mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-18 00:11:55 +00:00
89b6b96297
shaft fix git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1263 fc73d0e0-1445-4013-8a0c-d673dee63da5
1224 lines
22 KiB
C++
1224 lines
22 KiB
C++
/*
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*/
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void (entity targ, entity inflictor, entity attacker, float damage, INTEGER mod) T_Damage;
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void () player_run;
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void(entity inflictor, entity attacker, float damage, float radius, entity ignore, INTEGER mod) T_RadiusDamage;
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void(vector org, float damage) SpawnBlood;
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void() SuperDamageSound;
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// called by worldspawn
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void() W_Precache =
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{
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precache_sound ("weapons/r_exp3.wav"); // new rocket explosion
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precache_sound ("weapons/rocket1i.wav"); // spike gun
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precache_sound ("weapons/sgun1.wav");
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precache_sound ("weapons/guncock.wav"); // player shotgun
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precache_sound ("weapons/ric1.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric2.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric3.wav"); // ricochet (used in c code)
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precache_sound ("weapons/spike2.wav"); // super spikes
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precache_sound ("weapons/tink1.wav"); // spikes tink (used in c code)
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precache_sound ("weapons/grenade.wav"); // grenade launcher
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precache_sound ("weapons/bounce.wav"); // grenade bounce
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precache_sound ("weapons/shotgn2.wav"); // super shotgun
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};
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#define crandom() (2*(random()-0.5))
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/*
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Ammo update functions
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*/
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void(entity ent) W_UpdateAmmoCounts =
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{
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// update current ammo
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switch (ent.ammo_type)
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{
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case AT_SHELLS:
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ent.currentammo = ent.ammo_shells_real;
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break;
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case AT_NAILS:
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ent.currentammo = ent.ammo_nails_real;
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break;
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case AT_ROCKETS:
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ent.currentammo = ent.ammo_rockets_real;
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break;
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case AT_CELLS:
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ent.currentammo = ent.ammo_cells_real;
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break;
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default:
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ent.currentammo = 0;
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}
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// update ammo display (FTE progs converts to floats here)
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ent.ammo_shells = ent.ammo_shells_real;
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ent.ammo_nails = ent.ammo_nails_real;
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ent.ammo_rockets = ent.ammo_rockets_real;
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ent.ammo_cells = ent.ammo_cells_real;
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};
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/*
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================
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W_FireAxe
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================
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*/
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void() W_FireAxe =
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{
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local vector source;
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local vector org;
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makevectors (self.v_angle);
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source = self.origin + '0 0 16';
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traceline (source, source + v_forward*64, FALSE, self);
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if (trace_fraction == 1.0)
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return;
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org = trace_endpos - v_forward*4;
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if (trace_ent.takedamage)
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{
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SpawnBlood (org, 20);
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if (deathmatch > 3)
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T_Damage (trace_ent, self, self, 75, MOD_AXE);
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else
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T_Damage (trace_ent, self, self, 20, MOD_AXE);
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}
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else
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{ // hit wall
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sound (self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM);
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TE_gunshot(org);
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}
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};
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//============================================================================
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/*
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================
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SpawnMeatSpray
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================
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*/
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void(vector org, vector vel) SpawnMeatSpray =
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{
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local entity missile;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_BOUNCE;
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missile.solid = SOLID_NOT;
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makevectors (self.angles);
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missile.velocity = vel;
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missile.velocity_z = missile.velocity_z + 250 + 50*random();
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missile.avelocity = '3000 1000 2000';
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// set missile duration
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missile.nextthink = time + 1;
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missile.think = SUB_Remove;
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setmodel (missile, "progs/zom_gib.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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setorigin (missile, org);
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};
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/*
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==============================================================================
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MULTI-DAMAGE
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Collects multiple small damages into a single damage
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==============================================================================
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*/
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entity multi_ent;
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float multi_damage;
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INTEGER multi_mod;
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vector blood_org;
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float blood_count;
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vector puff_org;
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float puff_count;
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void() ClearMultiDamage =
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{
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multi_ent = world;
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multi_damage = 0;
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blood_count = 0;
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puff_count = 0;
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multi_mod = MOD_NONE;
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};
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void() ApplyMultiDamage =
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{
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if (!multi_ent)
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return;
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T_Damage (multi_ent, self, self, multi_damage, multi_mod);
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};
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void(entity hit, float damage, INTEGER mod) AddMultiDamage =
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{
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if (!hit)
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return;
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if (hit != multi_ent || mod != multi_mod)
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{
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ApplyMultiDamage ();
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multi_damage = damage;
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multi_ent = hit;
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}
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else
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multi_damage = multi_damage + damage;
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};
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void() Multi_Finish =
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{
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if (puff_count)
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TE_gunshot(puff_org);
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if (blood_count)
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SpawnBlood(blood_org, blood_count);
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};
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/*
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==============================================================================
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BULLETS
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==============================================================================
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*/
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/*
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================
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TraceAttack
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================
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*/
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void(float damage, vector dir, INTEGER mod) TraceAttack =
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{
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local vector vel, org;
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vel = normalize(dir + v_up*crandom() + v_right*crandom());
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vel = vel + 2*trace_plane_normal;
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vel = vel * 200;
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org = trace_endpos - dir*4;
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if (trace_ent.takedamage)
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{
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blood_count = blood_count + 1;
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blood_org = org;
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AddMultiDamage (trace_ent, damage, mod);
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}
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else
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{
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puff_count = puff_count + 1;
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}
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};
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/*
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================
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FireBullets
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Used by shotgun, super shotgun, and enemy soldier firing
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Go to the trouble of combining multiple pellets into a single damage call.
