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https://github.com/nzp-team/fteqw.git
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*** empty log message ***
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1824 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
4fb1c62dd5
commit
20f470ef8b
5 changed files with 66 additions and 241 deletions
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@ -1586,6 +1586,8 @@ called when a player connects to a server
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*/
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void() ClientConnect =
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{
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total_players = total_players + 1;
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bprint (PRINT_HIGH, self.netname);
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bprint (PRINT_HIGH, " entered the game\n");
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@ -1632,6 +1634,8 @@ called when a player disconnects from a server
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*/
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void() ClientDisconnect =
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{
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total_players = total_players - 1;
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// let everyone else know
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bprint (PRINT_HIGH, self.netname);
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bprint (PRINT_HIGH, " left the game with ");
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@ -500,6 +500,7 @@ float z_skill;
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float msgcount;
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float max_zombies;
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float gtimer;
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float total_players;
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//================================================
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@ -863,19 +863,7 @@ string(float iid) GetItemName =
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string(float iid) GetItemDesc =
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{
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if (iid == IID_NONE)
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return "";
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if (iid == IID_WP_TOOLKIT)
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return "a wattz(tm) brand toolkit consisting of many handy instruments, including a wrench. this kit is a repairman's dream, and allows those with the proper knowledge to perform technical tasks.";
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if (iid == IID_WP_AK74)
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return "the ak74 is the predecessor of the legendary ak-47. it is still the same old killing machine, except that it uses the 5.45mm high-velocity round that was common in the latest assault rifles just before the war.";
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if (iid == IID_BUILD_MRAMMO)
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return "a military prototype, the mr. ammo was designed to allow soldiers an extra source of ammunition in remote areas, as the handy little machine is capable of churning out ammo from things such as rocks, debris, and metal scraps.";
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bprint(PRINT_MEDIUM, ftos(iid), " without a desc!\n");
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return strcat("<no description>", ftos(iid));
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};
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string(float iid) GetItemImage =
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@ -872,6 +872,9 @@ void() ammo_touch =
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ammocount = ceil(ammocount);
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if (coop == 1 && total_players == 1)
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ammocount = ammocount * 2;
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ammoname = GetItemName(ammotype);
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ammocountftos = ftos(ammocount);
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@ -889,6 +892,9 @@ void() ammo_touch =
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if (random()*20 <= 10)
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{
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other.ammo_shells = other.ammo_shells + 2;
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if (coop == 1 && total_players == 1)
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other.ammo_shells = other.ammo_shells + 2;
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sprint (other, 2, " and bottle caps.\n");
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}
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else
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@ -1001,6 +1007,9 @@ void() item_shells =
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if (deathmatch == 4)
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return;
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if (coop == 1 && random()*4 <= 2)
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return;
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self.touch = ammo_touch;
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if (self.spawnflags & WEAPON_BIG2)
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@ -1029,6 +1038,9 @@ void() item_spikes =
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if (deathmatch == 4)
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return;
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if (coop == 1 && random()*4 <= 1)
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return;
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self.touch = ammo_touch;
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if (self.spawnflags & WEAPON_BIG2)
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@ -1058,6 +1070,9 @@ void() item_rockets =
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if (deathmatch == 4)
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return;
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if (coop == 1 && random()*4 <= 3)
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return;
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self.touch = ammo_touch;
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if (self.spawnflags & WEAPON_BIG2)
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@ -1088,6 +1103,9 @@ void() item_cells =
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if (deathmatch == 4)
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return;
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if (coop == 1 && random()*4 <= 2)
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return;
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self.touch = ammo_touch;
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if (self.spawnflags & WEAPON_BIG2)
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@ -1120,61 +1138,14 @@ float WEAPON_SPIKES = 4;
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float WEAPON_BIG = 8;
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void() item_weapon =
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{
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if (coop == 1 && random()*4 <= 3)
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return;
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self.touch = ammo_touch;
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if (self.spawnflags & WEAPON_SHOTGUN)
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{
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if (self.spawnflags & WEAPON_BIG)
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{
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precache_model ("maps/b_shell1.bsp");
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setmodel (self, "maps/b_shell1.bsp");
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self.aflag = 40;
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}
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else
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{
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precache_model ("maps/b_shell0.bsp");
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setmodel (self, "maps/b_shell0.bsp");
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self.aflag = 20;
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}
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self.weapon = 1;
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self.netname = "shells";
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}
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precache_model ("maps/b_shell0.bsp");
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setmodel (self, "maps/b_shell0.bsp");
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if (self.spawnflags & WEAPON_SPIKES)
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{
