mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-14 00:10:46 +00:00
e8dc38d98a
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1871 fc73d0e0-1445-4013-8a0c-d673dee63da5
791 lines
No EOL
20 KiB
C++
791 lines
No EOL
20 KiB
C++
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void(entity to, float iid, float amount) AddNonStackable =
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{
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local float slot;
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slot = SlotOfItem(to, iid);
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if (!slot)
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slot = FindSuitableEmptySlot(to, iid);
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if (slot)
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SetItemSlot(to, slot, SlotVal(iid, amount));
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};
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void(entity to, float iid, float amount) AddStackable =
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{
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local float slot;
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slot = FindSuitableEmptySlot(to, iid);
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if (slot)
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SetItemSlot(to, slot, SlotVal(iid, amount + ToStatus(ItemInSlot(to, slot))));
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}
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void(float cost, float iid) BuyStackable =
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{
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local string z;
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if (self.ammo_shells < cost)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.ammo_shells = self.ammo_shells - cost;
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sprint(self, PRINT_HIGH, "you bought a ");
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z = GetItemName(iid);
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sprint(self, PRINT_HIGH, z);
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sprint(self, PRINT_HIGH, "\n");
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//put grenade in inventory
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//finds existing grenades, otherwise, empty slot
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TryGiveStackable(self, iid, 1);
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};
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void() BuyBandages =
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{
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local string y;
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if (self.ammo_shells < 2)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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if (self.class != 2)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not a medic.\n");
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return;
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}
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if (self.bandages >= 50)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "too many bandages.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.bandages = self.bandages + 25;
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self.ammo_shells = self.ammo_shells - 2;
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if (self.bandages > 50)
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self.bandages = 50;
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y = ftos(self.bandages);
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sprint(self, PRINT_HIGH, "you now have ");
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sprint(self, PRINT_HIGH, y);
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sprint(self, PRINT_HIGH, "/50 bandages.\n");
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};
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void(float cost, float type) BuyChem =
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{
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local string chemname;
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local float max;
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local float alreadygot;
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if (self.ammo_shells < cost)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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if (type != IID_CHEM_STIMPACK && self.class != 1)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not a medic.\n");
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return;
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}
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if (self.equipment == 1)
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max = 4;
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else
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max = 2;
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if (type == IID_CHEM_MEDICALBAG)
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max = 50;
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alreadygot = TotalQuantity(self, type);
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if (alreadygot >= max)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "you can't hold any more chems.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.ammo_shells = self.ammo_shells - cost;
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chemname = GetItemName(type);
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sprint(self, PRINT_HIGH, chemname);
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sprint(self, PRINT_HIGH, " purchased.\n");
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TryGiveStackable(self, type, 1);
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};
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void(string type) ChangeAmmo =
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{
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if (self.ammo_shells < 1)
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{
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self.currentmenu = "none";
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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if (self.current_slot == 1)
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self.ammotype1 = type;
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if (self.current_slot == 2)
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self.ammotype2 = type;
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};
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void() SetWeaponModel;
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void (float wt, float cost, float wid) BuyWeapon =
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{
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local string itname;
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local float ammotype, ammocount;
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local float slotnum;
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local float curweap;
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if (self.ammo_shells < cost)
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{
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self.currentmenu = "none";
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sound (self, CHAN_BODY, "misc/menu3.wav", 1, ATTN_IDLE);
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.ammo_shells = self.ammo_shells - cost;
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sprint(self, PRINT_HIGH, "you bought ");
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itname = GetItemName(wid);
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sprint(self, PRINT_HIGH, itname);
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sprint(self, PRINT_HIGH, ".\n");
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//put new weapon in current slot
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//put old weapon in empty slot (but not armor slot!)
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//otherwise, drop it.
