mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-13 07:47:45 +00:00
532706ede7
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1745 fc73d0e0-1445-4013-8a0c-d673dee63da5
3538 lines
73 KiB
C++
3538 lines
73 KiB
C++
/*
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*/
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void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void () player_run;
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void(entity bomb, entity attacker, float rad, entity ignore, string dtype) T_RadiusDamage;
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void(vector org, float damage) SpawnBlood;
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void() SuperDamageSound;
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void (float dam, float rec, string snd, float rng, float rate) FireAssaultRifle;
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void (float dam, float rec, string snd, float rng, float rate) FirePistol;
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void (float dam, float rec, string snd, float rng, float rate) FireSMG;
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void () W_PlayerMenu;
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void() Sneak;
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void() Bandage;
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void() Shield;
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float () weightx;
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void (entity guy, float slot) GetWeaponWeight;
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string (entity guy, float slot) GetWeaponName;
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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/ric4.wav"); // ricochet (used in c code)
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precache_sound ("weapons/ric5.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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float() crandom =
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{
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return 2*(random() - 0.5);
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};
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/*
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================
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W_FireMelee
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================
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*/
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void(float damage, float dist, float rate) FireMelee =
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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*dist, 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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trace_ent.axhitme = 1;
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SpawnBlood (org, 20);
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T_Damage (trace_ent, self, self, damage+random()*damage);
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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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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_SPIKE);
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WriteCoord (MSG_MULTICAST, org_x);
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WriteCoord (MSG_MULTICAST, org_y);
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WriteCoord (MSG_MULTICAST, org_z);
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multicast (self.origin, MULTICAST_PHS);
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}
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};
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//============================================================================
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vector() wall_velocity =
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{
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local vector vel;
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vel = normalize (self.velocity);
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vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
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vel = vel + 2*trace_plane_normal;
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vel = vel * 200;
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return vel;
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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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local vector org;
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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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SpawnBlood
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================
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*/
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void(vector org, float damage) SpawnBlood =
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_BLOOD);
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WriteByte (MSG_MULTICAST, 1);
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WriteCoord (MSG_MULTICAST, org_x);
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WriteCoord (MSG_MULTICAST, org_y);
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WriteCoord (MSG_MULTICAST, org_z);
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multicast (org, MULTICAST_PVS);
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};
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/*
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================
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spawn_touchblood
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================
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*/
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void(float damage) spawn_touchblood =
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{
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local vector vel;
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vel = wall_velocity () * 0.2;
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SpawnBlood (self.origin + vel*0.01, damage);
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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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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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};
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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);
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};
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void(entity hit, float damage) AddMultiDamage =
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{
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if (!hit)
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return;
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if (hit != multi_ent)
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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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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_GUNSHOT);
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WriteByte (MSG_MULTICAST, puff_count);
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WriteCoord (MSG_MULTICAST, puff_org_x);
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WriteCoord (MSG_MULTICAST, puff_org_y);
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WriteCoord (MSG_MULTICAST, puff_org_z);
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multicast (puff_org, MULTICAST_PVS);
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}
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if (blood_count)
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_BLOOD);
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WriteByte (MSG_MULTICAST, blood_count);
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WriteCoord (MSG_MULTICAST, blood_org_x);
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WriteCoord (MSG_MULTICAST, blood_org_y);
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WriteCoord (MSG_MULTICAST, blood_org_z);
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multicast (puff_org, MULTICAST_PVS);
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}
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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) 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);
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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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/*
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==============================================================================
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ROCKETS
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==============================================================================
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*/
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void() T_MissileTouch =
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{
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local float damg;
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// if (deathmatch == 4)
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// {
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// if ( ((other.weapon == 32) || (other.weapon == 16)))
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// {
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// if (random() < 0.1)
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// {
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// if (other != world)
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// {
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// // bprint (PRINT_HIGH, "Got here\n");
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// other.deathtype = "blaze";
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// T_Damage (other, self, self.owner, 1000 );
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// T_RadiusDamage (self, self.owner, 1000, other);
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// }
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// }
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// }
