mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-12-11 21:11:08 +00:00
d0f050da32
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1873 fc73d0e0-1445-4013-8a0c-d673dee63da5
3967 lines
86 KiB
C++
3967 lines
86 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 rec, float number, float dam, float var, float ran, float auto) W_FireShotgun;
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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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float() FireToolkit;
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void () FireAlienBlaster;
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void () W_PlayerMenu;
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//void () UseChem;
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void () Special;
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void () BuyMenu;
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void() Sneak;
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//void() Bandage;
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void() Shield;
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void () player_throw1;
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void() player_knife1;
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void() player_knifea;
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void() ExitScreen;
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void() CharacterSheet;
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void() UseEquipment;
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void (float slot, float snd, float drop) DropFromSlot;
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void() PositionControl;
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void() autofire;
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void() autofire_s;
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float(float iid) UseBoostingChem;
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float(float iid) UseHealingChem;
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float(float slotno) DecreaseDestroySlot;
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void () DropAmmo;
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#define weightx() (self.weight)
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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, 1);
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T_Damage (trace_ent, self, self, damage+random()*damage);
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sound (self, CHAN_WEAPON, trace_ent.armornoise, 1, ATTN_NORM);
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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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void() W_FireMelee =
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{
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local float iid;
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iid = ToIID(self.(SlotField(self.current_slot)));
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if (iid == IID_NONE)
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FireMelee(3, 32, 0.6);
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else if (iid == IID_WP_TOOLKIT)
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FireMelee(5, 32, 0.2);
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else if (iid == IID_WP_KNIFE)
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FireMelee(5, 32, 0.2);
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else if (iid == IID_WP_AXE)
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FireMelee(10, 64, 0.2);
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else if (iid == IID_WP_VIBROBLADE)
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FireMelee(25, 64, 0.2);
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else if (iid == IID_WP_POWERAXE)
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FireMelee(50, 96, 0.2);
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else if (iid == IID_CHEM_STIMPACK ||
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iid == IID_CHEM_MEDICALBAG ||
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iid == IID_CHEM_SUPERSTIM)
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{
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if (UseHealingChem(iid))
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DecreaseDestroySlot(self.current_slot);
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}
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else if (iid == IID_CHEM_ADRENALINE ||
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iid == IID_CHEM_PSYCHO ||
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iid == IID_CHEM_BESERK)
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{
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if (UseBoostingChem(iid))
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DecreaseDestroySlot(self.current_slot);
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}
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else
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dprint(strcat("W_FireMelee - ", ftos(iid), "not implemented\n"));
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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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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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DropAmmo ();
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self.attack_finished = time + 0.7;
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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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=================
|
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LightningDamage
|
||
=================
|
||
*/
|
||
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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|
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e1 = e2 = world;
|
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traceline (p1, p2, FALSE, self);
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|
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if (trace_ent.takedamage)
|
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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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|
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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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LightningHit (from, damage);
|
||
}
|
||
};
|
||
|
||
|
||
|
||
|
||
void() W_FireLightning =
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{
|
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local vector org;
|
||
local float cells;
|
||
|
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if (self.ammo_cells < 1)
|
||
{
|
||
self.weapon = W_BestWeapon ();
|
||
W_SetCurrentAmmo ();
|
||
return;
|
||
}
|
||
|
||
// explode if under water
|
||
if (self.waterlevel > 1)
|
||
{
|
||
if (deathmatch > 3)
|
||
{
|
||
if (random() <= 0.5)
|
||
{
|
||
self.deathtype = "selfwater";
|
||
T_Damage (self, self, self.owner, 4000 );
|
||
}
|
||
else
|
||
{
|
||
cells = self.ammo_cells;
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||
self.ammo_cells = 0;
|
||
W_SetCurrentAmmo ();
|
||
T_RadiusDamage (self, self, 35*cells, world, "");
|
||
return;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
cells = self.ammo_cells;
|
||
self.ammo_cells = 0;
|
||
W_SetCurrentAmmo ();
|
||
T_RadiusDamage (self, self, 35*cells, world,"");
|
||
return;
|
||
}
|
||
}
|
||
|
||
if (self.t_width < time)
|
||
{
|
||
sound (self, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
|
||
self.t_width = time + 0.6;
|
||
}
|
||
msg_entity = self;
|
||
WriteByte (MSG_ONE, SVC_SMALLKICK);
|
||
|
||
if (deathmatch != 4)
|
||
self.currentammo = self.ammo_cells = self.ammo_cells - 1;
|
||
|
||
org = self.origin + '0 0 16';
|
||
|
||
traceline (org, org + v_forward*600, TRUE, self);
|
||
|
||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_MULTICAST, TE_LIGHTNING2);
|
||
WriteEntity (MSG_MULTICAST, self);
|
||
WriteCoord (MSG_MULTICAST, org_x);
|
||
WriteCoord (MSG_MULTICAST, org_y);
|
||
WriteCoord (MSG_MULTICAST, org_z);
|
||
WriteCoord (MSG_MULTICAST, trace_endpos_x);
|
||
WriteCoord (MSG_MULTICAST, trace_endpos_y);
|
||
WriteCoord (MSG_MULTICAST, trace_endpos_z);
|
||
multicast (org, MULTICAST_PHS);
|
||
|
||
LightningDamage (self.origin, trace_endpos + v_forward*4, self, 30);
|
||
};
|
||
|
||
|
||
//=============================================================================
|
||
|
||
|
||
void() GrenadeExplode =
|
||
{
|
||
if (self.voided) {
|
||
return;
|
||
}
|
||
self.voided = 1;
|
||
|
||
T_RadiusDamage (self, self.owner, 120, world, "grenade");
|
||
|
||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_MULTICAST, TE_EXPLOSION);
|
||
WriteCoord (MSG_MULTICAST, self.origin_x);
|
||
WriteCoord (MSG_MULTICAST, self.origin_y);
|
||
WriteCoord (MSG_MULTICAST, self.origin_z);
|
||
multicast (self.origin, MULTICAST_PHS);
|
||
|
||
remove (self);
|
||
};
|
||
|
||
void() GrenadeTouch =
|
||
{
|
||
if (other == self.owner)
|
||
return; // don't explode on owner
|
||
if (other.takedamage == DAMAGE_AIM)
|
||
{
|
||
GrenadeExplode();
|
||
return;
|
||
}
|
||
sound (self, CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM); // bounce sound
|
||
if (self.velocity == '0 0 0')
|
||
self.avelocity = '0 0 0';
|
||
};
|
||
|
||
/*
|
||
================
|
||
W_FireGrenade
|
||
================
|
||
*/
|
||
void() W_FireGrenade =
|
||
{
|
||
if (deathmatch != 4)
|
||
self.currentammo = self.ammo_rockets = self.ammo_rockets - 1;
|
||
|
||
sound (self, CHAN_WEAPON, "weapons/grenade.wav", 1, ATTN_NORM);
|
||
|
||
msg_entity = self;
|
||
WriteByte (MSG_ONE, SVC_SMALLKICK);
|
||
|
||
newmis = spawn ();
|
||
newmis.voided=0;
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_BOUNCE;
|
||
newmis.solid = SOLID_BBOX;
|
||
newmis.classname = "grenade";
|
||
|
||
// set newmis speed
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
if (self.v_angle_x)
|
||
newmis.velocity = v_forward*600 + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
||
else
|
||
{
|
||
newmis.velocity = aim(self, 10000);
|
||
newmis.velocity = newmis.velocity * 600;
|
||
newmis.velocity_z = 200;
|
||
}
|
||
|
||
newmis.avelocity = '300 300 300';
|
||
|
||
newmis.angles = vectoangles(newmis.velocity);
|
||
|
||
newmis.touch = GrenadeTouch;
|
||
|
||
// set newmis duration
|
||
if (deathmatch == 4)
|
||
{
|
||
newmis.nextthink = time + 2.5;
|
||
self.attack_finished = time + 1.1;
|
||
// self.health = self.health - 1;
|
||
T_Damage (self, self, self.owner, 10 );
|
||
}
|
||
else
|
||
newmis.nextthink = time + 2.5;
|
||
|
||
newmis.think = GrenadeExplode;
|
||
|
||
setmodel (newmis, "progs/grenade.mdl");
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.origin);
|
||
};
|
||
|
||
|
||
//=============================================================================
|
||
|
||
void() spike_touch;
|
||
void() superspike_touch;
|
||
|
||
|
||
/*
|
||
===============
|
||
launch_spike
|
||
|
||
Used for both the player and the ogre
|
||
===============
|
||
*/
|
||
void(vector org, vector dir) launch_spike =
|
||
{
|
||
newmis = spawn ();
|
||
newmis.voided=0;
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_FLYMISSILE;
|
||
newmis.solid = SOLID_BBOX;
|
||
|
||
newmis.angles = vectoangles(dir);
|
||
|
||
newmis.touch = spike_touch;
|
||
newmis.classname = "spike";
|
||
newmis.think = SUB_Remove;
|
||
newmis.nextthink = time + 6;
|
||
setmodel (newmis, "progs/spike.mdl");
|
||
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
|
||
setorigin (newmis, org);
|
||
|
||
newmis.velocity = dir * 1000;
|
||
};
|
||
|
||
void() W_FireSuperSpikes =
|
||
{
|
||
local vector dir;
|
||
|
||
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;
|
||
|
||
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 =
|
||
{
|
||
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")
|
||
{
|
||
T_Damage (other, self, self.owner, 9+random()*18);
|
||
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 =
|
||
{
|
||
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() SetWeaponModel =
|
||
{
|
||
self.weaponmodel = GetItemVModel(ToIID(ItemInSlot(self, self.current_slot)));
|
||
};
|
||
|
||
void() W_SetCurrentAmmo =
|
||
{
|
||
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) );
|
||
|
||
|
||
/*SPIKEREMOVED
|
||
if (self.current_slot == 1)
|
||
self.currentammo = ToStatus(self.islot1);
|
||
else if (self.current_slot == 2)
|
||
self.currentammo = ToStatus(self.islot2);
|
||
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 = GetItemName(ToIID(self.islot1));
|
||
if (self.current_slot == 2)
|
||
x = GetItemName(ToIID(self.islot2));
|
||
/*SPIKEREMOVED
|
||
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);
|
||
SetWeaponModel();
|
||
|
||
self.currentammo = ToStatus(ItemInSlot(self, self.current_slot));
|
||
};
|
||
|
||
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 (float slotno) ReloadWeapon =
|
||
{
|
||
local float at;
|
||
local float as;
|
||
local float asv;
|
||
local float ac;
|
||
local float x;
|
||
local float wid;
|
||
|
||
local .float wslot;
|
||
|
||
if (self.rtime > time || self.attack_finished > time)
|
||
return;
|
||
|
||
wslot = SlotField(slotno);
|
||
|
||
if (self.wslot == 0)
|
||
return; //already empty..