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================
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*/
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void(float shotcount, vector dir, vector spread, INTEGER mod) FireBullets =
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{
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local vector direction;
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local vector src;
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makevectors(self.v_angle);
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src = self.origin + v_forward*10;
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src_z = self.absmin_z + self.size_z * 0.7;
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ClearMultiDamage ();
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traceline (src, src + dir*2048, FALSE, self);
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puff_org = trace_endpos - dir*4;
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while (shotcount > 0)
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{
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direction = dir + crandom()*spread_x*v_right + crandom()*spread_y*v_up;
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traceline (src, src + direction*2048, FALSE, self);
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if (trace_fraction != 1.0)
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TraceAttack (4, direction, mod);
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shotcount = shotcount - 1;
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}
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ApplyMultiDamage ();
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Multi_Finish ();
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};
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/*
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================
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W_FireShotgun
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================
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*/
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void() W_FireShotgun =
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{
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local vector dir;
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sound (self, CHAN_WEAPON, "weapons/guncock.wav", 1, ATTN_NORM);
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VK_smallkick(self);
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if (deathmatch != 4)
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{
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self.ammo_shells_real -= 1;
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W_UpdateAmmoCounts(self);
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}
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dir = aim (self, 100000);
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FireBullets (6, dir, '0.04 0.04 0', MOD_SHOTGUN);
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};
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/*
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================
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W_FireSuperShotgun
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================
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*/
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void() W_FireSuperShotgun =
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{
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local vector dir;
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if (self.currentammo == 1)
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{
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W_FireShotgun ();
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return;
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}
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sound (self ,CHAN_WEAPON, "weapons/shotgn2.wav", 1, ATTN_NORM);
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VK_bigkick(self);
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if (deathmatch != 4)
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{
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self.ammo_shells_real -= 2;
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W_UpdateAmmoCounts(self);
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}
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dir = aim (self, 100000);
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FireBullets (14, dir, '0.14 0.08 0', MOD_SUPERSHOTGUN);
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};
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/*
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==============================================================================
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ROCKETS
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==============================================================================
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*/
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/*
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================
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W_FireRocket
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================
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*/
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void() W_FireRocket =
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{
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if (deathmatch != 4)
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{
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self.ammo_rockets_real -= 1;
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W_UpdateAmmoCounts(self);
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}
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sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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VK_smallkick(self);
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PRJ_FireProjectile(self,
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"progs/missile.mdl",
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self.origin + v_forward*8 + '0 0 16',
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aim(self, 1000) * 1000,
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PE_EXPLOSION,
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100+random()*20,
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MOD_ROCKET,
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5);
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PRJ_SetRadiusDamage(120, 160, MOD_ROCKETRADIUS);
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};
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/*
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===============================================================================
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LIGHTNING
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===============================================================================
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*/
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void(entity from, float damage, INTEGER lmod) LightningHit =
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{
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TE_lightningblood(trace_endpos);
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T_Damage (trace_ent, from, from, damage, lmod);
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};
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/*
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=================
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LightningDamage
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=================
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*/
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void(vector p1, vector p2, entity from, float damage, INTEGER lmod) LightningDamage =
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{
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local entity e1, e2;
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local vector f;
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f = p2 - p1;
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f = normalize(f);
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f_x = 0 - f_y;
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f_y = f_x;
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f_z = 0;
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f = f*16;
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e1 = e2 = world;
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traceline (p1, p2, FALSE, self);
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if (trace_ent.takedamage)
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LightningHit (from, damage, lmod);
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e1 = trace_ent;
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traceline (p1 + f, p2 + f, FALSE, self);
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if (trace_ent != e1 && trace_ent.takedamage)
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LightningHit (from, damage, lmod);
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e2 = trace_ent;
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traceline (p1 - f, p2 - f, FALSE, self);
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if (trace_ent != e1 && trace_ent != e2 && trace_ent.takedamage)
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LightningHit (from, damage, lmod);