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if (self.spawnflags & WEAPON_BIG)
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{
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precache_model ("maps/b_nail1.bsp");
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setmodel (self, "maps/b_nail1.bsp");
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self.aflag = 40;
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}
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else
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{
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precache_model ("maps/b_nail0.bsp");
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setmodel (self, "maps/b_nail0.bsp");
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self.aflag = 20;
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}
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self.weapon = 2;
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self.netname = "spikes";
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}
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if (self.spawnflags & WEAPON_ROCKET)
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{
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if (self.spawnflags & WEAPON_BIG)
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{
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precache_model ("maps/b_rock1.bsp");
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setmodel (self, "maps/b_rock1.bsp");
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self.aflag = 10;
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}
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else
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{
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precache_model ("maps/b_rock0.bsp");
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setmodel (self, "maps/b_rock0.bsp");
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self.aflag = 5;
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}
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self.weapon = 3;
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self.netname = "rockets";
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}
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setsize (self, '0 0 0', '32 32 56');
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StartItem ();
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@ -1547,160 +1518,43 @@ PLAYER BACKPACKS
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void() BackpackTouch =
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{
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local string s;
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local float best, old, new;
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local entity stemp;
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local float acount;
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local float b_switch;
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if (deathmatch == 4)
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if (other.invincible_time > 0)
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return;
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sprint(other, 2, "loot: found ");
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if ((stof(infokey(other,"b_switch"))) == 0)
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b_switch = 8;
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if (self.weapon == 1)
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{
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AddStackable(other, IID_AM_10MM, 9+random()*9);
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sprint(other, 2, " 10mm ammo");
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}
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if (self.weapon == 2)
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if (self.weapon == 3)
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{
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AddStackable(other, IID_AM_556MM, 5+random()*5);
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sprint(other, 2, " 5mm ammo");
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}
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if (self.weapon == 3)
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{
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AddStackable(other, IID_AM_12GAUGESHELLS, 3+random()*3);
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sprint(other, 2, " 12 gauge ammo");
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}
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if (self.weapon == 4)
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{
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AddStackable(other, IID_AM_10MM, 9+random()*9);
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sprint(other, 2, " 10mm ammo");
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}
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if (random()*4 <= 2)
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{
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self.ammo_shells = self.ammo_shells + 1;
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sprint(other, 2, " and some loot.\n");
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if (total_players == 1)
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self.ammo_shells = self.ammo_shells + 1;
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}
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else
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b_switch = stof(infokey(other,"b_switch"));
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sprint(other, 2, ".\n");
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if (other.classname != "player")
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return;
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if (other.health <= 0)
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return;
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acount = 0;
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sprint (other, PRINT_LOW, "You get ");
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if (deathmatch == 4)
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{
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other.health = other.health + 10;
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sprint (other, PRINT_LOW, "10 additional health\n");
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if ((other.health > 250) && (other.health < 300))
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sound (other, CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
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else
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sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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remove(self);
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if (other.health >299)
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{
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if (other.invincible_time != 1)
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{
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other.invincible_time = 1;
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other.invincible_finished = time + 30;
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other.items = other.items | IT_INVULNERABILITY;
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other.super_time = 1;
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other.super_damage_finished = time + 30;
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other.items = other.items | IT_QUAD;
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other.ammo_cells = 0;
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sound (other, CHAN_VOICE, "boss1/sight1.wav", 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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bprint (PRINT_HIGH, other.netname);
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bprint (PRINT_HIGH, " attains bonus powers!!!\n");
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}
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}
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self = other;
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return;
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}
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if (self.items)
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if ((other.items & self.items) == 0)
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{
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acount = 1;
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sprint (other, PRINT_LOW, "the ");
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sprint (other, PRINT_LOW, self.netname);
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}
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// if the player was using his best weapon, change up to the new one if better
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stemp = self;
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self = other;
