fteqw/quakec/fallout2/weapons.qc

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/*
*/
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 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;
void () W_PlayerMenu;
void() Sneak;
void() Bandage;
void() Shield;
float () weightx;
void (entity guy, float slot) GetWeaponWeight;
string (entity guy, float slot) GetWeaponName;
// 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, 20);
T_Damage (trace_ent, self, self, damage+random()*damage);
}
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);
}
};
//============================================================================
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;
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, 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;
local entity old;
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;
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;
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 =
{
local float rand;
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")
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 =
{
local float rand;
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(float temp_weapon) GetWeaponModel =
{
if (temp_weapon == 0)
self.weaponmodel = "progs/v_fist.mdl";
else if (temp_weapon == 1)
self.weaponmodel = "progs/v_knife.mdl";
else if (temp_weapon == 2)
self.weaponmodel = "progs/v_axe.mdl";
else if (temp_weapon == 3)
self.weaponmodel = "progs/v_knife.mdl";
else if (temp_weapon == 4)
self.weaponmodel = "progs/v_axe.mdl";
else if (temp_weapon == 5)
self.weaponmodel = "progs/v_1911.mdl";
else if (temp_weapon == 12)
self.weaponmodel = "progs/v_jackhammer.mdl";
else if (temp_weapon == 13)
self.weaponmodel = "progs/v_mp9.mdl";
else if (temp_weapon == 14)
self.weaponmodel = "progs/v_mp7.mdl";
else if (temp_weapon == 17)
self.weaponmodel = "progs/v_ak47.mdl";
else if (temp_weapon == 19)
self.weaponmodel = "progs/v_night.mdl";
};
void() W_SetCurrentAmmo =
{
local float temp_weapon;
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) );
if (self.current_slot == 1)
self.currentammo = self.mag1;
else if (self.current_slot == 2)
self.currentammo = self.mag2;
else if (self.current_slot == 3 && self.handgrenade > 0)
self.currentammo = self.handgrenade;
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 = GetWeaponName(self, self.slot1);
if (self.current_slot == 2)
x = GetWeaponName(self, self.slot2);
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);
if (self.current_slot == 1)
GetWeaponModel(self.slot1);
if (self.current_slot == 2)
GetWeaponModel(self.slot2);
if (self.current_slot == 1)
self.currentammo = self.mag1;
if (self.current_slot == 2)
self.currentammo = self.mag2;
};
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 () ReloadWeapon =
{
local float x;
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
sprint(self, 2, "reloading...\n");
if (self.current_slot == 1)
{
x = (self.maxmag1 - self.mag1);
self.mag1 = self.mag1 + x;
self.ammo1 = self.ammo1 - x;
}
if (self.current_slot == 2)
{
x = (self.maxmag2 - self.mag2);
self.mag2 = self.mag2 + x;
self.ammo2 = self.ammo2 - x;
}
};
float() W_CheckNoAmmo =
{
if (self.current_slot == 1)
{
if (self.slot1 == 0)
return FALSE;
if (self.mag1 < 1 && self.ammo1 < 1)
{
self.attack_finished = (time + 0.2);
stuffcmd (self, "-attack\n");
sound (self, CHAN_WEAPON, "weapons/click.wav", TRUE, ATTN_NORM);
return TRUE;
}
if (self.mag1 <= 0)
{
stuffcmd (self, "-attack\n");
ReloadWeapon ();
return TRUE;
}
}
if (self.current_slot == 2)
{
if (self.slot2 == 0)
return FALSE;
if (self.mag1 < 2 && self.ammo1 < 2)
{
self.attack_finished = (time + 0.2);
stuffcmd (self, "-attack\n");
sound (self, CHAN_WEAPON, "weapons/click.wav", TRUE, ATTN_NORM);
return TRUE;
}
if (self.mag2 <= 0)
{
stuffcmd (self, "-attack\n");
ReloadWeapon ();
return TRUE;
}
}
return FALSE;
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void() W_Attack =
{
local float weap, r;
makevectors (self.v_angle); // calculate forward angle for velocity
self.show_hostile = time + 1; // wake monsters up
if (W_CheckNoAmmo())
return;
if (self.current_slot == 1)
weap = self.slot1;
if (self.current_slot == 2)
weap = self.slot2;
if (weap == 0)
{
self.attack_finished = time + 0.1;