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};
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void() W_FireLightning =
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{
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local vector org;
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local float cells;
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local INTEGER expmod;
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if (self.ammo_cells_real < 1)
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{
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W_WeaponSwitch (W_BestWeapon ());
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return;
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}
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// explode if under water
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if (self.waterlevel > 1)
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{
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if (deathmatch > 3)
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{
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if (random() <= 0.5)
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{
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T_Damage (self, self, self.owner, 4000, MOD_SELFWATER);
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return;
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}
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}
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cells = self.ammo_cells_real;
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self.ammo_cells_real = 0;
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W_WeaponSwitch (W_BestWeapon ());
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expmod = MOD_SHAFTWATER;
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if (self.watertype == CONTENT_SLIME)
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expmod = MOD_SHAFTSLIME;
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else if (self.watertype == CONTENT_LAVA)
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expmod = MOD_SHAFTLAVA;
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T_RadiusDamage (self, self, 35*cells, 40+35*cells, world, expmod);
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return;
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}
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if (self.lightning_sound < time)
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{
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sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
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self.lightning_sound = time + 0.6;
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}
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VK_smallkick(self);
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if (deathmatch != 4)
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{
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self.ammo_cells_real -= 1;
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W_UpdateAmmoCounts(self);
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}
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org = self.origin + '0 0 16';
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traceline (org, org + v_forward*600, TRUE, self);
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TE_lightning2(self, org, trace_endpos);
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LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30, MOD_SHAFT);
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};
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/*
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================
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W_FireGrenade
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================
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*/
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void() W_FireGrenade =
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{
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local vector vel;
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if (deathmatch != 4)
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{
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self.ammo_rockets_real -= 1;
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W_UpdateAmmoCounts(self);
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}
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sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
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if (self.v_angle_x)
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vel = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
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else
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{
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vel = aim(self, 10000) * 600;
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vel_z = 200;
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}
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VK_smallkick(self);
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PRJ_FireProjectile(self, "progs/grenade.mdl", self.origin, vel, PE_EXPLOSIONGROUND, 0, 0, 2.5);
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PRJ_SetRadiusDamage(120, 160, MOD_GRENADE);
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PRJ_SetBouncyProjectile();
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if (deathmatch == 4)
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{
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self.attack_finished = time + 1.1;
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T_Damage (self, self, self.owner, 10, MOD_GRENADE);
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}
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};
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//=============================================================================
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void(float ox) W_FireSpikes =
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{
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if (self.ammo_nails_real < 1)
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{
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W_WeaponSwitch (W_BestWeapon ());
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return;
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}
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sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
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if (deathmatch != 4)
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{
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self.ammo_nails_real -= 1;
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W_UpdateAmmoCounts(self);
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}
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VK_smallkick(self);
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PRJ_FireProjectile(self,
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"progs/spike.mdl",
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self.origin + '0 0 16' + v_right*ox,
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aim(self, 1000) * 1000,
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PE_SPIKE,
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9,
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MOD_SPIKE,
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6);
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};
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void() W_FireSuperSpikes =
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{
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if (self.ammo_nails_real < 2)
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{
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W_FireSpikes(0);
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return;
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}
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sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
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if (deathmatch != 4)
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{
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self.ammo_nails_real -= 2;
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W_UpdateAmmoCounts(self);
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}
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VK_smallkick(self);
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PRJ_FireProjectile(self,
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"progs/s_spike.mdl",
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self.origin + '0 0 16',
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aim(self, 1000) * 1000,
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PE_SUPERSPIKE,
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18,
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MOD_SUPERSPIKE,
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6);
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};
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/*
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===============================================================================
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PLAYER WEAPON USE
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===============================================================================
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*/
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// different from W_CheckNoAmmo due to SSG/SNG being able to fire 1 shot instead of 2...