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curweap = ItemInSlot(self, self.current_slot);
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slotnum = FindSuitableEmptySlot(self, ToIID(curweap));
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if (slotnum == 0)//no more room
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DropFromSlot (self.current_slot, 1, 0);
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else //found a place to stick old weapon
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SetItemSlot(self, slotnum, curweap);
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ammocount = WeaponMagQuant(wid);//load weapon with full ammo (may be changed)
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SetItemSlot(self, self.current_slot, SlotVal(wid, ammocount));
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ammotype = WeaponAmmoType(wid);//load weapon with full ammo (may be changed)
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TryGiveStackable(self, ammotype, ammocount*3);
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SetWeaponModel();
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};
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void (float cost, float item) BuyPerk =
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{
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if (self.frags < cost)
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{
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sprint (self, PRINT_HIGH, "not enough kills\n");
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self.currentmenu = "none";
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return;
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}
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sprint (self, PRINT_HIGH, "ok, ability gained.\n");
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self.perk = item;
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self.currentmenu = "none";
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return;
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};
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/*
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void (float wt, float cost, float item) BuyArmor =
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{
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local float curr;
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local float lbs;
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local string x;
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lbs = weightx ();
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if (((item >= TE_LIGHTNING2) && (self.protect >= SPAWNFLAG_SUPERSPIKE)))
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{
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sprint (self, PRINT_HIGH, "remove your hardware before buying\nany kind of advanced armor!\ntoo much interference otherwise.");
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self.currentmenu = "none";
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return;
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}
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if ((cost > self.ammo_shells))
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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return;
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}
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if ((((lbs + wt) - GetItemsWeight(self.islot3)) > self.max_weight))
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{
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sprint (self, PRINT_HIGH, "you can't carry that much.\n");
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self.currentmenu = "none";
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return;
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}
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sound (self, CHAN_BODY, "misc/item2.wav", 1, ATTN_NORM);
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self.ammo_shells = (self.ammo_shells - cost);
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// self.armor_weight = wt;
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self.armor = item;
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x = GetArmorName();
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sprint (self, PRINT_HIGH, x);
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sprint (self, PRINT_HIGH, " purchased.\n");
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return;
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};*/
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void (float wt, float cost, float item) BuyArmor =
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{
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local string z;
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local float x;
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if (self.ammo_shells < cost)
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{
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self.currentmenu = "none";
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sound (self, CHAN_BODY, "misc/menu3.wav", 1, ATTN_IDLE);
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sprint(self, PRINT_HIGH, "not enough money.\n");
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return;
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}
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sound (self, CHAN_BODY, "misc/item1.wav", 1, ATTN_NORM);
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self.ammo_shells = self.ammo_shells - cost;
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sprint(self, PRINT_HIGH, "you bought ");
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z = GetItemName(item);
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sprint(self, PRINT_HIGH, z);
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sprint(self, PRINT_HIGH, ".\n");
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//put new armor in armor slot
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//put old armor in inventory
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x = FindEmptySlot(self);
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if (x == 0)
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sprint(self, 2, "no more room. giving armor to merchant.\n");
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if (x != 0) //found a place to stick old armor
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SetItemSlot(self, x, SlotVal(self.islot3, 1));
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SetItemSlot(self, 3, SlotVal(item, 1));
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};
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void (float cost, float item) BuyEquipment =
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{
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local float lbs;
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local string x;
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lbs = weightx ();
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if ((cost > self.ammo_shells))
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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return;
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}