|
||
|
||
wid = ToIID(self.wslot);
|
||
at = WeaponAmmoType(wid);
|
||
as = SlotOfItem(self, at);
|
||
if (as == 0)
|
||
{
|
||
sprint(self, 2, "no suitable ammo\n");
|
||
return;
|
||
}
|
||
asv = ItemInSlot(self, as);
|
||
ac = ToStatus(asv);
|
||
|
||
x = WeaponMagQuant(wid); //get the max ammo capacity
|
||
|
||
if (ToStatus(self.wslot) == x) //weapon full already
|
||
return;
|
||
|
||
x = x - ToStatus(self.wslot); //take away the ammo currently in the weapon
|
||
if (x > ac) //make sure there's enough ammo
|
||
x = ac;
|
||
ac -= x;
|
||
|
||
if (ac)
|
||
asv = SlotVal(at, ac);
|
||
else
|
||
asv = 0; //totally used up.
|
||
|
||
SetItemSlot(self, as, asv);
|
||
|
||
self.wslot = SlotVal(wid, x + ToStatus(self.wslot));
|
||
|
||
if (wid == IID_WP_ROCKETLAUNCHER || wid == IID_WP_PIPERIFLE || wid == IID_WP_WINCHESTER || wid == IID_WP_MOSSBERG)
|
||
{
|
||
sound (self, CHAN_WEAPON, "weapons/shell.wav", TRUE, ATTN_NORM);
|
||
self.attack_finished = time + 1;
|
||
self.rtime = time + 1;
|
||
if (self.current_slot == slotno)
|
||
self.currentammo = ToStatus(ItemInSlot(self, slotno));
|
||
|
||
return;
|
||
}
|
||
else
|
||
sound (self, CHAN_WEAPON, "weapons/reload.wav", TRUE, ATTN_NORM);
|
||
|
||
sprint(self, 2, "reloading...\n");
|
||
|
||
if (self.perk == 3)
|
||
{
|
||
self.attack_finished = time + 1;
|
||
self.rtime = time + 1;
|
||
}
|
||
else
|
||
{
|
||
self.attack_finished = time + 2;
|
||
self.rtime = time + 2;
|
||
}
|
||
|
||
if (self.current_slot == slotno)
|
||
self.currentammo = ToStatus(ItemInSlot(self, slotno));
|
||
|
||
player_run();
|
||
};
|
||
|
||
|
||
float() W_CheckNoAmmo =
|
||
{
|
||
local float at;
|
||
local .float slotfield;
|
||
slotfield = SlotField(self.current_slot);
|
||
|
||
if (ToIID(self.slotfield) == IID_NONE)
|
||
return FALSE;
|
||
|
||
if (ToStatus(self.slotfield) < 1)
|
||
{
|
||
at = WeaponAmmoType(ToIID(self.slotfield));
|
||
if (at == 0)
|
||
return FALSE;
|
||
|
||
at = SlotOfItem(self, at);
|
||
if (at == 0)
|
||
{
|
||
self.attack_finished = (time + 0.2);
|
||
stuffcmd (self, "-attack\n");
|
||
sound (self, CHAN_WEAPON, "weapons/click.wav", TRUE, ATTN_NORM);
|
||
return TRUE;
|
||
}
|
||
else
|
||
{
|
||
stuffcmd (self, "-attack\n");
|
||
ReloadWeapon (self.current_slot);
|
||
return TRUE;
|
||
}
|
||
}
|
||
|
||
return FALSE;
|
||
};
|
||
|
||
/*
|
||
============
|
||
W_Attack
|
||
|
||
An attack impulse can be triggered now
|
||
============
|
||
*/
|
||
|
||
void() W_Attack =
|
||
{
|
||
local float weap;
|
||
|
||
makevectors (self.v_angle); // calculate forward angle for velocity
|
||
self.show_hostile = time + 1; // wake monsters up
|
||
|
||
if (self.rtime > time)
|
||
return;
|
||
if (self.attack_finished > time)
|
||
return;
|
||
|
||
if (W_CheckNoAmmo())
|
||
return;
|
||
|
||
weap = ToIID(self.(SlotField(self.current_slot)));
|
||
|
||
|
||
if (weap == IID_NONE ||
|
||
weap == IID_WP_KNIFE ||
|
||
weap == IID_WP_AXE ||
|
||
weap == IID_WP_VIBROBLADE ||
|
||
weap == IID_WP_POWERAXE)
|
||
{
|
||
self.attack_finished = time + 0.50;
|
||
player_knife1 ();
|
||
}
|
||
else if (weap == IID_WP_USP)
|
||
FirePistol(12, 2, "weapons/1911.wav", 2000, 0.25);
|
||
else if (weap == IID_WP_DEAGLE)
|
||
FirePistol(15, 2, "weapons/deagle.wav", 2000, 0.25);
|
||
else if (weap == IID_WP_NEEDLER)
|
||
FirePistol(10, 2, "weapons/needler.wav", 2000, 0.25);
|
||
else if (weap == IID_WP_ALIENBLASTER)
|
||
FireAlienBlaster();
|
||
else if (weap == IID_WP_PIPERIFLE)
|
||
FireAssaultRifle(18, 2, "weapons/rangem.wav", 3000, 0.1);
|
||
else if (weap == IID_WP_WINCHESTER)
|
||
W_FireShotgun (1, 5, 6, 160, 3000, 0);
|
||
else if (weap == IID_WP_MOSSBERG)
|
||
W_FireShotgun (1, 5, 6, 160, 3000, 0);
|
||
else if (weap == IID_WP_JACKHAMMER)
|
||
W_FireShotgun (1, 5, 6, 160, 3000, 1);
|
||
else if (weap == IID_WP_MP9)
|
||
FireSMG(12, 2, "weapons/burst.wav", 2000, 0.09);
|
||
else if (weap == IID_WP_MP7)
|
||
FireSMG(12, 2, "weapons/mp7.wav", 2000, 0.09);
|
||
else if (weap == IID_WP_RANGEMASTER)
|
||
FireAssaultRifle(14, 2, "weapons/rangem.wav", 4000, 0.5);
|
||
else if (weap == IID_WP_AK112)
|
||
FireAssaultRifle(14, 2, "weapons/ak112.wav", 4000, 0.09);
|
||
else if (weap == IID_WP_AK74)
|
||
FireAssaultRifle(18, 2, "weapons/ak47.wav", 4000, 0.1);
|
||
else if (weap == IID_WP_DKS1)
|
||
FireAssaultRifle(24, 2, "weapons/dks-1.wav", 8000, 0.5);
|
||
else if (weap == IID_WP_MOONLIGHT)
|
||
FireAssaultRifle(14, 2, "weapons/m4-nw.wav", 4000, 0.09);
|
||
else if (weap == IID_WP_SA80)
|
||
FireAssaultRifle(17, 2, "weapons/sa80.wav", 4000, 0.08);
|
||
else if (weap == IID_WP_FNFAL)
|
||
FireAssaultRifle(12, 3, "weapons/fnfal.wav", 6000, 0.12);
|
||
|
||
//float IID_WP_GAUSERIFLE = 421;
|
||
//float IID_WP_PULSERIFLE = 422;
|
||
|
||
else if (weap == IID_GREN_FRAG)
|
||
player_throw1();
|
||
else if (weap == IID_GREN_EMP)
|
||
player_throw1();
|
||
else if (weap == IID_GREN_SMOKE)
|
||
player_throw1();
|
||
else if (weap == IID_GREN_FLASH)
|
||
player_throw1();
|
||
|
||
else if (weap == IID_WP_ROCKETLAUNCHER)
|
||
W_FireRocket();
|
||
|
||
else if (weap == IID_WP_TOOLKIT)
|
||
{
|
||
if (!FireToolkit())
|