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float(float wep) W_HasAmmo =
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{
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switch (wep)
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{
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case IT_SHOTGUN:
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return self.ammo_shells_real >= 1;
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case IT_SUPER_SHOTGUN:
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return self.ammo_shells_real >= 2;
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case IT_NAILGUN:
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return self.ammo_nails_real >= 1;
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case IT_SUPER_NAILGUN:
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return self.ammo_nails_real >= 2;
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case IT_GRENADE_LAUNCHER:
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case IT_ROCKET_LAUNCHER:
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return self.ammo_rockets_real >= 1;
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case IT_LIGHTNING:
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return self.ammo_cells_real >= 1;
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}
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return TRUE;
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};
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|
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void() W_UpdateWeapon =
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{
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player_run (); // get out of any weapon firing states
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self.items = self.items - ( self.items & (IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS) );
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|
|
|
switch (self.weapon)
|
|
{
|
|
case IT_AXE:
|
|
self.weaponmodel = "progs/v_axe.mdl";
|
|
self.ammo_type = AT_NONE;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
self.weaponmodel = "progs/v_shot.mdl";
|
|
self.items = self.items | IT_SHELLS;
|
|
self.ammo_type = AT_SHELLS;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
self.weaponmodel = "progs/v_shot2.mdl";
|
|
self.items = self.items | IT_SHELLS;
|
|
self.ammo_type = AT_SHELLS;
|
|
break;
|
|
case IT_NAILGUN:
|
|
self.weaponmodel = "progs/v_nail.mdl";
|
|
self.items = self.items | IT_NAILS;
|
|
self.ammo_type = AT_NAILS;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
self.weaponmodel = "progs/v_nail2.mdl";
|
|
self.items = self.items | IT_NAILS;
|
|
self.ammo_type = AT_NAILS;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
self.weaponmodel = "progs/v_rock.mdl";
|
|
self.items = self.items | IT_ROCKETS;
|
|
self.ammo_type = AT_ROCKETS;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.weaponmodel = "progs/v_rock2.mdl";
|
|
self.items = self.items | IT_ROCKETS;
|
|
self.ammo_type = AT_ROCKETS;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
self.weaponmodel = "progs/v_light.mdl";
|
|
self.items = self.items | IT_CELLS;
|
|
self.ammo_type = AT_CELLS;
|
|
break;
|
|
default:
|
|
self.weaponmodel = "";
|
|
}
|
|
|
|
self.weaponframe = 0;
|
|
};
|
|
|
|
void(float weap) W_WeaponSwitch =
|
|
{
|
|
// skip weapon model/ammo_type update if this isn't a new weapon
|
|
if (self.weapon != weap)
|
|
{
|
|
self.weapon = weap;
|
|
W_UpdateWeapon();
|
|
}
|
|
|
|
// always update ammo count
|
|
W_UpdateAmmoCounts(self);
|
|
};
|
|
|
|
float() W_BestWeapon =
|
|
{
|
|
float fl;
|
|
|
|
if (self.waterlevel <= 1)
|
|
fl = IT_LIGHTNING;
|
|
else
|
|
fl = IT_SUPER_NAILGUN;
|
|
|
|
while (1)
|
|
{
|
|