FireMelee(10, 64, 0.5);
}
if (weap == 5)
{
self.attack_finished = time + 0.1;
FirePistol(10, 2, "weapons/1911.wav", 2000, 0.1);
}
if (weap == 17)
{
self.attack_finished = time + 0.1;
FireAssaultRifle(18, 2, "weapons/ak47.wav", 6000, 0.1);
}
if (weap == 19)
{
self.attack_finished = time + 0.1;
FireAssaultRifle(18, 2, "weapons/m4a1.wav", 6000, 0.1);
}
};
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
local float it, am, fl, r;
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;
}
if (self.impulse == 3)
{
if (self.handgrenade == 0)
{
sprint (self, PRINT_HIGH, "no grenade.\n");
sound (self, CHAN_AUTO, "misc/noweapon.wav", 1, ATTN_STATIC);
return;
}
else
self.current_slot = 3;
}
self.weapon = fl;
W_SetCurrentAmmo ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
// if (deathmatch || coop)
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;
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;
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 =
{
sprint (self, 2, "position: stand.\n");
self.position = 0;
player_run ();
};
void () ProneOn =
{
local string x;
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");
};
void () DuckOff =
{
sprint (self, 2, "position: stand.\n");
self.position = 0;
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;
self.view_ofs = '0 0 12';
sprint (self, 2, "position: duck.\n");
};
/*
============
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 ();
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;
};
void () DropAmmo =
{
if (self.current_slot == 1)
{
self.currentammo = (self.mag1 - 1);
self.mag1 = (self.mag1 - 1);
self.ammo_nails = self.ammo1;
}
if (self.current_slot == 2)
{
self.currentammo = (self.mag2 - 1);
self.mag2 = (self.mag2 - 1);
self.ammo_nails = self.ammo2;
}
};
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 if (self.weaponframe == 2)
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 if (self.weaponframe == 2)
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 org2;
local vector start;
local vector end;
local vector end2;
local float zdif;
local float ydif;
local float xdif;
local float true;
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 ();
setmodel (newmis, "progs/smoke.mdl");
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 =
{
local entity te;
local float ct;
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 =
{
local float r;
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 (((te.equipment == 7) && (te.equipment_state == 1)))
{
dot2 = 1;
}
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 type;
if (self.handgrenade <= 0)
return;
type = self.grenadetype;
self.handgrenade = self.handgrenade - 1;
self.grenadetype = 0;
self.currentammo = 0;
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 (type == 1)
newmis.think = FragExplode;
if (type == 2)
newmis.think = EMPExplode;
if (type == 3)
newmis.think = SmokeThink;
if (type == 4)
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 =
{
if (slot == 1)
{
self.maxmag1 = magazine;
self.ammo1 = magazine * 4;
self.mag1 = magazine;
}
if (slot == 2)
{
self.maxmag2 = magazine;
self.ammo2 = magazine * 4;
self.mag2 = magazine;
}
};
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
{
local float var, var1, var2, zdif, xdif, ydif, true;
local vector dir, source, targ, org, org2, adjust;
local string x;
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 ();
}
var = 50;
if (self.velocity != '0 0 0')
var = 400;
var = var + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
var = (var * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
var = (var * 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()* var + v_up*crandom()*var;
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;
true = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
true = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
true = 1;
if (self.attack <= 5 && true == 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);
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 var, var1, var2, zdif, xdif, ydif, true;
local vector dir, source, targ, org, org2, adjust;
local string x;
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 ();
}
var = 200;
if (self.velocity != '0 0 0')
var = 200;
var = var + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