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best = W_BestWeapon();
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self = stemp;
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// change weapons
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other.ammo_shells = other.ammo_shells + self.ammo_shells;
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other.ammo_nails = other.ammo_nails + self.ammo_nails;
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other.ammo_rockets = other.ammo_rockets + self.ammo_rockets;
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other.ammo_cells = other.ammo_cells + self.ammo_cells;
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new = self.items;
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if (!new)
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new = other.weapon;
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old = other.items;
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other.items = other.items | self.items;
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bound_other_ammo ();
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if (self.ammo_shells)
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{
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if (acount)
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sprint(other, PRINT_LOW, ", ");
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acount = 1;
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s = ftos(self.ammo_shells);
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sprint (other, PRINT_LOW, s);
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sprint (other, PRINT_LOW, " shells");
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}
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if (self.ammo_nails)
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{
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if (acount)
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sprint(other, PRINT_LOW, ", ");
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acount = 1;
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s = ftos(self.ammo_nails);
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sprint (other, PRINT_LOW, s);
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sprint (other, PRINT_LOW, " nails");
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}
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if (self.ammo_rockets)
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{
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if (acount)
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sprint(other, PRINT_LOW, ", ");
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acount = 1;
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s = ftos(self.ammo_rockets);
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sprint (other, PRINT_LOW, s);
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sprint (other, PRINT_LOW, " rockets");
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}
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if (self.ammo_cells)
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{
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if (acount)
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sprint(other, PRINT_LOW, ", ");
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acount = 1;
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s = ftos(self.ammo_cells);
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sprint (other, PRINT_LOW, s);
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sprint (other,PRINT_LOW, " cells");
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}
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if ( (deathmatch==3 || deathmatch == 5) & ( (WeaponCode(new)==6) || (WeaponCode(new)==7) ) & (other.ammo_rockets < 5) )
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other.ammo_rockets = 5;
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sprint (other, PRINT_LOW, "\n");
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// backpack touch sound
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sound (other, CHAN_ITEM, "weapons/lock4.wav", 1, ATTN_NORM);
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stuffcmd (other, "bf\n");
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remove(self);
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self = other;
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// change to the weapon
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if ( WeaponCode(new) <= b_switch )
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{
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if (self.flags & FL_INWATER)
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{
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if (new != IT_LIGHTNING)
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{
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Deathmatch_Weapon (old, new);
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}
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}
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else
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{
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Deathmatch_Weapon (old, new);
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}
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}
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W_SetCurrentAmmo ();
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return;
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};
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/*
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@ -1712,36 +1566,10 @@ void() DropBackpack =
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{
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local entity item;
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if (!(self.ammo_shells + self.ammo_nails + self.ammo_rockets + self.ammo_cells))
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return; // nothing in it
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item = spawn();
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item.origin = self.origin - '0 0 24';
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item.items = self.weapon;
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if (item.items == IT_AXE)
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item.netname = "Axe";
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else if (item.items == IT_SHOTGUN)
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item.netname = "Shotgun";
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else if (item.items == IT_SUPER_SHOTGUN)
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item.netname = "Double-barrelled Shotgun";
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else if (item.items == IT_NAILGUN)
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item.netname = "Nailgun";
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else if (item.items == IT_SUPER_NAILGUN)
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item.netname = "Super Nailgun";
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else if (item.items == IT_GRENADE_LAUNCHER)
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item.netname = "Grenade Launcher";
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else if (item.items == IT_ROCKET_LAUNCHER)
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item.netname = "Rocket Launcher";
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else if (item.items == IT_LIGHTNING)
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item.netname = "Thunderbolt";
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else
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item.netname = "";
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item.ammo_shells = self.ammo_shells;
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item.ammo_nails = self.ammo_nails;
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item.ammo_rockets = self.ammo_rockets;
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item.ammo_cells = self.ammo_cells;
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item.weapon = self.weapon;
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item.velocity_z = 300;
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item.velocity_x = -100 + (random() * 200);
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@ -1265,7 +1265,11 @@ void () army_die =
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void () monster_army =
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{
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if (random()*10 <= 2)
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local float x;
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x = total_players;
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if (random()*10 <= x*0.5)
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{
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precache_model2 ("progs/enforcer.mdl");
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precache_model2 ("progs/h_mega.mdl");
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Loading…
Reference in a new issue