if ( (self.items & fl) && W_HasAmmo(fl) )
|
|
return fl;
|
|
|
|
// best weapon order
|
|
switch (fl)
|
|
{
|
|
case IT_LIGHTNING:
|
|
fl = IT_SUPER_NAILGUN;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
fl = IT_SUPER_SHOTGUN;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
fl = IT_NAILGUN;
|
|
break;
|
|
case IT_NAILGUN:
|
|
fl = IT_SHOTGUN;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
default:
|
|
return IT_AXE; // so we don't get an infinite loop with certain engines
|
|
}
|
|
}
|
|
};
|
|
|
|
float() W_CheckNoAmmo =
|
|
{
|
|
if (self.currentammo > 0)
|
|
return TRUE;
|
|
|
|
if (self.weapon == IT_AXE)
|
|
return TRUE;
|
|
|
|
W_WeaponSwitch (W_BestWeapon ());
|
|
|
|
// drop the weapon down
|
|
return FALSE;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_Attack
|
|
|
|
An attack impulse can be triggered now
|
|
============
|
|
*/
|
|
void() player_axe1;
|
|
void() player_axeb1;
|
|
void() player_axec1;
|
|
void() player_axed1;
|
|
void() player_shot1;
|
|
void() player_nail1;
|
|
void() player_nail2;
|
|
void() player_light1;
|
|
void() player_light2;
|
|
void() player_rocket1;
|
|
void() muzzleflash;
|
|
|
|
void() W_Attack =
|
|
{
|
|
float r;
|
|
|
|
if (!W_CheckNoAmmo ())
|
|
return;
|
|
|
|
makevectors (self.v_angle); // calculate forward angle for velocity
|
|
self.show_hostile = time + 1; // wake monsters up
|
|
|
|
if (self.weaponstate == WS_IDLE) // start delay
|
|
self.delay = time + 0.1;
|
|
|
|
// animations are dealt with here
|
|
switch (self.weapon)
|
|
{
|
|
case IT_AXE:
|
|
r = random();
|
|
if (r < 0.25)
|
|
{
|
|
self.weaponframe = 1;
|
|
player_axe1 ();
|
|
}
|
|
else if (r < 0.5)
|
|
{
|
|
self.weaponframe = 5;
|
|
player_axeb1 ();
|
|
}
|
|
else if (r < 0.75)
|
|
{
|
|
self.weaponframe = 1;
|
|
player_axec1 ();
|
|
}
|
|
else
|
|
{
|
|
self.weaponframe = 5;
|
|
player_axed1 ();
|
|
}
|
|
break;
|
|
case IT_NAILGUN:
|
|
case IT_SUPER_NAILGUN:
|
|
muzzleflash();
|
|
if (self.weaponframe == 0)
|
|
self.weaponframe = 1;
|
|
|
|
if (self.weaponframe & 1)
|
|
player_nail1();
|
|
else
|
|
player_nail2();
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
case IT_ROCKET_LAUNCHER:
|
|
self.weaponframe = 1;
|
|
muzzleflash();
|
|
player_rocket1();
|
|
break;
|
|
case IT_LIGHTNING:
|
|
muzzleflash();
|
|
if (self.weaponframe == 0)
|
|
{
|
|
sound (self, CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
|
self.weaponframe = 1;
|
|
}
|
|
|
|
if (self.weaponframe & 1)
|
|
player_light1();
|
|
else
|
|
player_light2();
|
|
break;
|
|
default:
|
|
muzzleflash();
|
|
self.weaponframe = 1;
|
|
player_shot1();
|
|
}
|
|
|
|
SuperDamageSound();
|
|
|
|
// firing is done here (r is used for round time instead of a temp here)
|
|
switch (self.weapon)
|
|
{
|
|
case IT_AXE:
|
|
// frame handles most of this so skip most of it
|
|
sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM);
|
|
r = 0.5;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
W_FireShotgun ();
|
|
r = 0.5;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
W_FireSuperShotgun ();
|
|
r = 0.7;
|
|
break;
|
|
case IT_NAILGUN:
|
|
if (self.weaponstate == WS_FIRING1)
|
|
{
|
|
W_FireSpikes(-4);
|
|
self.weaponstate = WS_FIRING2;
|
|
}
|
|
else
|
|
{
|
|
W_FireSpikes(4);
|
|
self.weaponstate = WS_FIRING1;
|
|
}
|
|
|
|
r = 0.1;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
W_FireSuperSpikes();
|
|
r = 0.1;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
W_FireGrenade();
|
|
r = 0.6;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
W_FireRocket();
|
|
r = 0.8;
|
|
break;
|
|
case IT_LIGHTNING:
|
|
W_FireLightning();
|
|
r = 0.1;
|
|
break;
|
|
}
|
|
|
|
if (self.weaponstate == WS_IDLE)
|
|
self.weaponstate = WS_FIRING1;
|
|
|
|
// advance attack time
|
|
if (self.attack_finished <= time)
|