var = (var * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
var = (var * 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()* var + v_up*crandom()*var;
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;
true = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
true = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
true = 1;
if (self.attack <= 5 && true == 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);
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 var, var1, var2, zdif, xdif, ydif, true;
local vector dir, source, targ, org, org2, adjust;
local string x;
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.attack >= 1 && self.position == POS_STAND)
autofire ();
if (self.attack >= 1 && 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 ();
}
var = 50;
if (self.velocity != '0 0 0')
var = 400;
var = var + (40 * self.recoil);
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
var = (var * 0.75);
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
var = (var * 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()* var + v_up*crandom()*var;
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;
true = 0;
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
true = 1;
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
true = 1;
if (self.attack <= 5 && true == 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);
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 =
{
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 (self.handgrenade == 1)
{
if (other.handgrenade > 0)
{
sprint(other, 2, "already have a grenade.\n");
return;
}
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
other.handgrenade = self.handgrenade;
other.grenadetype = self.grenadetype;
sprint(other, 2, "picked up a grenade.\n");
remove(self);
return;
}
if (((other.current_slot == 1) && (other.slot1 != 0)))
return;
if (((other.current_slot == 2) && (other.slot2 != 0)))
return;
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
if ((other.current_slot == 1))
{
GetWeaponWeight (other, self.cnt);
other.slot1 = self.cnt;
stuffcmd (other, "impulse 1\n");
other.ammo1 = self.slot1;
other.maxmag1 = self.slot2;
other.mag1 = self.class;
GetWeaponModel ();
remove (self);
}
if ((other.current_slot == 2))
{
GetWeaponWeight (other, self.cnt);
other.slot2 = self.cnt;
stuffcmd (other, "impulse 2\n");
other.ammo2 = self.slot1;
other.maxmag2 = self.slot2;
other.mag2 = self.class;
GetWeaponModel ();
remove (self);
}
};
void (float weap, float snd, float drop) DropWeapon =
{
local string mdel;
if (((self.attack_finished > time) && (drop == 0)))
return;
if (self.current_slot == 3 && self.handgrenade == 0)
return;
if (((self.current_slot == WEAPON_SPIKES) && (self.c4 == 0)))
{
return;
}
if ((weap == 0))
{
return;
}
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 = "progs/w_m4a1.mdl";
mdel = "progs/w_1911.mdl";
if (weap == 1)
mdel = "progs/w_knife.mdl";
if (weap == 2)
mdel = "progs/w_knife.mdl";
if (weap == 3)
mdel = "progs/w_axe.mdl";
if (weap == 4)
mdel = "progs/w_axe.mdl";
if (weap == 5)
mdel = "progs/w_1911.mdl";
if (weap == 6)
mdel = "progs/w_deagle.mdl";
if (weap == 7)
mdel = "progs/w_1911.mdl";
if (weap == 8)
mdel = "progs/w_alien.mdl";
if (weap == 9)
mdel = "progs/w_pipe.mdl";
if (weap == 10)
mdel = "progs/w_shotgun.mdl";
if (weap == 11)
mdel = "progs/w_pipe.mdl";
if (weap == 12)
mdel = "progs/w_jackhammer.mdl";
if (weap == 13)
mdel = "progs/w_mp9.mdl";
if (weap == 14)
mdel = "progs/w_mp7.mdl";
if (weap == 15)
mdel = "progs/w_rangem.mdl";
if (weap == 16)
mdel = "progs/w_ak47.mdl";
if (weap == 17)
mdel = "progs/w_ak47.mdl";
if (weap == 18)
mdel = "progs/w_srifle.mdl";
if (weap == 19)
mdel = "progs/w_night.mdl";
if (weap == 20)
mdel = "progs/w_sa80.mdl";
if (weap == 21)
mdel = "progs/w_gauss.mdl";
if (weap == 22)
mdel = "progs/w_carbine.mdl";
if (self.current_slot == 3)
mdel = "progs/grenade2.mdl";
if (self.current_slot == 4 && self.c4 == 1)
mdel = "progs/c4.mdl";
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.cnt = weap;
if ((self.current_slot == 1))
{
self.attack_finished = time;
self.slot1_weight = 0;
self.slot1 = 0;
newmis.slot1 = self.ammo1;
newmis.slot2 = self.maxmag1;
newmis.class = self.mag1;
self.mag1 = 0;
self.maxmag1 = 0;
GetWeaponModel ();
}
if ((self.current_slot == 2))
{