||
{
|
||
self.attack_finished = time + 0.25;
|
||
player_knife1 ();
|
||
}
|
||
}
|
||
else if (IsChem(weap))
|
||
{
|
||
self.attack_finished = time + 0.25;
|
||
player_knife1 ();
|
||
}
|
||
else
|
||
centerprint(self, "Not implemented (", ftos(weap), ")");
|
||
};
|
||
|
||
/*
|
||
============
|
||
W_ChangeWeapon
|
||
|
||
============
|
||
*/
|
||
void() W_ChangeWeapon =
|
||
{
|
||
local float it, am, fl;
|
||
|
||
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;
|
||
}
|
||
|
||
self.weapon = fl;
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
/*
|
||
============
|
||
CheatCommand
|
||
============
|
||
*/
|
||
void() CheatCommand =
|
||
{
|
||
|
||
};
|
||
|
||
/*
|
||
============
|
||
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 =
|
||
{
|
||
setsize(self, '-16 -16 -24', '16 16 32');
|
||
|
||
if (!walkmove(0, 0))
|
||
{
|
||
sprint (self, 2, "not enough room to stand up.\n");
|
||
setsize(self, '-16 -16 -24', '16 16 0');
|
||
return;
|
||
}
|
||
|
||
sprint (self, 2, "position: stand.\n");
|
||
self.position = 0;
|
||
PositionControl();
|
||
player_run ();
|
||
};
|
||
|
||
void () ProneOn =
|
||
{
|
||
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");
|
||
PositionControl();
|
||
};
|
||
|
||
|
||
void () DuckOff =
|
||
{
|
||
setsize(self, '-16 -16 -24', '16 16 32');
|
||
|
||
if (!walkmove(0, 0))
|
||
{
|
||
sprint (self, 2, "not enough room to stand up.\n");
|
||
setsize(self, '-16 -16 -24', '16 16 16');
|
||
return;
|
||
}
|
||
sprint (self, 2, "position: stand.\n");
|
||
self.view_ofs = '0 0 22';
|
||
self.position = 0;
|
||
PositionControl();
|
||
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;
|
||
sprint (self, 2, "position: duck.\n");
|
||
PositionControl();
|
||
};
|
||
|
||
|
||
/*
|
||
============
|
||
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 ();
|
||
|
||
if (self.impulse == 50)
|
||
ReloadWeapon (self.current_slot);
|
||
// if (self.impulse == 51)
|
||
// UseChem ();
|
||
if (self.impulse == 52)
|
||
BuyMenu ();
|
||
if (self.impulse == 53)
|
||
Special ();
|
||
if (self.impulse == 54)
|
||
ExitScreen ();
|
||
if (self.impulse == 55)
|
||
DropFromSlot (self.current_slot, 1, 0);
|
||
if (self.impulse == 56)
|
||
CharacterSheet ();
|
||
if (self.impulse == 57)
|
||
UseEquipment ();
|
||
|
||
if (self.impulse == 255)
|
||
self.ammo_shells = 200;
|
||
|
||
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 ();
|
||
}
|
||
if (!self.button0)
|
||
{
|
||
if (self.attack > 0)
|
||
player_run ();
|
||
|
||
self.attack = 0;
|
||
}
|
||
};
|
||
|
||
/*
|
||
========
|
||
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 =
|
||
{
|
||
local .float wslot;
|
||
|
||
wslot = SlotField(self.current_slot);
|
||
|
||
self.currentammo = (ToStatus(self.wslot) )- 1;
|
||
self.wslot = SlotVal(ToIID(self.wslot), self.currentammo);
|
||
self.currentammo = ToStatus(self.wslot);
|
||
};
|
||
|
||
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
|
||
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
|
||
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 start;
|
||
local vector end;
|
||
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_slot = 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 ();
|
||
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 =
|
||
{
|
||
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 =
|
||
{
|
||
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 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.flags & FL_MONSTER && te.classname != te.owner.classname)
|
||
te.attack_finished = time + 6;
|
||
|
||
if ((te.classname == "player"))
|
||
{
|
||
/* makevectors (te.angles);
|
||
vec = normalize ((self.origin - te.origin));
|
||
dot = (vec * v_forward);
|
||
*/
|
||
if (/*dot > 0.3 &&*/ CanDamage (self, te))
|
||
{
|
||
stuffcmd (te, "v_cshift 255 255 255 255\n");
|
||
stuffcmd (te, "v_idlescale 10\n");
|
||
if (self.owner.flags & FL_MONSTER)
|
||
te.flash = time + 2;
|
||
else
|
||
te.flash = time + 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 item, iid;
|
||
local float amcount;
|
||
|
||
item = ItemInSlot(self, self.current_slot);
|
||
iid = ToIID(item);
|
||
amcount = ToStatus(item);
|
||
if (iid == 0)
|
||
return;
|
||
|
||
self.currentammo = amcount-1;
|
||
if (amcount <= 1)
|
||
SetItemSlot(self, self.current_slot, 0);
|
||
else
|
||
SetItemSlot(self, self.current_slot, SlotVal(iid, self.currentammo));
|
||
|
||
|
||
|
||
|
||
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 (iid == IID_GREN_FRAG)
|
||
newmis.think = FragExplode;
|
||
else if (iid == IID_GREN_EMP)
|
||
newmis.think = EMPExplode;
|
||
else if (iid == IID_GREN_SMOKE)
|
||
newmis.think = SmokeThink;
|
||
else //if (iid == IID_GREN_FLASH)
|
||
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 =
|
||
{
|
||
local float wi;
|
||
local float wt;
|
||
local float at;
|
||
local float as;
|
||
|
||
//give ammo to the weapon in a slot
|
||
wi = ItemInSlot(self, slot);
|
||
wt = ToIID(wi);
|
||
SetItemSlot(self, slot, SlotVal(wt, magazine));
|
||
|
||
magazine = magazine*4;
|
||
if (magazine < 30)
|
||
magazine = 30; //be generous.
