weapon = IT_MULTI_GRENADE;
if (self.ammo_multi_rockets < 1)
am = 1;
}
else if (self.weapon == IT_MULTI_GRENADE)
{
self.weapon = IT_GRENADE_LAUNCHER;
if (self.ammo_rockets1 < 1)
am = 1;
}
else if (self.weapon == IT_GRENADE_LAUNCHER)
{
self.weapon = IT_LAVA_SUPER_NAILGUN;
if (self.ammo_lava_nails < 2)
am = 1;
}
else if (self.weapon == IT_LAVA_SUPER_NAILGUN)
{
self.weapon = IT_SUPER_NAILGUN;
if (self.ammo_nails1 < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_NAILGUN)
{
self.weapon = IT_LAVA_NAILGUN;
if (self.ammo_lava_nails < 2)
am = 1;
}
else if (self.weapon == IT_LAVA_NAILGUN)
{
self.weapon = IT_NAILGUN;
if (self.ammo_nails1 < 1)
am = 1;
}
else if (self.weapon == IT_NAILGUN)
{
self.weapon = IT_SUPER_SHOTGUN;
if (self.ammo_shells1 < 2)
am = 1;
}
else if (self.weapon == IT_SUPER_SHOTGUN)
{
self.weapon = IT_SHOTGUN;
if (self.ammo_shells1 < 1)
am = 1;
}
else if (self.weapon == IT_SHOTGUN)
{
//PGM
if (deathmatch && teamplay >= TEAM_CTF)
self.weapon = IT_GRAPPLE;
else
self.weapon = IT_AXE;
//PGM
}
//ZOID--
else if (self.weapon == IT_GRAPPLE)
{
self.weapon = IT_AXE;
}
//--ZOID
else if (self.weapon == IT_AXE)
{
self.weapon = IT_PLASMA_GUN;
if (self.ammo_plasma < 1)
am = 1;
}
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;
dprint ("$qc_quad_cheat");
};
/*
============
ImpulseCommands
============
*/
void() ImpulseCommands =
{
local entity takeThisOut;
if (self.impulse >= 1 && self.impulse <= 8)
W_ChangeWeapon ();
else if (self.impulse >= 60 && self.impulse <= 68)
W_ChangeWeapon ();
else if (self.impulse == 9)
CheatCommand ();
else if (self.impulse == 10)
CycleWeaponCommand ();
else if (self.impulse == 11)
ServerflagsCommand ();
else if (self.impulse == 12)
CycleWeaponReverseCommand ();
//ZOID--
//teamplay stuff
else if (self.impulse == 20)
TossBackpack();
else if (self.impulse == 21)
TossWeapon();
else if (self.impulse == 22)
{
if (deathmatch && teamplay >= TEAM_CTF)
W_ChangeWeapon();
}
else if (self.impulse == 23)
TeamFlagStatusReport();
//--ZOID
else if (self.impulse == 255)
QuadCheat ();
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;
if (lavaGunFired)
{
if (self.weapon == IT_LAVA_NAILGUN ||
self.weapon == IT_LAVA_SUPER_NAILGUN)
{
sound (self, CHAN_WEAPON, "lavagun/snail.wav", 1, ATTN_NORM);
}
lavaGunFired = 0;
}
if (self.impulse)
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;
};