self.attack_finished = time;
self.slot2_weight = 0;
self.slot2 = 0;
newmis.slot1 = self.ammo2;
newmis.slot2 = self.maxmag2;
newmis.class = self.mag2;
self.mag2 = 0;
self.maxmag2 = 0;
GetWeaponModel ();
}
if ((self.current_slot == 3))
{
self.attack_finished = time;
newmis.handgrenade = self.handgrenade;
newmis.grenadetype = self.grenadetype;
stuffcmd(self, "impulse 1\n");
}
};
void (entity guy, float slot) GetWeaponWeight =
{
local float wt;
if (slot == 1)
wt = 1;
else if (slot == 2)
wt = 2;
else if (slot == 3)
wt = 8;
else if (slot == 4)
wt = 6;
else if (slot == 5)
wt = 1;
else if (slot == 6)
wt = 2;
else if (slot == 7)
wt = 2;
else if (slot == 8)
wt = 2;
else if (slot == 9)
wt = 3;
else if (slot == 10)
wt = 4;
else if (slot == 11)
wt = 5;
else if (slot == 12)
wt = 6;
else if (slot == 13)
wt = 3;
else if (slot == 14)
wt = 3;
else if (slot == 15)
wt = 5;
else if (slot == 16)
wt = 5;
else if (slot == 17)
wt = 5;
else if (slot == 18)
wt = 7;
else if (slot == 19)
wt = 5;
else if (slot == 20)
wt = 5;
else if (slot == 21)
wt = 9;
else if (slot == 22)
wt = 10;
else if (slot == 23)
wt = 1;
if (self.current_slot == 1)
self.slot1_weight = wt;
if (self.current_slot == 2)
self.slot2_weight = wt;
};
string (entity guy, float slot) GetWeaponName =
{
local string name;
if (slot == 1)
name = "knife";
else if (slot == 2)
name = "axe";
else if (slot == 3)
name = "ripper";
else if (slot == 4)
name = "power axe";
else if (slot == 5)
name = "1911";
else if (slot == 6)
name = "desert eagle";
else if (slot == 7)
name = "needler";
else if (slot == 8)
name = "alien blaster";
else if (slot == 9)
name = "pipe rifle";
else if (slot == 10)
name = "winchester";
else if (slot == 11)
name = "mossberg";
else if (slot == 12)
name = "citykiller";
else if (slot == 13)
name = "mp9";
else if (slot == 14)
name = "grease gun";
else if (slot == 15)
name = "rangemaster";
else if (slot == 16)
name = "ak-112";
else if (slot == 17)
name = "ak-74";
else if (slot == 18)
name = "dks-1";
else if (slot == 19)
name = "moonlight";
else if (slot == 20)
name = "sa-80";
else if (slot == 21)
name = "gauss rifle";
else if (slot == 22)
name = "laser carbine";
return name;
};
string (float slot) GetArmorName =
{
local string name;
if (slot == 0)
name = "nothing";
if (slot == 1)
name = "bulletproof shirt";
else if (slot == 2)
name = "leather armor";
else if (slot == 3)
name = "kevlar armor";
else if (slot == 4)
name = "metal armor";
else if (slot == 5)
name = "combat armor";
else if (slot == 6)
name = "brotherhood armor";
else if (slot == 7)
name = "force armor";
else if (slot == 8)
name = "light power armor";
return name;
};
void (float slot) WeaponAmmo =
{
local float weap, amount;
if (slot == 1)
weap = self.slot1;
if (slot == 2)
weap = self.slot2;
if (weap <= 4)
amount = 0;
else if (weap == 5)
amount = 12;
else if (weap == 6)
amount = 7;
else if (weap == 7)
amount = 15;
else if (weap == 8)
amount = 6;
else if (weap == 9)
amount = 1;
else if (weap == 10)
amount = 2;
else if (weap == 11)
amount = 6;
else if (weap == 12)
amount = 10;
else if (weap == 13)
amount = 30;
else if (weap == 14)
amount = 30;
else if (weap == 15)
amount = 10;
else if (weap == 16)
amount = 24;
else if (weap == 17)
amount = 30;
else if (weap == 18)
amount = 8;
else if (weap == 19)
amount = 30;
else if (weap == 20)
amount = 30;
else if (weap == 21)
amount = 10;
else if (weap == 22)
amount = 40;
if (slot == 1)
GiveAmmo (1, amount);
if (slot == 2)
GiveAmmo (2, 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");
};
string () GetChemName =
{
if (self.chem == 1)
return "stimpack";
if (self.chem == 2)
return "medical bag";
if (self.chem == 3)
return "superstim";
if (self.chem == 4)
return "adrenaline";
if (self.chem == 5)
return "psycho";
if (self.chem == 6)
return "berserk";
};
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;
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");
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;
};
void(float type) UseBoostingChem =
{
local vector source;
local vector org;
local string x;
x = GetChemName();
if (self.attack_finished > time)
return;
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_fraction == 1.0)
{
if (self.health < self.max_health && self.rage == 0)
{
sound (self, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