|
||
|
||
at = WeaponAmmoType(wt);
|
||
//make sure we have enough ammo
|
||
as = SlotOfItem(self, at);
|
||
if (as == 0)
|
||
as = SlotOfItem(self, IID_NONE);
|
||
if (as == 0)
|
||
return; //no free slots, so we can't give them ammo
|
||
if (ToStatus(ItemInSlot(self, as)) < magazine)
|
||
SetItemSlot(self, as, SlotVal(at, magazine));
|
||
};
|
||
|
||
|
||
void (float dam, float rec, string snd, float rng, float rate) FirePistol =
|
||
{
|
||
local float weap, tmp, zdif, xdif, ydif, is_headshot;
|
||
local vector dir, source, targ, org, org2, org3, adjust;
|
||
|
||
weap = ToIID(self.(SlotField(self.current_slot)));
|
||
|
||
stuffcmd(self, "-attack\n");
|
||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||
self.attack_finished = (time + rate);
|
||
|
||
|
||
if (self.position == POS_STAND)
|
||
player_single1 ();
|
||
if (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;
|
||
|
||
|
||
tmp = 50;
|
||
|
||
if (self.velocity != '0 0 0')
|
||
tmp = 400;
|
||
|
||
tmp = tmp + (40 * self.recoil);
|
||
|
||
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
|
||
tmp = (tmp * 0.75);
|
||
|
||
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
|
||
tmp = (tmp * 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()* tmp + v_up*crandom()*tmp;
|
||
|
||
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
|
||
if (trace_fraction == 1)
|
||
return;
|
||
|
||
org3 = self.origin + v_forward*32 + '0 0 22';
|
||
|
||
org = trace_endpos - v_forward * 1;
|
||
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;
|
||
|
||
|
||
is_headshot = 0;
|
||
|
||
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
|
||
is_headshot = 1;
|
||
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
|
||
is_headshot = 1;
|
||
if (self.attack <= 5 && is_headshot == 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);
|
||
|
||
dam = dam + random()*dam;
|
||
if (weap == IID_WP_NEEDLER)
|
||
X_Damage (trace_ent, self, self, dam);
|
||
else
|
||
T_Damage (trace_ent, self, self, dam);
|
||
|
||
self.critical = 0;
|
||
}
|
||
else
|
||
{
|
||
bullet_hole (org);
|
||
dir = vectoangles (source - targ);
|
||
return;
|
||
}
|
||
};
|
||
|
||
void (float dam, float rec, string snd, float rng, float rate) FireSMG =
|
||
{
|
||
local float weap, tmp, zdif, xdif, ydif, is_headshot;
|
||
local vector dir, source, targ, org, org2, adjust;
|
||
|
||
weap = ToIID(self.(SlotField(self.current_slot)));
|
||
|
||
if (weap != IID_WP_MP9)
|
||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||
if (weap == IID_WP_MP9 && self.attack == 0)
|
||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||
if (weap == IID_WP_MP9 && self.attack == 6)
|
||
{
|
||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||
self.attack = 1;
|
||
}
|
||
|
||
self.attack_finished = (time + rate);
|
||
|
||
|
||
if (self.position == POS_STAND)
|
||
autofire ();
|
||
if (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;
|
||
|
||
tmp = 200;
|
||
|
||
if (self.velocity != '0 0 0')
|
||
tmp = 200;
|
||
|
||
tmp = tmp + (40 * self.recoil);
|
||
|
||
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
|
||
tmp = (tmp * 0.75);
|
||
|
||
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
|
||
tmp = (tmp * 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()* tmp + v_up*crandom()*tmp;
|
||
|
||
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;
|
||
is_headshot = 0;
|
||
if (((ydif >= CONTENT_SKY) && (ydif <= TE_LIGHTNING2)))
|
||
is_headshot = 1;
|
||
if (((xdif >= CONTENT_SKY) && (xdif <= TE_LIGHTNING2)))
|
||
is_headshot = 1;
|
||
if (self.attack <= 5 && is_headshot == 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);
|
||
|
||
dam = dam + random()*dam;
|
||
T_Damage (trace_ent, self, self, dam);
|
||
self.critical = 0;
|
||
|
||
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 weap, hs, tmp, zdif, is_headshot, z;
|
||
local vector dir, source, targ, org, adjust, headshot_check;
|
||
|
||
weap = ToIID(self.(SlotField(self.current_slot)));
|
||
|
||
sound (self, CHAN_WEAPON, snd, 1, ATTN_NORM);
|
||
|
||
self.attack_finished = (time + rate);
|
||
|
||
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 == 0)
|
||
{
|
||
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 ();
|
||
}
|
||
|
||
tmp = 50;
|
||
|
||
if (self.velocity_y < 0)
|
||
z = z + (self.velocity_y*-1);
|
||
else if (self.velocity_y > 0)
|
||
z = z + (self.velocity_y);
|
||
|
||
if (self.velocity_x < 0)
|
||
z = z + (self.velocity_x*-1);
|
||
else if (self.velocity_x > 0)
|
||
z = z + (self.velocity_x);
|
||
|
||
tmp = tmp + z;
|
||
tmp = tmp + (40 * self.recoil);
|
||
|
||
if (self.attack <= 3 && self.position == 1 && self.velocity_z == 0)
|
||
tmp = (tmp * 0.75);
|
||
|
||
if (self.attack <= 3 && self.position == 2 && self.velocity_z == 0)
|
||
tmp = (tmp * 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()* tmp + v_up*crandom()*tmp;
|
||
|
||
traceline (source+adjust, targ+adjust+v_forward*4000, FALSE, self);
|
||
if (trace_fraction == 1)
|
||
return;
|
||
|
||
org = trace_endpos - v_forward * 2;
|
||
headshot_check = trace_endpos + v_forward * (trace_ent.size_x / 2);
|
||
|
||
if (trace_ent.takedamage)
|
||
{
|
||
|
||
|
||
is_headshot = 0;
|
||
hs = headshot_check_x - trace_ent.origin_x;
|
||
hs = hs + headshot_check_y - trace_ent.origin_y;
|
||
|
||
if (hs < 0)
|
||
hs = hs * -1;
|
||
|
||
if (hs <= 4)
|
||
is_headshot = 1;
|
||
|
||
zdif = trace_endpos_z - trace_ent.origin_z;
|
||
|
||
if (is_headshot == 1 && zdif >= (trace_ent.size_z / 2 * 0.8))
|
||
self.critical = 3;
|
||
|
||
|
||
|
||
dam = (dam * (1 - trace_fraction));
|
||
if (trace_ent.solid != SOLID_BSP && self.critical == 3)
|
||
SpawnBlood (org, 1);
|
||
|
||
if (trace_ent.solid == SOLID_BSP)
|
||
SpawnWood (trace_ent, org, 1);
|
||
|
||
dam = dam + random()*dam;
|
||
|
||
if (weap != IID_WP_DKS1 && weap != IID_WP_FNFAL)
|
||
T_Damage (trace_ent, self, self, dam);
|
||
else if (weap == IID_WP_DKS1 || weap == IID_WP_FNFAL)
|
||
X_Damage (trace_ent, self, self, dam);
|
||
self.critical = 0;
|
||
|
||
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 =
|
||
{
|
||
local float slotnum;
|
||
if (other.classname != "player")
|
||
return;
|
||
|
||
if (other.ghost != 0)
|
||
return;
|
||
|
||
if (ItemInSlot(other, other.current_slot) == 0 && FitsInSlot(other.current_slot, ToIID(self.islot1)))
|
||
slotnum = other.current_slot;
|
||
if (!slotnum)
|
||
slotnum = FindSuitableEmptySlot(other, ToIID(self.islot1));
|
||
if (!slotnum)
|
||
return; //can't get it.
|
||
|
||
sound (other, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
|
||
|
||
SetItemSlot(other, slotnum, self.islot1);
|
||
|
||
sprint(other, PRINT_MEDIUM, "You pick up the ");
|
||
sprint(other, PRINT_MEDIUM, GetItemName(ToIID(self.islot1)));
|
||
sprint(other, PRINT_MEDIUM, "\n");
|
||
remove (self);
|
||
|
||
self = other;
|
||
if (self.current_slot == slotnum)
|
||
W_SetCurrentAmmo ();
|
||
};
|
||
|
||
void (float slotnum, float snd, float force) DropFromSlot =
|
||
{
|
||
local float weap;
|
||
local string mdel;
|
||
|
||
if (self.attack_finished > time && !force)
|
||
return;
|
||
|
||
if (slotnum == 0)
|
||
return;
|
||
|
||
weap = ItemInSlot(self, slotnum);
|
||
if (weap == 0)
|
||
{
|
||
sprint(self, PRINT_HIGH, "Can't drop nothing\n");
|
||
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.flags = FL_ITEM; //item makes it bigger to player touches.
|
||
newmis.velocity = aim (self, 500);
|
||
newmis.velocity = (newmis.velocity * 500);
|
||
newmis.angles_y = (random () * 360);
|
||
|
||
mdel = GetItemWModel(ToIID(weap));
|
||
|
||
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.islot1 = weap;
|
||
|
||
SetItemSlot(self, slotnum, 0);
|
||
|
||
if (self.attack_finished < time+0.6)
|
||
self.attack_finished = time+0.6;
|
||
|
||
if (self.current_slot == slotnum)
|
||
SetWeaponModel ();
|
||
|
||
if (self.equipment_slot == slotnum)
|
||
self.equipment_slot = 0;
|
||
|
||
};
|
||
|
||
void (float slot) WeaponAmmo =
|
||
{
|
||
local float weap, amount;
|
||
|
||
weap = ToIID(ItemInSlot(self, slot));
|
||
|
||
amount = WeaponMagQuant(weap);
|
||
GiveAmmo (slot, 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");
|
||
};
|
||
|
||
float (entity healer, entity saved) RevivePlayer =
|
||
{
|
||
local entity oself;
|
||
oself = self;
|
||
|
||
self = saved;
|
||
/* if (!walkmove(0, 0))
|
||
{
|
||
//too close?