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sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM);
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self.equipment = item;
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x = GetEquipmentName();
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sprint (self, PRINT_HIGH, x);
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sprint (self, PRINT_HIGH, " purchased.\n");
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self.ammo_shells = (self.ammo_shells - cost);
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return;
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};
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void (float cost, float item) BuyProtect =
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{
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local string x;
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/*
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if ((self.armor >= TE_LIGHTNING2))
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{
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sprint (self, PRINT_HIGH, "too many electronics in\nyour currently worn armor!");
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self.currentmenu = "none";
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return;
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}
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*/
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if ((cost > self.ammo_shells))
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{
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sprint (self, PRINT_HIGH, "not enough money.\n");
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self.currentmenu = "none";
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return;
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}
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sound (self, CHAN_BODY, "items/item1.wav", 1, ATTN_NORM);
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self.ammo_shells = (self.ammo_shells - cost);
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self.protect = item;
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x = GetProtectName();
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sprint (self, PRINT_HIGH, x);
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sprint (self, PRINT_HIGH, " purchased.\n");
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return;
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};
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float (float input) overweight =
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{
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local float tmp;
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local float max;
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tmp = input + self.weight;
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max = self.max_weight;
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if (self.class == TE_LIGHTNING2)
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{
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max = max + SPAWNFLAG_LASER;
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}
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if (self.perk == TE_LAVASPLASH)
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{
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return (FALSE);
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}
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if (tmp > max)
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{
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return (TRUE);
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}
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else
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{
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return (FALSE);
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}
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};
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void () W_GetClass =
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{
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if ((self.currentmenu == "select_skill"))
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{
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sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
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if (self.impulse == 1)
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{
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self.currentmenu = "none";
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self.max_health = 80;
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self.class = 1;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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if ((self.impulse == 2))
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{
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self.currentmenu = "none";
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self.max_health = 70;
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self.class = 2;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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if (self.impulse == 3)
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{
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self.currentmenu = "none";
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self.max_health = 100;
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self.class = 3;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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if (self.impulse == 4)
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{
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self.max_health = 80;
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self.currentmenu = "none";
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self.class = 4;
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self.currentmenu = "confirm_skill";
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centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
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self.ghost = 0;
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return;
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}
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}
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if (self.impulse > 4)
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return;
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};
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void() W_PlayerMenu =
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{
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if (self.currentmenu == "none")
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return;
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if (self.currentmenu == "shop_list")
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{
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if (self.impulse == 1)
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self.currentmenu = "shop_trait";
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if (self.impulse == 2)
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self.currentmenu = "shop_perk";
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if (self.impulse == 3)