self.rage = type;
self.ragetime = (20+type)+random()*30;
return;
}
}
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0)
return;
if (trace_ent.rage >= 1)
{
sprint (self, 2, trace_ent.netname);
sprint (self, PRINT_HIGH, " is already affected.\n");
return;
}
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 = type;
trace_ent.ragetime = (20+type)+random()*30;
}
};
void(float type) UseHealingChem =
{
local vector source;
local vector org;
local float heal;
local string x;
x = GetChemName();
if (type == 1)
x = "bandage";
if (self.attack_finished > time)
return;
heal = type*5;
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_fraction == 1.0)
{
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;
}
}
if (trace_ent.classname == "player" && trace_ent.team == self.team)
{
if (trace_ent.health <= 0 && coop == 1)
{
RevivePlayer(self, trace_ent);
return;
}
if (trace_ent.health <= 0 && coop == 0)
return;
if (trace_ent.regen >= 1)
{
sprint (self, 2, trace_ent.netname);
sprint (self, PRINT_HIGH, " IS ALREADY HEALING.\n");
return;
}
sprint (trace_ent, 2, 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);
}
};
void() UseChem =
{
if (self.chemcount <= 0 || self.chem == 0)
{
self.chem = 0;
self.chemcount = 0;
sound (self, CHAN_BODY, "misc/menu3.wav", 1, ATTN_IDLE);
sprint(self, 2, "you are out of chems!\n");
return;
}
if (self.chem == 1)//stimpack
UseHealingChem(2);
if (self.chem == 2)//medical bag
UseHealingChem(3);
if (self.chem == 3)//super-stim
UseHealingChem(4);
if (self.chem == 4)//adrenaline
UseBoostingChem(1);
if (self.chem == 5)//jet
UseBoostingChem(2);
if (self.chem == 6)//psycho
UseBoostingChem(3);
if (self.chem == 7)//mentats
UseBoostingChem(3);
self.chemcount = self.chemcount - 1;
if (self.chemcount == 0)
self.chem = 0;
};
void() Bandage =
{
if (self.bandages <= 0)
{
self.bandages = 0;
sound (self, CHAN_BODY, "misc/menu3.wav", 1, ATTN_IDLE);
sprint(self, 2, "you are out of bandages!\n");
return;
}
UseHealingChem(1);
self.chemcount = self.chemcount - 1;
if (self.chemcount == 0)
self.chem = 0;
};
void () DisplayMenu =
{
local entity spot;
local string menu;
local entity te;
local string qq;
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 == "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 == 2)
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 == 3)
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 == 4)
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 == 6)
centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
}
};
void () Special =
{
if (self.class == 2)
Bandage ();
if (self.class == 3)
Sneak ();
if (self.class == 6)
Shield ();
};
void () hos_run1;
void () hos_stand1;
void (vector org, entity guy, float input, float cost) spawn_station;
void () ExitScreen =
{
local float car;
local float q;
local entity te;
local string x;
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";
}
else if (self.class == 4)
self.currentmenu = "menu_build";
};
void () Sneak =
{
local float w;
w = weightx();
if (self.class != 3)
{
sprint (self, PRINT_HIGH, "no stealth-boy.\n");
return;
}
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 && w <= 10)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> Cloaked <20>\n(3% detection chance)");
self.sneak = 1;
return;
}
else if (self.sneak == 0 && w <= 20)
{
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
centerprint (self, "<EFBFBD> Cloaked <20>\n(10% 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 == 1))
{
if ((self.team == 1))
{
blue_weapon = 0;
}
else
{
if ((self.team == 2))
{
red_weapon = 0;
}
}
}
if ((self.buildtype == 2))
{
if ((self.team == 1))
{
blue_armor = 0;
}
else
{
if ((self.team == 2))
{
red_armor = 0;
}
}
}
if ((self.buildtype == AS_MELEE))
{
if ((self.team == 1))
{
blue_gadget = 0;
}
else
{
if ((self.team == 2))
{
red_gadget = 0;
}
}
}
Explosion (2);
};
void () station_think =
{
local entity dog;
local entity te;
local string qq;
local float zz, x;
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 == 1)//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)
{
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 == 2)//autodoc
{
te = findradius (self.origin, 70);
while (te)
{
if (te.classname == "player" && te.team == self.team)
{
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.health < te.max_health)