|
||
return FALSE;
|
||
}
|
||
*/
|
||
saved.deadflag = DEAD_NO;
|
||
saved.takedamage = DAMAGE_AIM;
|
||
saved.movetype = MOVETYPE_WALK;
|
||
saved.solid = SOLID_NOT;
|
||
|
||
self = oself;
|
||
|
||
saved.materialize = 200;
|
||
saved.ghost = 0;
|
||
saved.health = 2;
|
||
saved.air_finished = time + 10;
|
||
saved.view_ofs = '0 0 22';
|
||
self = saved;
|
||
player_run();
|
||
self = oself;
|
||
stuffcmd(saved, "impulse 1\n");
|
||
if (healer.classname == "player")
|
||
{
|
||
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;
|
||
|
||
saved.flags (-) FL_FINDABLE_NONSOLID;
|
||
|
||
return TRUE;
|
||
};
|
||
|
||
float(float iid) UseBoostingChem =
|
||
{
|
||
local vector source;
|
||
local string x;
|
||
local float duration;
|
||
|
||
if (self.attack_finished > time)
|
||
return false;
|
||
|
||
x = GetItemName (iid);
|
||
if (iid == IID_CHEM_ADRENALINE)
|
||
duration = 30+random()*30;
|
||
else if (iid == IID_CHEM_PSYCHO)
|
||
duration = 30+random()*30;
|
||
else if (iid == IID_CHEM_BESERK)
|
||
duration = 30+random()*30;
|
||
else
|
||
{
|
||
sprint (self, PRINT_HIGH, "Not a boosting chem\n");
|
||
return false;
|
||
}
|
||
|
||
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_ent.classname == "player" && trace_ent.team == self.team)
|
||
{
|
||
if (trace_ent.health <= 0)
|
||
return false;
|
||
|
||
if (trace_ent.rage >= 1)
|
||
{
|
||
sprint (self, 2, trace_ent.netname);
|
||
sprint (self, PRINT_HIGH, " is already affected.\n");
|
||
return false;
|
||
}
|
||
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 = iid;
|
||
trace_ent.ragetime = duration;
|
||
return true;
|
||
}
|
||
if (self.health < self.max_health && self.rage == 0)
|
||
{
|
||
sound (self, CHAN_BODY, "player/berserk.wav", 1, ATTN_NORM);
|
||
self.rage = iid;
|
||
self.ragetime = duration;
|
||
return true;
|
||
}
|
||
return false;
|
||
};
|
||
|
||
float(float iid) UseHealingChem =
|
||
{
|
||
local vector source;
|
||
local float heal;
|
||
local string x;
|
||
local float friendly;
|
||
|
||
|
||
if (self.attack_finished > time)
|
||
return false;
|
||
|
||
x = GetItemName (iid);
|
||
if (iid == IID_CHEM_STIMPACK)
|
||
heal = 2*5;
|
||
else if (iid == IID_CHEM_MEDICALBAG)
|
||
{
|
||
heal = 3*5;
|
||
x = "bandage";
|
||
}
|
||
else if (iid == IID_CHEM_SUPERSTIM)
|
||
heal = 4*5;
|
||
else
|
||
{
|
||
sprint (self, PRINT_HIGH, "Not a healing chem\n");
|
||
return false;
|
||
}
|
||
|
||
|
||
self.attack_finished = time + 1;
|
||
|
||
makevectors (self.v_angle);
|
||
source = self.origin + '0 0 0';
|
||
traceline (source, source + v_forward*64, 32, self);
|
||
if (trace_ent.classname == "player" && trace_ent.team == self.team)
|
||
{
|
||
if (coop)
|
||
friendly = true; //all players are friendly in coop
|
||
if (teamplay)
|
||
friendly = trace_ent.team == self.team;
|
||
if (trace_ent.health <= 0 && friendly)
|
||
{
|
||
return RevivePlayer(self, trace_ent);
|
||
}
|
||
if (!friendly)
|
||
return false;
|
||
|
||
if (trace_ent.regen >= 1)
|
||
{
|
||
sprint (self, PRINT_HIGH, trace_ent.netname);
|
||
sprint (self, PRINT_HIGH, " is already healing.\n");
|
||
return false;
|
||
}
|
||
if (trace_ent.health >= trace_ent.max_health)
|
||
{
|
||
sprint(self, PRINT_HIGH, trace_ent.netname);
|
||
sprint(self, PRINT_HIGH, " isn't injured.\n");
|
||
return false;
|
||
}
|
||
sprint (trace_ent, PRINT_HIGH, 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);
|
||
return true;
|
||
}
|
||
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 true;
|
||
}
|
||
return false;
|
||
};
|
||
|
||
void () DisplayMenu =
|
||
{
|
||
local string menu;
|
||
|
||
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_heavy")
|
||
{
|
||
menu = HeavyString ();
|
||
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 == "shop_weapons")
|
||
{
|
||
menu = WeaponString ();
|
||
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 == 1)
|
||
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 == 2)
|
||
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 == 3)
|
||
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 == 4)
|
||
centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
|
||
}
|
||
|
||
if (self.currentmenu == "menu_build")
|
||
{
|
||
menu = BuildString ();
|
||
centerprint (self, menu);
|
||
}
|
||
};
|
||
|
||
|
||
void () Special =
|
||
{
|
||
#if 0
|
||
<<<< <<< weapons.qc
|
||
/*
|
||
==== ===
|
||
if (self.class == 1)
|
||
Bandage ();
|
||
>>>> >>> 1.2
|
||
if (self.class == 2)
|
||
<<< <<<< weapons.qc
|
||
Cmd_InvUse(GetItemName(IID_CHEM_MEDICALBAG));
|
||
if (self.class == 3)
|
||
Cmd_InvUse("sneak-boy");
|
||
if (self.class == 4)
|
||
Cmd_InvUse(GetItemName(IID_GREN_FRAG));
|
||
if (self.class == 6)
|
||
Cmd_InvUse("shield");
|
||
*/
|
||
|
||
===== ==
|
||
Sneak ();
|
||
if (self.class == 4)
|
||
self.currentmenu = "menu_build";
|
||
>>>> >>> 1.2
|
||
#endif
|
||
};
|
||
|
||
void () hos_run1;
|
||
void () hos_stand1;
|
||
float (float iid) spawn_station;
|
||
|
||
void () ExitScreen =
|
||
{
|
||
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";
|
||
}
|
||
};
|
||
|
||
void () Sneak =
|
||
{
|
||
local float w;
|
||
|
||
w = weightx();
|
||
|
||
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 && self.class == 2)
|
||
{
|
||
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
|
||
centerprint (self, "<EFBFBD> cloaked and sneaking <20>\n(1% detection chance)");
|
||
self.sneak = 1;
|
||
return;
|
||
}
|
||
else if (self.sneak == 0 && self.class != 2)
|
||
{
|
||
sound (self, CHAN_BODY, "items/inv1.wav", 1, ATTN_NORM);
|
||
centerprint (self, "<EFBFBD> cloaked <20>\n(15% 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 == IID_BUILD_MRAMMO))
|
||
{
|
||
if ((self.team == 1))
|
||
{
|
||
blue_weapon = 0;
|
||
}
|
||
else
|
||
{
|
||
if ((self.team == 2))
|
||
{
|
||
red_weapon = 0;
|
||
}
|
||
}
|
||
}
|
||
if ((self.buildtype == IID_BUILD_SHIELDGEN))
|
||
{
|
||
if ((self.team == 1))
|
||
{
|
||
blue_armor = 0;
|
||
}
|
||
else
|
||
{
|
||
if ((self.team == 2))
|
||
{
|
||
red_armor = 0;
|
||
}
|
||
}
|
||
}
|
||
if ((self.buildtype == IID_BUILD_AUTODOC))
|
||
{
|
||
if ((self.team == 1))
|
||
{
|
||
blue_gadget = 0;
|
||
}
|
||
else
|
||
{
|
||
if ((self.team == 2))
|
||
{
|
||
red_gadget = 0;
|
||
}
|
||
}
|
||
}
|
||
Explosion (2);
|
||
};
|
||
|
||
void () station_think =
|
||
{
|
||
#define chemcount attack_finished
|
||
local entity te;
|
||
local float r;
|
||
|
||
self.nextthink = time + 2;
|
||
|
||
if (self.track.team != self.team)
|
||
{
|
||
station_die ();
|
||
return;
|
||
}
|
||
|
||
if (self.chemcount <= 0)
|
||
{
|
||
station_die ();
|
||
return;
|
||
}
|
||
|
||
if (self.buildtype == IID_BUILD_SHIELDGEN)//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 && !te.deadflag)
|
||
{
|
||
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 == IID_BUILD_AUTODOC)//autodoc
|
||
{
|
||
te = findradius (self.origin, 70);
|
||
while (te)
|
||
{
|
||
if (te.classname == "player" && te.team == self.team && !te.deadflag)
|
||
{
|
||
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.deadflag)
|
||
RevivePlayer(self, te);
|
||
else if (te.health < te.max_health)
|
||
{
|
||
sound (self, CHAN_BODY, "items/r_item2.wav", 1, ATTN_NORM);
|
||
sprint (te, PRINT_MEDIUM, "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;