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self.currentmenu = "shop_armor";
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if (self.impulse == 4)
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self.currentmenu = "shop_protect";
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if (self.impulse == 5)
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self.currentmenu = "shop_weapons";
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if (self.impulse == 6)
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self.currentmenu = "shop_equipment";
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if (self.impulse == 7)
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self.currentmenu = "shop_chems";
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if (self.impulse == 8)
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self.currentmenu = "shop_other";
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DisplayMenu();
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return;
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}
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if (self.currentmenu == "shop_trait")
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{
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if (self.impulse == 1)
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self.currentmenu = "shop_trait";
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if (self.impulse == 2)
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self.currentmenu = "shop_perk";
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if (self.impulse == 3)
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self.currentmenu = "shop_armor";
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if (self.impulse == 4)
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self.currentmenu = "shop_protect";
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if (self.impulse == 5)
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self.currentmenu = "shop_weapons";
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if (self.impulse == 6)
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self.currentmenu = "shop_equipment";
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if (self.impulse == 7)
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self.currentmenu = "shop_chems";
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if (self.impulse == 8)
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self.currentmenu = "shop_other";
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DisplayMenu();
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return;
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}
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if (self.currentmenu == "shop_perk")
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{
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if (self.impulse == 1)
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BuyPerk(1, 1);
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if (self.impulse == 2)
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BuyPerk(1, 2);
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if (self.impulse == 3)
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BuyPerk(1, 3);
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if (self.impulse == 4)
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BuyPerk(2, 4);
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if (self.impulse == 5)
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BuyPerk(2, 5);
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if (self.impulse == 6)
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BuyPerk(2, 6);
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if (self.impulse == 7)
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BuyPerk(2, 7);
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if (self.impulse == 8)
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BuyPerk(3, 8);
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if (self.impulse == 9)
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BuyPerk(4, 9);
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return;
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}
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if (self.currentmenu == "shop_armor")
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{
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if (self.impulse == 1)
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BuyArmor(3, 03, IID_ARM_SHIRT); //weight, cost, item
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if (self.impulse == 2)
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BuyArmor(7, 05, IID_ARM_LEATHER); //weight, cost, item
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if (self.impulse == 3)
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BuyArmor(9, 10, IID_ARM_KEVLAR); //weight, cost, item
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if (self.impulse == 4)
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BuyArmor(15, 12, IID_ARM_METAL); //weight, cost, item
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if (self.impulse == 5)
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BuyArmor(12, 25, IID_ARM_COMBAT); //weight, cost, item
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if (self.impulse == 6)
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BuyArmor(17, 35, IID_ARM_BROTHERHOOD); //weight, cost, item
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if (self.impulse == 7)
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BuyArmor(5, 45, IID_ARM_FORCE); //weight, cost, item
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if (self.impulse == 8)
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BuyArmor(20, 55, IID_ARM_LPOWER); //weight, cost, item
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return;
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}
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if (self.currentmenu == "shop_protect")
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{
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if (self.impulse == 1)
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BuyProtect(20, 1);
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if (self.impulse == 2)
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BuyProtect(20, 2);
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if (self.impulse == 3)
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BuyProtect(30, 3);
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if (self.impulse == 4)
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BuyProtect(30, 4);
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if (self.impulse == 5)
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BuyProtect(40, 5);
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return;
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}
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if (self.currentmenu == "shop_weapons")
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{
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if (self.impulse == 1)
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self.currentmenu = "shop_melee";
|
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if (self.impulse == 2)
|
||
self.currentmenu = "shop_thrown";
|
||
if (self.impulse == 3)
|
||
self.currentmenu = "shop_pistols";