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// }
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if (other == self.owner)
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return; // don't explode on owner
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if (self.voided) {
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return;
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}
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self.voided = 1;
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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damg = 100 + random()*20;
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if (other.health)
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{
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other.deathtype = "rocket";
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T_Damage (other, self, self.owner, damg );
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}
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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T_RadiusDamage (self, self.owner, 120, other, "rocket");
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// sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
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self.origin = self.origin - 8 * normalize(self.velocity);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast (self.origin, MULTICAST_PHS);
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remove(self);
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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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self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
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sound (self, CHAN_WEAPON, "weapons/sgun1.wav", 1, ATTN_NORM);
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msg_entity = self;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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newmis = spawn ();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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// set newmis speed
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makevectors (self.v_angle);
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newmis.velocity = aim(self, 1000);
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newmis.velocity = newmis.velocity * 1000;
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newmis.angles = vectoangles(newmis.velocity);
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newmis.touch = T_MissileTouch;
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newmis.voided = 0;
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// set newmis duration
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newmis.nextthink = time + 5;
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newmis.think = SUB_Remove;
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newmis.classname = "rocket";
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setmodel (newmis, "progs/missile.mdl");
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setsize (newmis, '0 0 0', '0 0 0');
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setorigin (newmis, self.origin + v_forward*8 + '0 0 16');
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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) LightningHit =
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
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WriteCoord (MSG_MULTICAST, trace_endpos_x);
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WriteCoord (MSG_MULTICAST, trace_endpos_y);
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WriteCoord (MSG_MULTICAST, trace_endpos_z);
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multicast (trace_endpos, MULTICAST_PVS);
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T_Damage (trace_ent, from, from, damage);
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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) 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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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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{
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LightningHit (from, damage);
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if (self.classname == "player")
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{
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if (other.classname == "player")
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trace_ent.velocity_z = trace_ent.velocity_z + 400;
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}
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}
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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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{
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LightningHit (from, damage);
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}
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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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{
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LightningHit (from, damage);
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}
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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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if (self.ammo_cells < 1)
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{
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self.weapon = W_BestWeapon ();
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W_SetCurrentAmmo ();
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return;
|
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}
|
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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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self.deathtype = "selfwater";
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T_Damage (self, self, self.owner, 4000 );
|
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}
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else
|
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{
|
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cells = self.ammo_cells;
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self.ammo_cells = 0;
|
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W_SetCurrentAmmo ();
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T_RadiusDamage (self, self, 35*cells, world, "");
|
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return;
|
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}
|
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}
|
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else
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{
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cells = self.ammo_cells;
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self.ammo_cells = 0;
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W_SetCurrentAmmo ();
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T_RadiusDamage (self, self, 35*cells, world,"");
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return;
|
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}
|
||
}
|
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|
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if (self.t_width < time)
|
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{
|
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sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
|
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self.t_width = time + 0.6;
|
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}
|
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msg_entity = self;
|
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WriteByte (MSG_ONE, SVC_SMALLKICK);
|
||
|
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if (deathmatch != 4)
|
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self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
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|
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org = self.origin + '0 0 16';
|
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|
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traceline (org, org + v_forward*600, TRUE, self);
|
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|
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
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WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
|
||
WriteEntity (MSG_MULTICAST, self);
|
||
WriteCoord (MSG_MULTICAST, org_x);
|
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WriteCoord (MSG_MULTICAST, org_y);
|
||
WriteCoord (MSG_MULTICAST, org_z);
|
||
WriteCoord (MSG_MULTICAST, trace_endpos_x);
|
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WriteCoord (MSG_MULTICAST, trace_endpos_y);
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WriteCoord (MSG_MULTICAST, trace_endpos_z);
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multicast (org, MULTICAST_PHS);
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||
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LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
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||
};
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||
|
||
|
||
//=============================================================================
|
||
|
||
|
||
void() GrenadeExplode =
|
||
{
|
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if (self.voided) {
|
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return;
|
||
}
|
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self.voided = 1;
|
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|
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T_RadiusDamage (self, self.owner, 120, world, "grenade");
|
||
|
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
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WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
||
WriteCoord (MSG_MULTICAST, self.origin_x);
|
||
WriteCoord (MSG_MULTICAST, self.origin_y);
|
||
WriteCoord (MSG_MULTICAST, self.origin_z);
|
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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;
|
||
};
|