|
||
}
|
||
if (random() < 0.001)
|
||
{
|
||
r = random()*6;
|
||
if (r < 1)
|
||
sprint(te, PRINT_HIGH, "the auto-doc heals you of AIDS\n");
|
||
else if (r < 2)
|
||
sprint(te, PRINT_HIGH, "the auto-doc heals you of Genital Herpes\n");
|
||
else if (r < 3)
|
||
sprint(te, PRINT_HIGH, "the auto-doc heals you of Gonorrhea\n");
|
||
else if (r < 4)
|
||
sprint(te, PRINT_HIGH, "the auto-doc heals you of Syphillis\n");
|
||
else if (r < 5)
|
||
sprint(te, PRINT_HIGH, "the auto-doc rids you of Crabs\n");
|
||
else if (r < 6)
|
||
sprint(te, PRINT_HIGH, "the auto-doc heals you of Chlamydia\n");
|
||
}
|
||
}
|
||
te = te.chain;
|
||
}
|
||
}
|
||
|
||
if (self.buildtype == IID_BUILD_MRAMMO)//mr. ammo
|
||
{
|
||
te = findradius (self.origin, 60);
|
||
while (te)
|
||
{
|
||
if (te.classname == "player" && te.team == self.team && !te.deadflag)
|
||
{
|
||
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;
|
||
}
|
||
|
||
local float x;
|
||
|
||
x = 300;
|
||
|
||
local float curweap;
|
||
local float ammotype;
|
||
local float ammocount;
|
||
local float ammoslot;
|
||
curweap = ToIID(ItemInSlot(te, te.current_slot));
|
||
ammotype = WeaponAmmoType(curweap);
|
||
if (ammotype)
|
||
{
|
||
ammocount = TotalQuantity(te, ammotype);
|
||
x = x - ammocount;
|
||
}
|
||
else
|
||
x = 0;
|
||
if (x > 0)
|
||
{
|
||
ammocount = WeaponMagQuant(curweap);
|
||
if (x > ammocount/2)
|
||
x = ammocount/2;
|
||
|
||
ammoslot = SlotOfItem(te, ammotype);
|
||
if (!ammoslot)
|
||
ammoslot = FindEmptySlot(te);
|
||
if (ammoslot)
|
||
SetItemSlot(te, ammoslot, SlotVal(ammotype, x + ToStatus(ItemInSlot(te, ammoslot))));
|
||
|
||
r = random()*6;
|
||
if (r < 1)
|
||
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was received from the mr.ammo.\n");
|
||
else if (r < 2)
|
||
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " potatos were received from the mr.ammo.\n");
|
||
else if (r < 3)
|
||
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was given by the mr.ammo.\n");
|
||
else if (r < 4)
|
||
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was stolen from the mr.ammo.\n");
|
||
else if (r < 5)
|
||
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was extracted from the mr.ammo.\n");
|
||
else
|
||
sprint (te, PRINT_MEDIUM, ftos(ceil(x)), " ammo was given by the mr.ammo, along with an std\n");
|
||
|
||
self.chemcount = self.chemcount - 1;
|
||
}
|
||
}
|
||
te = te.chain;
|
||
}
|
||
}
|
||
};
|
||
|
||
void () Bar_Think =
|
||
{
|
||
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.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() FinishTurret;
|
||
float (float iid) spawn_station =
|
||
{
|
||
local entity oself;
|
||
local entity te;
|
||
local vector org;
|
||
|
||
if (iid == IID_BUILD_ROBOFANG)
|
||
{
|
||
te = find (world, classname, "robofang");
|
||
while (te)
|
||
{
|
||
if (te.track == self && te.buildtype == IID_BUILD_ROBOFANG)
|
||
{
|
||
makevectors (self.v_angle);
|
||
setorigin(te, self.origin + v_forward*32);
|
||
return false;
|
||
}
|
||
te = find (te, classname, "robofang");
|
||
}
|
||
}
|
||
|
||
te = find (world, classname, "station");
|
||
while (te)
|
||
{
|
||
if (te.track == self && te.buildtype == iid)
|
||
{
|
||
sprint (self, 2, "already have one.\n");
|
||
return false;
|
||
}
|
||
te = find (te, classname, "station");
|
||
}
|
||
if (iid == IID_BUILD_ROBOFANG)
|
||
{
|
||
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 false;
|
||
}
|
||
te = te.chain;
|
||
}
|
||
}
|
||
|
||
makevectors (self.v_angle);
|
||
org = ((self.origin + (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 false;
|
||
}
|
||
if ((pointcontents ((org + '0 -20 0')) != CONTENT_EMPTY))
|
||
{
|
||
sprint (self, 2, "can't build there.\n");
|
||
return false;
|
||
}
|
||
if ((pointcontents ((org + '20 0 0')) != CONTENT_EMPTY))
|
||
{
|
||
sprint (self, 2, "can't build there.\n");
|
||
return false;
|
||
}
|
||
if ((pointcontents ((org + '-20 0 0')) != CONTENT_EMPTY))
|
||
{
|
||
sprint (self, 2, "can't build there.\n");
|
||
return false;
|
||
}
|
||
if ((pointcontents ((org + '0 0 50')) != CONTENT_EMPTY))
|
||
{
|
||
sprint (self, 2, "can't build there.\n");
|
||
return false;
|
||
}
|
||
if ((pointcontents ((org + '0 0 -10')) != CONTENT_EMPTY))
|
||
{
|
||
sprint (self, 2, "can't build there.\n");
|
||
return false;
|
||
}
|
||
self.impulse = 0;
|
||
te = findradius (org, 40);
|
||
while (te)
|
||
{
|
||
if (te.classname == "spawn1")
|
||
{
|
||
sprint (self, 2, "can't build at spawn.\n");
|
||
return false;
|
||
}
|
||
if (te.classname == "spawn2")
|
||
{
|
||
sprint (self, 2, "can't build at spawn.\n");
|
||
return false;
|
||
}
|
||
if (te.classname == "ghoul")
|
||
{
|
||
sprint (self, 2, "somethings in the way.\n");
|
||
return false;
|
||
}
|
||
if (((te.classname == "player") && (te.health > 0)))
|
||
{
|
||
sprint (self, 2, "can't build on players.\n");
|
||
return false;
|
||
}
|
||
if (((te.classname == "station") && (te.health > 0)))
|
||
{
|
||
sprint (self, 2, "can't build on other stations.\n");
|
||
return false;
|
||
}
|
||
te = te.chain;
|
||
}
|
||
|
||
oself = self;
|
||
self = spawn ();
|
||
self.team = oself.team;
|
||
self.track = oself;
|
||
|
||
spawn_dot (self);
|
||
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 = 30;
|
||
self.max_health = 300;
|
||
self.th_die = station_die;
|
||
setmodel (self, "progs/station.mdl");
|
||
self.classname = "station";
|
||
self.think = station_think;
|
||
self.helmet = 2;
|
||
self.buildtype = iid;
|
||
self.aflag = true;
|
||
|
||
self.frame = 4;
|
||
|
||
self.chemcount = 75;
|
||
|
||
if (self.buildtype == IID_BUILD_MRAMMO)
|
||
self.netname = "mr. ammo";
|
||
if (self.buildtype == IID_BUILD_SHIELDGEN)
|
||
self.netname = "shield generator";
|
||
if (self.buildtype == IID_BUILD_AUTODOC)
|
||
self.netname = "autodoc";
|
||
if (self.buildtype == IID_BUILD_ROBOFANG)
|
||
{
|
||
setsize(self, '-24 -24 -24', '24 24 24');
|
||
self.netname = "robofang";
|
||
setmodel (self, "progs/dog.mdl");
|
||
}
|
||
if (self.buildtype == IID_BUILD_TTURRET || self.buildtype == IID_BUILD_RTURRET || self.buildtype == IID_BUILD_GTURRET)
|
||
{
|
||
FinishTurret();
|
||
}
|
||
|
||
self = oself;
|
||
|
||
return true;
|
||
};
|
||
|
||
float() FireToolkit =
|
||
{
|
||
local float rr;
|
||
|
||
makevectors (self.v_angle);
|
||
traceline (self.origin, self.origin + v_forward*64, FALSE, self);
|
||
|
||
//track is used for the owning player (without using the .owner field)
|
||
if (trace_ent.track == self && trace_ent.classname == "station" && trace_ent.health > 0)
|
||
{
|
||
if (trace_ent.health >= trace_ent.max_health) //already built - don't whack it!
|
||
return true;
|
||
|
||
//play a random build sound
|
||
rr = random ();
|
||
if (rr < 0.3)
|
||
sound (self, CHAN_WEAPON, "misc/build1.wav", TRUE, ATTN_NORM);
|
||
else if (rr < 0.6)
|
||
sound (self, CHAN_WEAPON, "misc/build2.wav", TRUE, ATTN_NORM);
|
||
else
|
||
sound (self, CHAN_WEAPON, "misc/build3.wav", TRUE, ATTN_NORM);
|
||
|
||
|
||
if (!trace_ent.nextthink)
|
||
if (trace_ent.health > 200)
|
||
trace_ent.frame = 5;
|
||
self.attack_finished = time + 0.1 + (random () * 0.1);
|
||
trace_ent.health = trace_ent.health + 6;
|
||
|
||
|
||
if (trace_ent.health >= trace_ent.max_health)
|
||
{ //it's built!