|
||
if (self.impulse == 4)
|
||
self.currentmenu = "shop_shotguns";
|
||
if (self.impulse == 5)
|
||
self.currentmenu = "shop_rifles";
|
||
if (self.impulse == 6)
|
||
self.currentmenu = "shop_heavy";
|
||
|
||
DisplayMenu();
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_melee")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(1, 1, IID_WP_KNIFE); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(6, 3, IID_WP_AXE); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(3, 10, IID_WP_VIBROBLADE); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(10, 15, IID_WP_POWERAXE); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_thrown")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyStackable(3, IID_GREN_SMOKE); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyStackable(4, IID_GREN_FRAG); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyStackable(5, IID_GREN_EMP); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyStackable(6, IID_GREN_FLASH); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_pistols")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(1, 5, IID_WP_USP); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(2, 7, IID_WP_DEAGLE); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(2, 9, IID_WP_NEEDLER); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(3, 14, IID_WP_MP9); //weight, cost, item
|
||
if (self.impulse == 5)
|
||
BuyWeapon(3, 17, IID_WP_MP7); //weight, cost, item
|
||
if (self.impulse == 6)
|
||
BuyWeapon(2, 21, IID_WP_ALIENBLASTER); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_shotguns")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(3, 4, IID_WP_PIPERIFLE); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(4, 8, IID_WP_WINCHESTER); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(5, 12, IID_WP_MOSSBERG); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(7, 34, IID_WP_JACKHAMMER); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_rifles")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(3, 11, IID_WP_RANGEMASTER); //weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(4, 21, IID_WP_AK112); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(5, 25, IID_WP_AK74); //weight, cost, item
|
||
if (self.impulse == 4)
|
||
BuyWeapon(6, 28, IID_WP_DKS1); //weight, cost, item
|
||
if (self.impulse == 5)
|
||
BuyWeapon(5, 30, IID_WP_MOONLIGHT); //weight, cost, item
|
||
if (self.impulse == 6)
|
||
BuyWeapon(4, 32, IID_WP_SA80); //weight, cost, item
|
||
if (self.impulse == 7)
|
||
BuyWeapon(9, 25, IID_WP_FNFAL); //weight, cost, item
|
||
|
||
return;
|
||
}
|
||
if (self.currentmenu == "shop_heavy")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyWeapon(10, 30, IID_WP_ROCKETLAUNCHER);//weight, cost, item
|
||
if (self.impulse == 2)
|
||
BuyWeapon(7, 32, IID_WP_GAUSERIFLE); //weight, cost, item
|
||
if (self.impulse == 3)
|
||
BuyWeapon(12, 45, IID_WP_PULSERIFLE); //weight, cost, item
|
||
}
|
||
|
||
if (self.currentmenu == "shop_equipment")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyEquipment(20, 1); //cost, item
|
||
if (self.impulse == 2)
|
||
BuyEquipment(20, 2); //cost, item
|
||
if (self.impulse == 3)
|
||
BuyEquipment(20, 3); //cost, item
|
||
if (self.impulse == 4)
|
||
BuyEquipment(20, 4); //cost, item
|
||
if (self.impulse == 5)
|
||
BuyEquipment(20, 5); //cost, item
|
||
if (self.impulse == 6)
|
||
BuyEquipment(20, 6); //cost, item
|
||
if (self.impulse == 7)
|
||
BuyEquipment(20, 7); //cost, item
|
||
if (self.impulse == 8)
|
||
BuyEquipment(20, 8); //cost, item
|
||
if (self.impulse == 9)
|
||
BuyEquipment(20, 9); //cost, item
|
||
if (self.impulse == 10)
|
||
BuyEquipment(20, 10); //cost, item
|
||
|
||
return;
|
||
}
|
||
|
||
if (self.currentmenu == "shop_chems")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyChem(3, IID_CHEM_STIMPACK); //cost, item
|
||
if (self.impulse == 2)
|
||
BuyChem(5, IID_CHEM_MEDICALBAG); //cost, item
|
||
if (self.impulse == 3)
|
||
BuyChem(10, IID_CHEM_SUPERSTIM); //cost, item
|
||
if (self.impulse == 4)
|
||
BuyChem(12, IID_CHEM_ADRENALINE); //cost, item
|
||
if (self.impulse == 5)
|
||
BuyChem(18, IID_CHEM_PSYCHO); //cost, item
|
||
if (self.impulse == 6)
|
||
BuyChem(21, IID_CHEM_BESERK); //cost, item
|
||
return;
|
||
}
|
||
|
||
if (self.currentmenu == "shop_other")
|
||
{
|
||
if (self.impulse == 1)
|
||
BuyChem(5, IID_CHEM_MEDICALBAG);
|
||
if (self.impulse == 3)
|
||
BuyStackable(20, IID_BUILD_MRAMMO);
|
||
if (self.impulse == 4)
|
||
BuyStackable(20, IID_BUILD_AUTODOC);
|
||
if (self.impulse == 5)
|
||
BuyStackable(20, IID_BUILD_SHIELDGEN);
|
||
if (self.impulse == 6)
|
||
BuyStackable(20, IID_BUILD_TTURRET);
|
||
return;
|
||
}
|
||
|
||
|
||
if (self.currentmenu == "select_team")
|
||
{
|
||
if (self.impulse == 1)
|
||
{
|
||
bprint(2, self.netname);
|
||
bprint(2, " has joined the rangers.\n");
|
||
self.currentmenu = "confirm_team";
|
||
DisplayMenu();
|
||
self.team = 1;
|
||
return;
|
||
}
|
||
if (self.impulse == 2)
|
||
{
|
||
bprint(2, self.netname);
|
||
bprint(2, " has joined the raiders.\n");
|
||
self.currentmenu = "confirm_team";
|
||
DisplayMenu();
|
||
self.team = 2;
|
||
return;
|
||
}
|
||
|
||
}
|
||
|
||
if (self.currentmenu == "select_skill")
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
|
||
if (self.impulse == 1)
|
||
{
|
||
self.currentmenu = "none";
|
||
self.max_health = 80;
|
||
self.class = 1;
|
||
self.currentmenu = "confirm_skill";
|
||
centerprint (self, "<EFBFBD>your class will be<62>\n\nMedic - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
|
||
self.ghost = 0;
|
||
return;
|
||
}
|
||
if ((self.impulse == 2))
|
||
{
|
||
self.currentmenu = "none";
|
||
self.max_health = 70;
|
||
self.class = 2;
|
||
self.currentmenu = "confirm_skill";
|
||
centerprint (self, "<EFBFBD>your class will be<62>\n\nAssassin - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
|
||
self.ghost = 0;
|
||
return;
|
||
}
|
||
if (self.impulse == 3)
|
||
{
|
||
self.currentmenu = "none";
|
||
self.max_health = 100;
|
||
self.class = 3;
|
||
self.currentmenu = "confirm_skill";
|
||
centerprint (self, "<EFBFBD>your class will be<62>\n\nSoldiier - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
|
||
self.ghost = 0;
|
||
return;
|
||
}
|
||
if (self.impulse == 4)
|
||
{
|
||
self.max_health = 80;
|
||
self.currentmenu = "none";
|
||
self.class = 4;
|
||
self.currentmenu = "confirm_skill";
|
||
centerprint (self, "<EFBFBD>your class will be<62>\n\nScientist - OK?\n<EFBFBD>1<EFBFBD> Yes \n<EFBFBD>2<EFBFBD> No \n");
|
||
self.ghost = 0;
|
||
return;
|
||
}
|
||
}
|
||
|
||
|
||
if (self.currentmenu == "confirm_team")
|
||
{
|
||
if (self.impulse == 1)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "select_skill";
|
||
DisplayMenu();
|
||
self.impulse = 0;
|
||
return;
|
||
}
|
||
if (self.impulse == 2)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "select_team";
|
||
DisplayMenu();
|
||
self.impulse = 0;
|
||
self.team = 0;
|
||
return;
|
||
}
|
||
}
|
||
if (self.currentmenu == "confirm_skill")
|
||
{
|
||
if (self.impulse == 1)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "none";
|
||
centerprint(self, "");
|
||
PutClientInServer();
|
||
self.impulse = 0;
|
||
return;
|
||
}
|
||
if (self.impulse == 2)
|
||
{
|
||
sound (self, CHAN_WEAPON, "buttons/switch02.wav", TRUE, ATTN_NORM);
|
||
self.currentmenu = "select_skill";
|
||
DisplayMenu();
|
||
self.impulse = 0;
|
||
self.class = 0;
|
||
return;
|
||
}
|
||
}
|
||
|
||
}; |