|
self.attack_finished = self.attack_finished + r;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_ChangeWeapon
|
|
|
|
============
|
|
*/
|
|
void() W_ChangeWeapon =
|
|
{
|
|
local float fl;
|
|
|
|
switch (self.impulse)
|
|
{
|
|
case 1:
|
|
fl = IT_AXE;
|
|
break;
|
|
case 2:
|
|
fl = IT_SHOTGUN;
|
|
break;
|
|
case 3:
|
|
fl = IT_SUPER_SHOTGUN;
|
|
break;
|
|
case 4:
|
|
fl = IT_NAILGUN;
|
|
break;
|
|
case 5:
|
|
fl = IT_SUPER_NAILGUN;
|
|
break;
|
|
case 6:
|
|
fl = IT_GRENADE_LAUNCHER;
|
|
break;
|
|
case 7:
|
|
fl = IT_ROCKET_LAUNCHER;
|
|
break;
|
|
case 8:
|
|
fl = IT_LIGHTNING;
|
|
break;
|
|
}
|
|
|
|
|
|
if (!(self.items & fl))
|
|
{ // don't have the weapon or the ammo
|
|
sprint1 (self, PRINT_HIGH, "no weapon.\n");
|
|
return;
|
|
}
|
|
|
|
if (!W_HasAmmo(fl))
|
|
{ // don't have the ammo
|
|
sprint1 (self, PRINT_HIGH, "not enough ammo.\n");
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set weapon, set ammo
|
|
//
|
|
W_WeaponSwitch (fl);
|
|
};
|
|
|
|
/*
|
|
============
|
|
CheatCommand
|
|
============
|
|
*/
|
|
void() CheatCommand =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
|
|
self.ammo_rockets_real = 100;
|
|
self.ammo_nails_real = 200;
|
|
self.ammo_shells_real = 100;
|
|
self.ammo_cells_real = 100;
|
|
self.items |= IT_AXE |
|
|
IT_SHOTGUN |
|
|
IT_SUPER_SHOTGUN |
|
|
IT_NAILGUN |
|
|
IT_SUPER_NAILGUN |
|
|
IT_GRENADE_LAUNCHER |
|
|
IT_ROCKET_LAUNCHER |
|
|
IT_LIGHTNING |
|
|
IT_KEY1 | IT_KEY2;
|
|
|
|
W_WeaponSwitch (IT_ROCKET_LAUNCHER);
|
|
};
|
|
|
|
/*
|
|
============
|
|
CycleWeaponCommand
|
|
|
|
Go to the next weapon with ammo
|
|
============
|
|
*/
|
|
void() CycleWeaponCommand =
|
|
{
|
|
local float w;
|
|
w = self.weapon;
|
|
|
|
while (1)
|
|
{
|
|
switch (w)
|
|
{
|
|
case IT_LIGHTNING:
|
|
w = IT_AXE;
|
|
break;
|
|
case IT_AXE:
|
|
w = IT_SHOTGUN;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
w = IT_SUPER_SHOTGUN;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
w = IT_NAILGUN;
|
|
break;
|
|
case IT_NAILGUN:
|
|
w = IT_SUPER_NAILGUN;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
w = IT_GRENADE_LAUNCHER;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
w = IT_ROCKET_LAUNCHER;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
w = IT_LIGHTNING;
|
|
break;
|
|
}
|
|
|
|
if ( (self.items & w) && W_HasAmmo(w) )
|
|
{
|
|
W_WeaponSwitch (w);
|
|
return;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
CycleWeaponReverseCommand
|
|
|
|
Go to the prev weapon with ammo
|
|
============
|
|
*/
|
|
void() CycleWeaponReverseCommand =
|
|
{
|
|
local float w;
|
|
w = self.weapon;
|
|
|
|
while (1)
|
|
{
|
|
switch (w)
|
|
{
|
|
case IT_LIGHTNING:
|
|
w = IT_ROCKET_LAUNCHER;
|
|
break;
|
|
case IT_ROCKET_LAUNCHER:
|
|
w = IT_GRENADE_LAUNCHER;
|
|
break;
|
|
case IT_GRENADE_LAUNCHER:
|
|
w = IT_SUPER_NAILGUN;
|
|
break;
|
|
case IT_SUPER_NAILGUN:
|
|
w = IT_NAILGUN;
|
|
break;
|
|
case IT_NAILGUN:
|
|
w = IT_SUPER_SHOTGUN;
|
|
break;
|
|
case IT_SUPER_SHOTGUN:
|
|
w = IT_SHOTGUN;
|
|
break;
|
|
case IT_SHOTGUN:
|
|
w = IT_AXE;
|
|
break;
|
|
case IT_AXE:
|
|
w = IT_LIGHTNING;
|
|
break;
|
|
}
|
|
|
|
if ( (self.items & w) && W_HasAmmo(w) )
|
|
{
|
|
W_WeaponSwitch (w);
|
|
return;
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
ServerflagsCommand
|
|
|
|
Just for development
|
|
============
|
|
*/
|
|
void() ServerflagsCommand =
|
|
{
|
|
if (deathmatch || coop)
|
|
return;
|
|
|
|
serverflags = serverflags * 2 + 1;
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
ImpulseCommands
|
|
|
|
============
|
|
*/
|
|
void() ImpulseCommands =
|
|
{
|
|
switch (self.impulse) {
|
|
case 1 .. 8:
|
|
W_ChangeWeapon ();
|
|
break;
|
|
case 9:
|
|
CheatCommand ();
|
|
break;
|
|
case 10:
|
|
CycleWeaponCommand ();
|
|
break;
|
|
case 11:
|
|
ServerflagsCommand ();
|
|
break;
|
|
case 12:
|
|
CycleWeaponReverseCommand ();
|
|
break;
|
|
}
|
|
|
|
self.impulse = 0;
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_HandlePlayerFrame
|
|
|
|
Handle player weapon model
|
|
============
|
|
*/
|
|
void() W_HandlePlayerFrame =
|
|
{
|
|
if (!self.weaponframe)
|
|
return;
|
|
|
|
if (self.weaponframe_time >= time)
|
|
return;
|
|
|
|
switch (self.weapon)
|
|
{
|
|
case IT_AXE:
|
|
// axe frames can start at 1 or 5
|
|
self.weaponframe_time = time + 0.1;
|
|
self.weaponframe = self.weaponframe + 1;
|
|
if (self.weaponframe == 5)
|
|
self.weaponframe = 0;
|
|
else if (self.weaponframe > 8)
|
|
self.weaponframe = 0;
|
|
|
|
return;
|
|
case IT_NAILGUN:
|
|
case IT_SUPER_NAILGUN:
|
|
// cycle until fire button is released
|
|
if (self.weaponstate != WS_IDLE)
|
|
{
|
|
self.weaponframe_time = time + 0.1;
|
|
self.weaponframe = self.weaponframe + 1;
|
|
if (self.weaponframe > 8)
|
|
self.weaponframe = 1;
|
|
}
|
|
else
|
|
self.weaponframe = 0;
|
|
|
|
return;
|
|
case IT_LIGHTNING:
|
|
// cycle until fire button is released
|
|
if (self.weaponstate != WS_IDLE)
|
|
{
|
|
self.weaponframe_time = time + 0.1;
|
|
self.weaponframe = self.weaponframe + 1;
|
|
if (self.weaponframe > 4)
|
|
self.weaponframe = 1;
|
|
}
|
|
else
|
|
self.weaponframe = 0;
|
|
return;
|
|
default:
|
|
self.weaponframe = self.weaponframe + 1;
|
|
self.weaponframe_time = time + 0.1;
|
|
if (self.weaponframe > 6)
|
|
self.weaponframe = 0;
|
|
}
|
|
};
|
|
|
|
/*
|
|
============
|
|
W_WeaponFrame
|
|
|
|
Called every frame so impulse events can be handled as well as possible
|
|
============
|
|
*/
|
|
void() W_WeaponFrame =
|
|
{
|
|
local INTEGER scount;
|
|
|
|
W_HandlePlayerFrame();
|
|
|
|
if (time < self.attack_finished)
|
|
return;
|
|
|
|
if (self.impulse)
|
|
ImpulseCommands ();
|
|
|
|
// check for attack
|
|
if (self.button0)
|
|
{
|
|
scount = 0;
|
|
// play catchup but don't allow more than 4 shots per frame
|
|
while (self.attack_finished <= time)
|
|
{
|
|
if (scount >= 4)
|
|
{
|
|
self.attack_finished = time;
|
|
break;
|
|
}
|
|
|
|
W_Attack();
|
|
scount++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
self.attack_finished = time;
|
|
self.weaponstate = WS_IDLE;
|
|
}
|
|
};
|
|
|
|
/*
|
|
========
|
|
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;
|
|
};
|
|
|
|
/*
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void() testfunction =
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{
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local vector v;
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local float a, b, c;
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a = 2;
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b = 4;
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c = 6;
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a *= 2;
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b *= 2;
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c *= 2;
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v = '2 4 6';
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v *= 2;
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if (!a && !b && !c)
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return;
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if (!v)
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return;
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v_x = 23;
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if (self.health && self.ammo_shells && self.ammo_cells)
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return;
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};
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*/
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