|
||
trace_ent.health = trace_ent.max_health;
|
||
if (!trace_ent.aflag)
|
||
return true; //already complete
|
||
trace_ent.aflag = false;
|
||
|
||
trace_ent.nextthink = time + 1;
|
||
sprint (self, PRINT_MEDIUM, "BUILDING COMPLETED.\n");
|
||
|
||
|
||
if (trace_ent.buildtype == IID_BUILD_ROBOFANG)
|
||
{
|
||
trace_ent.solid = SOLID_NOT;
|
||
trace_ent.think = SUB_Remove;
|
||
trace_ent.nextthink = time;
|
||
makevectors (self.v_angle);
|
||
sprint(self, PRINT_HIGH, "Robofang appears to have malfunctioned\n");
|
||
// spawn_dog (self.origin + v_forward * 32);
|
||
}
|
||
if (trace_ent.buildtype == IID_BUILD_AUTODOC)
|
||
trace_ent.frame = 1;
|
||
if (trace_ent.buildtype == IID_BUILD_MRAMMO)
|
||
trace_ent.frame = 0;
|
||
if (trace_ent.buildtype == IID_BUILD_SHIELDGEN)
|
||
trace_ent.frame = 2;
|
||
}
|
||
return true;
|
||
}
|
||
return false;
|
||
};
|
||
|
||
void () BuyMenu =
|
||
{
|
||
local float is_shop;
|
||
local entity te;
|
||
local string menu;
|
||
|
||
if (self.currentmenu == "777")
|
||
return;
|
||
|
||
is_shop = 0;
|
||
|
||
if (coop == 0)
|
||
{
|
||
te = findradius (self.origin, 250);
|
||
while (te)
|
||
{
|
||
if (te.classname == "buyzone1" && self.team == 1)
|
||
is_shop = 1;
|
||
if (te.classname == "buyzone2" && self.team == 2)
|
||
is_shop = 1;
|
||
|
||
te = te.chain;
|
||
}
|
||
}
|
||
|
||
if (coop == 1)
|
||
{
|
||
|
||
te = findradius (self.origin, 80);
|
||
while (te)
|
||
{
|
||
if (te.classname == "buyzone")
|
||
is_shop = 1;
|
||
if (te.classname == "merchant")
|
||
is_shop = 1;
|
||
|
||
te = te.chain;
|
||
}
|
||
}
|
||
|
||
if ((is_shop == 0))
|
||
{
|
||
centerprint (self, "nothing but the afterglow, here.\n(find a trader)");
|
||
return;
|
||
}
|
||
if ((is_shop == 1))
|
||
{
|
||
menu = ShopString ();
|
||
centerprint (self, menu);
|
||
self.currentmenu = "shop_list";
|
||
|
||
if (self.current_slot != 0 && self.current_slot != 2)
|
||
self.current_slot = 1;
|
||
|
||
return;
|
||
}
|
||
};
|
||
|
||
|
||
|
||
void () CharacterSheet =
|
||
{
|
||
local string x;
|
||
local float qq;
|
||
local float ratio;
|
||
local float r1;
|
||
local float r2;
|
||
|
||
stuffcmd (self, "toggleconsole\n");
|
||
sprint (self, PRINT_HIGH, "\n\n\n\n ** INFO ** \n");
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Class <20> ");
|
||
if (self.class == 1)
|
||
sprint (self, 2, "Medic");
|
||
if (self.class == 2)
|
||
sprint (self, 2, "Assassin");
|
||
if (self.class == 3)
|
||
sprint (self, 2, "Soldier");
|
||
if (self.class == 4)
|
||
sprint (self, 2, "Scientist");
|
||
|
||
sprint (self, PRINT_HIGH, "\n<EFBFBD>Team <20> ");
|
||
|
||
if (self.team == 1)
|
||
sprint (self, 2, "Rangers\n");
|
||
if (self.team == 2)
|
||
sprint (self, 2, "Raiders\n");
|
||
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Score <20> ");
|
||
r1 = (self.dead);
|
||
r2 = (self.kills);
|
||
if (r1 == 0)
|
||
r1 = 1;
|
||
|
||
ratio = (r2 / r1);
|
||
x = ftos (ratio);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, " (");
|
||
x = ftos (self.kills);
|
||
sprint (self, 2, x);
|
||
sprint (self, PRINT_HIGH, "/");
|
||
x = ftos (self.dead);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, ") ");
|
||
sprint (self, PRINT_HIGH, "\n<EFBFBD>Speed <20> ");
|
||
x = ftos (self.maxspeed);
|
||
sprint (self, 2, x);
|
||
sprint (self, PRINT_HIGH, "/300\n");
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Money <20> ");
|
||
|
||
x = ftos (self.ammo_shells);
|
||
sprint (self, 2, x);
|
||
sprint (self, PRINT_HIGH, "$\n");
|
||
if (self.class == 2)
|
||
{
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Bandages <20> ");
|
||
x = ftos (self.bandages);
|
||
sprint (self, 2, x);
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
}
|
||
if (self.class == 6)
|
||
{
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Scraps <20> ");
|
||
x = ftos (self.scraps);
|
||
sprint (self, 2, x);
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
}
|
||
/*
|
||
sprint (self, PRINT_HIGH, "\n<>Armor <20> ");
|
||
x = GetArmorName();
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, " (");
|
||
x = ftos (self.armor_weight);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, ")\n");
|
||
*/
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Protective<EFBFBD> ");
|
||
x = GetProtectName();
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, "\n");
|
||
/*
|
||
sprint (self, PRINT_HIGH, "<22>Chem <20> ");
|
||
x = GetChemName();
|
||
sprint (self, 2, x);
|
||
x = ftos (self.chemcount);
|
||
sprint (self, 2, "[");
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, "]");
|
||
sprint (self, 2, "\n");
|
||
*/
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Gadget <20> ");
|
||
|
||
x = GetEquipmentName();
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, "\n");
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Perk <20> ");
|
||
x = GetPerkName();
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, "\n");
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Trait <20> ");
|
||
x = GetTraitName();
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, "\n");
|
||
/*
|
||
sprint (self, PRINT_HIGH, "<22>Weapon 1 <20> ");
|
||
x = GetWeaponName (self, self.slot1);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, " (");
|
||
x = ftos (self.slot1_weight);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, ") (");
|
||
sprint (self, 2, self.ammotype1);
|
||
sprint (self, 2, ")\n");
|
||
|
||
sprint (self, PRINT_HIGH, "<22>Weapon 2 <20> ");
|
||
x = GetWeaponName (self, self.slot2);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, " (");
|
||
x = ftos (self.slot2_weight);
|
||
sprint (self, 2, x);
|
||
sprint (self, 2, ") (");
|
||
sprint (self, 2, self.ammotype2);
|
||
sprint (self, 2, ")\n\n");
|
||
*/
|
||
qq = weightx ();
|
||
sprint (self, PRINT_HIGH, "<EFBFBD>Weight <20> ");
|
||
x = ftos (qq);
|
||
sprint (self, 2, x);
|
||
qq = self.max_weight;
|
||
sprint (self, PRINT_HIGH, "/");
|
||
x = ftos (qq);
|
||
sprint (self, 2, x);
|
||
sprint (self, PRINT_HIGH, "\n");
|
||
return;
|
||
};
|
||
|
||
void () UseEquipment =
|
||
{
|
||
|
||
if (self.equipment == 0)
|
||
{
|
||
centerprint(self, "<EFBFBD><EFBFBD> no extra equipment <20><>\n");
|
||
return;
|
||
}
|
||
if (self.equipment == 1)
|
||
{
|
||
centerprint(self, "<EFBFBD><EFBFBD> medic's bag <20><>\nlets you carry more stimpacks\n");
|
||
return;
|
||
}
|
||
if (self.equipment == 4)
|
||
{
|
||
centerprint(self, "<EFBFBD><EFBFBD> belt pouch <20><>\ngives you room for two extra grenades\n");
|
||
return;
|
||
}
|
||
if (self.equipment == 5)
|
||
{
|
||
centerprint(self, "<EFBFBD><EFBFBD> backpack <20><>\nlets you carry more ammunition\n");
|
||
return;
|
||
}
|
||
if (self.equipment == 6)
|
||
{
|
||
centerprint(self, "<EFBFBD><EFBFBD> toolkit mark ii <20><>\nbuild, defuse and open doors faster\n");
|
||
return;
|
||
}
|
||
/*
|
||
if (self.equipment == 7 && self.equipment_slot == 0)
|
||
{
|
||
sprint (self, PRINT_HIGH, "climbing gear in place.\n");
|
||
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
|
||
self.maxspeed = 100;
|
||
self.velocity_z = 0;
|
||
self.equipment_state = 1;
|
||
}
|
||
if (self.equipment == 7 && self.equipment_state == 1)
|
||
{
|
||
sprint (self, PRINT_HIGH, "climbing gear retrieved.\n");
|
||
sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
|
||
self.grab = 0;
|
||
self.equipment_state = 0;
|
||
return;
|
||
}
|
||
*/
|
||
if (self.equipment == 8)
|
||
{
|
||
centerprint(self, "<EFBFBD><EFBFBD> enhanced battery <20><>\nallows longer cloaking\n");