{
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
sprint (te, 2, "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;
}
}
te = te.chain;
}
}
if (self.buildtype == 0)//mr. ammo
{
te = findradius (self.origin, 60);
while (te)
{
if (te.classname == "player" && te.team == self.team)
{
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;
}
x = 300;
if (te.current_slot == 1 && te.ammo2 < (x))
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
zz = (te.maxmag1 / 2);
zz = ceil (zz);
qq = ftos (zz);
sprint (te, 2, qq);
sprint (te, 2, " ammo was received from the mr.ammo.\n");
te.ammo1 = (te.ammo1 + zz);
te.ammo1 = ceil (te.ammo1);
self.chemcount = self.chemcount - 1;
}
else
{
if (te.current_slot == 2 && te.ammo2 < (x))
{
sound (self, CHAN_BODY, "misc/item1.wav", TRUE, ATTN_NORM);
zz = (te.maxmag2 / 2);
zz = ceil (zz);
qq = ftos (zz);
sprint (te, 2, qq);
sprint (te, 2, " ammo was received from the mr.ammo.\n");
te.ammo2 = (te.ammo2 + zz);
te.ammo2 = ceil (te.ammo2);
self.chemcount = self.chemcount - 1;
}
}
}
te = te.chain;
}
}
};
void () Bar_Think =
{
local float var;
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.equipment >= WEAPON_SHOTGUN) && (self.owner.equipment <= AS_MELEE)) && (self.owner.equipment_state == WEAPON_SHOTGUN)))
{
dot1 = WEAPON_SHOTGUN;
}
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);
};
void (vector org, entity guy, float input, float cost) spawn_station =
{
local entity dog;
local entity te;
if (input == 3)
{
te = find (world, classname, "robofang");
while (te)
{
if (te.track == self && te.buildtype == 3)
{
makevectors (self.v_angle);
setorigin(te, self.origin + v_forward*32);
return;
}
te = find (te, classname, "robofang");
}
}
if (self.scraps < cost)
{
sprint (self, 2, "not enough metal.\n");
return;
}
if (input == 4)
{
if (self.handgrenade == 0)
{
sprint (self, 2, "need a grenade.\n");
return;
}
if (self.handgrenade == 1)
{
self.grenadetype = 0;
self.handgrenade = 0;
}
}
self = guy;
te = find (world, classname, "station");
while (te)
{
if (te.track == self && te.buildtype == input)
{
sprint (self, 2, "already have one.\n");
return;
}
te = find (te, classname, "station");
}
if (input == 3)
{
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;
}
te = te.chain;
}
}
makevectors (self.v_angle);
org = ((org + (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;
}
if ((pointcontents ((org + '0 -20 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return;
}
if ((pointcontents ((org + '20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return;
}
if ((pointcontents ((org + '-20 0 0')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return;
}
if ((pointcontents ((org + '0 0 50')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return;
}
if ((pointcontents ((org + '0 0 -10')) != CONTENT_EMPTY))
{
sprint (self, 2, "can't build there.\n");
return;
}
self.impulse = 0;
te = findradius (org, 40);
while (te)
{
if (te.classname == "spawn1")
{
sprint (self, 2, "can't build at spawn.\n");
return;
}
if (te.classname == "spawn2")
{
sprint (self, 2, "can't build at spawn.\n");
return;
}
if (te.classname == "ghoul")
{
sprint (self, 2, "somethings in the way.\n");
return;
}
if (((te.classname == "player") && (te.health > 0)))
{
sprint (self, 2, "can't build on players.\n");
return;
}
if (((te.classname == "station") && (te.health > 0)))
{
sprint (self, 2, "can't build on other stations.\n");
return;
}
te = te.chain;
}
self.scraps = (self.scraps - cost);
dog = spawn ();
dog.team = self.team;
dog.track = self;
self = dog;
spawn_dot (dog);
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 = SVC_INTERMISSION;
self.max_health = (300 + (input * 50));
self.th_die = station_die;
setmodel (self, "progs/station.mdl");
self.classname = "station";
self.think = station_think;
self.helmet = 2;
self.buildtype = input;
if (self.buildtype == 0)
self.netname = "mr. ammo";
if (self.buildtype == 1)
self.netname = "shield generator";
if (self.buildtype == 2)
self.netname = "autodoc";
if (self.buildtype == 3)
{
setsize(self, '-24 -24 -24', '24 24 24');
self.netname = "robofang";
setmodel (self, "progs/dog.mdl");
}
if (self.buildtype == 4)
{
setsize(self, '-4 -4 -4', '4 4 4');
self.netname = "grenade";
setmodel (self, "progs/grenade2.mdl");
}
self.frame = 4;
};