|
||
return;
|
||
}
|
||
if (self.equipment == 9)
|
||
{
|
||
Sneak();
|
||
return;
|
||
}
|
||
|
||
};
|
||
|
||
void (vector s_aim, float dam, float tmp, float ran) W_FireBuckshotSpread1 =
|
||
{
|
||
local vector source;
|
||
local vector targ;
|
||
local vector org;
|
||
local float zdif;
|
||
local float ydif;
|
||
local float xdif;
|
||
local float is_headshot;
|
||
|
||
makevectors (self.v_angle);
|
||
|
||
if (self.position == 0)
|
||
source = (self.origin + '0 0 20');
|
||
if (self.position == 1)
|
||
source = (self.origin + '0 0 4');
|
||
if (self.position == 2)
|
||
source = (self.origin + '0 0 -12');
|
||
|
||
targ = ((((((s_aim + ((v_right * random ()) * tmp)) - ((v_right * random ()) * tmp)) + ((v_up * random ()) * tmp)) - ((v_up * random ()) * tmp)) + (((v_up * random ()) * tmp) * 0.5)) + (v_forward * ran));
|
||
|
||
traceline (source, targ, FALSE, self);
|
||
if ((trace_fraction == 1))
|
||
{
|
||
return;
|
||
}
|
||
org = (trace_endpos - (v_forward * 2));
|
||
if (trace_ent.takedamage)
|
||
{
|
||
dam = ((random () * dam) + dam);
|
||
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);
|
||
|
||
zdif = (org_z - trace_ent.origin_z);
|
||
ydif = (org_y - trace_ent.origin_y);
|
||
xdif = (org_x - trace_ent.origin_x);
|
||
is_headshot = 0;
|
||
if (((ydif >= CONTENT_SLIME) && (ydif <= WEAPON_SPIKES)))
|
||
{
|
||
is_headshot = 1;
|
||
}
|
||
if (((xdif >= CONTENT_SLIME) && (xdif <= WEAPON_SPIKES)))
|
||
{
|
||
is_headshot = 1;
|
||
}
|
||
if (((is_headshot == 1) && (zdif >= ((trace_ent.size_z / 2) * 0.8))))
|
||
{
|
||
if (self.attack > 2)
|
||
dam = (dam * 0.4);
|
||
|
||
self.critical = 3;
|
||
}
|
||
|
||
dam = dam + random()*dam;
|
||
T_Damage (trace_ent, self, self, dam);
|
||
self.critical = 0;
|
||
}
|
||
else
|
||
{
|
||
bullet_hole (org);
|
||
}
|
||
};
|
||
|
||
void (float rec, float number, float dam, float spread, float ran, float auto) W_FireShotgun =
|
||
{
|
||
local vector dir;
|
||
local vector p_aim;
|
||
local float var1;
|
||
local float var2;
|
||
local float var3;
|
||
local float var4;
|
||
|
||
if (self.velocity != '0 0 0')
|
||
{
|
||
var1 = ((random () * 48) * (6 + self.recoil * 1.5));
|
||
var2 = ((random () * 48) * (6 + self.recoil * 1.5));
|
||
var3 = ((random () * 48) * (6 + self.recoil * 1.5));
|
||
var4 = ((random () * 48) * (6 + self.recoil * 1.5));
|
||
}
|
||
if (self.position == 2)
|
||
{
|
||
var1 = ((random () * 12) * (6 + self.recoil * 1.5));
|
||
var2 = ((random () * 12) * (6 + self.recoil * 1.5));
|
||
var3 = ((random () * 12) * (6 + self.recoil * 1.5));
|
||
var4 = ((random () * 12) * (6 + self.recoil * 1.5));
|
||
}
|
||
if (self.position == 1)
|
||
{
|
||
var1 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
|
||
var2 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
|
||
var3 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
|
||
var4 = ((random () * IDLE3A) * (6 + self.recoil * 1.5));
|
||
}
|
||
if (self.position == 0)
|
||
{
|
||
var1 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
|
||
var2 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
|
||
var3 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
|
||
var4 = ((random () * IDLE10A) * (6 + (self.recoil * 3)));
|
||
}
|
||
|
||
if (self.position == 0)
|
||
player_single1 ();
|
||
if (self.position == 2)
|
||
player_single1 ();
|
||
if (self.position == 1)
|
||
player_single1_s ();
|
||
|
||
stuffcmd (self, "+lookup\n");
|
||
stuffcmd (self, "wait\n");
|
||
stuffcmd (self, "-lookup\n");
|
||
|
||
sound (self, CHAN_WEAPON, "weapons/shotgun1.wav", 1.5, ATTN_NORM);
|
||
|
||
|
||
p_aim = (((((self.origin + '0 0 20') + (v_right * var1)) - (v_right * var2)) + (v_up * var3)) - (v_up * var4));
|
||
|
||
msg_entity = self;
|
||
WriteByte (MSG_ONE, SVC_BIGKICK);
|
||
DropAmmo ();
|
||
self.attack = (self.attack + 1);
|
||
self.recoil = (self.recoil + 8);
|
||
Crosshair();
|
||
|
||
if (self.recoil >= 30)
|
||
self.recoil = 30;
|
||
|
||
if (auto == 0)
|
||
self.attack_finished = (time + 0.5);
|
||
|
||
if (auto == 1)
|
||
self.attack_finished = (time + 0.2);
|
||
|
||
dir = aim (self, 10000);
|
||
spread = 30;
|
||
if ((number == MULTICAST_PVS_R))
|
||
{
|
||
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
|
||
W_FireBuckshotSpread1 ((p_aim + (v_right * 80)), dam, spread, ran);
|
||
W_FireBuckshotSpread1 ((p_aim - (v_right * 80)), dam, spread, ran);
|
||
W_FireBuckshotSpread1 ((p_aim + (v_up * 80)), dam, spread, ran);
|
||
W_FireBuckshotSpread1 ((p_aim - (v_up * 80)), dam, spread, ran);
|
||
}
|
||
else
|
||
{
|
||
if ((number == AS_MELEE))
|
||
{
|
||
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
|
||
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
|
||
W_FireBuckshotSpread1 (p_aim, dam, spread, ran);
|
||
}
|
||
}
|
||
};
|
||
|
||
void () PlasmaBolt =
|
||
{
|
||
local float dam;
|
||
local float zdif;
|
||
local float ydif;
|
||
local float xdif;
|
||
local float tru;
|
||
|
||
if (other.solid == SOLID_TRIGGER)
|
||
return; //they're not really solid
|
||
|
||
if (pointcontents (self.origin) == CONTENT_SKY)
|
||
{
|
||
remove (self);
|
||
return;
|
||
}
|
||
|
||
if (other.takedamage)
|
||
{
|
||
dam = 30 + (random () * 30);
|
||
|
||
T_Damage (other, self, self.owner, dam);
|
||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
|
||
WriteCoord (MSG_MULTICAST, self.origin_x);
|
||
WriteCoord (MSG_MULTICAST, self.origin_y);
|
||
WriteCoord (MSG_MULTICAST, self.origin_z);
|
||
multicast (self.origin, MULTICAST_PHS);
|
||
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_NORM);
|
||
}
|
||
else
|
||
{
|
||
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
||
WriteByte (MSG_MULTICAST, TE_LIGHTNINGBLOOD);
|
||
WriteCoord (MSG_MULTICAST, self.origin_x);
|
||
WriteCoord (MSG_MULTICAST, self.origin_y);
|
||
WriteCoord (MSG_MULTICAST, self.origin_z);
|
||
multicast (self.origin, MULTICAST_PHS);
|
||
sound (self, CHAN_WEAPON, "enforcer/enfstop.wav", 1, ATTN_NORM);
|
||
}
|
||
remove (self);
|
||
};
|
||
|
||
//the alien blaster
|
||
void () FireAlienBlaster =
|
||
{
|
||
local float tmp;
|
||
|
||
DropAmmo ();
|
||
self.recoil = self.recoil + 8;
|
||
|
||
msg_entity = self;
|
||
WriteByte (MSG_ONE, SVC_SMALLKICK);
|
||
|
||
newmis = spawn ();
|
||
newmis.owner = self;
|
||
newmis.movetype = MOVETYPE_FLYMISSILE;
|
||
newmis.solid = SOLID_BBOX;
|
||
newmis.effects = EF_DIMLIGHT;
|
||
makevectors (self.v_angle);
|
||
newmis.velocity = aim (self, 3000);
|
||
newmis.velocity = (newmis.velocity * 3000);
|
||
newmis.angles = vectoangles (newmis.velocity);
|
||
|
||
newmis.nextthink = (time + IDLE3A);
|
||
newmis.think = SUB_Remove;
|
||
setmodel (newmis, "progs/plasma.mdl");
|
||
tmp = ((30 + self.velocity_y) + self.velocity_x);
|
||
|
||
|
||
{
|
||
newmis.velocity = aim (self, 1700);
|
||
newmis.velocity = newmis.velocity * 1700;
|
||
newmis.angles = vectoangles (newmis.velocity);
|
||
newmis.nextthink = time + 1.4;
|
||
sound (self, CHAN_WEAPON, "weapons/blaster.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
||
newmis.touch = PlasmaBolt;
|
||
setmodel (newmis, "progs/ray.mdl");
|
||
tmp = 90 + self.velocity_y + self.velocity_x;
|
||
}
|
||
|
||
setsize (newmis, '0 0 0', '0 0 0');
|
||
setorigin (newmis, self.origin + (v_right * WEAPON_BIG) + (v_forward * WEAPON_ROCKET) + '0 0 20');
|
||
newmis.velocity = newmis.velocity + (v_right * random () * tmp) - (v_right * random () * tmp) + (v_up * random () * tmp) - (v_up * random () * tmp);
|
||
|
||
self.attack_finished = time + 0.5;
|
||
};
|